def handle_events(self, event):
if event.type== pygame.KEYDOWN:
if event.key == pygame.K_UP:
self.swcha ^= 0x10
elif event.key == pygame.K_DOWN:
self.swcha ^= 0x20
elif event.key == pygame.K_LEFT:
self.swcha ^= 0x40
self.paddle0 = 1
elif event.key == pygame.K_RIGHT:
self.swcha ^= 0x80
self.paddle0 = -1
elif event.key == pygame.K_s: # Game select
self.swchb ^= 0x1
elif event.key == pygame.K_r: # Game reset
self.swchb ^= 0x2
elif event.key == pygame.K_1:
self.swchb ^= 0x40
print("P0 dificulty %s"%(("hard", "easy")[self.swchb & 0x40 != 0]))
elif event.key == pygame.K_2:
self.swchb ^= 0x80
print("P1 dificulty %s"%(("hard", "easy")[self.swchb & 0x80 != 0]))
elif event.key == pygame.K_c: # toggle black and white
self.swchb ^= 0x8
elif event.key == pygame.K_z: # toggle black and white
self.input7 &= 0x7F
elif event.key == pygame.K_q: # Dodgy quit
self.quit = 0x1
pygame.quit()
sys.exit()
# Custom key events
elif event.key == pygame.K_LEFTBRACKET:
self._save_state = 0x1
elif event.key == pygame.K_RIGHTBRACKET:
self._restore_state = 0x1
elif event.type== pygame.KEYUP:
if event.key == pygame.K_UP:
self.swcha |= 0x10
elif event.key == pygame.K_DOWN:
self.swcha |= 0x20
elif event.key == pygame.K_LEFT:
self.swcha |= 0x40
self.paddle0 = 0
elif event.key == pygame.K_RIGHT:
self.swcha |= 0x80
self.paddle0 = 0
elif event.key == pygame.K_s: # Game select
self.swchb |= 0x1
elif event.key == pygame.K_r: # Game reset
self.swchb |= 0x2
elif event.key == pygame.K_z: # toggle black and white
self.input7 |= 0x80
# Custom key events
elif event.key == pygame.K_LEFTBRACKET:
self._save_state = 0x0
elif event.key == pygame.K_RIGHTBRACKET:
self._restore_state = 0x0
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