def get_event(self, event, scale): if event.type == pygame.MOUSEMOTION: self.handle_motion(tools.scaled_mouse_pos(scale)) elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: pos = tools.scaled_mouse_pos(scale) self.handle_click(True, pos) elif event.type == pygame.MOUSEBUTTONUP: if event.button == 1: pos = tools.scaled_mouse_pos(scale) self.handle_click(False, pos)
def get_event(self, event, scale=(1, 1)): if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.goto_lobby() return if event.key == pg.K_SPACE: self.playfield.depress_plunger() elif event.key == pg.K_f: self.fill_tray() elif event.key == pg.K_a: self.toggle_autoplay() elif event.type == pg.KEYUP: if event.key == pg.K_SPACE: self.playfield.release_plunger() if event.type == pg.MOUSEMOTION: pos = tools.scaled_mouse_pos(scale) sprite = self._clicked_sprite if sprite is not None: sprite.pressed = sprite.rect.collidepoint(pos) for sprite in self.hud.sprites(): if hasattr(sprite, 'on_mouse_enter'): if sprite.rect.collidepoint(pos): sprite.on_mouse_enter(pos) elif hasattr(sprite, 'on_mouse_leave'): if not sprite.rect.collidepoint(pos): sprite.on_mouse_leave(pos) elif event.type == pg.MOUSEBUTTONDOWN: pos = tools.scaled_mouse_pos(scale) for sprite in self.hud.sprites(): if hasattr(sprite, 'on_mouse_click'): if sprite.rect.collidepoint(pos): sprite.pressed = True self._clicked_sprite = sprite elif event.type == pg.MOUSEBUTTONUP: pos = tools.scaled_mouse_pos(scale) sprite = self._clicked_sprite if sprite is not None: if sprite.rect.collidepoint(pos): sprite.pressed = False sprite.on_mouse_click(pos) self._clicked_sprite = None
def get_event(self, event, scale=(1,1)): """Check for events""" super(Bingo, self).get_event(event, scale) self.lobby_button.get_event(event) self.new_game_button.get_event(event) # if event.type == pg.QUIT: if prepare.ARGS['straight']: pg.quit() sys.exit() else: self.done = True self.next = "lobby" elif event.type in (pg.MOUSEBUTTONDOWN, pg.MOUSEMOTION): # self.ui.process_events(event, scale) self.bonus_buttons.process_events(event, scale) # pos = tools.scaled_mouse_pos(scale, event.pos) elif event.type == pg.KEYUP: if event.key == pg.K_ESCAPE: self.done = True self.next = "lobby" elif event.key == pg.K_SPACE: self.next_chip(None, None) elif event.key == pg.K_m: #self.persist["music_handler"].mute_unmute_music() self.sound_muted = not self.sound_muted elif event.key == pg.K_f: for card in self.cards: self.add_generator('flash-labels', card.flash_labels())
def get_event(self, event, scale=(1, 1)): """Check for events""" super(Bingo, self).get_event(event, scale) self.lobby_button.get_event(event) self.new_game_button.get_event(event) # if event.type == pg.QUIT: if prepare.ARGS['straight']: pg.quit() sys.exit() else: self.done = True self.next = "lobby" elif event.type in (pg.MOUSEBUTTONDOWN, pg.MOUSEMOTION): # self.ui.process_events(event, scale) self.bonus_buttons.process_events(event, scale) # pos = tools.scaled_mouse_pos(scale, event.pos) elif event.type == pg.KEYUP: if event.key == pg.K_ESCAPE: self.done = True self.next = "lobby" elif event.key == pg.K_SPACE: self.next_chip(None, None) elif event.key == pg.K_m: #self.persist["music_handler"].mute_unmute_music() self.sound_muted = not self.sound_muted elif event.key == pg.K_f: for card in self.cards: self.add_generator('flash-labels', card.flash_labels())
def get_event(self, event, scale=(1, 1)): """This method will be called for each event in the event queue while the state is active. """ if event.type == pg.QUIT and not self.alert: self.done = True self.next = "lobby" elif event.type == pg.MOUSEBUTTONDOWN and not self.alert: #Use tools.scaled_mouse_pos(scale, event.pos) for correct mouse #position relative to the pygame window size. event_pos = tools.scaled_mouse_pos(scale, event.pos) log.info(event_pos) #[for debugging positional items] for action in self.actions.values(): action.execute(event_pos) self.keno_card.update(event_pos) spot_count = self.keno_card.spot_count if spot_count != self.prev_spot_count: self.pay_table.update(spot_count, self.pot._balance) self.prev_spot_count = spot_count if not self.alert: self.buttons.get_event(event) self.alert and self.alert.get_event(event)
