コード例 #1
0
    def __init__(self, manager, weapon, source_position, destination_position):
        BaseObject.__init__(self)
        pygame.sprite.Sprite.__init__(self)

        self.manager = manager

        self.weapon = weapon
        self.weapon.duration = float(
            self.weapon.duration)  # ensure we are using floats
        self.padding = self.weapon.width

        self.source_position = source_position
        self.destination_position = destination_position

        self.idle_image = pygame.surface.Surface((0, 0))
        self.image = self.idle_image
        self.rect = pygame.rect.Rect(self.source_position[0],
                                     self.source_position[1],
                                     self.image.get_width(),
                                     self.image.get_height())

        self.framecount = 0
        self.frameskip = 2

        # Prerender the laser
        self.draw_laser()

        # Start animation
        self.current_pulse = 0
        self.image = self.laser_image
        self.rect = self.laser_rect
        self.timestamp = pygame.time.get_ticks()
        self.state = self.states.animating

        self.emit(constants.EVENT_ENTITY_WAIT, self)
コード例 #2
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ファイル: baseobject.py プロジェクト: prim/ocempgui
 def __init__(self, name):
     BaseObject.__init__(self)
     self.name = name
     # The object should be able to listen to 'ping' and 'pong'
     # events.
     self._signals["ping"] = []
     self._signals["pong"] = []
コード例 #3
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ファイル: BaseWidget.py プロジェクト: UncommonAvenue/mm-x-ctf
    def __init__ (self):
        Accessible.__init__ (self)
        BaseObject.__init__ (self)
        pygame.sprite.Sprite.__init__ (self)

        self._x = 0
        self._y = 0
        self._width = 0   # Guaranteed sizes for the widget, see also 
        self._height = 0  # the size attribute and set_size () method.
        
        self._image = None
        self._rect = None
        self._eventarea = None

        self._style = None
        self._index = 0
        self._state = STATE_NORMAL
        self._focus = False
        self._sensitive = True

        self._controls = []
        self.parent = None
        self._newdepth = 0
        self._depth = 0
        self._dirty = True
    
        # Signals, the widget listens to by default
        self._signals[SIG_FOCUS] = []
コード例 #4
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ファイル: guiclient.py プロジェクト: prim/ocempgui
 def __init__ (self, re):
     BaseObject.__init__ (self)
     # Remember to set _signals before setting the manager!
     self._signals[COMMAND] = []
     self.connect_signal (COMMAND, self.processCommand)
     self.manager = re.active_layer[2]
     self.renderer = re
     
     # self.frame is the main widget for this class.
     self.frame = VFrame (Label ("Enter login information"))
     # labels on the left, entry fields on the right.
     self.table = Table (3, 3)
     self.table.set_column_align (0, ALIGN_RIGHT)
     self.table.set_column_align (1, ALIGN_LEFT)
     self.table.add_child (0, 0, Label ("Server:"))
     self.table.add_child (1, 0, Label ("Port:"))
     self.table.add_child (2, 0, Label ("Username:"******"Connect")
     self.button.connect_signal (SIG_MOUSEDOWN, self.sendConnect)
     self.frame.add_child (self.button)
     
     # Set the frame roughly in the middle.
     self.frame.topleft = (190, 70)
コード例 #5
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 def __init__ (self, manager, weapon, source_position, destination_position):
     BaseObject.__init__(self)
     pygame.sprite.Sprite.__init__(self)
     
     self.manager = manager
     
     self.weapon = weapon
     self.weapon.duration = float(self.weapon.duration) # ensure we are using floats
     self.padding = self.weapon.width
     
     self.source_position = source_position
     self.destination_position = destination_position
     
     self.idle_image = pygame.surface.Surface((0,0))
     self.image = self.idle_image
     self.rect = pygame.rect.Rect(
         self.source_position[0], self.source_position[1], self.image.get_width(), self.image.get_height())
     
     self.framecount = 0
     self.frameskip = 2
     
     # Prerender the laser
     self.draw_laser()
     
     # Start animation
     self.current_pulse = 0
     self.image = self.laser_image
     self.rect = self.laser_rect
     self.timestamp = pygame.time.get_ticks()
     self.state = self.states.animating
     
     self.emit(constants.EVENT_ENTITY_WAIT, self)
コード例 #6
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ファイル: guiclient.py プロジェクト: prim/ocempgui
 def __init__ (self, re):
     BaseObject.__init__ (self)
     # Remember to set _signals before setting the manager!
     self._signals[SIG_REC] = []
     self.connect_signal (SIG_REC, self.addText)
     self._signals[COMMAND] = []
     self.connect_signal (COMMAND, self.processCommand)
     self.manager = re.active_layer[2]
     self.renderer = re
     
