def on_key_down(self, unicode, key, mod):
     if key == K_g:
         # Toggle grid.
         self.show_grid = not self.show_grid
     elif key == K_ESCAPE:
         context.pop()
     elif key in (K_PLUS,K_EQUALS):
         # Resize world using smaller cell size. Minimum size is
         # max(*Thing.size).
         cell_size = self.cell_size * 3/4
         if cell_size < max(*GeomBehavior.size):
             cell_size = max(*GeomBehavior.size)
         self.cell_size = cell_size
         self.make_space()
         for thing in self.things:
             State.world.add(thing)
     elif key == K_MINUS:
         # Resize world using larger cell size. Maximum size is
         # max(*State.world.rect.size).
         cell_size = self.cell_size * 4/3
         if cell_size > max(*State.world.rect.size):
             cell_size = max(*State.world.rect.size)
         self.cell_size = cell_size
         self.make_space()
         for thing in self.things:
             State.world.add(thing)
 def on_key_down(self, unicode, key, mod):
     # Turn on key-presses.
     if key == K_g:
         State.show_grid = not State.show_grid
     elif key == K_l:
         State.show_labels = not State.show_labels
     elif key == K_ESCAPE:
         context.pop()
 def on_key_down(self, unicode, key, mod):
     if key == K_DOWN: self.movey += self.scroll_speed
     elif key == K_UP: self.movey += -self.scroll_speed
     elif key == K_RIGHT: self.movex += self.scroll_speed
     elif key == K_LEFT: self.movex += -self.scroll_speed
     elif key in (K_EQUALS,K_PLUS): self._add_pick()
     elif key == K_MINUS: self._remove_pick()
     elif key == K_ESCAPE: context.pop()
 def on_key_down(self, unicode, key, mod):
     if key == K_DOWN: self.movey += State.speed
     elif key == K_UP: self.movey += -State.speed
     elif key == K_RIGHT: self.movex += State.speed
     elif key == K_LEFT: self.movex += -State.speed
     elif key in (COLLAPSE_KEYS):
         clevel = key - K_0
         for mh in State.map.handlers.values():
             mh.collapse(clevel)
     elif key == K_ESCAPE: context.pop()
 def on_key_down(self, unicode, key, mod):
     # Turn on key-presses.
     if key == K_DOWN:
         self.move_y = 1 * State.speed
     elif key == K_UP:
         self.move_y = -1 * State.speed
     elif key == K_RIGHT:
         self.move_x = 1 * State.speed
     elif key == K_LEFT:
         self.move_x = -1 * State.speed
     elif key == K_ESCAPE:
         context.pop()
 def on_key_down(self, unicode, key, mod):
     if key == K_g:
         # Toggle grid.
         self.show_grid = not self.show_grid
     elif key == K_ESCAPE:
         context.pop()
     elif key in (K_PLUS,K_EQUALS):
         self.inc_cells()
         print State.world
         self.stop_auto_tune()
     elif key == K_MINUS:
         self.dec_cells()
         print State.world
         self.stop_auto_tune()
     elif key == K_SPACE:
         self.inc_things()
     elif key == K_BACKSPACE:
         self.dec_things()
Beispiel #7
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 def on_key_down(self, unicode, key, mod):
     # Turn on key-presses.
     if key == K_DOWN:
         self.move_y = 1 * State.speed
     elif key == K_UP:
         self.move_y = -1 * State.speed
     elif key == K_RIGHT:
         self.move_x = 1 * State.speed
     elif key == K_LEFT:
         self.move_x = -1 * State.speed
     elif key == K_h:
         State.hud.visible = not State.hud.visible
     elif key == K_TAB:
         # Select the next state name and and restore it.
         State.restore(self.next_state[State.name])
         State.screen.clear()
     elif key == K_ESCAPE:
         context.pop()
 def on_key_down(self, unicode, key, mod):
     # Turn on key-presses.
     if key == K_g:
         State.show_grid = not State.show_grid
     elif key == K_l:
         State.show_labels = not State.show_labels
     elif K_0 <= key <= K_9+1:
         if key == K_0:
             n = 10
         else:
             n = key - K_0
         if n == self.collapse:
             return
         self.map = TiledMap(self.map_file_name, (n,n))
         State.world.rect = self.map.rect.copy()
         State.map = self.map
         self.collapse = n
         self.grid_cache.clear()
     elif key == K_ESCAPE:
         context.pop()
 def on_key_down(self, unicode, key, mod):
     # Turn on key-presses.
     if key == K_DOWN:
         self.move_y = 1 * State.speed
     elif key == K_UP:
         self.move_y = -1 * State.speed
     elif key == K_RIGHT:
         self.move_x = 1 * State.speed
     elif key == K_LEFT:
         self.move_x = -1 * State.speed
     elif key == K_TAB:
