Esempio n. 1
0
 def do_key(self, key):
     if key in g.CROSS and not self.sugar:
         if utils.mouse_on_img1(g.magician, g.magician_c):
             self.help2()
             return
         bu = buttons.check()
         if bu != '':
             self.do_button(bu)
             return
         g.show_help = False
         self.check_nos(1)
         return
     if key in g.CIRCLE:
         self.check_nos(3)
         return
     if key in g.RIGHT:
         self.mouse_right()
         return
     if key in g.LEFT:
         self.mouse_left()
         return
     if key in g.SQUARE:
         if self.sugar and self.cyan_button.get_sensitive():
             self.do_button('cyan')
         if not self.sugar and buttons.active('cyan'):
             self.do_button('cyan')
         return
     if key in g.TICK:
         self.change_level()
         return
     if key == pygame.K_v:
         g.version_display = not g.version_display
         return
Esempio n. 2
0
def main():
    while True:
        ms=pygame.time.get_ticks()
        for event in pygame.event.get():
            if event.type==QUIT:
                utils.exit()
            elif event.type == pygame.MOUSEBUTTONDOWN: # allow any button - left, right or middle
                glow_off()
                if click(): break
                display(); pygame.display.flip() # no pointer in case button pressed
                bu=buttons.check()
                if bu<>'':do_button(bu)
            elif event.type==KEYDOWN:
                if event.key==K_ESCAPE: utils.exit()
                if event.key==K_x: g.version_display=not g.version_display
        if g.player_n==0 and not buttons.active('green'):
            buttons.on("back")
        display()
        aim.do()
        aim.glow(); player.glow()
        if g.version_display:
            g.message=g.app+' Version '+g.ver
            g.message+='  '+str(g.w)+' x '+str(g.h)
            g.message+='  '+str(g.frame_rate)+'fps'
            utils.message(g.screen,g.font1,g.message)
        mx,my=pygame.mouse.get_pos()
        if my>g.pointer.get_height(): g.screen.blit(g.pointer,(mx,my))
        pygame.display.flip()
        g.clock.tick(40)
        d=pygame.time.get_ticks()-ms; g.frame_rate=int(1000/d)
 def do_key(self, key):
     if key in g.CROSS and not self.sugar:
         if utils.mouse_on_img1(g.magician, g.magician_c):
             self.help2()
             return
         bu = buttons.check()
         if bu != '':
             self.do_button(bu)
             return
         g.show_help = False
         self.check_nos(1)
         return
     if key in g.CIRCLE:
         self.check_nos(3)
         return
     if key in g.RIGHT:
         self.mouse_right()
         return
     if key in g.LEFT:
         self.mouse_left()
         return
     if key in g.SQUARE:
         if self.sugar and self.cyan_button.get_sensitive():
             self.do_button('cyan')
         if not self.sugar and buttons.active('cyan'):
             self.do_button('cyan')
         return
     if key in g.TICK:
         self.change_level()
         return
     if key == pygame.K_v:
         g.version_display = not g.version_display
         return
Esempio n. 4
0
    def run(self):
        g.init()
        if not self.journal: utils.load()
        self.chess=chess.Chess()
        g.cells=self.chess.cells
        load_save.retrieve()
        self.chess.setup() # having retrieved layout if any
        self.buttons_setup()
        if self.canvas<>None: self.canvas.grab_focus()
        ctrl=False
        pygame.key.set_repeat(600,120); key_ms=pygame.time.get_ticks()
        going=True
        while going:
            if self.journal:
                # Pump GTK messages.
                while gtk.events_pending(): gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type==pygame.QUIT:
                    if not self.journal: utils.save()
                    going=False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos=event.pos
                    g.redraw=True
                    if self.canvas<>None: self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw=True
                    if event.button==1:
                        if self.do_click():
                            pass
                        else:
                            bu=buttons.check()
                            if bu!='': self.do_button(bu); self.flush_queue()
                elif event.type == pygame.KEYDOWN:
                    # throttle keyboard repeat
                    if pygame.time.get_ticks()-key_ms>110:
                        key_ms=pygame.time.get_ticks()
                        if ctrl:
                            if event.key==pygame.K_q:
                                if not self.journal: utils.save()
                                going=False; break
                            else:
                                ctrl=False
                        if event.key in (pygame.K_LCTRL,pygame.K_RCTRL):
                            ctrl=True; break
                        self.do_key(event.key); g.redraw=True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl=False
            if not going: break
            if g.redraw:
                self.display()
                if g.version_display: utils.version_display()
                g.screen.blit(g.pointer,g.pos)
                pygame.display.flip()
                g.redraw=False
            self.update()
            g.clock.tick(40)
    def run(self):
        g.init()
        if not self.journal:
            utils.load()
            self.tess_n = g.tess_n
            self.max_n = g.max_n
        else:
            g.tess_n = self.tess_n
            g.max_n = self.max_n
        self.tessl = tess.Tess(g.tesses[g.tess_n - 1])
        dx = g.sy(2.4)
        bx = g.sx(16) - dx / 2
        by = g.sy(20.2)
        buttons.Button("back", (bx, by), True)
        bx += dx
        buttons.Button("fd", (bx, by), True)
        bx = g.sx(16)
        by = g.sy(11)
        buttons.Button("solve", (bx, by), True)
        if self.journal:  # Sugar only
            a, b, c, d = pygame.cursors.load_xbm('my_cursor.xbm',
                                                 'my_cursor_mask.xbm')
            pygame.mouse.set_cursor(a, b, c, d)
        going = True

        while going:
            # Pump GTK messages.
            while gtk.events_pending():
                gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if not self.journal: utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.redraw = True
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    if event.button == 2:  # centre button
                        if not self.journal:
                            g.version_display = not g.version_display
                            break
                    bu = ''
                    if not self.tessl.carrying:
                        bu = buttons.check()
                    if bu <> '': self.do_button(bu)
                    else: self.tessl.click()
            self.tessl.update()
            if g.redraw:
                self.display()
                if g.version_display: utils.version_display()
                pygame.display.flip()
                g.redraw = False
            tf = False
            if pygame.mouse.get_focused(): tf = True
            pygame.mouse.set_visible(tf)
            g.clock.tick(40)
Esempio n. 6
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    def run(self):
        g.init()
        if not self.journal: utils.load()
        self.oms = []
        for n in range(3, 8):
            omm = om.Om(n)
            omm.setup()
            self.oms.append(omm)
        load_save.retrieve()
        self.omm = self.oms[g.level - 1]
        self.buttons_setup()
        self.slider = slider.Slider(g.sx(10.5), g.sy(20), 5, utils.YELLOW)
        going = True
        while going:
            # Pump GTK messages.
            while gtk.events_pending():
                gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:  # only in standalone version
                    if not self.journal: utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    self.omm.mouse_move()
                    g.redraw = True
                    if self.canvas <> None: self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    if event.button == 2:  # centre button
                        if not self.journal:
                            g.version_display = not g.version_display
                    if event.button == 1:
                        if self.do_click():
                            pass
                        elif self.slider.mouse():  # level changed
                            self.omm = self.oms[g.level - 1]
                        else:
                            bu = buttons.check()
                            if bu != '': self.do_button(bu)
                    if event.button == 3:  # right button
                        self.do_button('try')
                elif event.type == pygame.KEYDOWN:
                    self.do_key(event.key)
                    g.redraw = True
            if not going: break
            if g.redraw:
                self.display()
                if not self.journal:  # not on XO
                    if g.version_display: utils.version_display()
                g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
            g.clock.tick(40)
Esempio n. 7
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 def do_click(self):
     self.glow_off()
     if self.click():
         return
     if not self.sugar:
         bu = buttons.check()
         if bu != '':
             self.do_button(bu)
             return
         if self.slider.mouse():
             self.set_delay()
Esempio n. 8
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 def do_key(self, key):
