As the player moves the hero, the MapWindow will try to keep the hero in the middle of the view.
115 lines
3.7 KiB
Python
115 lines
3.7 KiB
Python
# Eryn Wells <eryn@erynwells.me>
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'''Defines event handling mechanisms.'''
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from typing import Optional, TYPE_CHECKING
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import tcod
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from . import log
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from .actions.action import Action
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from .actions.game import ExitAction, RegenerateRoomsAction, BumpAction, WaitAction
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from .geometry import Direction, Point
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if TYPE_CHECKING:
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from .engine import Engine
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class EventHandler(tcod.event.EventDispatch[Action]):
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'''Abstract event handler class'''
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def __init__(self, engine: 'Engine'):
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super().__init__()
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self.engine = engine
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def handle_events(self, context: tcod.context.Context):
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'''Wait for events and handle them.'''
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for event in tcod.event.wait():
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context.convert_event(event)
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self.handle_event(event)
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def handle_event(self, event: tcod.event.Event):
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'''
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Handle an event by transforming it into an Action and processing it until it is completed. If the Action
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succeeds, also process actions from other Entities.
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Parameters
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----------
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event : tcod.event.Event
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The event to handle
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'''
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action = self.dispatch(event)
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# Unhandled event. Ignore it.
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if not action:
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log.EVENTS.debug('Unhandled event: %s', event)
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return
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self.engine.process_input_action(action)
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def ev_quit(self, event: tcod.event.Quit) -> Optional[Action]:
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return ExitAction()
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class MainGameEventHandler(EventHandler):
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'''
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Handler of `tcod` events for the main game.
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Receives input from the player and dispatches actions to the game engine to interat with the hero and other objects
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in the game.
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'''
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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action: Optional[Action] = None
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hero = self.engine.hero
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is_shift_pressed = bool(event.mod & tcod.event.Modifier.SHIFT)
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sym = event.sym
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match sym:
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case tcod.event.KeySym.b:
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action = BumpAction(hero, Direction.SouthWest)
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case tcod.event.KeySym.h:
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action = BumpAction(hero, Direction.West)
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case tcod.event.KeySym.j:
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action = BumpAction(hero, Direction.South)
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case tcod.event.KeySym.k:
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action = BumpAction(hero, Direction.North)
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case tcod.event.KeySym.l:
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action = BumpAction(hero, Direction.East)
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case tcod.event.KeySym.n:
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action = BumpAction(hero, Direction.SouthEast)
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case tcod.event.KeySym.u:
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action = BumpAction(hero, Direction.NorthEast)
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case tcod.event.KeySym.y:
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action = BumpAction(hero, Direction.NorthWest)
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case tcod.event.KeySym.ESCAPE:
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action = ExitAction()
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case tcod.event.KeySym.SPACE:
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action = RegenerateRoomsAction()
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case tcod.event.KeySym.PERIOD:
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if not is_shift_pressed:
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action = WaitAction(hero)
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return action
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def ev_mousemotion(self, event: tcod.event.MouseMotion) -> Optional[Action]:
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mouse_point = Point(event.tile.x, event.tile.y)
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if not self.engine.map.tile_is_in_bounds(mouse_point):
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mouse_point = None
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self.engine.update_mouse_point(mouse_point)
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class GameOverEventHandler(EventHandler):
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'''When the game is over (the hero dies, the player quits, etc), this event handler takes over.'''
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def ev_keydown(self, event: tcod.event.KeyDown) -> Optional[Action]:
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action: Optional[Action] = None
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sym = event.sym
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match sym:
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case tcod.event.KeySym.ESCAPE:
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action = ExitAction()
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return action
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