         ## Select the next state name and and restore it.
         ## Note that Camera class has a state_restored() method which is
         ## called by State.restore(). If it did not, you would see strange
         ## video behavior when swapping in a camera with stale innards. You
         ## may need to do this for your own classes if you integrate them
         ## with State.save() and State.restore().
         State.restore(self.next_state[State.name])
         State.screen.clear()
     elif key == K_ESCAPE:
         context.pop()
 def on_quit(self):
     context.pop()
Beispiel #11
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 def on_key_down(self, unicode, key, mod):
     if key == K_DOWN: self.movey += State.speed
     elif key == K_UP: self.movey += -State.speed
     elif key == K_RIGHT: self.movex += State.speed
     elif key == K_LEFT: self.movex += -State.speed
     elif key == K_ESCAPE: context.pop()
Beispiel #12
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 def on_quit(self):
     self.app_salvata=context.top()
     context.pop()
Beispiel #13
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 def on_key_down_incondizionato(self, unicode, key, mod):
     if key == K_DOWN or key == K_s:               
         self.cammina=True
         self.camera.target.giocatore_animato=self.animato['front_walk']
         self.movey += State.speed
         if self.corsa: 
                 self.movey += State.speed
                 self.camera.target.giocatore_animato=self.animato['front_run']
         self.direzione_avatar='front'
     elif key == K_UP or key == K_w: 
         self.cammina=True
         self.camera.target.giocatore_animato=self.animato['back_walk']
         self.movey += -State.speed
         if self.corsa:
                 self.movey += -State.speed
                 self.camera.target.giocatore_animato=self.animato['back_run']
         self.direzione_avatar='back'
     elif key == K_RIGHT or key == K_d: 
         self.cammina=True
         self.camera.target.giocatore_animato=self.animato['right_walk']
         self.movex += State.speed
         if self.corsa: 
                 self.camera.target.giocatore_animato=self.animato['right_run']
                 self.movex += State.speed
         self.direzione_avatar='right'
     elif key == K_LEFT or key == K_a: 
         self.cammina=True
         self.camera.target.giocatore_animato=self.animato['left_walk']
         self.movex += -State.speed
         if self.corsa:
                 self.movex += -State.speed
                 self.camera.target.giocatore_animato=self.animato['left_run']
         self.direzione_avatar='left'
     elif key==pygame.K_l:
         if self.tipofreccia=='l':
             self.tipofreccia='f'
         else:
             self.tipofreccia='l'
     elif key==pygame.K_h:
         #print "h"
         selettore=Selettore(motore=self)
     elif key == pygame.K_F2:  #salva la situazione del gioco 
         salvataggio=Salvataggio()
         salvataggio.salvataggio_manuale(motore=self)
         del salvataggio
     elif key == pygame.K_F3: #ricarica la situazione del gioco dal file 
         print "F3"
     elif key == pygame.K_F4:
         print 'f4'
         dialog = DialogoAvvisi(testo='pippo F4')
     elif key == pygame.K_F5:
         if not self.godebug:
             self.godebug=True
         else:
             self.godebug=False
     elif key == pygame.K_F6:
         #self.wx.testo.SetLabel(label=str(self.avatar.hitbox))
         self.wx.Show(True) #mostra la finestra wxpython 
         #print pygame.display.get_wm_info()
     elif key == pygame.K_e:
         pgu=PguApp(self,inizio="animali")
     elif key == pygame.K_t:
         pgu=PguApp(self,inizio="inventario")
     elif key == pygame.K_m:
         pgu=PguApp(self,inizio="mappa")
     elif key == pygame.K_F9:
         print 'f9'
         self.beast_sprite_group.empty()
         
     elif key == K_g:
         State.show_grid = not State.show_grid
     elif key == K_l:
         State.show_labels = not State.show_labels
     elif key >= K_0 and key <= K_9:
                 self.toggle_layer(key - K_0)
     elif key == pygame.K_F1:
         pgu=PguApp(self, inizio="salvataggi")
         
     elif key == K_ESCAPE: 
             context.pop()
Beispiel #14
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 def on_quit(self):
     ## Pop the top context, which is self. This exits the program because it
     ## is the last context on the stack.
     context.pop()
Beispiel #15
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 def on_key_down(self, unicode, key, mod):
     ## Pop the top context (which happens to be self), and push the next
     ## context. The next context automatically runs.
     context.pop()
     context.push(Game())