else: print("=============================") print("[ ! ] Unrecognized Command.") print("=============================") print("\n") print("=============================") print("\n") continue if file_name >= 'a': print( "[ ! ] Enter a number or < x > to finish.") continue else: _pk = pk.Pokemon() sb.StatusBar() if int(option) == 0: _pk.get_stats_hp() elif int(option) == 1: _pk.get_stats_attack() elif int(option) == 2: _pk.get_stats_defence() else: if os.stat(files[int(file_name)]).st_size != 0: _wc = wc.WordsCounter(files[int(file_name)]) _wc.show_name()
Ignored unless useStateTags True at instantiation. """ for state in (RO.Constants.sevWarning, RO.Constants.sevError): self.tag_configure(state, color=self._sevPrefDict[state].getValue()) if __name__ == "__main__": from RO.Wdg.PythonTk import PythonTk import StatusBar root = PythonTk() text1 = Text(root, "text widget", height=5, width=20) text2 = Text(root, readOnly=True, helpText="read only text widget", height=5, width=20) statusBar = StatusBar.StatusBar(root) text1.grid(row=0, column=0, sticky="nsew") text2.grid(row=1, column=0, sticky="nsew") statusBar.grid(row=2, column=0, sticky="ew") root.grid_rowconfigure(0, weight=1) root.grid_rowconfigure(1, weight=1) root.grid_columnconfigure(0, weight=1) text1.insert("end", "this is an editable text widget\n") text2.insert("end", "this is a read-only text widget\n") root.mainloop()
def __init__(self, master, name, dispatcher=None, **kargs): Tkinter.Frame.__init__(self, master, **kargs) srArgs = self._getScriptFuncs(isFirst=True) helpURL = srArgs.pop("HelpURL", None) row = 0 self.scriptFrame = Tkinter.Frame(self) self.scriptFrame.grid(row=row, column=0, sticky="news") self.scriptFrameRow = row self.rowconfigure(row, weight=1) self.columnconfigure(0, weight=1) row += 1 scriptStatusBar = StatusBar.StatusBar( master=self, helpURL=helpURL, helpText="script status and messages", ) scriptStatusBar.grid(row=row, column=0, sticky="ew") row += 1 cmdStatusBar = StatusBar.StatusBar( master=self, dispatcher=dispatcher, summaryLen=30, playCmdSounds=False, helpURL=helpURL, ) cmdStatusBar.grid(row=row, column=0, sticky="ew") row += 1 buttonFrame = Tkinter.Frame(self) startButton = Button.Button( master=buttonFrame, text="Start", helpText="Start the script", helpURL=helpURL, ) startButton.pack(side="left") pauseButton = Button.Button( master=buttonFrame, helpURL=helpURL, ) pauseButton.pack(side="left") cancelButton = Button.Button( master=buttonFrame, text="Cancel", helpText="Halt the script", helpURL=helpURL, ) cancelButton.pack(side="left") buttonFrame.grid(row=row, column=0, sticky="w") row += 1 # set up contextual menu functions for all widgets # (except script frame, which is handled in reload) startButton.ctxSetConfigFunc(self._setCtxMenu) pauseButton.ctxSetConfigFunc(self._setCtxMenu) cancelButton.ctxSetConfigFunc(self._setCtxMenu) scriptStatusBar.ctxSetConfigFunc(self._setCtxMenu) cmdStatusBar.ctxSetConfigFunc(self._setCtxMenu) BasicScriptWdg.__init__(self, master=self.scriptFrame, name=name, dispatcher=dispatcher, statusBar=scriptStatusBar, cmdStatusBar=cmdStatusBar, startButton=startButton, pauseButton=pauseButton, cancelButton=cancelButton, **srArgs)
def __init__(self): #Game states, tells the game what code to run depending on the current state self.__states = {const.GAME_STATE_MENU : self.stateMainMenu, const.GAME_STATE_RUNNING : self.stateGameRunning, const.GAME_STATE_PLAYER_DEAD : self.statePlayerDead, const.GAME_STATE_PLAYER_WINS : self.statePlayerWins, const.GAME_STATE_QUITTING : self.stateQuitting, const.GAME_STATE_HIGHSCORES : self.stateHighScores} #Initialize pygame pygame.init() #Setup music and sound self.musicFile = str(Path.cwd() / "sounds" / "music1.mp3") pygame.mixer.pre_init(44100, -16, 2, 2048) pygame.mixer.init() pygame.mixer.music.load(self.musicFile) self.explodeSound = pygame.mixer.Sound(str(Path.cwd() / "sounds" / "bomb.wav")) self.deathSound = pygame.mixer.Sound(str(Path.cwd() / "sounds" / "yell.wav")) self.bossDieSound = pygame.mixer.Sound(str(Path.cwd() / "sounds" / "boss_no.wav")) #Setup misc pygame settings such as clock for timers and font for text self.