def gameover_screen(self):
     exitLoop = False
     while not exitLoop:
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 exitLoop = True
                 self.done = True
             if event.type == pygame.MOUSEBUTTONDOWN:
                 for i in range(0, len(self.platform.gameover_button_list), 1):
                     if self.platform.gameover_button_list[i].is_mouse_over(mouse.get_pos()):
                         if i == constants.GAMEOVER_BUTTON_TYPE["mute"]:
                             self.sfx.play_mouseover()
                             if self.sfx.is_muted == True:
                                 self.sfx.set_unmute()
                             else:
                                 self.sfx.set_mute()
                         elif i == constants.GAMEOVER_BUTTON_TYPE["replay"]:
                             self.sfx.play_mouseover()
                             exitLoop = True
                             self.scoreboard.reset_score()
                             self.start(False)
                         elif i == constants.GAMEOVER_BUTTON_TYPE["exit"]:
                             self.sfx.play_mouseover()
                             exitLoop = True
                             self.done = True
         self.platform.gameover_screen(mouse.get_pos(), pygame.event.get(), self.scoreboard.scores)
         pygame.display.update()
         GameManager.clock.tick(constants.FPS)
コード例 #2
0
ファイル: CWindow.py プロジェクト: geijoenr/pyXPS
    def update(self, topmost):
        """
        Route Callbacks
        """ 
        oldMousedown = self.mousedown
        CContainer.update(self, topmost)
        CWidget.update(self, topmost)
        
        if self.moving:
            mx,my = mouse.get_pos()
            mx = mx - self.moving[0]
            my = my - self.moving[1] 
            xpos = self.position[0] + mx
            ypos = self.position[1] + my
            xpos = xpos if xpos >= 0 else 0
            ypos = ypos if ypos >= 0 else 0           
            self.position = (xpos, ypos)
            self.moving = mouse.get_pos()
                    
        if not oldMousedown and self.mousedown and self.enabled:
            #Start moving
            self.moving = mouse.get_pos()
            if self.onmove: self.onmove(self)
 
        elif oldMousedown and not self.mousedown:
            #Stop moving
            self.moving = False
            if self.onmovestop: self.onmovestop(self)
        
        if self.mousedown and self.enabled:
            self.parent.bringToFront(self)
 def start_screen(self):
     exitLoop = False
     self.sfx.play_start_screen()
     while not exitLoop:
         # for i in range(0, len(self.platform.gamestart_button_list), 1):
         #      if self.platform.gamestart_button_list[i].is_mouse_over(mouse.get_pos()) and i is not constants.GAMESTART_BUTTON_TYPE["mute"]:
         #              self.sfx.play_mouseover()
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 pygame.quit()
             if event.type == pygame.MOUSEBUTTONDOWN:
                 for i in range(0, len(self.platform.gamestart_button_list), 1):
                     if self.platform.gamestart_button_list[i].is_mouse_over(mouse.get_pos()):
                         if i == constants.GAMESTART_BUTTON_TYPE["mute"]:
                             self.sfx.play_mouseover()
                             self.platform.gamestart_mute_button.toggle_frame()
                             if self.sfx.is_muted == True:
                                 self.sfx.set_unmute()
                             else:
                                 self.sfx.set_mute()
                         elif i == constants.GAMESTART_BUTTON_TYPE["play"]:
                             self.sfx.play_mouseover()
                             exitLoop = True
                             self.sfx.stop_start_screen()
                             self.scoreboard.reset_score()
                             self.start(False)
                         elif i == constants.GAMESTART_BUTTON_TYPE["exit"]:
                             self.sfx.play_mouseover()
                             exitLoop = True
                             self.done = True
         self.platform.gamestart_screen(mouse.get_pos(), pygame.event.get())
         pygame.display.update()
         GameManager.clock.tick(constants.FPS)
コード例 #4
0
ファイル: gui.py プロジェクト: danielz360/Maya
 def update(self, topmost):
     