def get_event(self, event, scale=(1,1)): """This method will be called for each event in the event queue while the state is active. """ if event.type == pg.QUIT and not self.alert: self.done = True self.next = "lobby" elif event.type == pg.MOUSEBUTTONDOWN and not self.alert: #Use tools.scaled_mouse_pos(scale, event.pos) for correct mouse #position relative to the pygame window size. event_pos = tools.scaled_mouse_pos(scale, event.pos) log.info(event_pos) #[for debugging positional items] for action in self.actions.values(): action.execute(event_pos) self.keno_card.update(event_pos) spot_count = self.keno_card.spot_count if spot_count != self.prev_spot_count: self.pay_table.update(spot_count, self.pot._balance) self.prev_spot_count = spot_count if not self.alert: self.buttons.get_event(event) self.alert and self.alert.get_event(event)
def get_event(self, event, scale=(1, 1)): if event.type == pg.KEYDOWN: if event.key == pg.K_ESCAPE: self.goto_lobby() return if event.type == pg.MOUSEMOTION: pos = tools.scaled_mouse_pos(scale) sprite = self._clicked_sprite if sprite is not None: sprite.pressed = sprite.rect.collidepoint(pos) for sprite in self.hud.sprites(): if self._hovered_sprite is None: if hasattr(sprite, 'on_mouse_enter'): if sprite.rect.collidepoint(pos): self._hovered_sprite = sprite sprite.on_mouse_enter(pos) elif sprite is self._hovered_sprite: if hasattr(sprite, 'on_mouse_leave'): if not sprite.rect.collidepoint(pos): self._hovered_sprite = None sprite.on_mouse_leave(pos) elif event.type == pg.MOUSEBUTTONDOWN: if event.button == 1: pos = tools.scaled_mouse_pos(scale) for sprite in self.hud.sprites(): if hasattr(sprite, 'on_mouse_click'): if sprite.rect.collidepoint(pos): sprite.pressed = True self._clicked_sprite = sprite elif event.type == pg.MOUSEBUTTONUP: pos = tools.scaled_mouse_pos(scale) sprite = self._clicked_sprite if sprite is not None: if sprite.rect.collidepoint(pos): sprite.pressed = False sprite.on_mouse_click(pos) self._clicked_sprite = None if self._enable_chips: self.player_chips.get_event(event, scale) for bet in self.bets.groups(): bet.get_event(event, scale)
def get_event(self, event, scale): self.textbox.get_event(event, tools.scaled_mouse_pos(scale)) self.buttons.get_event(event) if event.type == pg.QUIT: self.back_to_menu() elif event.type == pg.KEYUP: if event.key == pg.K_ESCAPE: self.back_to_menu()
def update(self, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.general_update(dt, mouse_pos) if not self.window: self.timer += dt if self.current_player is not self.game.player: if self.timer > self.time_limit: self.done = True self.player_buttons.update(mouse_pos)
def get_event(self, event, scale=(1,1)): if event.type == pg.QUIT: #self.cash_out_player() self.done = True self.next = "lobby" elif event.type == pg.VIDEORESIZE: self.set_table() self.buttons.get_event(event) for widget in self.widgets: widget.get_event(event, tools.scaled_mouse_pos(scale))
def get_event(self, event, scale=(1, 1)): if event.type == pg.QUIT: #self.cash_out_player() self.done = True self.next = "lobby" elif event.type == pg.VIDEORESIZE: self.set_table() self.buttons.get_event(event) for widget in self.widgets: widget.get_event(event, tools.scaled_mouse_pos(scale))
def update(self, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.general_update(dt, mouse_pos) if not self.animations: self.done = True self.next = "Dealing" for label in self.labels: label.image.set_alpha(self.alpha) self.big_label.image.set_alpha(self.big_alpha)
def update(self, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.general_update(dt, mouse_pos) if not self.window: if self.label: self.label.image.set_alpha(self.label.alpha) if self.label.alpha <= 0: self.next_label() else: self.done = True
