parent
b7c7fba169
commit
aeccd5d6d8
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from pygame import key, mouse
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from collections import defaultdict
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class Input:
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_instance = None
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_initialized = False
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def __new__(cls):
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if cls._instance is None:
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cls._instance = super(Input, cls).__new__(cls)
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return cls._instance
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def __init__(self):
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if not self._initialized:
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self.action_map = defaultdict(list)
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self.action_states = defaultdict(bool)
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self.action_previous_states = defaultdict(bool)
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self._initialized = True
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def add_action_bind(self, action: str, key_code):
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if key_code not in self.action_map[action]:
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self.action_map[action].append(key_code)
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def remove_action_bind(self, action: str, key_code):
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if key_code in self.action_map[action]:
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self.action_map[action].remove(key_code)
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def get_action_list(self, action: str):
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return self.action_map[action]
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def is_key_pressed(self, key_code):
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pressed_keys = key.get_pressed()
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return pressed_keys[key_code]
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def is_mouse_button_pressed(self, button):
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pressed_buttons = mouse.get_pressed()
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if button < len(pressed_buttons):
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return pressed_buttons[button]
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return False
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def get_mouse_position(self):
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return mouse.get_pos()
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def is_action_pressed(self, action: str):
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for key_code in self.action_map[action]:
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if self.is_key_pressed(key_code):
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return True
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return False
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def is_action_just_pressed(self, action: str):
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current_state = self.is_action_pressed(action)
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previous_state = self.action_previous_states[action]
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self.action_previous_states[action] = current_state
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return current_state and not previous_state
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def is_action_just_released(self, action: str):
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current_state = self.is_action_pressed(action)
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previous_state = self.action_previous_states[action]
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self.action_previous_states[action] = current_state
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return not current_state and previous_state
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def get_action_strength(self, action: str):
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return 1.0 if self.is_action_pressed(action) else 0.0
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def get_action_raw_strength(self, action: str):
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return self.get_action_strength(action)
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def get_axis(self, negative_action: str, positive_action: str):
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axis_value = 0.0
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if self.is_action_pressed(positive_action):
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axis_value += 1.0
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if self.is_action_pressed(negative_action):
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axis_value -= 1.0
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return axis_value
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def get_vector(self, negative_x: str, positive_x: str,
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negative_y: str, positive_y: str):
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x = self.get_axis(negative_x, positive_x)
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y = self.get_axis(negative_y, positive_y)
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return (x, y)
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def update(self):
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for action in self.action_map:
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self.action_previous_states[action] = self.is_action_pressed(action)
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