(self, screen_width, screen_height, target, round_over)
| 44 | return animation_list |
| 45 | |
| 46 | def move(self, screen_width, screen_height, target, round_over): |
| 47 | SPEED = 10 |
| 48 | GRAVITY = 2 |
| 49 | dx = 0 |
| 50 | dy = 0 |
| 51 | self.running = False |
| 52 | self.attack_type = 0 |
| 53 | |
| 54 | # get keypresses |
| 55 | key = pygame.key.get_pressed() |
| 56 | |
| 57 | # can only perform other actions if not currently attacking |
| 58 | if self.attacking == False and self.alive == True and round_over == False: |
| 59 | # check player 1 controls |
| 60 | if self.player == 1: |
| 61 | # movement |
| 62 | if key[pygame.K_a]: |
| 63 | dx = -SPEED |
| 64 | self.running = True |
| 65 | if key[pygame.K_d]: |
| 66 | dx = SPEED |
| 67 | self.running = True |
| 68 | # jump |
| 69 | if key[pygame.K_w] and self.jump == False: |
| 70 | self.vel_y = -30 |
| 71 | self.jump = True |
| 72 | # attack |
| 73 | if key[pygame.K_r] or key[pygame.K_t]: |
| 74 | self.attack(target) |
| 75 | # determine which attack type was used |
| 76 | if key[pygame.K_r]: |
| 77 | self.attack_type = 1 |
| 78 | if key[pygame.K_t]: |
| 79 | self.attack_type = 2 |
| 80 | |
| 81 | # check player 2 controls |
| 82 | if self.player == 2: |
| 83 | # movement |
| 84 | if key[pygame.K_LEFT]: |
| 85 | dx = -SPEED |
| 86 | self.running = True |
| 87 | if key[pygame.K_RIGHT]: |
| 88 | dx = SPEED |
| 89 | self.running = True |
| 90 | # jump |
| 91 | if key[pygame.K_UP] and self.jump == False: |
| 92 | self.vel_y = -30 |
| 93 | self.jump = True |
| 94 | # attack |
| 95 | if key[pygame.K_m] or key[pygame.K_n]: |
| 96 | self.attack(target) |
| 97 | # determine which attack type was used |
| 98 | if key[pygame.K_m]: |
| 99 | self.attack_type = 1 |
| 100 | if key[pygame.K_n]: |
| 101 | self.attack_type = 2 |
| 102 | |
| 103 | # apply gravity |
no test coverage detected