def get_event(self, event, scale): self.game.get_event(event) if event.type == pg.QUIT: self.back_to_lobby() elif event.type == pg.MOUSEBUTTONDOWN: pos = tools.scaled_mouse_pos(scale, event.pos) if not self.game.moving_stacks and event.button == 1: new_movers = self.game.player.chip_pile.grab_chips(pos) self.last_click = pg.time.get_ticks() if new_movers: self.play_chip_sound() self.game.moving_stacks.append(new_movers) for hand in self.game.player.hands: unbet_stack = hand.bet.grab_chips(pos) if unbet_stack: self.play_chip_sound() self.game.player.chip_pile.add_chips(unbet_stack.chips) elif event.type == pg.MOUSEBUTTONUP: now = pg.time.get_ticks() span = now - self.last_click pos = tools.scaled_mouse_pos(scale, event.pos) if self.game.moving_stacks and event.button == 1: for stack in self.game.moving_stacks: stack.rect.bottomleft = pos if self.game.chip_rack.rect.collidepoint(pos): self.play_chip_sound() self.game.player.chip_pile.add_chips( self.game.chip_rack.break_chips(stack.chips)) elif span > 300 and self.game.player.chip_pile.rect.collidepoint( pos): self.play_chip_sound() self.game.player.chip_pile.add_chips(stack.chips) else: self.play_chip_sound() self.game.current_player_hand.bet.add_chips( stack.chips) self.game.moving_stacks = [] if self.window: self.window.get_event(event) else: self.lobby_button.get_event(event) self.deal_button.get_event(event)
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(pg.mouse.get_pos(), scale) self.game.update(dt, mouse_pos) for label in self.game.result_labels: label.update(dt) if self.window: self.window.update(mouse_pos) if self.window.done: self.window = None else: self.buttons.update(mouse_pos) self.lobby_button.update(mouse_pos)
def get_event(self, event, scale): self.game.get_event(event) if event.type == pg.QUIT: self.back_to_lobby() elif event.type == pg.MOUSEBUTTONDOWN: pos = tools.scaled_mouse_pos(scale, event.pos) if not self.game.moving_stacks and event.button == 1: new_movers = self.game.player.chip_pile.grab_chips(pos) self.last_click = pg.time.get_ticks() if new_movers: self.play_chip_sound() self.game.moving_stacks.append(new_movers) for hand in self.game.player.hands: unbet_stack = hand.bet.grab_chips(pos) if unbet_stack: self.play_chip_sound() self.game.player.chip_pile.add_chips(unbet_stack.chips) elif event.type == pg.MOUSEBUTTONUP: now = pg.time.get_ticks() span = now - self.last_click pos = tools.scaled_mouse_pos(scale, event.pos) if self.game.moving_stacks and event.button == 1: for stack in self.game.moving_stacks: stack.rect.bottomleft = pos if self.game.chip_rack.rect.collidepoint(pos): self.play_chip_sound() self.game.player.chip_pile.add_chips(self.game.chip_rack.break_chips(stack.chips)) elif span > 300 and self.game.player.chip_pile.rect.collidepoint(pos): self.play_chip_sound() self.game.player.chip_pile.add_chips(stack.chips) else: self.play_chip_sound() self.game.current_player_hand.bet.add_chips(stack.chips) self.game.moving_stacks = [] if self.window: self.window.get_event(event) else: self.lobby_button.get_event(event) self.deal_button.get_event(event)
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.buttons.update(mouse_pos) self.draw(surface) self.get_dice_total(current_time) self.set_point() for h in self.bets.keys(): self.bets[h].update(mouse_pos, self.point) self.pointchip.update(current_time, self.dice_total, self.dice[0]) self.update_total_label() for widget in self.widgets: widget.update()
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.buttons.update(mouse_pos) self.scrollers.update(self.screen_rect, dt) if self.scrollers: if all(scroller.done for scroller in self.scrollers): self.scrollers.empty() else: self.marquees.update(dt) self.new_game.visible = True self.load_game.visible = self.controller.saved_stats_are_available self.lights.update(dt) self.draw(surface, dt)
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(pg.mouse.get_pos(), scale) self.game.update(dt, mouse_pos) if self.window: self.window.update(mouse_pos) if self.window.done: self.window = None else: self.lobby_button.update(mouse_pos) self.animations.update(dt) if not self.animations: self.next = "Show Results" self.done = True
