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controller.py
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import pygame
import model
from eventmanager import *
class Keyboard(object):
"""
Handles keyboard input.
"""
def __init__(self, evManager, model):
"""
evManager (EventManager): Allows posting messages to the event queue.
model (GameEngine): a strong reference to the game Model.
"""
self.evManager = evManager
evManager.RegisterListener(self)
self.model = model
def notify(self, event):
"""
Receive events posted to the message queue.
"""
if isinstance(event, TickEvent):
# Called for each game tick. We check our keyboard presses here.
for event in pygame.event.get():
# handle window manager closing our window
if event.type == pygame.QUIT:
self.evManager.Post(QuitEvent())
# handle key down events
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.evManager.Post(StateChangeEvent(None))
else:
currentstate = self.model.state.peek()
if currentstate == model.STATE_MENU:
self.keydownmenu(event)
if currentstate == model.STATE_PLAY:
self.keydownplay(event)
if currentstate == model.STATE_HELP:
self.keydownhelp(event)
def keydownmenu(self, event):
"""
Handles menu key events.
"""
# escape pops the menu
if event.key == pygame.K_ESCAPE:
self.evManager.Post(StateChangeEvent(None))
# space plays the game
if event.key == pygame.K_SPACE:
self.evManager.Post(StateChangeEvent(model.STATE_PLAY))
def keydownhelp(self, event):
"""
Handles help key events.
"""
# space, enter or escape pops help
if event.key in [pygame.K_ESCAPE, pygame.K_SPACE, pygame.K_RETURN]:
self.evManager.Post(StateChangeEvent(None))
def keydownplay(self, event):
"""
Handles play key events.
"""
if event.key == pygame.K_ESCAPE:
self.evManager.Post(StateChangeEvent(None))
# F1 shows the help
if event.key == pygame.K_F1:
self.evManager.Post(StateChangeEvent(model.STATE_HELP))
else:
self.evManager.Post(InputEvent(event.unicode, None))