def __init__(self, name):
        self.Game_Event_Load = False

        self.Text_Line = ["", "", "", "", "", "", "", "", ""]
        self.Text_Order = 1
        self.Text_Action = ["", "", "", "", "", "", "", "", ""]
        self.Game_Event = [False, False, False, False, False, False]
        self.Game_Fight_Attack = [False, False]
        self.State = ""
        self.State_Inventory = False
        self.State_Fight = ""

        self.Player_Status = ["", "", "", "", "", "", "", "", "", "", ""]
        self.Leveling_UP = False

        self.textinput = pygame_textinput.TextInput()
        self.Line_x = 0
        self.Minimal = 1
        self.Maximal = 8

        self.Variable_x = 0
    def _build_form(self, screen):
        """ """
        self._username = pygame_textinput.TextInput('tahoma', 30, True,
                                                    self._text_color,
                                                    self._text_color, 400, 35)
        self._password = pygame_textinput.TextInput('tahoma', 30, True,
                                                    self._text_color,
                                                    self._text_color, 400, 35)
        self._forename = pygame_textinput.TextInput('tahoma', 30, True,
                                                    self._text_color,
                                                    self._text_color, 400, 35)
        self._surname = pygame_textinput.TextInput('tahoma', 30, True,
                                                   self._text_color,
                                                   self._text_color, 400, 35)
        self._email = pygame_textinput.TextInput('tahoma', 30, True,
                                                 self._text_color,
                                                 self._text_color, 400, 35)
        self._confirm = pygame_textinput.TextInput('tahoma', 30, True,
                                                   self._text_color,
                                                   self._text_color, 400, 35)
        # now create a field object for each one and add it to the forms array

        self._form.append(Field("username", self._username, 429, 293))
        self._form.append(Field("password", self._password, 429, 392))
        self._form.append(Field("forename", self._forename, 429, 491))
        self._form.append(Field("surname ", self._surname, 429, 590))
        self._form.append(Field("email   ", self._email, 429, 695))
        self._form.append(Field("confirm ", self._confirm, 429, 797))
        # now set the index of the form that should be input first
        self._form_index = 0

        #if the mode is profile mode, then set text inputs with player 1 details.
        if self._profile_mode == True:
            self._form[0].textinput.set_text(
                self._dal.get_logged_user_player_1().forename)
            self._form[1].textinput.set_text(
                self._dal.get_logged_user_player_1().surname)
            self._form[2].textinput.set_text(
                self._dal.get_logged_user_player_1().username)
            self._form[3].textinput.set_text(
                self._dal.get_logged_user_player_1().email)
            self._form[4].textinput.set_text(
                self._dal.get_logged_user_player_1().password)

            # Blit its surface onto the screen
            for fld in self._form:
                fld.textinput.refresh_field_display()
    def __init__(self, name):
        self.textinput = pygame_textinput.TextInput()
        self.Text_Line_Left = ["", "", "", "", "", "", "", ""]
        self.Text_Line_Right = ["", "", "", "", "", "", "", ""]
        self.Text_Order = 1

        self.Cutscene = False
        self.Event = [False, False, False, False, False, False]
        self.Fight_Event = [False, False, False, False, False, False]
        self.State = ""

        self.Game_Progress = 1
        self.Turn_Count = 0

        self.Sound = False
        self.Background = "Cutscene"

        self.Player = ["", "", ""]
        self.Enemy = ["", "", ""]

        self.Player_Slot = [True, False, False]
        self.Enemy_Slot = [True, False, False]
Esempio n. 4
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 def __init__(self):
     self._running = True
     self._display_surf = None
     self.size = self.width, self.height = 1280, 720
     self.background = (255, 255, 255)
     self.font = pygame.font.Font(None, 32)
     self.prev_button = self.add_prev_button()
     self.next_button = self.add_next_button()
     self.input_box = pygame_textinput.TextInput()
     self.canvas = self.add_canvas()
     self.img_lib = self.make_library()
     self.lambda_array = []
     self.alligator_surfs = {}
     self.lambda_index = -1
     self.search_box = self.add_search_box()
     self.clock = pygame.time.Clock()
     self.fps = 60
     self.next_button_color = (255, 0, 0)
     self.disabled_next_button_color = (255, 200, 200)
     self.prev_button_color = (0, 255, 0)
     self.disabled_prev_button_color = (200, 255, 200)
     self._running = True
 def draw(self):
     textinput = pygame_textinput.TextInput()
     while self.active == True:
         events = pygame.event.get()
         for event in events:
             if event.type == pygame.QUIT:
                 exit()
         pygame.draw.rect(screen, (80, 80, 80), (0, 0, display_width, 45))
         # Feed it with events every frame
         textinput.update(events)
         # Blit its surface onto the screen
         screen.blit(textinput.get_surface(), (10, 10))
         keys = pygame.key.get_pressed()
         if keys[pygame.K_RETURN]:
             self.cheat = textinput.get_text()
             self.active = False
             if self.cheat.lower() == "god":
                 if self.god == True:
                     self.god = False
                 else:
                     self.god = True
             if self.cheat.lower() == "1":
                 game.room = 1
             if self.cheat.lower() == "2":
                 game.room = 2
             if self.cheat.lower() == "3":
                 game.room = 3
             if self.cheat.lower() == "4":
                 game.room = 4
             if self.cheat.lower() == "5":
                 game.room = 5
             if self.cheat.lower() == "debug":
                 if self.debug == True:
                     self.debug = False
                 else:
                     self.debug = True
             if self.cheat.lower() == "addscore":
                 player1.score += 200
         pygame.display.flip()
Esempio n. 6
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def game_newgame():
    run = True
    # n.send({'event': 1, 'player': (player-1)})
    textinput = pygame_textinput.TextInput()
    # text_box = TextBox(600, 70, 110, 650, callback=callback)
    while run:
        events = pygame.event.get()

        for event in pygame.event.get():
            # print(event)
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()
            # elif event.type == pygame.KEYDOWN:  # if button == 0 (玩家回合)
            #     text_box.key_down(event)

        gameDisplay.fill(yellow)
        Map(gameDisplay)

        Title = largefont.render("Game Start!", True, gray)  # 會改! Your Turn ~
        gameDisplay.blit(Title, (270, 10))

        # TextInputBox Create
        pygame.draw.rect(gameDisplay, black, (80, 600, 650, 150))
        if textinput.update(events):
            print(textinput.get_text())
        gameDisplay.blit(textinput.get_surface(), (100, 620))

        SendBtn = button("GO",
                         770,
                         650,
                         150,
                         70,
                         blue,
                         light_blue,
                         action="EndTurn")
        pygame.display.update()
        clock.tick(15)
Esempio n. 7
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    def __init__(self, name):
        self.event = ""
        self.textinput = pygame_textinput.TextInput()
        self.Text_Line_Input = ""

        self.Text_File = open("0.0.0_None.txt", "r")
        self.Text_Line = ""
        self.Text_Line_Left = ["", "", "", "", "", "", "", "", ""]
        self.Text_Line_Right = ["", "", "", "", "", "", "", "", ""]

        self.Text_Order = 0
        self.Order_Left = 0
        self.Order_Right = 0

        self.State = ""
        self.Menu = ""
        self.Event = [False, False, False, False, False, False]
        self.Fight_Event = [False, False, False, False, False, False]
        self.Win_Results = False

        self.Sound = False
        self.Music = False
        self.Background = "Cutscene"
        self.Text_Cutscene = False

        self.Zone_Progress = 1
        self.Stage_Progress = 0
        self.Turn_Count = 0

        self.Player = ["", "", ""]
        self.Player_Slot = [False, False, False]

        self.Enemy = ["", "", ""]
        self.Enemy_Slot = [False, False, False]
        self.Enemy_Death = [False, False, False]

        self.Experience_Gain = 0
        self.Gold_Gain = 0
Esempio n. 8
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File: Main.py Progetto: jlo1244/H5
def submitScore():
    # Create TextInput-object
    textinput = pygame_textinput.TextInput()
    font = pygame.font.Font(None, 74)
    text = font.render("Input name", 1, Black)
    while True:
        screen.fill((225, 225, 225))
        screen.blit(text, (275, 250))
        events = pygame.event.get()
        for event in events:
            if event.type == pygame.QUIT:
                exit()

        # Feed it with events every frame
        if textinput.update(events):
            uname = textinput.get_text()
            break
        # Blit its surface onto the screen
        screen.blit(textinput.get_surface(), (350, 350))

        pygame.display.update()

    Sql.insert("test", uname, score)
Esempio n. 9
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def get_playername(screen):
    textinput = pygame_textinput.TextInput()
    textinput.text_color = (255, 255, 255)
    textinput.font_object = pygame.font.Font(None, 50)
    clock = pygame.time.Clock()

    active = True
    while active:
        events = pygame.event.get()
        for event in events:
            pressed_keys = pygame.key.get_pressed()
            if event.type == pygame.QUIT:
                exit()
            if pressed_keys[K_RETURN]:
                active = False

        # Feed it with events every frame
        textinput.update(events)
        # Blit its surface onto the screen
        screen.blit(textinput.get_surface(), (120, 30))
        pygame.display.update()
        clock.tick(30)
    return textinput.get_text()
Esempio n. 10
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 def __init__(self,
              screen,
              x,
              y,
              width,
              height,
              text="",
              size=30,
              hide=False):
     # constructor
     self.screen = screen
     self.x = x
     self.y = y
     self.width = width
     self.height = height
     self.text = text
     self.size = size
     self.activated = False
     self.textinput = pygame_textinput.TextInput(self.width,
                                                 self.height,
                                                 font_size=size,
                                                 hide=hide)
     self.surface = pygame.Surface((1, 1)).set_alpha(0)
Esempio n. 11
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def Todo_menu():
    global todo_more
    textinput = pygame_textinput.TextInput()
    clock = pygame.time.Clock()
    todoflag = True
    while todoflag:
        screen.fill((225, 225, 225))

        events = pygame.event.get()
        for event in events:
            if event.type == pygame.QUIT:
                exit()

        # Feed it with events every frame
        if textinput.update(events):
            todo_more = textinput.get_text()
            print(todo_more)
            todoflag = False
        # Blit its surface onto the screen
        screen.blit(textinput.get_surface(), (10, 10))

        pygame.display.update()
        clock.tick(30)
Esempio n. 12
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    def __get_name(self):

        input_name = pygame_textinput.TextInput(font_family=self.__font_style,
                                                font_size=self.__y_screen //
                                                13,
                                                text_color=self.__text_colour,
                                                max_string_length=15)

        clock = pygame.time.Clock()

        is_input = True
        while is_input:
            self.__screen.fill(self.__background_colour)
            self.__text("PODAJ SWÓJ NICK:",
                        self.__x_screen // 2,
                        self.__y_screen // 4,
                        font_size=self.__y_screen // 13)
            events = pygame.event.get()
            for event in events:
                if event.type == pygame.QUIT:
                    self.__kill()

            input_name.update(events)
            text_length = input_name.font_object.size(input_name.get_text())[0]
            self.__screen.blit(
                input_name.get_surface(),
                ((self.__x_screen - text_length) // 2, self.__y_screen // 2))

            self.__update()
            clock.tick(30)

            for event in events:
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_RETURN:
                        self.__name = input_name.get_text()
                        is_input = False
                        break
    def initials(self):
        saved_name = []
        textinput = pygame_textinput.TextInput()
        keys = pygame.key.get_pressed()
        screen = pygame.display.set_mode((800, 600))
        clock = pygame.time.Clock()
        name_been_saved = False
        initials_type = True

        while initials_type == True:
            screen.fill((225, 225, 225))

            events = pygame.event.get()
            for event in events:
                if event.type == pygame.QUIT:
                    exit()

            # Feed it with events every frame
            textinput.update(events)
            # Blit its surface onto the screen
            screen.blit(textinput.get_surface(), (10, 10))

            pygame.display.update()
            clock.tick(30)
            if textinput.update(events):
                print(textinput.get_text())
                score_save = (repr(self.score))
                name_save = (str(textinput.get_text()), score_save)
                saved_name.append(name_save)

                with open('snake_name_highscore.json', 'w') as snake:
                    json.dump(saved_name, snake)
                    print("Saved!")
                    initials_type = False

        if initials_type == False:
            self.final_screen()
Esempio n. 14
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    def run(self):
        mySprite = self.TestSprite(self.win_width, self.win_height)
        my_group = pygame.sprite.Group(mySprite)
        textinput = pygame_textinput.TextInput()


        while True:

            self.drawAllUI(my_group)

