def response_event(self, event): super(Choicebox, self).response_event(event) if event.type == pygame.KEYDOWN: m = self.keydict.get(event.key) if m is not None: getattr(get_game().player, m)() self.closed = True
def __init__(self, location=(0, 0), surface=None): Dialog.__init__(self, (0, 0, 640, 640), (200, 200, 200), surface, closekey=pygame.K_ESCAPE, border_width=0, shadow_weight=0) self.font = pygame.font.Font(None, 30) self.player = get_game().player self.x, self.y = location
def response_event(self, event): super(Choicebox, self).response_event(event) if event.type == pygame.KEYDOWN: m = self.keydict.get(event.key) if m is not None: if hasattr(self, m): getattr(self, m)() else: getattr(get_game().player, m)()
def show(self): clock = pygame.time.Clock() while not self.closed: clock.tick(get_game().fps) for event in pygame.event.get(): if event.type == pygame.KEYDOWN and event.key == self.closekey: self.closed = True self.response_event(event) get_game().bgmusic() get_game().animate() get_game().draw() self.draw() pygame.display.update()
def show(self): clock = pygame.time.Clock() while not self.closed: clock.tick(get_game().fps) for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == pygame.KEYDOWN and event.key == self.closekey: self.closed = True self.response_event(event) get_game().bgmusic() get_game().animate() get_game().draw() self.draw() pygame.display.update()