def update(self, surface, keys, current_time, dt, scale): if self.game: self.game.update(surface, keys, current_time, dt, scale) if self.game.done: self.game.cleanup() self.game = None else: mouse_pos = tools.scaled_mouse_pos(scale) self.chip_curtain.update(dt) self.buttons.update(mouse_pos) self.game_buttons.update(mouse_pos) self.animations.update(dt) self.draw(surface)
def update(self, surface, keys, current, dt, scale, player): self.buttons.update(tools.scaled_mouse_pos(scale)) self.labels = [] balance = "Account Balance: ${:.2f}".format(player.account.balance) self.labels.append(Label(self.font, 48, balance, "white", {"topleft": (200, 150)})) self.labels.append(Label(self.font, 36, "Menu", "white", {"midright": (1278 - 27, 840 + 32)})) top = 300 for transaction, amount in player.account.transactions[::-1]: label1 = Label(self.font, 36, transaction, "white", {"topleft": (200, top)}) label2 = Label(self.font, 36, "${:.2f}".format(amount), "white", {"topright": (1220, top)}) self.labels.extend([label1, label2]) top += label1.rect.height self.draw(surface)
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(pg.mouse.get_pos(), scale) self.game.update(dt, mouse_pos) for blinker in self.game.result_labels: blinker.update(dt) self.animations.update(dt) for fader in self.fade_labels: fader.image.set_alpha(self.alpha) if self.window: self.window.update(mouse_pos) if self.window.done: self.window = None else: self.lobby_button.update(mouse_pos)
def get_event(self, event, scale): self.coins_button.get_event(event) self.cash_button.get_event(event) for button in self.main_buttons: button.get_event(event) if self.state == "WON": for button in self.yes_no_buttons: button.get_event(event) if event.type == pg.MOUSEBUTTONDOWN: if self.state == "PLAYING" or self.state == "DOUBLE UP": mouse_pos = tools.scaled_mouse_pos(scale) index = self.dealer.get_event(mouse_pos) if type(index) == int: self.make_held(str(index)) # Little hack
def update(self, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.general_update(dt, mouse_pos) if not self.window: for blinker in self.blinkers: blinker.update(dt) self.player_buttons.update(mouse_pos) self.fade_labels() if self.alpha < 1 and not self.toggled: self.toggle_buttons(True) self.toggled = True for text in self.advice_texts: self.advisor.queue_text(text, dismiss_after=3500) if not self.free_ride: self.lobby_button.call = self.back_to_lobby
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(pg.mouse.get_pos(), scale) g = self.game g.update(dt, mouse_pos) self.split_button.active = False self.split_button.visible = False self.double_down_button.active = False self.double_down_button.visible = False hand = g.current_player_hand hand_score = hand.best_score() if hand_score is None: hand.busted = True hand.final = True chip_total = g.player.chip_pile.get_chip_total() bet = hand.bet.get_chip_total() if len(hand.cards) == 2 and len(g.player.hands) < 2: c1 = hand.card_values[hand.cards[0].value] c2 = hand.card_values[hand.cards[1].value] if c1 == c2 and chip_total >= bet: self.split_button.active = True self.split_button.visible = True if len(hand.cards) == 2: if hand_score == 21: hand.blackjack = True hand.final = True elif chip_total >= bet: self.double_down_button.active = True self.double_down_button.visible = True if hand.final: if all([hand.final for hand in g.player.hands]): if not self.animations: g.dealer.hand.cards[0].face_up = True self.next = "Dealer Turn" self.done = True else: next_hand = [x for x in g.player.hands if not x.final][0] g.current_player_hand = next_hand if self.window: self.window.update(mouse_pos) if self.window.done: self.window = None else: self.buttons.update(mouse_pos) self.animations.update(dt)
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(pg.mouse.get_pos(), scale) self.game.update(dt, mouse_pos) bets = [x.bet.get_chip_total() for x in self.game.player.hands] self.deal_button.visible = any(bets) and not self.game.moving_stacks if self.window: self.window.update(mouse_pos) if self.window.done: self.window = None else: self.lobby_button.update(mouse_pos) self.deal_button.update(mouse_pos) for stack in self.game.moving_stacks: x, y = mouse_pos stack.rect.bottomleft = (x - (self.game.chip_size[0] // 2), y + 6)
