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main_old.py
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import pyxel
class STATE:
CURRENT = 0
EVER = 1
class Window:
WIDTH = 200
HEIGHT = 200
def __init__(self):
pyxel.init(self.WIDTH, self.HEIGHT, caption="Noise")
pyxel.mouse(True)
self.keys_name = {
pyxel.GAMEPAD_1_A: "A",
pyxel.GAMEPAD_1_B: "B",
pyxel.GAMEPAD_1_DOWN: "DOWN",
pyxel.GAMEPAD_1_LEFT: "LEFT",
pyxel.GAMEPAD_1_LEFT_SHOULDER: "LEFT_SHOULDER",
pyxel.GAMEPAD_1_RIGHT: "RIGHT",
pyxel.GAMEPAD_1_RIGHT_SHOULDER: "RIGHT_SHOULDER",
pyxel.GAMEPAD_1_SELECT: "SELECT",
pyxel.GAMEPAD_1_START: "START",
pyxel.GAMEPAD_1_UP: "UP",
pyxel.GAMEPAD_1_X: "X",
pyxel.GAMEPAD_1_Y: "Y",
pyxel.GAMEPAD_2_A: "A",
pyxel.GAMEPAD_2_B: "B",
pyxel.GAMEPAD_2_DOWN: "DOWN",
pyxel.GAMEPAD_2_LEFT: "LEFT",
pyxel.GAMEPAD_2_LEFT_SHOULDER: "LEFT_SHOULDER",
pyxel.GAMEPAD_2_RIGHT: "RIGHT",
pyxel.GAMEPAD_2_RIGHT_SHOULDER: "RIGHT_SHOULDER",
pyxel.GAMEPAD_2_SELECT: "SELECT",
pyxel.GAMEPAD_2_START: "START",
pyxel.GAMEPAD_2_UP: "UP",
pyxel.GAMEPAD_2_X: "X",
pyxel.GAMEPAD_2_Y: "Y",
}
self.pressed_keys = {
pyxel.GAMEPAD_1_A: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_B: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_DOWN: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_LEFT: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_LEFT_SHOULDER: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_RIGHT: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_RIGHT_SHOULDER: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_SELECT: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_START: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_UP: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_X: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_1_Y: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_A: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_B: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_DOWN: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_LEFT: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_LEFT_SHOULDER: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_RIGHT: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_RIGHT_SHOULDER: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_SELECT: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_START: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_UP: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_X: {STATE.CURRENT: False, STATE.EVER: False},
pyxel.GAMEPAD_2_Y: {STATE.CURRENT: False, STATE.EVER: False},
}
pyxel.run(self.update, self.draw)
def update(self):
for key in self.pressed_keys:
if pyxel.btnp(key):
self.pressed_keys[key][STATE.CURRENT] = True
self.pressed_keys[key][STATE.EVER] = True
elif pyxel.btnr(key):
self.pressed_keys[key][STATE.CURRENT] = False
def draw(self):
pyxel.cls(1)
y = 0
for key, v in self.pressed_keys.items():
pyxel.text(60, y, self.keys_name.get(key), 7)
if v.get(STATE.CURRENT):
col = 11
else:
col = 8
pyxel.text(10, y, str(v.get(STATE.CURRENT)), col)
if v.get(STATE.EVER):
col = 11
else:
col = 8
pyxel.text(35, y, str(v.get(STATE.EVER)), col)
y += 7
if __name__ == "__main__":
Window()