def __init__(self): StateMachine.__init__(self) self.mouse = Mouse() self.display = Display() self.clock = Clock() self.__dragging = [0, 0, 0] self.__button_time = [0, 0, 0]
def __init__( self ): StateMachine.__init__(self) self.mouse = Mouse() self.display = Display() self.clock = Clock() self.__dragging = [ 0, 0, 0 ] self.__button_time = [ 0, 0, 0 ]
class Engine(StateMachine): def __init__( self ): StateMachine.__init__(self) self.mouse = Mouse() self.display = Display() self.clock = Clock() self.__dragging = [ 0, 0, 0 ] self.__button_time = [ 0, 0, 0 ] def run(self, room): pygame.init() debugger.info("turning ON engine...") try: import psyco psyco.full() debugger.info("python-psyco module found, performance acelerarion enabled") except ImportError: debugger.warn("python-psyco module not found, performance aceleration unavaliable") self.display.open() self.room = room() leave = False while not leave: try: self.clock.tick() for event in pygame.event.get(): if event.type == pygame.QUIT: raise StopEngine() elif event.type == pygame.MOUSEMOTION: event_dict = { "type":MOUSE_MOTION, "pos":self.mouse.position, "obj":self._get_picked() } debugger.info("MOUSE_MOTION event launched %s" % event_dict) self.room.on_event(event_dict) elif event.type == pygame.MOUSEBUTTONDOWN: self.__process_mouse_button_down( event ) elif event.type == pygame.MOUSEBUTTONUP: self.__process_mouse_button_up( event ) #self.room.on_event(event) elif event.type == pygame.KEYDOWN: event_dict = { "type":KEY_DOWN, "key":event.key, "mod":"NotImplemented" } debugger.info("KEY_DOWN event launched %s" % event_dict) self.room.on_event(event_dict) elif event.type == pygame.KEYUP: event_dict = { "type":KEY_UP, "key":event.key, "mod":"NotImplemented" } debugger.info("KEY_UP event launched %s" % event_dict) self.room.on_event(event_dict) self.__update() # Sort the container list by Z axis. #self.room.container.sort(key=lambda d: d.position.z) # Call update the room self.room.update() self.room.draw() self.mouse.update() self.mouse.draw() self.display.flip() except ChangeRoom, e: debugger.info("ChangeRoom exception raised, changing room to %s" % e.__class__.__name__) self.room = e except StopEngine: debugger.info("stopping Engine...") leave = True
class Engine(StateMachine): def __init__(self): StateMachine.__init__(self) self.mouse = Mouse() self.display = Display() self.clock = Clock() self.__dragging = [0, 0, 0] self.__button_time = [0, 0, 0] def run(self, room): pygame.init() debugger.info("turning ON engine...") try: import psyco psyco.full() debugger.info( "python-psyco module found, performance acelerarion enabled") except ImportError: debugger.warn( "python-psyco module not found, performance aceleration unavaliable" ) self.display.open() self.room = room() leave = False while not leave: try: self.clock.tick() for event in pygame.event.get(): if event.type == pygame.QUIT: raise StopEngine() elif event.type == pygame.MOUSEMOTION: event_dict = { "type": MOUSE_MOTION, "pos": self.mouse.position, "obj": self._get_picked() } debugger.info("MOUSE_MOTION event launched %s" % event_dict) self.room.on_event(event_dict) elif event.type == pygame.MOUSEBUTTONDOWN: self.__process_mouse_button_down(event) elif event.type == pygame.MOUSEBUTTONUP: self.__process_mouse_button_up(event) #self.room.on_event(event) elif event.type == pygame.KEYDOWN: event_dict = { "type": KEY_DOWN, "key": event.key, "mod": "NotImplemented" } debugger.info("KEY_DOWN event launched %s" % event_dict) self.room.on_event(event_dict) elif event.type == pygame.KEYUP: event_dict = { "type": KEY_UP, "key": event.key, "mod": "NotImplemented" } debugger.info("KEY_UP event launched %s" % event_dict) self.room.on_event(event_dict) self.__update() # Sort the container list by Z axis. #self.room.container.sort(key=lambda d: d.position.z) # Call update the room self.room.update() self.room.draw() self.mouse.update() self.mouse.draw() self.display.flip() except ChangeRoom, e: debugger.info( "ChangeRoom exception raised, changing room to %s" % e.__class__.__name__) self.room = e except StopEngine: debugger.info("stopping Engine...") leave = True