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events.py
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import pygame
from memory_control import readMem, writeMem
def handle_events(keys, MEMORY):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return keys,True
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
keys["RIGHT"] = 0
elif event.key == pygame.K_LEFT:
keys["LEFT"] = 0
elif event.key == pygame.K_UP:
keys["UP"] = 0
elif event.key == pygame.K_DOWN:
keys["DOWN"] = 0
elif event.key == pygame.K_a:
keys["A"] = 0
elif event.key == pygame.K_s:
keys["B"] = 0
elif event.key == pygame.K_RETURN:
keys["START"] = 0
elif event.key == pygame.K_BACKSPACE:
keys["SELECT"] = 0
# set interupt
writeMem(MEMORY, 0xFF0F, readMem(MEMORY, 0xFF0F) | 0x10)
elif event.type == pygame.KEYUP:
if event.key == pygame.K_RIGHT:
keys["RIGHT"] = 1
elif event.key == pygame.K_LEFT:
keys["LEFT"] = 1
elif event.key == pygame.K_UP:
keys["UP"] = 1
elif event.key == pygame.K_DOWN:
keys["DOWN"] = 1
elif event.key == pygame.K_a:
keys["A"] = 1
elif event.key == pygame.K_s:
keys["B"] = 1
elif event.key == pygame.K_RETURN:
keys["START"] = 1
elif event.key == pygame.K_BACKSPACE:
keys["SELECT"] = 1
return keys,False