     oldMousedown = self.mousedown
     
     Container.update(self, topmost)
     Widget.update(self, topmost)
     
     if self.moving:
         mx,my = mouse.get_pos()
         mx = mx - self.moving[0]
         my = my - self.moving[1]
          
         self.position = (self.position[0] + mx, self.position[1] + my)
         
         self.moving = mouse.get_pos()
                 
     if not oldMousedown and self.mousedown and self.enabled:
         #Start moving
         self.moving = mouse.get_pos()
         if self.onMove: self.onMove(self)
         
     elif oldMousedown and not self.mousedown:
         #Stop moving
         self.moving = False
         if self.onMoveStop: self.onMoveStop(self)
     
     if self.mousedown and self.enabled:
         self.parent.bringToFront(self)
コード例 #5
0
ファイル: CScrollBar.py プロジェクト: geijoenr/pyXPS
    def update(self, topmost):
        """
        Route Callbacks
        """
        oldMousedown = self.mousedown
        CContainer.update(self, topmost)
        CWidget.update(self, topmost)

        ## handle Displacement of the drawer if click and drag
        if self.dragging_drawer:
            mx, my = mouse.get_pos()
            my = my - self.moving[1]
            ypos = self.drawerpos + my
            self.drawerpos = ypos
            if self.drawerpos < 0:
                self.drawerpos = 0
            dnbut_size_y = self.dn_button.size[1]
            dwbut_size_y = self.dw_button.size[1]
            if self.drawerpos >= self.size[1] - 2 * dnbut_size_y - dwbut_size_y:
                self.drawerpos = self.size[1] - 2 * dnbut_size_y - dwbut_size_y
            self.moving = mouse.get_pos()
            if self.onmovedrawer:
                self.onmovedrawer(self)

        self.refresh()
コード例 #6
0
def main():
    screen, background, font = initPygame(WIDTH, HEIGHT)
    tree, deck, trash = initTriPeaks()
    lostGame = False
    deckRect = Rect(DECKLOCATION[0], DECKLOCATION[1], CARDW, CARDH)
    
    # Set background
    screen.blit(background, (0, 0))
    pygame.display.flip()

    backsideImage = loadCardImage("deck")
    cards = initCards(backsideImage)
    rects = []
    for card in cards:
        rects.append(cards[card][0])
    
    trash.add(deck.get_next())
    refreshCards(tree, cards)

    clock = pygame.time.Clock()

    while 1:
        clock.tick(60)

        for event in pygame.event.get():
            if event.type == QUIT:
                return
            elif event.type == MOUSEBUTTONDOWN:
                for rect in rects:
                    if rect.collidepoint(mouse.get_pos()):
                        checkCard(tree, trash, cards, rects, rect)
                        refreshCards(tree, cards)
                        print len(cards)
                if deckRect.collidepoint(mouse.get_pos()):
                    if loseCondition(tree, deck):
                        lostGame = True
                        break
                    drawCard(deck, trash)
                    refreshCards(tree, cards)
        if lostGame:
            while(True):
                for event in pygame.event.get():
                    if event.type == QUIT:
                        return
                            
        screen.blit(background, (0, 0))

        screen.blit(backsideImage, DECKLOCATION)
        cardsLeft = font.render(str(deck.count()), 0, (0, 0, 0))
        screen.blit(cardsLeft, DECFONTLOCATION)
        trashTop = trash.peek()
        screen.blit(loadCardImage(trashTop), TRASHLOCATION)
        for card in cards:
            screen.blit(cards[card][1], cards[card][0].topleft)

        pygame.display.flip()

        if winCondition(tree):
            print "JEI"
コード例 #7
0
ファイル: playfield.py プロジェクト: tps12/Dorftris
    def handle(self, e):
        if e.type == KEYDOWN:
            pressed = key.get_pressed()
            shifted = pressed[K_LSHIFT] or pressed[K_RSHIFT]
            scroll = 10 if shifted else 1
            
            if e.key == K_UP:
                self._scroll(1, -scroll)
                return True
                
            elif e.key == K_DOWN:
                self._scroll(1, scroll)
                return True
                
            elif e.key == K_LEFT:
                self._scroll(0, -scroll)
                return True
                
            elif e.key == K_RIGHT:
                self._scroll(0, scroll)
                return True
                    
            elif e.unicode == '>':
                self._zscroll(-1)
                return True
                
            elif e.unicode == '<':
                self._zscroll(1)
                return True

            elif e.key == K_TAB:
                self._select(self.cursor)
                mouse.set_visible(False)
                return True

        elif (e.type == MOUSEBUTTONDOWN and
              self.background and
              self.background.get_rect().collidepoint(e.pos) and
              e.button == 1):
            self._select(self._absolutetile(mouse.get_pos()))
            return True
        
        elif (e.type == MOUSEBUTTONUP and
              self.background and
              self.background.get_rect().collidepoint(e.pos) and
              e.button == 1):
            self._dragging = False
            return True

        elif (e.type == MOUSEMOTION and self.background and
            self.background.get_rect().collidepoint(e.pos) and
            1 in e.buttons):
            self._expandselection(self._absolutetile(mouse.get_pos()))
            self._dragging = True
            
        return False
コード例 #8
0
ファイル: sprite.py プロジェクト: pathunstrom/Pygotham-Pygame
    def update(self, time):
        # Move position
        self.x, self.y = self.x + (self.velocity[0] * time), self.y + (self.velocity[1] * time)

        # Check new rotation
        mouse_pos = mouse.get_pos()
        facing = mouse_pos[0] - self.x, mouse_pos[1] - self.y
        length = math.hypot(*facing)
        self.facing = facing[0] / length, facing[1] / length

        # Rotate Image
        self.image = pygame.transform.rotate(player_image, math.degrees(math.atan2(*self.facing)))
        self.rect = self.image.get_rect()
        self.rect.center = int(self.x), int(self.y)

        # If off screen, move to other side
        if self.rect.bottom < self.screen.top:
            self.rect.top = self.screen.bottom
        elif self.rect.top > self.screen.bottom:
            self.rect.bottom = self.screen.top

        if self.rect.right < self.screen.left:
            self.rect.left = self.screen.right
        elif self.rect.left > self.screen.right:
            self.rect.right = self.screen.left