     # self.table is the main widget for this class
     self.table = Table(2,2)
     
     self.chatframe = VFrame (Label ("Chat Window"))
     self.chatwindow = ScrolledList (520, 240)
     self.chatwindow.selectionmode = SELECTION_NONE
     self.chatframe.add_child (self.chatwindow)
     
     self.entryFrame = VFrame ()
     self.entry = Entry ()
     self.entry.minsize = (520, 24)
     self.entry.connect_signal ("input", self.sendText)
     self.entryFrame.add_child (self.entry)
     
     self.table.add_child (0, 0, self.chatframe)
     self.table.add_child (1, 0, self.entryFrame)
コード例 #7
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 def __init__ (self, manager, side, reference, name, model, weapon=None, weapon_points=[]):
     
     BaseObject.__init__(self)
     pygame.sprite.Sprite.__init__(self)
     
     self._signals[constants.EVENT_ENTITY_FIRE] = []
     self._signals[constants.EVENT_ENTITY_DAMAGE] = []
     self._signals[constants.EVENT_ENTITY_DEATH] = []
     
     self._signals[constants.EVENT_ANIMATION_DAMAGE_COMPLETE] = []
     
     self.manager = manager
     
     self.side = side
     self.reference = reference
     self.name = name
     self.weapon = weapon
     self.weapon_points = weapon_points
     
     self.damage_animation_queue = []
     
     self.death_duration = 1500.0
     
     self.image = pygame.image.load(model)
     self.rect = pygame.rect.Rect(0, 0, self.image.get_width(), self.image.get_height())
     self.state = self.states.idle
     
     self.framecount = 0
     self.frameskip = 3
コード例 #8
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 def __init__ (self, manager, font_path='./fonts/'):
     BaseObject.__init__(self)
     pygame.sprite.Sprite.__init__(self)
     
     if SummaryScreen.font == None:
         # Bitstream Vera Sans Mono
         SummaryScreen.font = pygame.font.Font(font_path+'VeraMoBd.ttf', 12)
         
     # Basically a duplication of damage animation - damage animation should probably be derived from this
     self.manager = manager
コード例 #9
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    def __init__(self, manager, font_path='./fonts/'):
        BaseObject.__init__(self)
        pygame.sprite.Sprite.__init__(self)

        if SummaryScreen.font == None:
            # Bitstream Vera Sans Mono
            SummaryScreen.font = pygame.font.Font(font_path + 'VeraMoBd.ttf',
                                                  12)

        # Basically a duplication of damage animation - damage animation should probably be derived from this
        self.manager = manager
コード例 #10
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ファイル: BaseWidget.py プロジェクト: illume/eyestabs
    def set_event_manager(self, manager):
        """W.set_event_manager (...) -> None

        Sets the event manager of the widget and its controls.

        Adds the widget to an event manager and causes its controls to
        be added to the same, too.
        """
        BaseObject.set_event_manager(self, manager)
        for control in self.controls:
            control.set_event_manager(manager)
コード例 #11
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    def set_event_manager (self, manager):
        """W.set_event_manager (...) -> None

        Sets the event manager of the widget and its controls.

        Adds the widget to an event manager and causes its controls to
        be added to the same, too.
        """
        BaseObject.set_event_manager (self, manager)
        for control in self.controls:
            control.set_event_manager (manager)
コード例 #12
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 def __init__ (self):
     BaseObject.__init__(self)
     
     self._signals[constants.EVENT_BATTLE_START] = []
     self._signals[constants.EVENT_VIEW_READY] = []
     
     self.entity_list = {}
     
     # Store the current round
     self.round = 0
     self.round_list = []
     self.round_timestamp = None
コード例 #13
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    def __init__(self):
        BaseObject.__init__(self)

        self._signals[constants.EVENT_BATTLE_START] = []
        self._signals[constants.EVENT_VIEW_READY] = []

        self.entity_list = {}

        # Store the current round
        self.round = 0
        self.round_list = []
        self.round_timestamp = None
コード例 #14
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    def __init__(self, display_surface):
        BaseObject.__init__(self)

