66 lines
2.1 KiB
Python
66 lines
2.1 KiB
Python
# Eryn Wells <eryn@erynwells.me>
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from typing import Optional, TYPE_CHECKING
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import tcod
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import tcod.event as tev
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from .actions.action import Action
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from .actions.game import BumpAction, ExitAction, WaitAction
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from .geometry import Direction
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if TYPE_CHECKING:
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from .engine import Engine
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class EngineEventHandler(tev.EventDispatch[Action]):
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'''Handles event on behalf of the game engine, dispatching Actions back to the engine.'''
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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 ev_keydown(self, event: tev.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.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_quit(self, event: tcod.event.Quit) -> Optional[Action]:
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return ExitAction()
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class GameOverEventHandler(tev.EventDispatch[Action]):
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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 __init__(self, engine: 'Engine'):
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super().__init__()
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self.engine = engine
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def ev_quit(self, event: tev.Quit) -> Optional[Action]:
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return ExitAction()
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