        self.x, self.y = self.rect.center

        # Accelerate
        key = keyboard.get_pressed()
        if key[self.thruster]:
            x = self.velocity[0] + (self.facing[0] * self.acceleration * time)
            y = self.velocity[1] + (self.facing[1] * self.acceleration * time)
            self.velocity = x, y
コード例 #9
0
ファイル: event.py プロジェクト: mmagnuski/psychopy
 def getPos(self):
     """Returns the current position of the mouse,
     in the same units as the :class:`~visual.Window` (0,0) is at centre
     """
     if usePygame:  # for pygame top left is 0,0
         lastPosPix = numpy.array(mouse.get_pos())
         # set (0,0) to centre
         lastPosPix[1] = self.win.size[1] / 2 - lastPosPix[1]
         lastPosPix[0] = lastPosPix[0] - self.win.size[0] / 2
     else:  # for pyglet bottom left is 0,0
         # use default window if we don't have one
         if self.win:
             w = self.win.winHandle
         else:
             defDisplay = pyglet.window.get_platform().get_default_display()
             w = defDisplay.get_windows()[0]
         # get position in window
         lastPosPix = numpy.array([w._mouse_x, w._mouse_y])
         # set (0,0) to centre
         if self.win.useRetina:
             lastPosPix = lastPosPix*2 - numpy.array(self.win.size) / 2
         else:
             lastPosPix = lastPosPix - numpy.array(self.win.size) / 2
     self.lastPos = self._pix2windowUnits(lastPosPix)
     return copy.copy(self.lastPos)
コード例 #10
0
ファイル: gamedefs.py プロジェクト: Morgus/Hanjie
def MouseClicks(collisionrects, screen, button, filled, bgc=(255, 255, 255), sq=0):
    """Handles mouse clicks"""
    i = 1
    mpos = mouse.get_pos()
    count = filled.count
    sort = filled.sort
    if button == 1:
        append = filled.append
        for sqrect in collisionrects: #Test each rectangle
            if sqrect.collidepoint(mpos): #If there is collision with the mouse pointer
                if count(i) == 0:
                    append(i)
                    sort()
                screen.fill((0, 0, 0), sqrect)
            i += 1
    elif button == 2:
        remove = filled.remove
        for sqrect in collisionrects:
            if sqrect.collidepoint(mpos):
                if count(i):
                    remove(i)
                    sort()
                screen.fill(bgc, sqrect)
            i += 1
    elif button == 3:
        remove = filled.remove
        for sqrect in collisionrects:
            if sqrect.collidepoint(mpos):
                if count(i):
                    remove(i)
                    sort()
                screen.fill(bgc, sqrect)
                screen.blit(sq, sqrect)
            i += 1
    return filled
コード例 #11
0
ファイル: camera.py プロジェクト: Dominic001/MCEdit-Unified
    def _blockUnderCursor(self, center=False):
        """
            returns a point in 3d space that was determined by
         reading the depth buffer value
        """
        try:
            GL.glReadBuffer(GL.GL_BACK)
        except Exception:
            logging.exception('Exception during glReadBuffer')
        ws = self.root.size
        if center:
            x, y = ws
            x //= 2
            y //= 2
        else:
            x, y = mouse.get_pos()
        if (x < 0 or y < 0 or x >= ws[0] or
                    y >= ws[1]):
            return 0, 0, 0

        y = ws[1] - y

        try:
            pixel = GL.glReadPixels(x, y, 1, 1, GL.GL_DEPTH_COMPONENT, GL.GL_FLOAT)
            newpoint = unproject(x, y, pixel[0])
        except Exception:
            return 0, 0, 0

        return newpoint
コード例 #12
0
ファイル: hero.py プロジェクト: wannadie/ideaman
 def event(self, event):
     # self.direction = STOP
     # create STOP event to make it work
     if event.type == KEYDOWN:
         self.control_mode = "arrows"
         self.__update_direction(event.key)
         if event.key == 280:  # PgUp
             self.speed += 1
         elif event.key == 281:  # PgDown
             self.speed -= 1
     if event.type == MOUSEBUTTONDOWN:
         self.control_mode = "mouse"
         self.goal = s2c(mouse.get_pos())
         self.screen_goal = mouse.get_pos()
         self.is_new_goal = True
         print "mouse %s %s" % (self.position, self.goal)
コード例 #13
0
ファイル: camera.py プロジェクト: Dominic001/MCEdit-Unified
    def mouseLookOn(self):
        self.root.capture_mouse(self)
        self.focus_switch = None
        self.startingMousePosition = mouse.get_pos()

        if self.avoidMouseJumpBug == 1:
            self.avoidMouseJumpBug = 2
コード例 #14
0
ファイル: gui.py プロジェクト: 249550148/mygame
    def update(self, topmost):
        Widget.update(self, topmost)
        oldSelectedIndex = self.selectedIndex
        if self.mouseover:
            my = mouse.get_pos()[1]
            screenPos = self.parent.getScreenPosition(self.position)[1]
            tempIndex = max(0, (my - screenPos - self.style['padding'] + self._scrolling) / self.style['item-height'])
            if tempIndex != self.overedIndex:
                self.overedIndex = tempIndex
                self.needsRefresh = True
            if self.mousedown:
                if tempIndex != self.selectedIndex:
                    self.selectedIndex = self.overedIndex
                    self.needsRefresh = True
        if self.hasFocus:
            for e in events:
                if e.type == pygame.KEYDOWN:
                    if e.key == pygame.K_DOWN:
                        self.moveDown()
                    elif e.key == pygame.K_UP:
                        self.moveUp()
                if e.type == pygame.MOUSEBUTTONDOWN:
                    if e.button == 4 and self.mouseover:
                        self._scrolling = max(0, self._scrolling - self.style['item-height'])
                    if e.button == 5 and self.mouseover:
                        self._scrolling = min(self.style['item-height'] * len(self.items) - self.size[1] + self.style['padding'] * 2, self._scrolling + self.style['item-height'])
                    self.needsRefresh = True