        # Set up list of signals to listen for
        for signal in (constants.EVENT_ROUND_START, constants.EVENT_MESSAGE,
                       constants.EVENT_ENTITY_NEW, constants.EVENT_ENTITY_WAIT,
                       constants.EVENT_ENTITY_READY,
                       constants.EVENT_BATTLE_START,
                       constants.EVENT_ANIMATION_LASER,
                       constants.EVENT_ANIMATION_DAMAGE):
            self._signals[signal] = []

        # Initialize the display
        self.display_surface = display_surface

        # Create a background surface
        background_color = (0, 0, 0)
        self.background_surface = pygame.surface.Surface(
            (self.display_surface.get_width(),
             self.display_surface.get_height()))
        self.background_surface.fill(background_color)

        # Create starfield background
        star_count = 200
        utility.static_starfield(self.background_surface, star_count)

        # Blit the background surface to the display surface
        self.display_surface.blit(self.background_surface, (0, 0))

        # Update the whole display
        pygame.display.flip()

        # Sprite group for drawing all messages
        self.message_group = pygame.sprite.RenderUpdates()

        # Sprite group for drawing all entities
        self.entity_group = pygame.sprite.RenderUpdates()

        # Sprite group for drawing all entities
        self.weapon_group = pygame.sprite.RenderUpdates()

        # Sprite group for damage animations
        self.damage_group = pygame.sprite.RenderUpdates()

        self.battle_active = False

        self.round_timestamp = None
        self.round_delay = 1500  # Should come from config file

        # Number of objects who have requested we wait for them before ending the round
        self.waiting_counter = 0

        self.state = BattleView.states.ready
コード例 #15
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    def __init__ (self, display_surface):
        BaseObject.__init__(self)
        
        # Set up list of signals to listen for
        for signal in (constants.EVENT_ROUND_START,
                        constants.EVENT_MESSAGE,
                        constants.EVENT_ENTITY_NEW,
                        constants.EVENT_ENTITY_WAIT,
                        constants.EVENT_ENTITY_READY,
                        constants.EVENT_BATTLE_START,
                        constants.EVENT_ANIMATION_LASER,
                        constants.EVENT_ANIMATION_DAMAGE):
            self._signals[signal] = []
        
        # Initialize the display
        self.display_surface = display_surface
        
        # Create a background surface
        background_color = (0,0,0)
        self.background_surface = pygame.surface.Surface((self.display_surface.get_width(), self.display_surface.get_height()))
        self.background_surface.fill(background_color)
        
        # Create starfield background
        star_count = 200
        utility.static_starfield(self.background_surface, star_count)

        # Blit the background surface to the display surface
        self.display_surface.blit(self.background_surface, (0,0))
    
        # Update the whole display
        pygame.display.flip()
        
        # Sprite group for drawing all messages
        self.message_group = pygame.sprite.RenderUpdates()
        
        # Sprite group for drawing all entities
        self.entity_group = pygame.sprite.RenderUpdates()
        
        # Sprite group for drawing all entities
        self.weapon_group = pygame.sprite.RenderUpdates()
        
        # Sprite group for damage animations
        self.damage_group = pygame.sprite.RenderUpdates()
        
        self.battle_active = False
        
        self.round_timestamp = None
        self.round_delay = 1500 # Should come from config file
        
        # Number of objects who have requested we wait for them before ending the round
        self.waiting_counter = 0

        self.state = BattleView.states.ready
コード例 #16
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ファイル: BaseWidget.py プロジェクト: UncommonAvenue/mm-x-ctf
    def set_event_manager (self, manager):
        """B.set_event_manager (...) -> None

        Sets the event manager of the widget an its controls.

        Adds the widget to an event manager and causes its controls to
        be added to the same, too.
        If the event manager implements the Indexable interface, the
        widget will invoke the add_index() method for itself.
        """
        BaseObject.set_event_manager (self, manager)
        indexable = isinstance (manager, Indexable)
        if indexable:
            manager.add_index (self)
        for control in self.controls:
            control.set_event_manager (manager)
コード例 #17
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    def __init__(self,
                 manager,
                 damage_amount,
                 position,
                 animation_duration=0,
                 wait_duration=0,
                 font_path='./fonts/'):
        BaseObject.__init__(self)
        pygame.sprite.Sprite.__init__(self)

        if DamageAnimation.font == None:
            # Bitstream Vera Sans Mono
            DamageAnimation.font = pygame.font.Font(font_path + 'VeraMoBd.ttf',
                                                    18)

        if manager:
            self.manager = manager

        self.x = position[0]
        self.y = position[1]