def drawUI(self, surface, scale): """Update the main surface once per frame""" mouse_pos = tools.scaled_mouse_pos(scale, pg.mouse.get_pos()) self.lobby_button.update(mouse_pos) self.new_game_button.update(mouse_pos) # surface.fill(S['table-color']) # self.lobby_button.draw(surface) self.new_game_button.draw(surface) self.all_cards.draw(surface) self.ball_machine.draw(surface) self.buttons.draw(surface) self.card_selector.draw(surface) self.money_display.draw(surface) self.bonus_display.draw(surface) self.bonus_buttons.draw(surface)
def update(self, surface, keys, current, dt, scale, player): self.textbox.update() if not self.textbox.active: self.beep() try: amount = int(self.textbox.final) except ValueError: amount = 0 if amount > player.account.max_advance: amount = 0 self.leave_message("You are not authorized for this amount") else: player.account.cash_advance(amount) player.cash += amount msg = "${:.2f} Dispensed".format(amount) self.leave_message(msg) self.buttons.update(tools.scaled_mouse_pos(scale)) self.make_dynamic_labels(player) self.draw(surface)
def update(self, surface, keys, current, dt, scale, player): self.buttons.update(tools.scaled_mouse_pos(scale)) self.labels = [] balance = "Account Balance: ${:.2f}".format(player.account.balance) self.labels.append( Label(self.font, 48, balance, "white", {"topleft": (200, 150)})) self.labels.append( Label(self.font, 36, "Menu", "white", {"midright": (1278 - 27, 840 + 32)})) top = 300 for transaction, amount in player.account.transactions[::-1]: label1 = Label(self.font, 36, transaction, "white", {"topleft": (200, top)}) label2 = Label(self.font, 36, "${:.2f}".format(amount), "white", {"topright": (1220, top)}) self.labels.extend([label1, label2]) top += label1.rect.height self.draw(surface)
def update(self, surface, keys, current_time, dt, scale): """ This method will be called once each frame while the state is active. Surface is a reference to the rendering surface which will be scaled to pygame's display surface, keys is the return value of the last call to pygame.key.get_pressed. current_time is the number of milliseconds since pygame was initialized. dt is the number of milliseconds since the last frame. """ self.advisor.update(dt) if self.play_max_active: self.continue_playmax() self.play_game() total_text = "Balance: ${}".format(self.wallet.balance) self.gui_widgets['balance'] = Label(self.font, 48, total_text, "gold3", {"topleft": (24, 760)}) bet_text = "Bet: ${}".format(self.pot._balance) self.gui_widgets['bet'] = Label(self.font, 48, bet_text, "gold3", {"topleft": (24, 760+48)}) won_text = "Won: ${}".format(self.pot.won) self.gui_widgets['won'] = Label(self.font, 48, won_text, "gold3", {"topleft": (24, 760+48+48)}) spot_count = self.keno_card.spot_count spot_text = "Spot: {}".format(spot_count) self.gui_widgets['spot'] = Label(self.font, 48, spot_text, "gold3", {"topleft": (1036, 760)}) mouse_pos = tools.scaled_mouse_pos(scale) self.buttons.update(mouse_pos) if self.alert: self.alert.update(mouse_pos) if self.alert.done: self.alert = None self.draw(surface)
def update(self, surface, keys, current_time, dt, scale): """ This method will be called once each frame while the state is active. Surface is a reference to the rendering surface which will be scaled to pygame's display surface, keys is the return value of the last call to pygame.key.get_pressed. current_time is the number of milliseconds since pygame was initialized. dt is the number of milliseconds since the last frame. """ self.advisor.update(dt) if self.play_max_active: self.continue_playmax() self.play_game() total_text = "Balance: ${}".format(self.wallet.balance) self.gui_widgets['balance'] = Label(self.font, 48, total_text, "gold3", {"topleft": (24, 760)}) bet_text = "Bet: ${}".format(self.pot._balance) self.gui_widgets['bet'] = Label(self.font, 48, bet_text, "gold3", {"topleft": (24, 760 + 48)}) won_text = "Won: ${}".format(self.pot.won) self.gui_widgets['won'] = Label(self.font, 48, won_text, "gold3", {"topleft": (24, 760 + 48 + 48)}) spot_count = self.keno_card.spot_count spot_text = "Spot: {}".format(spot_count) self.gui_widgets['spot'] = Label(self.font, 48, spot_text, "gold3", {"topleft": (1036, 760)}) mouse_pos = tools.scaled_mouse_pos(scale) self.buttons.update(mouse_pos) if self.alert: self.alert.update(mouse_pos) if self.alert.done: self.alert = None self.draw(surface)