            #pygame.draw.rect(self.screen, (0,255,0), (self.leaderBoardContainer.left, self.leaderBoardContainer.bottom + 100 , 100, 50))

            #pygame.draw.rect(self.screen, (255,255,0), (self.leaderBoardContainer.left, self.leaderBoardContainer.bottom + 100 , 100, 50))
            events = pygame.event.get()
            for event in events:
                if event.type == pygame.QUIT:
                    pygame.quit()
                    sys.exit()

                elif event.type == pygame.MOUSEBUTTONDOWN:
                    if self.mySaveRect.collidepoint(pygame.mouse.get_pos()):
                        assert textinput.get_text() != ""
                        user = textinput.get_text()
                        append_line = user + ", " + str(self.score) + ", " + str(self.level)
                        self.write_to_file(self.leaderBoardFile, append_line)

                    elif self.myTryAgainRect.collidepoint(pygame.mouse.get_pos()):
                        return True

            if textinput.update(events):
                my_text = textinput.get_text()
                print(my_text)
                break

            self.screen.blit(textinput.get_surface(), (self.enterUserRect.left + 5, self.enterUserRect.top + 5))
            pygame.display.update()
def Text_Input(events, f):
    if GameStateIG.textinput.update(events):
        # Input
        GameStateIG.Text_Line_Input = GameStateIG.textinput.get_text()
        GameStateIG.textinput = pygame_textinput.TextInput()

        # Read
        GameStateIG.Text_Line = f.readline().rstrip('\n').replace("%PlayerIG.name", ("%s" % GameStateIG.Player[0].name))
        
        if "[L]" in GameStateIG.Text_Line:
            GameStateIG.Order_Left += 1
            if GameStateIG.Order_Left == 7:
                Game_State_Reset("Left")
                
            GameStateIG.Text_Line_Left[GameStateIG.Order_Left]      = GameStateIG.Text_Line.strip("[L]")
            GameStateIG.Text_Line_Left[GameStateIG.Order_Left+1]    = "(-> Press Enter)"
            GameStateIG.Text_Line_Right[GameStateIG.Order_Right+1]  = ""
            print(GameStateIG.Text_Line_Left[GameStateIG.Order_Left])

        elif "[R]" in GameStateIG.Text_Line:
            GameStateIG.Order_Right += 1
            if GameStateIG.Order_Right == 7:
                Game_State_Reset("Right")
                
            GameStateIG.Text_Line_Right[GameStateIG.Order_Right]    = GameStateIG.Text_Line.strip("[R]")
            GameStateIG.Text_Line_Left[GameStateIG.Order_Left+1]    = ""
            GameStateIG.Text_Line_Right[GameStateIG.Order_Right+1]  = "(-> Press Enter)"
            print(GameStateIG.Text_Line_Right[GameStateIG.Order_Right])
        GameStateIG.Text_Order += 1

# INTRO CHARACTER NAME
    if GameStateIG.State == "Character Name":
        
        pygame.draw.rect(gameDisplay, black, [295, 395, 210, 40])
        pygame.draw.rect(gameDisplay, game_ui_color, [300, 400, 200, 30])
        gameDisplay.blit(GameStateIG.textinput.get_surface(), (305, 405))
white = (255, 255, 255)
red = (200, 0, 0)
green = (0, 200, 0)
dark_green = (0, 255, 0)
dark_red = (255, 0, 0)

n = 0
qlist = []
aliceBases = []
bobBases = []
bobBits = []
aliceBits = []
key = []

pygame.init()
textinput = pygame_textinput.TextInput()
display_width = 800
display_height = 600
gameDisplay = pygame.display.set_mode((display_width, display_height))
pygame.display.set_caption('Quantum Communication')
clock = pygame.time.Clock()


def text_objects(text, font):
    textSurface = font.render(text, True, black)
    return textSurface, textSurface.get_rect()


def button(text, x, y, w, h, dark, light, action=None):
    mouse = pygame.mouse.get_pos()
    click = pygame.mouse.get_pressed()
Esempio n. 17
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except:
    with open(os.path.join(CWD, "scores.json"), "w") as scores_json:
        json.dump(scores_default, scores_json)
        scores_dict = json.dumps(scores_default)

# input("\nPress Enter to continue...") # Pause the interface.

# Initialise pygame
pygame.init()

# Create TextInput-object
textinput = pygame_textinput.TextInput(
    font_family="",
    font_size=100,
    text_color=(98, 175, 57),
    cursor_color=(255, 255, 254),
    repeat_keys_initial_ms=400,
    repeat_keys_interval_ms=35,
    max_string_length=3,
)

# Screen settings
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))

# Hide mouse cursor
pygame.mouse.set_visible(False)
pygame.event.set_grab(True)

# Background
Esempio n. 18
0
                (exchange_button_width, exchange_button_height)),
            (exchange_button_start_width, exchange_button_start_height))
        if mouse_l_click(event):
            if len(second_put_group.sprites()) > 0 or len(
                    third_put_group.sprites()) > 0:
                list2 = second_put_group.sprites()
                list3 = third_put_group.sprites()
                second_put_group.remove(list2)
                second_put_group.add(list3)
                third_put_group.remove(list3)
                third_put_group.add(list2)
                second_put_group.resize(-1)
                third_put_group.resize(-1)


username_input = pygame_textinput.TextInput()
username_input.max_string_length = 20
password_input = pygame_textinput.TextInput()
password_input.max_string_length = 20
password_input.password = True
logined = False
input_password = False
while True:

    if logined:
        for event in pygame.event.get():

