Beispiel #1
0
    def update_event(self):
        """
        Update the states of Input Event
        """
        window = self.screen
        input_manager.update_joy_event()
        for event in window.events:
            input_manager.update_keyboard_event(event)

            if type(event) is sfml.CloseEvent:
                self.finish = True
            elif type(event) is sfml.MouseButtonEvent:

                screen_ratio = float(self.screen_size.y) / Vector2(self.screen.size).y
                from levels.gamestate import GameState

                if get_level().__class__ == GameState:
                    log((Vector2(event.position) * screen_ratio + get_level().screen_pos).get_tuple())
            elif type(event) is sfml.ResizeEvent:
                new_size = event.size
Beispiel #2
0
def update_event():
    """
    Update the states of Input Event
    """

    if CONST.render == 'sfml':
        from engine.init import engine
        window = engine.screen
        update_joy_event()
        for event in window.events:
            update_keyboard_event(event)
            
            if type(event) is sfml.CloseEvent:
                from engine.init import engine
                engine.finish = True
            elif type(event) is sfml.MouseButtonEvent:
                screen_ratio = float(engine.get_screen_size().y)/Vector2(engine.screen.size).y
                from levels.gamestate import GameState
                if get_level().__class__ == GameState:
                    log((Vector2(event.position)*screen_ratio+get_level().screen_pos).get_tuple())
            elif type(event) is sfml.ResizeEvent:
                new_size = event.size
    elif CONST.render == 'pookoo':
        update_keyboard_event()
Beispiel #3
0
    def parse_event(event_dict):
        """Dynamic parsing of DialogEvent"""
        text = get_element(event_dict, "text")
        if text is None:
            return None
        text2 = get_element(event_dict, "text2")
        if text2 is None:
            text2 = ''

        dialog_event = DialogEvent(get_level(), text, text2)
        answers = get_element(event_dict, "answers")
        if answers is not None:
            for answer_key in answers:
                if isinstance(answers[answer_key],dict):
                    answers[answer_key] = parse_event_json(answers[answer_key], dialog_event)
                elif isinstance(answers[answer_key], CONST.string_type):
                    answers[answer_key] = load_event(answers[answer_key], dialog_event)

            dialog_event.set_answers(answers)
        return dialog_event
Beispiel #4
0
 def parse_event(event_dict):
     new_level_name = get_element(event_dict,"name")
     if new_level_name:
         return SwitchEvent(get_level(),new_level_name)
     else:
         log("Invalid arg name for SwitchEvent")