def actionPlaceUnit(self): ix, iy = self.sprite.get_size() if inputcontrol.getMouseOverObject(self.x, self.y, ix, iy) == True: self.sprite = self.spriteClicked if globalvars.reinforcements > 0: globalvars.placenewunit = True globalvars.reinforcements -= 1
def actionEndTurn(self): ix, iy = self.sprite.get_size() if inputcontrol.getMouseOverObject(self.x, self.y, ix, iy) == True: self.sprite = self.spriteClicked if globalvars.turn == 0: globalvars.turn = 1 globalvars.currentTurn += 1
def actionEndTurn(self): ix, iy = self.sprite.get_size() if (inputcontrol.getMouseOverObject(self.x, self.y, ix, iy) == True): self.sprite = self.spriteClicked if (globalvars.turn == 0): globalvars.turn = 1 globalvars.currentTurn += 1
def actionPlaceUnit(self): ix, iy = self.sprite.get_size() if (inputcontrol.getMouseOverObject(self.x, self.y, ix, iy) == True): self.sprite = self.spriteClicked if (globalvars.reinforcements > 0): globalvars.placenewunit = True globalvars.reinforcements -= 1
def actionAirforce(self): ix, iy = self.sprite.get_size() if inputcontrol.getMouseOverObject(self.x, self.y, ix, iy) == True: self.sprite = self.spriteClicked
def actionAirforce(self): ix, iy = self.sprite.get_size() if (inputcontrol.getMouseOverObject(self.x, self.y, ix, iy) == True): self.sprite = self.spriteClicked
battles[inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)].battleUnitPlayer.append(unit[ii]) else: a = 0 for o in battles[inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)].battleUnitPlayer: if unit[ii] is o: a = 1 if a == 0: battles[inputcontrol.getMouseOverSquare(width, height, objectsPerWidth)].battleUnitPlayer.append(unit[ii]) elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: #Place new units/other objects if needed if globalvars.placenewunit == True: if inputcontrol.getMouseOverObject(0, 0, width, height): unit.append(assets.classTypeUnit(inputcontrol.getMouseOverSquare(width, height, objectsPerWidth),squareSprites.unit,squareSprites.unitSelected,True)) globalvars.placenewunit = False #Select units for ii, iii in enumerate(unit): unit[ii].selected = False if unit[ii].idx == inputcontrol.getMouseOverSquare(width, height,objectsPerWidth): c = 0 for a,b in enumerate(unit): if unit[a].selected == True: c += 1 if c > 1: break else: unit[a].selected = True if c == 0: unit[ii].selected = True
)].battleUnitPlayer: if unit[ii] is o: a = 1 if a == 0: battles[ inputcontrol. getMouseOverSquare( width, height, objectsPerWidth )].battleUnitPlayer.append( unit[ii]) elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: #Place new units/other objects if needed if globalvars.placenewunit == True: if inputcontrol.getMouseOverObject(0, 0, width, height): unit.append( assets.classTypeUnit( inputcontrol.getMouseOverSquare( width, height, objectsPerWidth), squareSprites.unit, squareSprites.unitSelected, True)) globalvars.placenewunit = False #Select units for ii, iii in enumerate(unit): unit[ii].selected = False if unit[ii].idx == inputcontrol.getMouseOverSquare( width, height, objectsPerWidth): c = 0 for a, b in enumerate(unit): if unit[a].selected == True: