final changes for better touch function
This commit is contained in:
21
main.py
21
main.py
@@ -80,7 +80,7 @@ async def touch(event):
|
||||
touch_start = (event.x * SCREEN_WIDTH, event.y * SCREEN_HEIGHT)
|
||||
touch_start_time = time.time()
|
||||
print("touch_start")
|
||||
return None
|
||||
return False
|
||||
|
||||
elif event.type == pygame.FINGERUP and touch_start:
|
||||
end = (event.x * SCREEN_WIDTH, event.y * SCREEN_HEIGHT)
|
||||
@@ -101,8 +101,8 @@ async def touch(event):
|
||||
return "ontop"
|
||||
else:
|
||||
print("touch problem")
|
||||
return None
|
||||
return None
|
||||
return False
|
||||
return False
|
||||
|
||||
async def is_SPACE_event(event):
|
||||
|
||||
@@ -128,8 +128,7 @@ async def is_LEFT_event(event):
|
||||
|
||||
|
||||
async def is_UP_event(event):
|
||||
global touch_start, touch_start_time
|
||||
|
||||
# Tastatur oder Joystick oben
|
||||
if ((event.type == pygame.KEYDOWN and event.key == pygame.K_UP) or
|
||||
(event.type == pygame.JOYHATMOTION and event.value[1] == 1) or
|
||||
(event.type == pygame.JOYBUTTONDOWN and event.button == 3)):
|
||||
@@ -501,7 +500,7 @@ async def show_instruction_screen(image):
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
elif await is_SPACE_event(event) or result == "snap":
|
||||
elif await is_SPACE_event(event) or (result == "snap"):
|
||||
print (result)
|
||||
waiting = False
|
||||
|
||||
@@ -651,7 +650,7 @@ async def show_game_over(score):
|
||||
if event.type == pygame.QUIT:
|
||||
pygame.quit()
|
||||
sys.exit()
|
||||
elif await is_SPACE_event(event) or await touch(event) == "snap":
|
||||
elif await is_SPACE_event(event) or await (touch(event) == "snap"):
|
||||
if ready_to_submit and prepared_form:
|
||||
print("Benutzer bestätigt, Punkte werden jetzt gesendet.")
|
||||
prepared_form.submit()
|
||||
@@ -713,16 +712,15 @@ async def main():
|
||||
result = "none"
|
||||
if event.type == pygame.FINGERUP and touch_start:
|
||||
result = await touch(event)
|
||||
print(result)
|
||||
elif event.type == pygame.FINGERDOWN and not touch_start:
|
||||
await touch(event)
|
||||
|
||||
if await is_LEFT_event(event) or result == "ontop":
|
||||
if await is_LEFT_event(event) or (result == "ontop"):
|
||||
can_tip = current_case.length_units * UNIT_HEIGHT <= TRAILER_HEIGHT
|
||||
if current_case and current_case.allow_snap and can_use_tilt and can_tip:
|
||||
await current_case.animate_tip()
|
||||
can_use_tilt = False
|
||||
elif await is_UP_event(event) or result == "tilt":
|
||||
elif await is_UP_event(event) or (result == "tilt"):
|
||||
if current_case and current_case.allow_snap and can_use_on_top and current_case.can_place_on_top():
|
||||
if await current_case.animate_place_on_top():
|
||||
transition_counter = transition_fps
|
||||
@@ -739,7 +737,8 @@ async def main():
|
||||
stacked_cases.append(current_case)
|
||||
spawn_case_in_game()
|
||||
shake_timer = 10
|
||||
elif await is_SPACE_event(event) or result == "snap":
|
||||
elif await is_SPACE_event(event) or (result == "snap"):
|
||||
print(result)
|
||||
if current_case and current_case.allow_snap:
|
||||
await current_case.animate_snap()
|
||||
can_use_tilt = True
|
||||
|
||||
Reference in New Issue
Block a user