        if self.needsRefresh:
            self.needsRefresh = False
            self.refresh()
        if oldSelectedIndex != self.selectedIndex:
            if self.onItemSelected:
                self.onItemSelected(self)
コード例 #15
0
ファイル: example.py プロジェクト: LukeMS/glyph
    def start_editor(self):
        glyph = self.editor_info
        glyph_rect = glyph.rect
        glyph.input(PAGES['editor'])
        glyph.update()
        editor = self.editor
        editor_rect = editor.rect
        SCREEN.blit(EDITOR_BKGSCREEN, (0, 0))
        SCREEN.blit(glyph.image, glyph_rect)
        SCREEN.blit(editor.image, editor_rect)
        editor_focus = False
        while 1:
            mouse_pos = mouse.get_pos()
            link = glyph.get_collisions(mouse_pos)
            if link: mouse.set_cursor(*HAND_CURSOR)
            else: mouse.set_cursor(*DEFAULT_CURSOR)
            for ev in event.get():
                if ev.type == MOUSEBUTTONDOWN:
                    if link: pass

                    if editor.rect.collidepoint(mouse_pos): editor_focus = True

                    else: editor_focus = False

                if ev.type == KEYDOWN:
                    if ev.key == K_ESCAPE: exit()
                    if editor_focus == True: editor.input(ev)

            cursor = editor.get_cursor()
            editor.image.fill((255, 205, 0), cursor)

            SCREEN.blit(editor.image, editor_rect)
            display.update()
コード例 #16
0
ファイル: Menu.py プロジェクト: davidmvp/cryptography
    def update(self, time):
        self.time += time
        if self.time < Menu.FADEINTIME:
            ratio = self.time / Menu.FADEINTIME
            value = int(ratio * 255)
            self.color = PC.Color(value, value, value)
        position = PM.get_pos()
        if self.inrange(self.new_game, position):
            self.hover[0] = True
        else:
            self.hover[0] = False

        if self.inrange(self.volume, position):
            self.hover[1] = True
        else:
            self.hover[1] = False

        if self.inrange(self.brightness, position):
            self.hover[2] = True
        else:
            self.hover[2] = False

        if self.inrange(self.score, position):
            self.hover[3] = True
        else:
            self.hover[3] = False

        if self.inrange(self.exit, position):
            self.hover[4] = True
        else:
            self.hover[4] = False
コード例 #17
0
ファイル: cameras.py プロジェクト: drtchops/iancraft
    def input(self, event):
        self.x_speed = 0.0
        self.y_speed = 0.0
        x, y = mouse.get_pos()

        if event.type == MOUSEBUTTONDOWN and event.button == MOUSE.MIDDLE:
            self.x_first = x
            self.y_first = y
        elif event.type == MOUSEBUTTONUP and event.button == MOUSE.MIDDLE:
            self.x_first = None
            self.y_first = None
        elif event.type == MOUSEMOTION and mouse.get_pressed()[1] and \
            self.x_first and self.y_first:
            self.x_delta = x - self.x_first
            self.y_delta = y - self.y_first
        else:
            if mouse.get_focused():
                if x > self.w - self.scroll_width and x < self.w:
                    self.x_speed = self.speed
                elif x < self.scroll_width:
                    self.x_speed = -self.speed
                if y > self.h - self.scroll_width:
                    self.y_speed = self.speed
                elif y < self.scroll_width:
                    self.y_speed = -self.speed