__clock = pygame.time.Clock() self.start_ticks = 0.0 self.font = pygame.font.Font(None, const.FONT_SIZE) #Setup game progression booleans self.gameRunning = True self.gameOver = False self.playerWins = False self.exitingToMenu = False self.musicOn = True self.soundOn = True #Makes game start in main menu self.gameState = const.GAME_STATE_MENU #Setup screen parameters and the pygame window self.__screenWidth = const.MAP_WIDTH * const.TILE_SIZE + const.SCREEN_OFFSET_X_LEFT + const.SCREEN_OFFSET_X_RIGHT self.__screenHeight = const.MAP_HEIGHT * const.TILE_SIZE + const.SCREEN_OFFSET_Y_TOP + const.SCREEN_OFFSET_Y_BOTTOM self.__screenSize = self.__screenWidth, self.__screenHeight self.__screen = pygame.display.set_mode(self.screenSize) pygame.display.set_caption("BomberDude") self.screenImage = pygame.Surface(self.screenSize) #used to store the screen to an image, useful for semi-transparent screens #Setup the MainMenu and High scores Screen self.theMainMenu = MainMenu.MainMenu(self.screen, self.__screenWidth, self.__screenHeight) self.highScores = HighScore.HighScore(self.screen, self.__screenWidth, self.__screenHeight) #Load starting level self.levelNum = 1 self.level, self.player, self.enemies, self.boss = Level.startNewLevel(self.levelNum) #Retreive total number of levels stored in data directory, requires levels to be numbered sequentially self.numLevels = 0 dataDir = Path.cwd() / "data" for f in dataDir.glob("level*.csv"): self.numLevels += 1 #Create sprite groups for all game sprite objects self.spritePlayer = pygame.sprite.Group() self.spritePlayer.add(self.player) self.spriteEnemies = pygame.sprite.Group() self.spriteEnemies.add(self.enemies) self.spriteBombs = pygame.sprite.Group() self.spriteBombBlasts = pygame.sprite.Group() self.spriteBossBombBlasts = pygame.sprite.Group() self.spritePowerups = pygame.sprite.Group() #Create status bar for displaying player information at top of screen self.statusBar = StatusBar.StatusBar(0, 0) self.statusBar.addIcon("Down.png", 0, True) self.statusBar.addIcon("powerup_boot.png", 2, False, const.ICON_SCALE + 5) #This is offset because the graphic is a little smaller than the icons self.statusBar.addIcon("powerup_range.png", 3, False) self.statusBar.addIcon("powerup_count.png", 4, False) #Player death screen imageFile = str(Path.cwd() / "graphics" / "death_screen.png") self.deathScreen = pygame.image.load(imageFile).convert_alpha() self.smallScreenRect = self.deathScreen.get_rect() self.smallScreenRect.x = int(self.__screenWidth / 2 - self.smallScreenRect.width / 2) self.smallScreenRect.y = int(self.__screenHeight / 2 - self.smallScreenRect.height / 2) #Game over screen image imageFile = str(Path.cwd() / "graphics" / "game_over_screen.png") self.gameOverImage = pygame.image.load(imageFile).convert_alpha() #Player win screen image imageFile = str(Path.cwd() / "graphics" / "you_win_screen.png") self.playerWinsImage = pygame.image.load(imageFile).convert_alpha() #Screen border image imageFile = str(Path.cwd() / "graphics" / "border.png") self.borderImage = pygame.image.load(imageFile).convert() #Debug mode allows cheats, only for developer use self.__debugMode = True
