Example #1
0
    def update_input(self):
        scrolled = False
        if Input.was_pressed(M_4):
            scrolled = self.scroll_up()
        elif Input.was_pressed(M_5):
            scrolled = self.scroll_down()

        if scrolled:
            pos = Input.mouse_pos
            self.menu.reposition_cursor(pos)
Example #2
0
 def update(self):
     for key, command in self.mapping.iteritems():
         if Input.was_pressed(key) is not None:
             if hasattr(command, '__getitem__'):
                 return command[0](*command[1:])
             else:
                 return command()
Example #3
0
 def update(self):
     for key, command in self.mapping.iteritems():
         if Input.was_pressed(key) is not None:
             if hasattr(command, '__getitem__'):
                 return command[0](*command[1:])
             else:
                 return command()
Example #4
0
    def __update_mouse_motion(self):
        if self.menu.mouse_control == Menu.MOUSE_OFF:
            return False

        cursor = self.menu.cursor
        if cursor is None:
            return False

        event = Input.event(MOUSEMOTION)
        if event is not None:
            pos = event.pos
            self.menu.reposition_cursor(pos)
Example #5
0
    def __update_mouse_motion(self):
        if self.menu.mouse_control == Menu.MOUSE_OFF:
            return False

        cursor = self.menu.cursor
        if cursor is None:
            return False

        event = Input.event(MOUSEMOTION)
        if event is not None:
            pos = event.pos
            self.menu.reposition_cursor(pos)
Example #6
0
    def __update_mouse_input(self):
        evt = Input.was_pressed(M_1)
        if evt is not None:
            if self.menu.cursor is not None:
                w = self.menu.cursor.widget
                if w is not None:
                    x, y = evt.pos
                    widget_x, widget_y = w.get_menu_position()
                    captured = w.left_click(x - widget_x, y - widget_y)
                    if not captured:
                        self.activate()

        evt = Input.was_pressed(M_3)
        if evt is not None:
            if self.menu.cursor is not None:
                w = self.menu.cursor.widget
                if w is not None:
                    x, y = evt.pos
                    widget_x, widget_y = w.get_menu_position()
                    captured = w.right_click(x - widget_x, y - widget_y)

        self.__update_mouse_motion()
Example #7
0
    def __update_mouse_input(self):
        evt = Input.was_pressed(M_1)
        if evt is not None:
            if self.menu.cursor is not None:
                w = self.menu.cursor.widget
                if w is not None:
                    x, y = evt.pos
                    widget_x, widget_y = w.get_menu_position()
                    captured = w.left_click(x - widget_x, y - widget_y)
                    if not captured:
                        self.activate()

        evt = Input.was_pressed(M_3)
        if evt is not None:
            if self.menu.cursor is not None:
                w = self.menu.cursor.widget
                if w is not None:
                    x, y = evt.pos
                    widget_x, widget_y = w.get_menu_position()
                    captured = w.right_click(x - widget_x, y - widget_y)

        self.__update_mouse_motion()
Example #8
0
    def __update_input(self):
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.do_cancel = True
                return

        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.do_action = True
                return

        if self.party_avatar.scheduled_movement \
           or self.party_avatar.movement_phase \
           or self.message_queue.is_busy():
            return

        if self.do_cancel:
            self.do_cancel = False
            get_context_stack().stop()
            return

        if self.do_action:
            self.do_action = False
            self.map_model.party_action()
            return

        for key in game_config.key_up:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(UP))
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(DOWN))
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(LEFT))
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(RIGHT))
                return

        if game_config.map_mouse_enabled:
            evt = Input.was_pressed(M_1)
            if evt is not None:
                if not self.party_avatar.scheduled_movement:
                    self.__mouse_movement(evt.pos)
                    return
Example #9
0
    def __update_input(self):
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.do_cancel = True
                return
            
        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.do_action = True
                return

        if self.party_avatar.scheduled_movement \
           or self.party_avatar.movement_phase \
           or self.message_queue.is_busy():
            return
        
        if self.do_cancel:
            self.do_cancel = False
            get_context_stack().stop()
            return
            
        if self.do_action:
            self.do_action = False
            self.map_model.party_action()
            return

        for key in game_config.key_up:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(UP))
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(DOWN))
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(LEFT))
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.party_avatar.schedule_movement(Step(RIGHT))
                return

        if game_config.map_mouse_enabled:
            evt = Input.was_pressed(M_1)
            if evt is not None:
                if not self.party_avatar.scheduled_movement:
                    self.__mouse_movement(evt.pos)
                    return
Example #10
0
    def __update_input(self):
        #print '__update_input'
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.menu.close()
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.activate()
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        if self.menu.cursor is None:
            return