        shadow_offset = 3
        text = DamageAnimation.font.render(str(int(damage_amount)), False,
                                           (255, 0, 0)).convert()
        shadow = DamageAnimation.font.render(str(int(damage_amount)), False,
                                             (50, 50, 50)).convert()
        self.display_image = pygame.surface.Surface(
            (text.get_width() + shadow_offset,
             text.get_height() + shadow_offset), 0, 32).convert_alpha()
        self.display_image.fill((0, 0, 0, 0))
        self.display_image.blit(shadow, (shadow_offset, shadow_offset))
        self.display_image.blit(text, (0, 0))
        self.idle_image = pygame.surface.Surface((0, 0))
        self.image = self.idle_image
        self.rect = pygame.rect.Rect(self.x, self.y, self.image.get_width(),
                                     self.image.get_height())

        self.wait_duration = wait_duration
        self.duration = float(animation_duration)

        # Record of original alpha for blending
        self.original_alpha = pygame.surfarray.array_alpha(self.display_image)

        self.state = self.states.waiting
        self.timestamp = pygame.time.get_ticks()

        self.emit(constants.EVENT_ENTITY_WAIT, self)
コード例 #18
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ファイル: twisted_client.py プロジェクト: prim/ocempgui
 def __init__ (self, re):
     """
     The Jumping Button game. When the button is clicked, it emits a
     SCORE event, which is picked up by the network controller. It
     listens for a REPORT event and updates the score display with
     the value given by the server.
     """
     BaseObject.__init__ (self)
     self._signals[REPORT] = []
     self.connect_signal (REPORT, self.adjustScore)
     self.manager = re.active_layer[2]
     
     # create gui elements
     self.btn = self.drawButton ((20, 20))
     self.scoreLabel = Label ("Current score: ")
     re.add_widget (self.btn)
     re.add_widget (self.scoreLabel)
コード例 #19
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ファイル: BaseWidget.py プロジェクト: illume/eyestabs
    def __init__(self):
        BaseObject.__init__(self)
        sprite.Sprite.__init__(self)

        # Guaranteed sizes for the widget, see also the minsize/maxsize
        # attributes and set_*_size () methods.
        self._minwidth = 0
        self._minheight = 0
        self._maxwidth = 0
        self._maxheight = 0

        self._indexable = None

        self._image = None
        self._rect = Rect(0, 0, 0, 0)
        self._oldrect = Rect(0, 0, 0, 0)

        self._opacity = 255
        self._style = None
        self._index = 0
        self._state = STATE_NORMAL
        self._focus = False
        self._entered = False
        self._sensitive = True

        self._controls = []
        self._depth = 0
        self._dirty = True
        self._lock = 0

        self._bg = None

        self.parent = None

        # Accessibility.
        self._tooltip = None

        # Signals, the widget listens to by default
        self._signals[SIG_FOCUSED] = []
        self._signals[SIG_ENTER] = []
        self._signals[SIG_LEAVE] = []
        self._signals[SIG_DESTROYED] = []
コード例 #20
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    def __init__ (self):
        BaseObject.__init__ (self)
        sprite.Sprite.__init__ (self)

        # Guaranteed sizes for the widget, see also the minsize/maxsize
        # attributes and set_*_size () methods.
        self._minwidth = 0
        self._minheight = 0
        self._maxwidth = 0
        self._maxheight = 0

        self._indexable = None
        
        self._image = None
        self._rect = Rect (0, 0, 0, 0)
        self._oldrect = Rect (0, 0, 0, 0)

        self._opacity = 255
        self._style = None
        self._index = 0
        self._state = STATE_NORMAL
        self._focus = False
        self._entered = False
        self._sensitive = True

        self._controls = []
        self._depth = 0
        self._dirty = True
        self._lock = 0

        self._bg = None

        self.parent = None
        
        # Accessibility.
        self._tooltip = None
        
        # Signals, the widget listens to by default
        self._signals[SIG_FOCUSED] = []
        self._signals[SIG_ENTER] = []
        self._signals[SIG_LEAVE] = []
        self._signals[SIG_DESTROYED] = []
コード例 #21
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ファイル: twisted_client.py プロジェクト: prim/ocempgui
 def __init__ (self, re):
     """
     The network controller. Can call remote PB methods, and because
     it inherits from pb.Referenceable, can also contain remote
     methods callable by the server.
     
