def update(self, screen):
     screen.fill(colors.BLACK)
     for button in self.key_buttons:
         button.update(screen)
     self.menu_button.update(screen)
     for i in self.text:
         screen.blit(*i)
 def update(self):
     '''
     @brief Método que actualiza lógicamente el menú
     Solo actualiza los elementos de la capa actual
     '''
     self.actual_option = None
     #Actualizamos cada uno de los botones, por defecto del menú
     for button in self.buttons:
         button.update()
         #Si el cursor está sobre alguno de los botones
         if button.get_selected():
             #Obtenemos su opción
             self.actual_option = button.get_option()
     
     #Actualizamos los botones de las capas
     for button in self.buttons_layers[self.actual_layer]:
         button.update()
         if button.get_selected():
             self.actual_option = button.get_option()
     
     #Si hay algun botón seleccionado
     if self.actual_option:
         #Cambiamos el cursor
         self.cursor.over()
             
     #Si no, lo dejamos normal
     else:
         self.cursor.normal()
     
     #Actualizamos el cursor
     self.cursor.update()
Exemple #3
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def buzz_till_button():
    """ Buzz until until a button press.
    """
    while not button.pressed():
        button.update()
        for _ in range(2):
            for ii in range(0, 65535, 64):
                analog_out.value = ii
Exemple #4
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	def update(self, mouseState):	# Starts the main update loop

		# Buttons for changing scale
		for button in self.buttonList:
			button.update(mouseState)

		# Test if items have been added to data and update min/max accordingly
		if self.oldLength < len(self.data):
			for i in self.data[self.oldLength:]:
				if i>self.maxValue:
					self.maxValue = i
				elif i<self.minValue:
					self.minValue = i
    def update(self):
        
        self.actual_option = None
        for button in self.buttons:
            button.update()
            if button.get_selected():
                self.actual_option = button.get_option()
        
        if self.actual_option:
            self.cursor.over()
        else:
            self.cursor.normal()
        
        self.cursor.update()

        if pygame.mouse.get_pressed()[0]:
            self.treat_option()
Exemple #6
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	def update(self):	# Starts the main update loop

		dt = self.clock.tick(60)/1000

		for event in pygame.event.get():
			if event.type == pygame.QUIT: 
				sys.exit()
			if event.type == pygame.MOUSEBUTTONUP:
				self.mouseState[1] = True
			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_q:
					self.trainSum(1)
				elif event.key == pygame.K_w:
					self.trainSum(10)
				elif event.key == pygame.K_e:
					print(self.nn)
				elif event.key == pygame.K_z:
					x= self.nn.getOutput(self.imageItem[0])
					print(sum(x), x)
				elif event.key == pygame.K_x:
					e = self.nn.train([self.imageItem])	
					self.errorList.append(e[0])

		self.mouseState[0] = pygame.mouse.get_pos()
		
		log.logs = []
		log.log(round(self.clock.get_fps(), 2))
		log.log(self.mouseState[1])
		log.log("Mode: " + self.mode.mode)


		self.mode.update(self.mouseState)

		# Update main buttons
		for button in self.buttonList:
			button.update(self.mouseState)

		# Update mode buttons
		for button in self.mode.buttonList:
			button.update(self.mouseState)

		# Mouse clicked is only true for one frame
		self.mouseState[1] = False
    def update(self):
        
        self.actual_option = None
        number = 0
        for button in self.buttons:
            button.update()
            number += 1
            if button.get_selected():
                self.actual_option = button.get_option()
        
        if self.actual_option:
            self.cursor.over()
        else:
            self.cursor.normal()
        
        for element in self.elements_layers[self.actual_layer]:
            element.update()
        
        self.cursor.update()

        if pygame.mouse.get_pressed()[0]:
            self.treat_option()
Exemple #8
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 def run(self):
     '''
     Función que contiene el bucle principal del juego.
     Actualiza y dibuja el estado actual.
     '''
     while not keyboard.quit():
         
         self.clock.tick(self.fps)
         
         keyboard.update()
         
         for button in self.buttons:
             button.update()
             if button.get_selected() and pygame.mouse.get_pressed()[0]:
                 self.treat_option(button.get_option())
         
         self.timer.update()
         self.timer2.update()
         self.timer3.update()
         
         self.screen.fill(THECOLORS['white'])
         
         for button in self.buttons:
             button.draw(self.screen)
             
         self.timer.draw(self.screen)
         self.timer2.draw(self.screen)
         self.timer3.draw(self.screen)
         #self.__actual_state.update()
         #self.__actual_state.draw(screen)
         
         if self.__start and time.time() - self.__start >= 5:
             self.__start = time.time()
             if self.timer2.less_than(self.timer):
                 self.timer2.assign(self.timer)
             elif self.timer2.more_than(self.timer):
                 print "Es mayoooor"
         
         pygame.display.flip()
Exemple #9
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o_varb = 0.1
o_brit = 0.3
o_hue = random.random()
o_step = 0.01

# Adjustable timer step (s)
timer_step = 5

# Initalize timer
timer_limit = 0
timer_start = time.monotonic()
mode = "ambient"
while True:

    # Check for user interaction
    button.update()
    if button.just_pressed():
        mode = "timer"
        clicks = 0
        update_console(clicks, 1)

        t0 = time.monotonic()
        while time.monotonic() - t0 < 1:
            button.update()
            if button.just_pressed():
                clicks += 1
                update_console(clicks, 1)
                # Allow another second to press the button again
                t0 = time.monotonic()
            time.sleep(0.01)
Exemple #10
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            elif key[pygame.K_n]:
                pygame.event.post(pygame.event.Event(USEREVENT, num=5))
            elif key[pygame.K_t]:
                pygame.event.post(pygame.event.Event(USEREVENT+11))
            else:
                dispatcher.dispatch(event)

        time_passed = clock.tick(20) # limit to x FPS
        time_passed_seconds = time_passed / 1000.0   # convert to seconds
        timer_next_card(time_passed_seconds)
        ##print clock.get_fps()
        screen.blit(background, (0,0))
        card_deck.draw(screen)
        timer_button.update(time_passed_seconds)
        timer_button.draw(950,150,screen)
        button.update(time_passed_seconds)
        button.draw(68, 105,screen)
        button2.update(time_passed_seconds)
        button2.draw(305,562,screen)
        button3.update(time_passed_seconds)
        button3.draw(1073, 273,screen)
        tangera_handler.draw(screen)
        player_handler.update(time_passed_seconds)
        player_handler.draw(screen)

        rule_handler.update(time_passed_seconds)
        rule_handler.draw(screen)


        ## Drink timer
        if timer_on: