Example #1
0
    args['d'].set_is_visible(True)

button.set_on_click(show_dialog, {'d': dialog})

backgroundview = View(0, 0, 1000, 1000)
backgroundview.fill(pygame.Color(255, 255, 255))
backgroundview.set_alpha(255)



# ENTER MAIN GAME LOOP
while not crashed:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            crashed = True

    backgroundview.draw(pygame.mouse, gameDisplay)

    # When a view isn't available, it's best to never draw it at all

    button.draw(pygame.mouse, gameDisplay)

    # Draw the dialog over the button if visible
    dialog.draw(pygame.mouse, gameDisplay)


    pygame.display.update()

    clock.tick(60)
Example #2
0
sub_sub_view = View(20, 20, 100, 300)
sub_sub_view.fill(pygame.Color(0, 0, 100))
sub_sub_view.set_alpha(255)

# Add sub_sub_view as a subview to sub_sub_view
sub_view.add_view(sub_sub_view)

overlapping_view = View(50, 50, 300, 50)
overlapping_view.fill(pygame.Color(100, 100, 0))
overlapping_view.set_alpha(255)


# ENTER MAIN GAME LOOP
while not crashed:

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            crashed = True

    # To draw, call view.draw() and pass the mouse input and gameDisplay
    # Drawing a view will draw all subviews
    top_view.draw(pygame.mouse, gameDisplay)

    # Drawing is executed in order, last drawn will be on top
    overlapping_view.draw(pygame.mouse, gameDisplay)

    pygame.display.update()

    clock.tick(120)