コード例 #1
0
 def over_button(self, x, y):
     mouse = self.player.mouse
     glX, glY = mouse.glX, mouse.glY
     x1 = x + self.x
     y1 = y + self.y - self.height
     x2 = x + self.width + self.x
     y2 = y + self.buttonHeight + self.y - self.height
     return collides(glX, glY, glX, glY, x1, y1, x2, y2)
コード例 #2
0
ファイル: gui.py プロジェクト: Matt-Esch/anaconda
 def over_button(self, x, y):
     mouse = self.player.mouse
     glX, glY = mouse.glX, mouse.glY
     x1 = x + self.x
     y1 = y + self.y - self.height
     x2 = x + self.width + self.x
     y2 = y + self.buttonHeight + self.y - self.height
     return collides(glX, glY, glX, glY, x1, y1, x2, y2)
コード例 #3
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 def is_over(self):
     buttonSize = self.scrollHeight * self.scrollSize
     y = (self.height - self.buttonHeight -
          (self.position * (self.scrollHeight - buttonSize)) - buttonSize)
     x1 = self.x
     y1 = y + self.y - self.height
     x2 = self.width + self.x
     y2 = y + buttonSize + self.y - self.height
     mouse = self.player.mouse
     glX, glY = mouse.glX, mouse.glY
     return collides(glX, glY, glX, glY, x1, y1, x2, y2)
コード例 #4
0
ファイル: gui.py プロジェクト: Matt-Esch/anaconda
 def is_over(self):
     buttonSize = self.scrollHeight * self.scrollSize
     y = (self.height - self.buttonHeight - 
         (self.position * (self.scrollHeight - buttonSize)) - buttonSize)
     x1 = self.x
     y1 = y + self.y - self.height
     x2 = self.width + self.x
     y2 = y + buttonSize + self.y - self.height
     mouse = self.player.mouse
     glX, glY = mouse.glX, mouse.glY
     return collides(glX, glY, glX, glY, x1, y1, x2, y2)
コード例 #5
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 def update_over(self):
     mouse = self.player.mouse
     glX, glY = mouse.glX, mouse.glY
     over = None
     for index, item in enumerate(self.lines):
         if item.label is None:
             continue
         line = item.label
         x1 = self.borderPad + self.x
         y1 = line.y - line.height + self.y - self.height + self.yOffset
         x2 = self.borderPad + line.width + self.x
         y2 = line.y + self.y - self.height + self.yOffset
         if collides(glX, glY, glX, glY, x1, y1, x2, y2):
             over = index
             break
     self.over = over
コード例 #6
0
ファイル: gui.py プロジェクト: Matt-Esch/anaconda
 def update_over(self):
     mouse = self.player.mouse
     glX, glY = mouse.glX, mouse.glY
     over = None
     for index, item in enumerate(self.lines):
         if item.label is None:
             continue
         line = item.label
         x1 = self.borderPad + self.x
         y1 = line.y - line.height + self.y - self.height + self.yOffset
         x2 = self.borderPad + line.width + self.x
         y2 = line.y + self.y - self.height + self.yOffset
         if collides(glX, glY, glX, glY, x1, y1, x2, y2):
             over = index
             break
     self.over = over
コード例 #7
0
ファイル: frame.py プロジェクト: tkrym02/anaconda
 def execute(self):
     layer = self.evaluate_expression(self.get_parameter(0)) - 1
     x = self.evaluate_expression(self.get_parameter(1))
     y = self.evaluate_expression(self.get_parameter(2))
     fineDetection = bool(self.evaluate_expression(self.get_parameter(3)))
     if fineDetection:
         collision = Point(x, y)
     for instance in self.player.frame.pastedInstances[:]:
         if instance.layerIndex != layer:
             continue
         if fineDetection:
             collided = collide(instance.objectPlayer.collision, collision)
         else:
             collided = collides(x, y, x + 1, y + 1, instance.x1,
                                 instance.y1, instance.x2, instance.y2)
         if collided:
             instance.destroy()
コード例 #8
0
ファイル: frame.py プロジェクト: Matt-Esch/anaconda
 def execute(self):
     layer = self.evaluate_expression(self.get_parameter(0)) - 1
     x = self.evaluate_expression(self.get_parameter(1))
     y = self.evaluate_expression(self.get_parameter(2))
     fineDetection = bool(self.evaluate_expression(self.get_parameter(3)))
     if fineDetection:
         collision = Point(x, y)
     for instance in self.player.frame.pastedInstances[:]:
         if instance.layerIndex != layer:
             continue
         if fineDetection:
             collided = collide(instance.objectPlayer.collision, collision)
         else:
             collided = collides(x, y, x + 1, y + 1, instance.x1, 
                 instance.y1, instance.x2, instance.y2)
         if collided:
             instance.destroy()
コード例 #9
0
ファイル: mouse.py プロジェクト: Matt-Esch/anaconda
 def in_zone(self, x1, y1, x2, y2):
     return collides(self.x, self.y, self.x + 1, self.y + 1,
         x1, y1, x2, y2)