        for key in game_config.key_up:
            if Input.motion(key):
                self.step(UP)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.step(DOWN)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.step(LEFT)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.step(RIGHT)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        self.__update_mouse_input()
Example #11
0
    def __update_input(self):
        #print '__update_input'
        for key in game_config.key_cancel:
            if Input.was_pressed(key) is not None:
                self.menu.close()
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return
            
        for key in game_config.key_action:
            if Input.was_pressed(key) is not None:
                self.activate()
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return
        
        if self.menu.cursor is None:
                return
        
        for key in game_config.key_up:
            if Input.motion(key):
                self.step(UP)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_down:
            if Input.motion(key):
                self.step(DOWN)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_left:
            if Input.motion(key):
                self.step(LEFT)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        for key in game_config.key_right:
            if Input.motion(key):
                self.step(RIGHT)
                self.command_cooldown = MenuController.COMMAND_COOLDOWN
                return

        self.__update_mouse_input()
Example #12
0
 def update_input(self):
     if Input.was_pressed(M_1):
         self.close()
Example #13
0
 def update_input(self):
     if Input.was_pressed(M_1):
         self.activate()
Example #14
0
 def update_input(self):
     for key in m_cfg.key_left.union(m_cfg.key_right):
         Input.was_pressed(key)
Example #15
0
 def update_input(self):
     if Input.was_pressed(M_1):
         self.close()
Example #16
0
 def update_input(self):
     for k in game_config.key_cancel:
         Input.was_pressed(k)
Example #17
0
 def update_input(self):
     for key in m_cfg.key_left.union(m_cfg.key_right):
         Input.was_pressed(key)
Example #18
0
 def update_input(self):
     if Input.was_pressed(M_1):
         self.activate()
Example #19
0
    def gameloop(self, current=None):
        """
        This method transfers the control flow to the ContextStack,
        which will keep its stacked Contexts running until one of them
        calls ContextStack.stop() or they are all removed from the
        ContextStack.

        The ContextStack will cap the cycles/second at game_config.fps.
        In each cycle, the following will happen:

        1) For each active context in the map, bottom-up:
            a) The update() method of that Context will be called
            b) The draw() method of that Context will be drawn
        2) The screen will be flipped so that the screen receives all the
           updates at once.
        3) For each incoming event:
            a) For each context, top-down:
                i) The event will be offered to the context.
                ii) The context will choose to pass down or hold the
                    event, no matter if it was actually used or not.
                iii) If the context chose not to pass down, continue to
                     do 3.
        4) If anyone called ContextStack.stop() or if there are no
           Contexts in the stack, stop.
        """
        #print 'gameloop(%s)' % current
        self.keep_going = True
        self.clock = pygame.time.Clock()
        while self.stack and self.keep_going:
            # Limit FPS
            self.clock.tick(game_config.fps)
            get_metronome().step()

            Input.update_mouse(pygame.mouse.get_pressed(), pygame.mouse.get_pos())
            Input.add_events(pygame.event.get())
        
            if current is not None:
                current.update()
            else:
                # Update contexts in reverse order
                stop = False
                for context in reversed(self.stack):
                    if context.active:
                        #print 'updating %s' % context
                        stop = context.update()
                    if stop:
                        break

            # Draw active contexts in normal order
            for context in self.stack:
                context.draw()
                
            if Input.isset('QUIT'):
                exit()
            
            Input.update()

            # Flip display
            get_screen().flip()

            if current is not None and current not in self.stack:
                self.keep_going = False
#        print 'gameloop ended'
        self.keep_going = True
Example #20
0
 def update_input(self):
     if Input.was_pressed(M_1) or Input.was_pressed(M_4): 
         self.filled += 0.05
     if Input.was_pressed(M_3) or Input.was_pressed(M_5): 
         self.filled -= 0.05
Example #21
0
 def update_input(self):
     if Input.was_pressed(M_1) or Input.was_pressed(M_4):
         self.add_line()
     if Input.was_pressed(M_3) or Input.was_pressed(M_5):
         self.remove_line()
Example #22
0
 def update_input(self):
     if Input.was_pressed(M_1) or Input.was_pressed(M_4): 
         self.add_line()
     if Input.was_pressed(M_3) or Input.was_pressed(M_5): 
         self.remove_line()
Example #23
0
 def update_input(self):
     if Input.was_pressed(M_1) or Input.was_pressed(M_4):
         self.filled += 0.05
     if Input.was_pressed(M_3) or Input.was_pressed(M_5):
         self.filled -= 0.05