            # 退出游戏
            if event.type == QUIT:
                print("bye!")
                exit()
Esempio n. 19
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import pygame
import pygame_textinput
import random
clock = pygame.time.Clock()
screen = pygame.display.set_mode((1000, 650), 0, 32)
textinput = pygame_textinput.TextInput(text_color=(255, 255, 255))


class Shell():
    def __init__(self, x, y, w, h):
        self.x = x
        self.y = -h
        self.des = y
        self.blone_up = False
        self.w = w
        self.h = h
        self.v_x = 1
        self.v_y = -1
        self.pic = pygame.image.load("../assets/Untitled.png")
        self.pic_small = pygame.transform.scale(self.pic, (self.w, self.h))
        self.pic_small.set_colorkey((255, 255, 255))
        self.boom_pic = pygame.image.load("../assets/boom.jpg")
        self.boom_pic_small = pygame.transform.scale(
            self.boom_pic, (self.w + 100, self.h + 100))
        self.hitbox = pygame.Rect(self.x, self.y, w, h)

    def update(self, screen):
        if self.blone_up:
            screen.blit(self.boom_pic_small, (self.hitbox.x, self.hitbox.y))
        else:
            if self.hitbox.y < self.des:
Esempio n. 20
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    # drawing foundation
    pygame.draw.rect(screen, WHITE, (470, 450, 100, 50))
    # drawing hanger stand
    pygame.draw.rect(screen, WHITE, (510, 150, 20, 300))
    # drawing hor bulk
    pygame.draw.rect(screen, WHITE, (320, 150, 210, 15))
    pygame.draw.line(screen, WHITE, (460, 155), (520, 190), 5)
    # drawing rope
    pygame.draw.rect(screen, WHITE, (340, 150, 2, 40))
    pygame.display.flip()


draw_hanger()
while not is_end:
    text_input = pygame_textinput.TextInput(initial_string='Welcome')

    events = pygame.event.get()
    for event in events:
        if event.type == pygame.QUIT:
            exit()

        if event.type == pygame.KEYDOWN:
            print('got = ', pygame.key.name(event.key))

        text_input.update(events)
        # Blit its surface onto the screen
        if text_input.update(events):
            print(text_input.get_text())
        screen.blit(text_input.get_surface(), (10, 10))
Esempio n. 21
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def camstream():
    pygame.init()
    pygame.display.set_caption("อ่าน BARCODE & QRCODE จาก กล้องเว็บแคม USB")
    display = pygame.display.set_mode(SIZE0, 0, 24)

    f01 = pygame.font.Font("Garuda-Bold.ttf", 12)

    textinput = pygame_textinput.TextInput(font_family='',
                                           font_size=25,
                                           text_color=xcolor[0],
                                           cursor_color=xcolor[0])

    pygame.camera.init()
    camera = pygame.camera.Camera(DEVICE0, SIZECAM)
    camera.start()
    surfcam = pygame.surface.Surface(SIZECAM, depth=24)

    FPS = 25
    clock = pygame.time.Clock()
    running = True
    while running:
        camera.get_image(surfcam)
        display.blit(surfcam, (0, 0))

        xrect1 = pygame.Rect(0, CAMH, CAMW, 20)
        pygame.draw.rect(display, xcolor[0], xrect1)
        msgcam = "คลิกซ้าย..อ่าน BARCODE   คลิกขวา..อ่าน QRCODE"
        display.blit(f01.render(msgcam, True, xcolor[1]), (10, CAMH))

        events = pygame.event.get()
        for event in events:
            #event quit
            if event.type == QUIT:
                running = False
            elif event.type == KEYDOWN and event.key == K_q:
                running = False

            #gen qrcode image
            elif event.type == KEYDOWN and event.key == K_F1:
                xqrtext = textinput.get_text()
                ximgfile = genqrcodefile(xqrtext)
                imgqr = pygame.image.load(ximgfile)
                imgqr = pygame.transform.scale(imgqr, (CAMW, CAMH))
                display.blit(imgqr, (CAMW, CAMH + 20))

            elif event.type == pygame.MOUSEBUTTONDOWN:
                #[1=Lclick 3=Rclick  2=Mclick  4=ScrUp 5=ScrDN]
                if (event.button == 1):  #event zbar
                    ximgndarray = getimg_ndarray(surfcam)
                    xrtns = convzbar(ximgndarray)
                if (event.button == 3):  #event zbarlight
                    xfile = 'filecam.png'
                    pygame.image.save(surfcam, xfile)
                    xrtns = convzbarlight(xfile)

                display.blit(surfcam, (CAMW, 0))
                xrect2 = pygame.Rect(CAMW, CAMH, CAMW, 20)
                pygame.draw.rect(display, xcolor[2], xrect2)
                msgzbar = xrtns[0]
                display.blit(f01.render(msgzbar, True, xcolor[0]),
                             (CAMW + 10, CAMH))

        #input QRcode textin
        xrect2 = pygame.Rect(0, CAMH + 20, CAMW, 20)
        pygame.draw.rect(display, xcolor[1], xrect2)
        textinput.update(events)
        display.blit(textinput.get_surface(), (0, CAMH + 20))

        pygame.display.flip()
        clock.tick(FPS)

    camera.stop()
    pygame.quit()
    return
Esempio n. 22
0
GREEN_D = (0, 120, 0)
YELLOW = (255, 255, 0)
WHITE = (255, 255, 255)
RED = (255, 0, 0)
GREEN = (0, 200, 0)
MAROON = (200, 0, 200)

blockWidth = 100
# g_ClickCount = -1
g_TotalSecond = 0
g_TotalPieNums = 4

g_USERNAME = "******"

textinput = pygame_textinput.TextInput(initial_string=g_USERNAME,
                                       font_size=24,
                                       text_color=WHITE,
                                       font_family="simhei")

curSurface = pygame.display.set_mode((630, 560), 0, 32)
pygame.display.set_caption("汉诺塔游戏")

# fontObj = pygame.font.Font('simsunb.ttf', 32)
numberFontObj = pygame.font.SysFont("simhei", 36)
resultFontObj = pygame.font.SysFont("simhei", 22)

fontObj = pygame.font.SysFont("simhei", 50)
headTextObj = fontObj.render("汉诺塔游戏", True, WHITE, NAVYBLUE)
headRectObj = headTextObj.get_rect()
headRectObj.center = (300, 50)

infoFontObj = pygame.font.SysFont("simhei", 16)
Esempio n. 23
0
def draw_game():
    screen_info = pygame.display.Info()
    w, h = screen_info.current_w, screen_info.current_h

    if game.state == 0:

        game.textinput = pygame_textinput.TextInput()
        pygame.draw.rect(screen, (0, 0, 0), pygame.Rect(0, 0, w, h))

        pygame.draw.rect(screen, (30, 30, 30),
                         pygame.Rect(w // 2 - 40, h // 2 - 20, 80, 40))
        screen.blit(myfont.render("MENU", 1, (255, 255, 255)), (381, 291))

    elif game.state == 0.5:

        map = game.world_map  # World_map object
        ts = map.tile_size  # size of an individual tile in pixels