     if key in g.CROSS:
         bu = buttons.check()
         if bu != '':
             self.do_button(bu)
             return
         if g.state == 1:
             self.check_numbers()
         return
     if key in g.UP:
         if self.back_button.mouse_on():
             if g.state == 1:
                 self.mouse_init()
         elif buttons.active('back'):
             buttons.set_mouse('back')
             if g.state == 2:
                 self.mouse_ind = 0
         return
     if key in g.DOWN:
         if buttons.active('back'):
             if g.state in (1, 3):
                 buttons.set_mouse('back')
         return
     if key in g.RIGHT:
         if not self.complete():
             self.mouse_right()
         return
     if key in g.LEFT:
         if not self.complete():
             self.mouse_left()
         return
     if key == pygame.K_m:
         self.mouse_auto = not self.mouse_auto
         self.mouse_init()
         return
     if key in g.SQUARE or key in g.CIRCLE:
         self.do_button('new')
         return
     if key in g.TICK:
         self.inc_level()
         return
     if key == pygame.K_v:
         g.version_display = not g.version_display
         return
Esempio n. 9
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    def run(self, restore=False):
        self.g_init()
        if not self.journal:
            utils.load()
        load_save.retrieve()
        if restore:
            self.restore_pattern()
        else:
            g.delay = (3 - g.level) * 400
        self.tu = my_turtle.TurtleClass()
        self.tu.current = [1, 1, 1, 3, 2]
        self.get_goal()
        if g.pattern == 1:
            self.tu.current = utils.copy_list(g.goal)
        self.tu.setup(self.colors[0])
        g.numbers = utils.copy_list(self.tu.current)
        #buttons
        x = g.sx(7.3)
        y = g.sy(16.5)
        dx = g.sy(2.6)

        if not self.sugar:
            buttons.Button("cyan", (x, y), True)
            x += dx
            buttons.off('cyan')
            buttons.Button("green", (x, y), True)
            x += dx
            buttons.Button("red", (x, y), True)
            x += dx
            buttons.Button("black", (x, y), True)
            x += dx
            self.slider = slider.Slider(g.sx(23.5), g.sy(21), 3, utils.YELLOW)

        self.mouse_1st_no()  # to 1st number
        if self.canvas is not None:
            self.canvas.grab_focus()
        ctrl = False
        pygame.key.set_repeat(600, 120)
        key_ms = pygame.time.get_ticks()
        going = True
        while going:
            if self.journal:
                # Pump GTK messages.
                while gtk.events_pending():
                    gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if not self.journal:
                        utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    g.redraw = True
                    if self.canvas is not None:
                        self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    if g.big:
                        g.big = False
                    else:
                        bu = buttons.check()
                        if bu != '':
                            self.do_button(bu)
                            self.flush_queue()
                        elif not self.sugar:
                            if utils.mouse_on_img1(g.magician, g.magician_c):
                                self.help2()
                            elif utils.mouse_in(g.x1, g.y0, g.x1 + g.bw,
                                                g.y0 + g.bw):
                                self.big_pic()
                            elif self.slider.mouse():
                                g.delay = (3 - g.level) * 400
                            else:
                                g.show_help = False
                                self.check_nos(event.button)
                        else:
                            g.show_help = False
                            self.check_nos(event.button)
                elif event.type == pygame.KEYDOWN:
                    # throttle keyboard repeat
                    if pygame.time.get_ticks() - key_ms > 110:
                        key_ms = pygame.time.get_ticks()
                        if ctrl:
                            if event.key == pygame.K_q:
                                if not self.journal:
                                    utils.save()
                                going = False
                                break
                            else:
                                ctrl = False
                        if event.key in (pygame.K_LCTRL, pygame.K_RCTRL):
                            ctrl = True
                            break
                        self.do_key(event.key)
                        g.redraw = True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl = False
            if not going:
                break
            if self.tu.running:
                self.tu.move()
            if not g.crash_drawn:
                g.crash_drawn = True
                g.redraw = True
            if g.redraw:
                self.display()
                if g.version_display:
                    utils.version_display()
                g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
            g.clock.tick(40)
Esempio n. 10
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    def run(self, restore=False):
        g.init()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                return
            elif event.type == pygame.VIDEORESIZE:
                pygame.display.set_mode(event.size, pygame.RESIZABLE)
                break

        if not self.journal:
            utils.load()
        self.trip = trip.Trip(self.sugar, self.label, self.colors[0])
        self.trip.setup()
        load_save.retrieve()
        self.buttons_setup()
        if self.canvas is not None:
            self.canvas.grab_focus()
        ctrl = False
        pygame.key.set_repeat(600, 120)
        key_ms = pygame.time.get_ticks()
        going = True
        while going:
            if self.journal:
                # Pump GTK messages.
                while Gtk.events_pending():
                    Gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    # only in standalone version
                    if not self.journal:
                        utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    self.trip.check_mouse()
                    g.redraw = True
                    if self.canvas is not None:
                        self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    if event.button == 1:
                        bu = buttons.check()
                        if bu != '':
                            self.do_button(bu)
                        else:
                            if self.trip.check_mouse():
                                self.do_click()
                        self.flush_queue()
                elif event.type == pygame.KEYDOWN:
                    # throttle keyboard repeat
                    if pygame.time.get_ticks() - key_ms > 110:
                        key_ms = pygame.time.get_ticks()
                        if ctrl:
                            if event.key == pygame.K_q:
                                if not self.journal:
                                    utils.save()
                                going = False
                                break
                            else:
                                ctrl = False
                        if event.key in (pygame.K_LCTRL, pygame.K_RCTRL):
                            ctrl = True
                            break
                        self.do_key(event.key)
                        g.redraw = True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl = False
            if not going:
                break
            if g.redraw:
                self.display()
                if g.version_display:
                    utils.version_display()
                g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
                if self.trip.delay:
                    pygame.time.delay(1000)
                    self.trip.delay = False
                    self.trip.gone()
                    g.redraw = True
                    self.trip.complete()
            g.clock.tick(40)
Esempio n. 11
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    def run(self, restore=False):
        self.black = False
        g.init()
        if not self.journal:
            utils.load()
        load_save.retrieve()
        x = g.sx(26)
        y = g.sy(11.2)
        if not self.sugar:
            buttons.Button("new", (x, y))
        x, y = g.cxy2
        dx = g.sy(4)
        self.back_button = buttons.Button("back", (x, y))
        x += dx
        buttons.Button("plus", (x, y))
        x += dx
        buttons.Button("times", (x, y))
        x += dx
        buttons.Button("equals", (x, y))
        self.ops = ['back', 'plus', 'times', 'equals']
        if not self.sugar:
            self.slider = slider.Slider(g.sx(22.4), g.sy(20.5), 10,
                                        utils.GREEN)
        self.mouse_auto = True
        self.anim_ms = None

        self.level1()  # initial animation
        self.scored = False
        if restore:
            g.score = self.save_score
        ctrl = False
        pygame.key.set_repeat(600, 120)
        key_ms = pygame.time.get_ticks()
        going = True
        if self.canvas is not None:
            self.canvas.grab_focus()
        while going:
            if self.journal:
                # Pump GTK messages.
                while gtk.events_pending():
                    gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if not self.journal:
                        utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    g.redraw = True
                    if self.canvas is not None:
                        self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    self.anim_end()
                    if event.button == 1:
                        bu = buttons.check()
                        if bu == '':
                            if not self.check_numbers():
                                if not self.sugar:
                                    if self.slider.mouse():
                                        self.level1()
                        else:
                            self.do_button(bu)  # eg do_button('plus')
                    self.flush_queue()
                elif event.type == pygame.KEYDOWN:
                    self.anim_end()
                    # throttle keyboard repeat
                    if pygame.time.get_ticks() - key_ms > 110:
                        key_ms = pygame.time.get_ticks()
                        if ctrl:
                            if event.key == pygame.K_q:
                                if not self.journal:
                                    utils.save()
                                going = False
                                break
                            else:
                                ctrl = False
                        if event.key in (pygame.K_LCTRL, pygame.K_RCTRL):
                            ctrl = True
                            break
                        self.do_key(event.key)
                        g.redraw = True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl = False
            if not going:
                break
            self.animation()
            if g.redraw:
                self.display()
                if g.version_display:
                    utils.version_display()
                if not self.black:
                    g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
            g.clock.tick(40)
Esempio n. 12
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    def run(self, restore=False):
        g.init()
        if not self.journal:
            utils.load()
        self.let = let.Let()
        # setup before retrieve
        load_save.retrieve()
        self.buttons_setup()
        if self.canvas is not None:
            self.canvas.grab_focus()
        ctrl = False
        pygame.key.set_repeat(600, 120)
        key_ms = pygame.time.get_ticks()
        going = True
        while going:
            if self.journal:
                # Pump GTK messages.
                while Gtk.events_pending():
                    Gtk.main_iteration()
            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if not self.journal:
                        utils.save()
                    going = False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    g.redraw = True
                    if self.canvas is not None:
                        self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    if event.button == 1:
                        if not self.sugar and g.help_on:
                            g.help_on = False
                            buttons.on('help')
                        elif self.do_click():
                            pass
                        else:
                            bu = buttons.check()
                            if bu != '':
                                self.do_button(bu)
                                self.flush_queue()
                    if not self.sugar and event.button == 3:
                        g.help_on = True
                        buttons.off('help')
                elif event.type == pygame.KEYDOWN:
                    if not self.sugar and event.key not in g.CIRCLE:
                        g.help_on = False
                        buttons.on('help')
                    # throttle keyboard repeat
                    if pygame.time.get_ticks() - key_ms > 110:
                        key_ms = pygame.time.get_ticks()
                        if ctrl:
                            if event.key == pygame.K_q:
                                if not self.journal:
                                    utils.save()
                                going = False
                                break
                            else:
                                ctrl = False
                        if event.key in (pygame.K_LCTRL, pygame.K_RCTRL):
                            ctrl = True
                            break
                        self.do_key(event.key)
                        g.redraw = True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl = False
            if not going:
                break

            if g.state == 1:
                self.let.choose()
            if g.redraw:
                self.display()
                if g.version_display:
                    utils.version_display()
                if g.state != 1:
                    g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
            g.clock.tick(40)
Esempio n. 13
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    def run(self, restore=False):
        g.init()
        if not self.journal:
            utils.load()
        self.let = let.Let()
        # setup before retrieve
        load_save.retrieve()
        self.buttons_setup()
        if self.canvas is not None:
            self.canvas.grab_focus()
        pygame.key.set_repeat(600, 120)
        going = True
        while going:
            if self.journal:
                # Pump GTK messages.
                while Gtk.events_pending():
                    Gtk.main_iteration()
                if not going:
                    break

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    if not self.journal:
                        utils.save()
                    return
                elif event.type == pygame.VIDEORESIZE:
                    pygame.display.set_mode(event.size, pygame.RESIZABLE)
                    g.redraw = True
                elif event.type == pygame.MOUSEMOTION:
                    g.pos = event.pos
                    g.redraw = True
                    if self.canvas is not None:
                        self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw = True
                    if event.button == 1:
                        if not self.sugar and g.help_on:
                            g.help_on = False
                            buttons.on('help')
                        elif self.do_click():
                            pass
                        else:
                            bu = buttons.check()
                            if bu != '':
                                self.do_button(bu)
                    if not self.sugar and event.button == 3:
                        g.help_on = True
                        buttons.off('help')
                elif event.type == pygame.KEYDOWN:
                    if not self.sugar and event.key not in g.CIRCLE:
                        g.help_on = False
                        buttons.on('help')
                    self.do_key(event.key)
                    g.redraw = True
                elif event.type == pygame.KEYUP:
                    pass
            if not going:
                break

            if g.state == g.STATE_SETUP:
                self.let.choose()
            if g.redraw:
                self.display()
                if g.version_display:
                    utils.version_display()
                if g.state != g.STATE_SETUP:
                    g.screen.blit(g.pointer, g.pos)
                pygame.display.flip()
                g.redraw = False
            g.clock.tick(40)