     Make sure you set the internal _signals before setting the
     manager, otherwise the signals won't get connected to the event
     manager.
     """
     BaseObject.__init__ (self)
     self._signals[SCORE] = []
     self.connect_signal (SCORE, self.add_one)
     self.manager = re.active_layer[2]
     
     # Set up twisted connection.
     self.factory = pb.PBClientFactory ()
     d = self.factory.getRootObject ()
     d.addCallback (self.setRoot)
     reactor.connectTCP ('localhost', 8008, self.factory)
     self.root = None
コード例 #22
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    def destroy (self):
        """W.destroy () -> None

        Destroys the widget and removes it from its event system.

        Causes the widget to destroy itself as well as its controls and
        removes all from the connected event manager and sprite groups
        using the sprite.kill() method.
        """
        if isinstance (self.parent, BaseWidget):
            raise AttributeError ("widget still has a parent relationship")
        self.run_signal_handlers (SIG_DESTROYED)
        self.emit (SIG_DESTROYED, self)

        # Clear the associated controls.
        _pop = self._controls.pop
        while len (self._controls) > 0:
            control = _pop ()
            control.parent = None
            control.destroy ()
            del control
        del self._controls

        if self._indexable != None:
            index = self._indexable
            self._indexable = None
            index.remove_index (self)
        if self._manager != None:
            self._manager.remove_object (self)
        
        BaseObject.destroy (self) # Clear BaseObject internals.
        self.kill ()              # Clear Sprite
        #del self.parent
        del self._indexable
        del self._bg
        del self._style
        del self._image
        del self._rect
        del self._oldrect
        del self
コード例 #23
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ファイル: BaseWidget.py プロジェクト: illume/eyestabs
    def destroy(self):
        """W.destroy () -> None

        Destroys the widget and removes it from its event system.

        Causes the widget to destroy itself as well as its controls and
        removes all from the connected event manager and sprite groups
        using the sprite.kill() method.
        """
        if isinstance(self.parent, BaseWidget):
            raise AttributeError("widget still has a parent relationship")
        self.run_signal_handlers(SIG_DESTROYED)
        self.emit(SIG_DESTROYED, self)

        # Clear the associated controls.
        _pop = self._controls.pop
        while len(self._controls) > 0:
            control = _pop()
            control.parent = None
            control.destroy()
            del control
        del self._controls

        if self._indexable != None:
            index = self._indexable
            self._indexable = None
            index.remove_index(self)
        if self._manager != None:
            self._manager.remove_object(self)

        BaseObject.destroy(self)  # Clear BaseObject internals.
        self.kill()  # Clear Sprite
        #del self.parent
        del self._indexable
        del self._bg
        del self._style
        del self._image
        del self._rect
        del self._oldrect
        del self
コード例 #24
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    def __init__ (self, manager, message, display_duration=3500, font_path='./fonts/'):
        BaseObject.__init__(self)
        pygame.sprite.Sprite.__init__(self)
        
        if Message.font == None:
            # Bitstream Vera Sans Mono
            Message.font = pygame.font.Font(font_path+'VeraMoBd.ttf', 12)
            
        # Increment the number of messages being displayed
        if Message.message_count == None:
            Message.message_count = 0
        else:
            Message.message_count += 1
            
        # Basically a duplication of damage animation - damage animation should probably be derived from this
        self.manager = manager
        
        shadow_offset = 3
        text = Message.font.render(message, True, (200,200,200)).convert_alpha()
        shadow = Message.font.render(message, True, (50,50,50)).convert_alpha()
        
        self.image = pygame.surface.Surface(
            (text.get_width() + shadow_offset,  text.get_height() + shadow_offset), 0, 32).convert_alpha()
        self.image.fill((0,0,0,0))
        self.image.blit(shadow, (shadow_offset, shadow_offset))
        self.image.blit(text, (0, 0))
        
        display_geometery = pygame.display.get_surface().get_rect()
        x = (display_geometery.width - self.image.get_width()) / 2
        y = (display_geometery.height - self.image.get_height()) / 2 + (self.image.get_height() * (Message.message_count-1))
        
        self.rect = pygame.rect.Rect(x, y, self.image.get_width(), self.image.get_height())
        
        self.display_duration = float(display_duration)        
        self.state = self.states.displaying
        
        self.timestamp = pygame.time.get_ticks()

        self.emit(constants.EVENT_ENTITY_WAIT, 0)
コード例 #25
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    def __init__(self,
                 manager,
                 side,
                 reference,
                 name,
                 model,
                 weapon=None,
                 weapon_points=[]):