        screen.fill((255, 255, 255))
        for x in range(map.width):
            for y in range(map.height):
                pygame.draw.rect(screen, map.tiles[x][y][1],
                                 pygame.Rect(x * ts, y * ts, ts, ts))
        for road in map.roads:
            pygame.draw.line(
                screen, (181, 103, 36),
                (road.P1[0] * ts + ts / 2, road.P1[1] * ts + ts / 2),
                (road.P2[0] * ts + ts / 2, road.P2[1] * ts + ts / 2), 5)
            pygame.draw.line(
                screen, (209, 147, 54),
                (road.P1[0] * ts + ts / 2, road.P1[1] * ts + ts / 2),
                (road.P2[0] * ts + ts / 2, road.P2[1] * ts + ts / 2), 3)
        for city in map.cities:
            pygame.draw.circle(
                screen, city.col,
                (city.pos[0] * ts + ts // 2, city.pos[1] * ts + ts // 2),
                city.size, 0)
            pygame.draw.circle(
                screen, (city.col[0] - 50, city.col[1] - 50, city.col[2] - 50),
                (city.pos[0] * ts + ts // 2, city.pos[1] * ts + ts // 2),
                city.size - 2, 0)

    elif game.state == 1:

        p_pos = game.player.pos  # position of player
        map = game.world_map  # World_map object
        ts = map.tile_size  # size of an individual tile in pixels
        dims = game.game_dim  # game_dim[0],game_dim[1] = game view size in tiles

        lB = 0  #leftBoundary
        rB = 0  #rightBoundary
        tB = 0  #topBoundary
        bB = 0  #bottomBoundary

        if int(p_pos.x) // ts - dims[0] // 2 < 0:
            lB = dims[0] // 2 - int(p_pos.x) // ts
        if int(p_pos.x) // ts + dims[0] // 2 > map.width:
            rB = int(p_pos.x) // ts + dims[0] // 2 - map.width
        if int(p_pos.y) // ts - dims[1] // 2 < 0:
            tB = dims[1] // 2 - int(p_pos.y) // ts
        if int(p_pos.y) // ts + dims[1] // 2 > map.height:
            bB = int(p_pos.y) // ts + dims[1] // 2 - map.height

        screen.fill((100, 100, 100))

        for x in range(
                int(p_pos.x) // ts - dims[0] // 2 + lB,
                int(p_pos.x) // ts + dims[0] // 2 - rB):
            for y in range(
                    int(p_pos.y) // ts - dims[1] // 2 + tB,
                    int(p_pos.y) // ts + dims[1] // 2 - bB):
                pygame.draw.rect(screen, map.tiles[x][y][1],
                                 pygame.Rect(x * ts, y * ts, ts, ts))
        for road in map.roads:
            P1, P2 = road.P1, road.P2
            roadlen = dist(P1, P2)
            PMid = ((P1[0] + P2[0]) / 2, (P1[1] + P2[1]) / 2)
            if dist(PMid,
                    (p_pos[0] // ts,
                     p_pos[1] // ts)) < sqrt((dims[0] // 2)**2 +
                                             (dims[1] // 2)**2) + roadlen / 2:
                pygame.draw.line(
                    screen, (181, 103, 36),
                    (road.P1[0] * ts + ts / 2, road.P1[1] * ts + ts / 2),
                    (road.P2[0] * ts + ts / 2, road.P2[1] * ts + ts / 2), 5)
                pygame.draw.line(
                    screen, (209, 147, 54),
                    (road.P1[0] * ts + ts / 2, road.P1[1] * ts + ts / 2),
                    (road.P2[0] * ts + ts / 2, road.P2[1] * ts + ts / 2), 3)
        for city in map.cities:
            if sqrt(((city.pos[0] - p_pos[0] // ts)**2) +
                    ((city.pos[1] - p_pos[1] // ts)**2)) < sqrt(
                        (dims[0] // 2)**2 + (dims[1] // 2)) + city.size:
                pygame.draw.circle(
                    screen, city.col,
                    (city.pos[0] * ts + ts // 2, city.pos[1] * ts + ts // 2),
                    city.size, 0)
                pygame.draw.circle(
                    screen,
                    (city.col[0] - 50, city.col[1] - 50, city.col[2] - 50),
                    (city.pos[0] * ts + ts // 2, city.pos[1] * ts + ts // 2),
                    city.size - 2, 0)

        pygame.draw.circle(screen, (255, 0, 0), (int(p_pos.x), int(p_pos.y)),
                           game.world_map.tile_size, 0)
        """
        pygame.draw.polygon(screen, (255, 255, 255), game.Ship_pointlist(), 1)
        if game.thrust_counter > 9:
            game.thrust_counter = 0
        if 0 <= game.thrust_counter <= 5 and game.thrust:
            pygame.draw.polygon(screen, (255, 255, 255), game.Ship_thrust_pointlist(), 1)
        game.thrust_counter += 1
        """
        """
        if len(game.astr) > 0:
            for i in range(len(game.astr)):
                pygame.draw.circle(screen, (255, 255, 255), (int(game.astr[i].x), int(game.astr[i].y)), game.astr[i].size * 10, 2)
        if len(game.pjct) > 0:
            for i in range(len(game.pjct)):
                pygame.draw.circle(screen, (255, 255, 255), (int(game.pjct[i].x), int(game.pjct[i].y)), 2, 0)
        """
        """
        screen.blit(myfont.render("Points: {}".format(game.points), 1, (255, 255, 0)), (20, 20))
        screen.blit(myfont.render("Shield: {}".format(game.shield), 1, (255, 255, 0)), (20, 35))
        screen.blit(myfont.render("Stage: {}".format(game.stage), 1, (255, 255, 0)), (20, 50))
        """

    elif game.state == 2:
        pygame.draw.rect(screen, (30, 30, 30),
                         pygame.Rect(w // 2 - 40, h // 2 - 20, 80, 40))
        screen.blit(myfont.render("PAUSE", 1, (255, 255, 255)), (377, 291))