return self._projectView().JB def FV(self): return self._projectView().FV if __name__ == '__main__': root = tk.Tk() root.grid_propagate(0) root.rowconfigure(0, weight=1) root.columnconfigure(0, weight=1) root.configure(width=800, height=600) pv = ProjectViewer(root) sb = StatusBar(root) pv.grid(sticky=tkSticky.fill) sb.grid(sticky=tkSticky.horizontal + tkSticky.bottom) ''' Add an app icon Taken from: http://stackoverflow.com/questions/16081201/setting-application-icon-in-my-python-tk-base-application-on-ubuntu This works on Windows and Ubuntu only ''' # img = tk.Image("photo", file="icon_appicon.gif") img = Icon.appIcon() root.tk.call('wm', 'iconphoto', root._w, img) root.iconify() root.update()
def beforeTriggerExec(): # (Line 77) sca.Exec(); EUDTraceLog(77) sca.Exec() # (Line 80) sys.AllyCheck(); EUDTraceLog(80) sys.AllyCheck() # (Line 81) foreach (cp : EUDLoopPlayer()) { for cp in EUDLoopPlayer(): # (Line 82) setcurpl(cp); EUDTraceLog(82) f_setcurpl(cp) # (Line 83) bgm.Play(); EUDTraceLog(83) bgm.Play() # (Line 84) sys.GetDeath(); EUDTraceLog(84) sys.GetDeath() # (Line 85) sys.GetMousePos(); EUDTraceLog(85) sys.GetMousePos() # (Line 86) cheat.Cheat(); EUDTraceLog(86) cheat.Cheat() # (Line 88) if(user.isAlive[cp] == 1) { _t1 = EUDIf() EUDTraceLog(88) if _t1(user.isAlive[cp] == 1): # (Line 89) user.posX[cp], user.posY[cp] = dwbreak(dwread_epd(user.character[cp] + 0x28 / 4))[[0,1]]; EUDTraceLog(89) _SV([_ARRW(user.posX, cp), _ARRW(user.posY, cp)], [_SRET(f_dwbreak(f_dwread_epd(user.character[cp] + 0x28 // 4)), [0, 1])]) # (Line 90) } # (Line 97) if(user.isAlive[cp] == 1) { EUDEndIf() _t2 = EUDIf() EUDTraceLog(97) if _t2(user.isAlive[cp] == 1): # (Line 98) if(MemoryXEPD(user.character[cp] + 0x4D / 4, Exactly, 3 << 8, 0xFF00)) { _t3 = EUDIf() EUDTraceLog(98) if _t3(MemoryXEPD(user.character[cp] + 0x4D // 4, Exactly, _LSH(3,8), 0xFF00)): # (Line 99) SetMemoryXEPD(user.character[cp] + 0x4D / 4, SetTo, 107 << 8 , 0xFF00); # (Line 100) } EUDTraceLog(99) DoActions(SetMemoryXEPD(user.character[cp] + 0x4D // 4, SetTo, _LSH(107,8), 0xFF00)) # (Line 101) } EUDEndIf() # (Line 103) guard.Guard(); EUDEndIf() EUDTraceLog(103) guard.Guard() # (Line 105) status.StatusBar(); // 상태바 EUDTraceLog(105) status.StatusBar() # (Line 106) screen.LightCheck(); // 밝기 조절 EUDTraceLog(106) screen.LightCheck() # (Line 107) potal.PotalCheck(); // 포탈 이동 EUDTraceLog(107) potal.PotalCheck() # (Line 108) sys.PlayerLoc(); // 플레이어 로케이션 EUDTraceLog(108) sys.PlayerLoc() # (Line 109) sys.ExpCheck(); // 경험치 변동 체크 EUDTraceLog(109) sys.ExpCheck() # (Line 110) kill.KillCheck(); // 플레이어 킬 체크 EUDTraceLog(110) kill.KillCheck() # (Line 112) inven.Inventory(); // 인벤토리 EUDTraceLog(112) inven.Inventory() # (Line 113) equip.Equip(); // 장비 EUDTraceLog(113) equip.Equip() # (Line 116) memory.MemoryCrystal(); // 저장 크리스탈 EUDTraceLog(116) memory.MemoryCrystal() # (Line 117) save.SaveCheck(); // 저장 EUDTraceLog(117) save.SaveCheck() # (Line 119) key.KeyDetect(cp); EUDTraceLog(119) key.KeyDetect(cp) # (Line 120) chat.ChatDetect(cp); EUDTraceLog(120) chat.ChatDetect(cp) # (Line 121) screen.WideCheckExec(); EUDTraceLog(121) screen.WideCheckExec() # (Line 124) } # (Line 125) unit.clickedUnit(); EUDTraceLog(125) unit.f_clickedUnit() # (Line 136) SetMemory(0x5124F0, SetTo, 28); # (Line 137) } EUDTraceLog(136) DoActions(SetMemory(0x5124F0, SetTo, 28))
menu3.grid(row=1, column=1, sticky="w") menu4 = OptionMenu(root, items = items, defValue = "MmmmmNnnnn A", callFunc = callFunc, defMenu = "Default", indicatoron = False, helpText = "indicatoron=False", ) menu4.grid(row=0, column=2, sticky="w") menu5 = OptionMenu(root, items = items, defValue = "MmmmmNnnnn A", callFunc = callFunc, defMenu = "Default", indicatoron = False, helpText = "width=12 via ['width'], indicatoron=False", ) menu5["width"] = 12 menu5.grid(row=1, column=2, sticky="w") label = Label.Label(root, width=20, anchor="w", helpText="most recently selected value") label.grid(row=2, column=0, columnspan=4, sticky="w") statusBar = StatusBar.StatusBar(root, width=20) statusBar.grid(row=3, column=0, columnspan=4, sticky="ew") root.mainloop()