46 lines
1.7 KiB
Python

import pygame
from Classes.Objects.World import World
from Classes.Objects.BoardField import BoardField
class InputHandler:
# returns pressed key
def getPressed():
return pygame.key.get_pressed()
# takes in movement inputs and maps them to x and y axis
def getInputAxis() -> tuple:
xvel:int = 0
yvel:int = 0
# construct x and y velocity input axis
if InputHandler.getPressed()[pygame.K_a] or InputHandler.getPressed()[pygame.K_LEFT]:
xvel = -1
if InputHandler.getPressed()[pygame.K_d] or InputHandler.getPressed()[pygame.K_RIGHT]:
xvel = 1
if InputHandler.getPressed()[pygame.K_w] or InputHandler.getPressed()[pygame.K_UP]:
yvel = -1
if InputHandler.getPressed()[pygame.K_s] or InputHandler.getPressed()[pygame.K_DOWN]:
yvel = 1
return tuple((xvel, yvel))
def getMousePos(self) -> pygame.Vector2:
return pygame.Vector2(pygame.mouse.get_pos())
# get field under mousbutton
def getMouseHover(self, world:World) -> BoardField:
mouse_pos = self.getMousePos()
x_pos = mouse_pos.x / world.getCardWidth()
y_pos = mouse_pos.y / world.getCardHeight()
for field in world.getBoardFields():
field_x = field.getPos().x
field_y = field.getPos().y
field_width = world.getCardWidth() # Annahme: Jedes Feld hat eine Breite von 1 Einheit
field_height = world.getCardHeight() # Annahme: Jedes Feld hat eine Höhe von 1 Einheit
if field_x <= x_pos < field_x + field_width and field_y <= y_pos < field_y + field_height:
return field
return None