    if game.state == 2 or game.state == 0:
        """
        pygame.draw.rect(screen, (30, 30, 30), pygame.Rect(570, 10, 210, 40 + 15 * len(game.scores)))
        screen.blit(myfont.render("Highscores:", 1, (255, 255, 0)), (590, 20))
        for i, j in enumerate(game.scores):
            screen.blit(myfont.render(str(j['Name']) + ': ' + str(j['Score']) + ' at ' + str(j['Stage']), 1, (255, 255, 0)), (590, 35 + i * 15))
        """
        """
        pygame.draw.rect(screen, (30, 30, 30), pygame.Rect(260, 400, 300, 120))
        screen.blit(myfont.render("Controls:", 1, (255, 255, 255)), (270, 405))
        screen.blit(myfont.render("Thrust: Up Arrow", 1, (255, 255, 255)), (280, 420))
        screen.blit(myfont.render("Turn: Left and Right Arrows", 1, (255, 255, 255)), (280, 435))
        screen.blit(myfont.render("Shoot: Spacebar", 1, (255, 255, 255)), (280, 450))
        screen.blit(myfont.render("Pause: p", 1, (255, 255, 255)), (280, 465))
        screen.blit(myfont.render("Exit Game/New Game: ESC", 1, (255, 255, 255)), (280, 480))
        screen.blit(myfont.render("Sumbmit Score: Enter", 1, (255, 255, 255)), (280, 495))
        """
        """
        pygame.draw.rect(screen, (30, 30, 30), pygame.Rect(570, 400, 210, 30 + 15 * len(game.localScores)))
        screen.blit(myfont.render("Local Highscores:", 1, (255, 255, 0)), (590, 405))
        for i, j in enumerate(game.localScores):
            screen.blit(myfont.render(str(j['Name']) + ': ' + str(j['Score']) + ' at ' + str(j['Stage']), 1, (255, 255, 0)), (590, 420 + i * 15))
        """

    elif game.state == 3:
        """
Esempio n. 24
0
def main():
    # Main menu of the application

    # Set global variables to be used by other loops, this to allow them
    # to be declared in one loop and used in the others
    global filename, kinematic_data

    textinput = pygame_textinput.TextInput(
    )  # Generate editable text line object
    screen = pygame.display.set_mode(
        screen_size)  # Set display mode for window
    clock = pygame.time.Clock()  # Get current time

    title = "INME 4998 Research Project"
    instructions = """
    This application takes in two sets of information from a six degree of freedom IMU unit and process the
    data to produce an animation in a 3-D space created with Open GL for an easy to interpret visualization 
    of the sensor data. Data must adhere to the following guidelines so that the limitations of the program
    do not become an issue. 
    -- Data for the sensors must be of similar length and should not exceed values of 50
    -- Data may only include movements that are not to rash and a calibration time of at least 5 seconds should 
       be allowed to permit for noise removal algorithm to work appropriately
    -- If data should contain pauses in movement (zero velocity instances) then a reasonable window of at least
       4.5 seconds should be allowed for the program to register such an event
    """

    options_1 = """Enter file name here and press Enter:"""
    options_2 = """Press Esc to exit"""

    typing = False
    while True:
        # Main menu loop
        screen.fill(black)

        events = pygame.event.get()
        for event in events:
            # Check for quit action
            if event.type == pygame.QUIT:
                exit()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                exit()

        # Display text paragraphs to screen
        blit_text(screen, title, (20, 20), title_font)
        blit_text(screen, instructions, (20, 40), general_font)
        blit_text(screen, options_1, (20, 300), general_font)
        blit_text(screen, options_2, (930, 20), general_font)

        # Get mouse position data
        mouse_pos = pygame.mouse.get_pos()
        xpos = mouse_pos[0]
        ypos = mouse_pos[1]

        # Check if mouse is over the text box and if it has been clicked
        if xpos > 20 and (xpos < 20 + 500) and ypos > 320 and (ypos < 320 + 25) \
                and event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            # Clear previous text input set typing to True
            textinput.clear_text()
            typing = True

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RETURN:
                # Check if Enter was pressed to store entered filename and call data processing module
                # Set typing to Flase
                filename = textinput.get_text()
                kinematic_data = np.array(
                    SensorDataProcessingModule.process_data(filename))
                typing = False

        if typing:
            # If typing display text box with editable line
            textinput.update(events)
            pygame.draw.lines(screen, light_gray, True,
                              [[20, 320], [520, 320], [520, 345], [20, 345]])
            screen.blit(textinput.get_surface(), (25, 325))

        if not typing:
            # If not typing draw a lighter color box
            pygame.draw.lines(screen, white, True,
                              [[20, 320], [520, 320], [520, 345], [20, 345]])

        if xpos > 150 and (xpos < 150 + 200) and ypos > 400 and (ypos <
                                                                 400 + 50):
            # If mouse is over graphing menu button darken the color
            pygame.draw.rect(screen, dark_gray, (150, 400, 200, 50))
            if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                # If the button has been clicked, call the graphing_menu loop
                graphing_menu()
                screen = pygame.display.set_mode(screen_size)
                pygame.display.update()
                clock.tick(30)

        else:
            # If not over the graphing menu box, draw a lighter colored button
            pygame.draw.rect(screen, light_gray, (150, 400, 200, 50))

        # Generate text for graphing menu button, render, center and display
        textSurf, textRect = text_objects("To Graphing Module", general_font)
        textRect.center = ((150 + (200 / 2)), (400 + (50 / 2)))
        screen.blit(textSurf, textRect)

        if xpos > 730 and (xpos < 730 + 200) and ypos > 400 and (ypos <
                                                                 400 + 50):
            # If mouse is over animation menu button darken the color
            pygame.draw.rect(screen, dark_gray, (730, 400, 200, 50))
            if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                # If the button has been clicked, call the animation_menu loop
                animation_menu()
        else:
            # If not over the animation menu box, draw a lighter colored button
            pygame.draw.rect(screen, light_gray, (730, 400, 200, 50))

        # Generate text for animation menu button, render, center and display
        textSurf, textRect = text_objects("To Animation Module", general_font)
        textRect.center = ((730 + (200 / 2)), (400 + (50 / 2)))
        screen.blit(textSurf, textRect)

        # Update screen to show events, set time in milliseconds for updates
        pygame.display.update()
        clock.tick(30)
Esempio n. 25
0
import pygame
import pygame_textinput
import random
import clipboard

