Esempio n. 1
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 def input(self, user_input):
     if user_input == pygame.MOUSEBUTTONUP:
         print('executing action')
         if self.attached:
             #replace gui object saved in field var with text from gui object, convert to number if digit
             for name, field in self.attached.items():
                 self.attached[name] = to_num(field.get_text())
             self.action(self.attached)
         else:
             self.action()
Esempio n. 2
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    def _load_objects(self):
        obj_filename = os.path.join('level_data', self._filename)
        parser = configparser.ConfigParser()
        if obj_filename not in parser.read(obj_filename):
            print(obj_filename + 'not found/cant be read')

        object_list = parser.sections()
        for objname in object_list:
            obj_type = parser[objname]['type']
            var_dict = {'name': objname}
            for option in parser[objname]:
                value = parser[objname][option]
                var_dict[option] = to_num(value)
            self.objects.add(ObjFactory(obj_type, var_dict))
Esempio n. 3
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 def __init__(self, var_dict):
     LevelObject.__init__(self, var_dict)
     self.type = BUILD_PROC
     str_input = var_dict['input']
     str_output = var_dict['output']
     self.input_items = [x.strip() for x in str_input.split(',')]
     self.output_items = [x.strip() for x in str_output.split(',')]
     self.length = to_num(var_dict['time'])
     self.delay_timer = Timer(5, self._ready)
     self.build_timer = Timer(self.length, self._finish)
     self.ready = True
     self.built = []  # list of output items that need to be spawned into the level
     self.input_area = self.rect  # required input parts must collide with this rect to start build
     self.output_area = pygame.Rect(self.rect.right, self.rect.bottom, 200, 100)  # items with output in this rect