def update(self, surface, keys, current_time, dt, scale): """Update all elements and then draw the state.""" mouse_pos = tools.scaled_mouse_pos(scale) self.done_button.update(mouse_pos) if self.title: if self.title.moving: for spinner in self.spinners: spinner.rect.move_ip(self.title.move_speed) self.title.update() if self.zipper_block and self.title.spun_out: self.zipper_block.update(dt) if self.zipper_block.done: self.switch_blocks() if self.chip_curtain: self.chip_curtain.update(dt) if self.chip_curtain.done: self.done = True self.spinners.update(dt) self.draw(surface)
def update(self, surface, keys, current, dt, scale, player): self.textbox.update() if not self.textbox.active: self.beep() try: amount = int(self.textbox.final) except ValueError: amount = 0 if player.account.balance >= amount: player.account.withdrawal(amount) player.cash += amount self.leave_message("${:.2f} Withdrawn".format(amount)) else: msg = "Insufficient Funds for Withdrawal" self.leave_message(msg) self.buttons.update(tools.scaled_mouse_pos(scale)) text = "You have ${:.2f} available for withdrawal".format(player.account.balance) self.dyna_label = Label( self.font, 36, text, "white", {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)} ) self.draw(surface)
def update(self, surface, keys, current, dt, scale, player): self.textbox.update() self.buttons.update(tools.scaled_mouse_pos(scale)) if not self.textbox.active: self.beep() try: amount = int(self.textbox.final) except ValueError: amount = 0 if player.cash >= amount: player.cash -= amount player.account.deposit(amount) msg = "${:.2f} Deposited".format(amount) self.leave_message(msg) else: self.leave_message("Insufficient Funds Deposited") text = "You have ${:.2f} available for deposit".format(player.cash) self.dyna_label = Label( self.font, 36, text, "white", {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)}) self.draw(surface)
def update(self, surface, keys, current, dt, scale, player): self.textbox.update() if not self.textbox.active: self.beep() try: amount = int(self.textbox.final) except ValueError: amount = 0 if player.account.balance >= amount: player.account.withdrawal(amount) player.cash += amount self.leave_message("${:.2f} Withdrawn".format(amount)) else: msg = "Insufficient Funds for Withdrawal" self.leave_message(msg) self.buttons.update(tools.scaled_mouse_pos(scale)) text = "You have ${:.2f} available for withdrawal".format( player.account.balance) self.dyna_label = Label( self.font, 36, text, "white", {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)}) self.draw(surface)
def update(self, surface, keys, current, dt, scale, player): self.textbox.update() self.buttons.update(tools.scaled_mouse_pos(scale)) if not self.textbox.active: self.beep() try: amount = int(self.textbox.final) except ValueError: amount = 0 if player.cash >= amount: player.cash -= amount player.account.deposit(amount) msg = "${:.2f} Deposited".format(amount) self.leave_message(msg) else: self.leave_message("Insufficient Funds Deposited") text = "You have ${:.2f} available for deposit".format(player.cash) self.dyna_label = Label( self.font, 36, text, "white", {"midtop": (self.screen_rect.centerx, self.screen_rect.top + 80)} ) self.draw(surface)
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.buttons.update(mouse_pos) self.animations.update(dt) self.draw(surface)
def update(self, surface, keys, current_time, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.lobby_button.update(mouse_pos) self.machine.update(mouse_pos, dt) self.draw(surface, dt)
def update(self, dt, scale): mouse_pos = tools.scaled_mouse_pos(scale) self.general_update(dt, mouse_pos) self.make_showdown_label()