# VARIABLES AND LISTS
font = pygame.font.SysFont('comicsans', 35)
width, height = 760, 650
text_input = pygame_textinput.TextInput('  ')
win = pygame.display.set_mode((width, height))
pygame.display.set_caption('Password Generator')
clock = pygame.time.Clock()
password = []
symbols = ['@', '#', '$', '%', '&', '*', '-', '_', '=', '+', '!']
numbers = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9']
lowercase = [
    'q', 'w', 'e', 'r', 't', 'y', 'u', 'i', 'o', 'p', 'a', 's', 'd', 'f', 'g',
    'h', 'j', 'k', 'l', 'ç', 'z', 'x', 'c', 'v', 'b', 'n', 'm'
]
uppercase = [
    'Q', 'W', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P', 'A', 'S', 'D', 'F', 'G',
    'H', 'J', 'K', 'L', 'Ç', 'Z', 'X', 'C', 'V', 'B', 'N', 'M'
]
ambiguous_characters = [
    '[', ']', '{', '}', '(', ')', '/', '\\', '"', '\'', '~', '<', '>'
]
run = True
error = False
right_length = False

 def __init__(self, name):
     self.Order_Text = 1
     self.Line_x = 1
     self.textinput = pygame_textinput.TextInput()
     self.Minimal = 1
     self.Maximal = 8
def main():
    # auto correction
    # data processing
    data = os.path.join('auto', 'shakespeare.txt')
    word_l = process_data(data)
    vocab = set(word_l)
    word_count_dict = get_count(word_l)
    probs = get_probs(word_count_dict)

    # Initialize variables
    font = pygame.font.Font('freesansbold.ttf', 32)
    textinput = pygame_textinput.TextInput()
    win_width = 550
    win_height = 500
    row = 2
    col = 2
    LIMIT = 0
    DONE = False
    choosen = False
    choose = False
    choose_counter = 0
    board = Board()
    SCREEN, CLOCK = board.Grid(win_height, win_width)

    while not DONE:
        events = pygame.event.get()
        # edits is the min_edits_distance show variable
        edits = False
        for event in events:
            if event.type == pygame.QUIT:
                DONE = True
                pygame.quit()
                sys.exit()
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
                words = textinput.get_text()
                word = re.findall('\w+', words)
                l = len(word) - 1
                word = word[l]
                n_best, best_words = get_corrections(word,
                                                     probs,
                                                     vocab,
                                                     n=2,
                                                     verbose=False)
                if n_best != [] and len(n_best[0]) > 1:
                    edits = True
                    choosen = True
                    source = word
                    # recommendation over text ares
                    # solution won't get bigger than 2, because of the n=2 parameter we are passing in the min_edit_distance function
                    solutions = len(n_best[0])
                    w_top = win_width / 2
                    pygame.draw.rect(SCREEN, GREEN,
                                     (10, w_top, win_height - 20, 50))
                    # word suggestion position
                    top = 0
                    left = win_height / 2
                    for idx, w in enumerate(best_words):
                        if top > w_top - 30:
                            top = 10
                            left = win_height / 2 + 150
                        set_rect = (left, top, win_height / 3, 0)
                        text = font.render(str(w), True, GREEN)
                        SCREEN.blit(text, set_rect)
                        top += 25
                        sleep(0.3)
                    for idx, n in enumerate(n_best):
                        set_rect = (win_height / solutions * idx + 10, w_top,
                                    win_height - 20, 50)
                        text = font.render(str(n[0]), True, WHITE)
                        SCREEN.blit(text, set_rect)
                    target = n_best[0][0]
                    matrix, min_edits, tmp_matrix = min_edit_distance(
                        source, target)
                    idx = list('#' + source)
                    cols = list('#' + target)
                    df = pd.DataFrame(matrix, index=idx, columns=cols)
                    row, col = df.shape[0], df.shape[1]
                    grid = board.Matrix(row, col)
                else:
                    edits = False
                    print("No Solution Matrix")
                    # print the grid
                board.draw_squares(SCREEN, CLOCK, row, col, grid)
                if edits:
                    board.set_source(SCREEN, CLOCK, row, col, df, source,
                                     target)
                    pygame.display.update()
                    board.fill(SCREEN, CLOCK, row, col, tmp_matrix, source,
                               target)
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP and choosen:
                pygame.draw.rect(SCREEN, GREY,
                                 (win_height / solutions * 0 + 10,
                                  win_width / 2 + 30, win_height / 2, 20))
                choose = True
                choosen = False
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN and choose:
                choose = False
                suggestion = str(n_best[choose_counter][0]) + ' '
                word = re.findall('\w+', words)
                l = len(word) - 1
                suggested_sen = words.replace(word[l], suggestion)
                textinput.set_text(suggested_sen)
                # reset recommendation
                pygame.draw.rect(SCREEN, GREY,
                                 (10, win_width / 2, win_height - 20, 50))
                # reset grid
                pygame.draw.rect(SCREEN, GREY,
                                 (0, 0, win_height, win_width / 2))
                choose_counter = 0
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT and choose:
                old_choosen = choose_counter
                if choose_counter >= solutions - 1:
                    choose_counter = 0
                else:
                    choose_counter += 1
                pygame.draw.rect(SCREEN, GREY,
                                 (win_height / solutions * choose_counter + 10,
                                  win_width / 2 + 30, win_height / 2, 20))
                pygame.draw.rect(SCREEN, GREEN,
                                 (win_height / solutions * old_choosen - 10,
                                  win_width / 2 + 30, win_height / 2, 20))
            elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT and choose:
                old_choosen = choose_counter
                if choose_counter > solutions:
                    choose_counter = 0
                else:
                    choose_counter += 1
                pygame.draw.rect(SCREEN, GREEN,
                                 (win_height / solutions * old_choosen + 10,
                                  win_width / 2 + 30, win_height / 2, 20))
                pygame.draw.rect(SCREEN, GREY,
                                 (win_height / solutions * choose_counter + 10,
                                  win_width / 2 + 30, win_height / 2, 20))
        pygame.draw.rect(SCREEN, BLUE,
                         (0, win_width / 2 + 50, win_width, win_width / 3 +
                          50))  # Plus 50 because of recommendation
        text = textinput.update(events)
        # Blit its surface onto the screen
        SCREEN.blit(textinput.get_surface(), (10, win_width / 2 + 50))
        pygame.display.update()
        CLOCK.tick(30)
Esempio n. 28
0
def Windows():
    path = ('C:')
    text1 = ('C:/Users/*')
    #text2=('C:/*')
    verif = ""
    textexe = 'ejecutado'
    textfin = 'fin users'
    textall = 'fin all'
    s = string.ascii_lowercase + string.digits
    pwd = str(''.join(random.sample(s, 8)))

    #inicialisamos pygame
    pygame.init()
    pygame.font.init()

    #creation fenetre vide
    fenetre = pygame.display.set_mode((640, 480))

    #Chargement et collage du fond
    fond = pygame.image.load("bin/background.jpg").convert()