        BaseObject.__init__(self)
        pygame.sprite.Sprite.__init__(self)

        self._signals[constants.EVENT_ENTITY_FIRE] = []
        self._signals[constants.EVENT_ENTITY_DAMAGE] = []
        self._signals[constants.EVENT_ENTITY_DEATH] = []

        self._signals[constants.EVENT_ANIMATION_DAMAGE_COMPLETE] = []

        self.manager = manager

        self.side = side
        self.reference = reference
        self.name = name
        self.weapon = weapon
        self.weapon_points = weapon_points

        self.damage_animation_queue = []

        self.death_duration = 1500.0

        self.image = pygame.image.load(model)
        self.rect = pygame.rect.Rect(0, 0, self.image.get_width(),
                                     self.image.get_height())
        self.state = self.states.idle

        self.framecount = 0
        self.frameskip = 3
コード例 #26
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    def __init__ (self, manager, damage_amount, position, animation_duration=0, wait_duration=0, font_path='./fonts/'):
        BaseObject.__init__(self)
        pygame.sprite.Sprite.__init__(self)
        
        if DamageAnimation.font == None:
            # Bitstream Vera Sans Mono
            DamageAnimation.font = pygame.font.Font(font_path+'VeraMoBd.ttf', 18)
        
        if manager:
            self.manager = manager
        
        self.x = position[0]
        self.y = position[1]
        
        shadow_offset = 3
        text = DamageAnimation.font.render(str(int(damage_amount)), False, (255,0,0)).convert()
        shadow = DamageAnimation.font.render(str(int(damage_amount)), False, (50,50,50)).convert()
        self.display_image = pygame.surface.Surface(
            (text.get_width() + shadow_offset,  text.get_height() + shadow_offset), 0, 32).convert_alpha()
        self.display_image.fill((0,0,0,0))
        self.display_image.blit(shadow, (shadow_offset, shadow_offset))
        self.display_image.blit(text, (0, 0))
        self.idle_image = pygame.surface.Surface((0,0))
        self.image = self.idle_image
        self.rect = pygame.rect.Rect(self.x, self.y, self.image.get_width(), self.image.get_height())

        self.wait_duration = wait_duration
        self.duration = float(animation_duration)
        
        # Record of original alpha for blending
        self.original_alpha = pygame.surfarray.array_alpha(self.display_image)
        
        self.state = self.states.waiting
        self.timestamp = pygame.time.get_ticks()

        self.emit(constants.EVENT_ENTITY_WAIT, self)
コード例 #27
0
ファイル: BaseWidget.py プロジェクト: UncommonAvenue/mm-x-ctf
    def destroy (self):
        """W.destroy () -> None

        Destroys the widget and removes it from its event system.

        Causes the widget to destroy itself as well as its controls and
        removes all from the connected event manager and sprite groups
        using the sprite.kill() method. If the event manager supports
        the Indexable interface, the widget will invoke the
        remove_index() of it.

        Note: This method only works as supposed using a render loop,
        which supports the Renderer class specification.
        """
        if self.parent:
            raise ValueError ("widget still has a parent relationship")
        
        # Clear the associated controls.
        _pop = self._controls.pop
        while len (self._controls) > 0:
            control = _pop ()
            control.parent = None
            control.destroy ()
            del control
        del self._controls

        if self.manager and isinstance (self.manager, Indexable):
            self.manager.remove_index (self)
        
        BaseObject.destroy (self) # Clear BaseObject internals.
        self.kill ()              # Clear Sprite
        del self.parent
        del self._style
        del self._image
        del self._rect
        del self
コード例 #28
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 def __init__ (self):
     BaseObject.__init__(self)
コード例 #29
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 def __init__(self, name):
     BaseObject.__init__(self)
     self._signals[EVENT_ENTITY_MOVE] = []
     self.name = name
コード例 #30
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 def __init__ (self):
     BaseObject.__init__(self)
     self._signals[EVENT_ENTITY_NEW] = []
     self.entity_list = []
コード例 #31
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 def __init__ (self, name):
     BaseObject.__init__(self)
     self._signals[EVENT_ENTITY_MOVE] = []
     self.name = name
コード例 #32
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 def __init__(self):
     BaseObject.__init__(self)
     self._signals[EVENT_ENTITY_NEW] = []
     self.entity_list = []
コード例 #33
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 def __init__(self):
     BaseObject.__init__(self)