def __init__(self): self.rawdata = '' self.id = 0 self.btr = 0 self.t0 = time.time() self.time = 0 events.register(IrisChannel, 'onReceive', self.decode)
george = entity.George() graphics.add(george) graphics.background = graphics.load("stars.png") def quit(e): global run if (e.type == pygame.KEYUP): if (e.key == pygame.K_F4 and e.mod & pygame.KMOD_ALT): run = False elif (e.type == pygame.QUIT): run = False events.register(pygame.QUIT, quit) events.register(pygame.KEYUP, quit) events.register(pygame.KEYDOWN, george.key_handler) events.register(pygame.KEYUP, george.key_handler) clock = pygame.time.Clock() run = True while run: clock.tick(30) # event handling events.update() # game physics george.update()
import objects import events import map run = True def quit(e): global run if (e.type == pygame.QUIT or ((e.key == pygame.K_F4) and (e.mod & pygame.KMOD_ALT))): run = False events.register(pygame.QUIT, quit) events.register(pygame.KEYUP, quit) pygame.init() screen = pygame.display.set_mode((400, 400), pygame.DOUBLEBUF | pygame.HWSURFACE) current_map = map.sample_map() graphics.set_map(current_map) slime = objects.Slime() slime.x = 128 slime.y = 128 # minotaur.move_to(20, 100) # minotaur.move_to(250, 100) # minotaur.move_to(100, 150)
if depth: return string else: return ''.join(string)[:-2] def save(*args): fd, new_file = tempfile.mkstemp() os.chmod(new_file,0600) os.close(fd) fd = file(new_file, "wb") try: fd.write(pprint(conf)) fd.close() shutil.move(new_file, CONF_FILE) finally: fd.close() events.register('Exit', 'post', save) try: conf = eval(file(CONF_FILE, "U").read().strip()) except IOError, e: if e.args[0] == 2: conf = {} else: raise if __name__ == '__main__': print pprint(conf)
vizzi = entity.Vizzi() graphics.add(vizzi) graphics.background = graphics.load("vortex.png") def quit(e): global run if e.type == pygame.KEYUP: if (e.key == pygame.K_F4 and e.mod & pygame.KMOD_ALT): run = False elif e.type == pygame.QUIT: run = False events.register(pygame.QUIT, quit) events.register(pygame.KEYUP, quit) events.register(pygame.KEYDOWN, vizzi.key_handler) events.register(pygame.KEYUP, vizzi.key_handler) clock = pygame.time.Clock() # vizzi.update() run = True while run: clock.tick(9) events.register(pygame.KEYDOWN, vizzi.key_handler) events.register(pygame.KEYUP, vizzi.key_handler) # event handling events.update()
def onReceive(event, byte): global onReceive_col if not byte : return onReceive_col += 1 sys.stdout.write("0x%02X" % ord(byte)) if ord(byte) > 31 and ord(byte) < 127: sys.stdout.write("(") sys.stdout.write(byte) sys.stdout.write(") ") else : sys.stdout.write(" ") if onReceive_col == 8: onReceive_col = 0 sys.stdout.write("\n") events.register(channels.IrisChannel, 'onReceive', onReceive) sys.stdout.write('Available channels are :\n') i = 0 chanlist = channels.get_list() for c in chanlist: sys.stdout.write(' %3d %s\n' % (i, c)) i += 1 sys.stdout.write('Which one would be tested ? ') try: a = int(sys.stdin.readline()) theclass = channels.get_class(chanlist[a]) except ValueError: sys.exit('Invalid number.\n') except IndexError:
global onReceive_col if not byte: return onReceive_col += 1 sys.stdout.write("0x%02X" % ord(byte)) if ord(byte) > 31 and ord(byte) < 127: sys.stdout.write("(") sys.stdout.write(byte) sys.stdout.write(") ") else: sys.stdout.write(" ") if onReceive_col == 8: onReceive_col = 0 sys.stdout.write("\n") events.register(channels.IrisChannel, 'onReceive', onReceive) sys.stdout.write('Available channels are :\n') i = 0 chanlist = channels.get_list() for c in chanlist: sys.stdout.write(' %3d %s\n' % (i, c)) i += 1 sys.stdout.write('Which one would be tested ? ') try: a = int(sys.stdin.readline()) theclass = channels.get_class(chanlist[a]) except ValueError: sys.exit('Invalid number.\n') except IndexError:
def start_level(e): global level_active, menu, wave_number if not level_active: if e.type == pygame.MOUSEBUTTONDOWN: if e.button == 1: m_pos = pygame.mouse.get_pos() if find_cell(m_pos, menu_width, cell_size, screen_width) == -1: if menu[2].is_in(m_pos): level_active = True display.remove(menu[2]) display.remove(menu[3]) display.register(menu[4]) initialize_wave() events.register(start_level) menu.append(playbutton) display.register(menu[2]) menu.append(Textbox((5, cell_size), text_color, big_font, "Start Level")) display.register(menu[3]) menu.append(Textbox((5, cell_size), text_color, big_font, "Level: " + str(level_number))) # display.register(menu[4]) # 5 ; Wave menu.append(Textbox((5, menu_item_height * 2 + menu_item_v_offset), text_color, font, "Wave: " + str(wave_number))) display.register(menu[5]) # 6 ; Hearts menu.append(Textbox((5, menu_item_height * 3 + menu_item_v_offset), text_color, font, "Hearts: " + str(heart_number) + "/" + str(heart_max))) display.register(menu[6]) # 7 ; Money menu.append(Textbox((5, menu_item_height * 4 + menu_item_v_offset), text_color, font, "Money: " + str(money.get())))