    #chargement button
    image = pygame.image.load('bin/button.jpg')
    image = pygame.transform.scale(image, (200, 100))
    image_rect = image.get_rect()
    image_rect.topleft = (230, 360)

    #chargement fond texte
    image2 = pygame.image.load('bin/text.jpg')
    image2 = pygame.transform.scale(image2, (400, 35))
    image2_rect = image2.get_rect()
    image2_rect.topleft = (135, 320)

    #Input
    text_color = (255, 255, 255)
    font_size = 10
    antialias = True

    textI = pygame_textinput.TextInput()
    textI.text_color = text_color

    #Rafraîchissement de l'écran
    pygame.display.flip()
    fenetre.blit(fond, (0, 0))
    fenetre.blit(image, image_rect)
    fenetre.blit(image2, image2_rect)

    #BOUCLE INFINIE
    salir = False
    aff = 0
    #Boucle infinie
    while not salir:
        if aff == 0:
            events = pygame.event.get()
            fenetre.blit(image2, image2_rect)
            fenetre.blit(textI.get_surface(), (138, 325))
            textI.update(events)
            pygame.display.flip()
            pygame.display.update()

        elif aff == 1:
            pygame.event.wait()

        for event in events:
            if event.type == pygame.QUIT:
                salir = True
                break

            elif event.type == MOUSEBUTTONUP:
                if event.button == 1:
                    if image_rect.collidepoint(event.pos):
                        if aff == 0:
                            mail(textexe)
                            #load
                            fenetre = pygame.display.set_mode((1024, 768))
                            fond = pygame.image.load(
                                "bin/loading2.jpg").convert()
                            fond = pygame.transform.scale(fond, (1024, 768))
                            fenetre.blit(fond, (0, 0))
                            pygame.display.flip()
                            pygame.display.update()

                            crypt(text1, pwd, path)
                            mail(textfin)
                            #crypt(text2, pwd, path)
                            #mail(textall)

                            fond = pygame.image.load(
                                "bin/message.jpg").convert()
                            fond = pygame.transform.scale(fond, (1024, 768))
                            fenetre.blit(fond, (0, 0))
                            aff = 1
                            pygame.display.flip()
                            pygame.display.update()
Esempio n. 29
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pygame.init()

WIDTH = 500
HEIGHT = 900

WHITE = (255, 255, 255)
RED = (255, 0, 0)
BLACK = (0, 0, 0)

WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption('Chat')

font = pygame.font.SysFont('lucidaconsole', 20)
textinput = pygame_textinput.TextInput(font_size=20,
                                       font_family='lucidaconsole',
                                       text_color=(255, 255, 255),
                                       cursor_color=(255, 255, 255))


def draw_textinput(win):
    pygame.draw.rect(win, RED, (0, HEIGHT - 40, 500, 40))
    win.blit(textinput.get_surface(), (10, HEIGHT - 30))


def write_to_conv(text, user):
    if len(text) != len(user.get_name()) + 2:
        user.conv_add(text)


def draw_conv(win, conv):
    i = 0
Esempio n. 30
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def main():
    global filename, kinematic_data
    # Create TextInput-object
    textinput = pygame_textinput.TextInput()
    screen = pygame.display.set_mode(screen_size)
    clock = pygame.time.Clock()

    title = "INME 4998 Research Project"
    instructions = """
    This application takes in two sets of information from a six degree of freedom IMU unit and process the
    data to produce an animation in a 3-D space created with Open GL for an easy to interpret visualization 
    of the sensor data. Data must adhere to the following guidelines so that the limitations of the program
    do not become an issue. 
    -- Data for the sensors must be of similar length and should not exceed values of 50
    -- Data may only include movements that are not to rash and a calibration time of at least 5 seconds should 
       be allowed to permit for noise removal algorithm to work appropriately
    -- If data should contain pauses in movement (zero velocity instances) then a reasonable window of at least
       4.5 seconds should be allowed for the program to register such an event
    """

    options_1 = """Enter file name here and press Enter:"""
    options_2 = """Press Esc to exit"""

    typing = False
    while True:
        screen.fill(black)

        events = pygame.event.get()
        for event in events:
            if event.type == pygame.QUIT:
                exit()
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                exit()

        blit_text(screen, title, (20, 20), title_font)
        blit_text(screen, instructions, (20, 40), general_font)
        blit_text(screen, options_1, (20, 300), general_font)
        blit_text(screen, options_2, (930, 20), general_font)

        mouse_pos = pygame.mouse.get_pos()
        xpos = mouse_pos[0]
        ypos = mouse_pos[1]

        if xpos > 20 and (xpos < 20 + 500) and ypos > 320 and (ypos < 320 + 25) \
                and event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            textinput.clear_text()
            typing = True

        if event.type == pygame.KEYDOWN:
            if event.key == pygame.K_RETURN:
                filename = textinput.get_text()
                kinematic_data = np.array(
                    SensorDataProcessingModule.process_data(filename))
                typing = False

        if typing:
            textinput.update(events)
            pygame.draw.lines(screen, light_gray, True,
                              [[20, 320], [520, 320], [520, 345], [20, 345]])
            screen.blit(textinput.get_surface(), (25, 325))

        if not typing:
            pygame.draw.lines(screen, white, True,
                              [[20, 320], [520, 320], [520, 345], [20, 345]])

        if xpos > 150 and (xpos < 150 + 200) and ypos > 400 and (ypos <
                                                                 400 + 50):
            pygame.draw.rect(screen, dark_gray, (150, 400, 200, 50))
            if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                graphing_menu()
        else:
            pygame.draw.rect(screen, light_gray, (150, 400, 200, 50))

        textSurf, textRect = text_objects("To Graphing Module", general_font)
        textRect.center = ((150 + (200 / 2)), (400 + (50 / 2)))
        screen.blit(textSurf, textRect)

        if xpos > 730 and (xpos < 730 + 200) and ypos > 400 and (ypos <
                                                                 400 + 50):
            pygame.draw.rect(screen, dark_gray, (730, 400, 200, 50))
            if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
                animation_menu()
        else:
            pygame.draw.rect(screen, light_gray, (730, 400, 200, 50))

        textSurf, textRect = text_objects("To Animation Module", general_font)
        textRect.center = ((730 + (200 / 2)), (400 + (50 / 2)))
        screen.blit(textSurf, textRect)

        pygame.display.update()
        clock.tick(30)