            if key.get_focused():
                if key.get_pressed()[K_RIGHT]:
                    self.x_speed = self.speed
                elif key.get_pressed()[K_LEFT]:
                    self.x_speed = -self.speed
                if key.get_pressed()[K_DOWN]:
                    self.y_speed = self.speed
                elif key.get_pressed()[K_UP]:
                    self.y_speed = -self.speed
コード例 #18
0
 def event(self, event):
     if event.type == PG.KEYDOWN and event.key == PG.K_ESCAPE:
         G.Globals.STATE = Menu.Menu()
     if event.type == PG.MOUSEBUTTONDOWN:
         pos = PM.get_pos()
         if pos[0] >= 0 and pos[0] <= self.back_x:
             if pos[1] >= 0 and pos[1] <= self.back_y:
                 G.Globals.STATE = Menu.Menu()        
コード例 #19
0
ファイル: clickable.py プロジェクト: B-Lock/risk
 def mouse_hovering(self, mouse_pos=None):
     # pygame gets pissy if it's not initialized so we can't have x and
     # y in the initializer
     if not mouse_pos:
         mouse_pos = mouse.get_pos()
     # srsly???
     return self.surface.get_rect().move(self.x, self.y).collidepoint(
     mouse_pos)
コード例 #20
0
ファイル: editor.py プロジェクト: drtchops/iancraft
    def get_tile(self):
        x, y = mouse.get_pos()
        x += self.camera.rect.x
        y += self.camera.rect.y

        for t in self.tilemgr.tiles:
            if t.rect.collidepoint(x, y):
                self.current_tile = t.kind
                break
コード例 #21
0
ファイル: camera.py プロジェクト: Dominic001/MCEdit-Unified
    def render(self):
        self.viewingFrustum = frustum.Frustum.fromViewingMatrix()

        if self.superSecretSettings:
            self.editor.drawStars()
        if self.drawSky:
            self.drawSkyBackground()
        if self.drawFog:
            self.enableFog()

        self.drawFloorQuad()

        self.editor.renderer.viewingFrustum = self.viewingFrustum
        self.editor.renderer.draw()

        if self.showCeiling and not self.editor.renderer.inSpace():
            self.drawCeiling()

        if self.editor.level:
            if pygame.key.get_focused():
                try:
                    self.updateBlockFaceUnderCursor()
                except (EnvironmentError, pymclevel.ChunkNotPresent) as e:
                    logging.debug("Updating cursor block: %s", e)
                    self.blockFaceUnderCursor = (None, None)

                self.root.update_tooltip()

            (blockPosition, faceDirection) = self.blockFaceUnderCursor
            if None != blockPosition:
                self.editor.updateInspectionString(blockPosition)

                if self.find_widget(mouse.get_pos()) == self:
                    ct = self.editor.currentTool
                    if ct:
                        ct.drawTerrainReticle()
                        ct.drawToolReticle()
                    else:
                        self.editor.drawWireCubeReticle()

            for t in self.editor.toolbar.tools:
                t.drawTerrainMarkers()
                t.drawToolMarkers()

        if self.drawFog:
            self.disableFog()

        if self._compass is None:
            self._compass = CompassOverlay()

        self._compass.yawPitch = self.yaw, 0

        with gl.glPushMatrix(GL.GL_PROJECTION):
            GL.glLoadIdentity()
            GL.glOrtho(0., 1., float(self.height) / self.width, 0, -200, 200)

            self._compass.draw()
コード例 #22
0
ファイル: Menu.py プロジェクト: BitBallers/GammaRayKitten
 def check_mouse(self, x, y, width, height):
     pos = PM.get_pos()
     if pos[0] >= x and pos[0] <= (x + width):
         pass
     else:
         return False
     if pos[1] >= y and pos[1] <= (y + height):
         return True
     else:
         return False
コード例 #23
0
ファイル: menudefs.py プロジェクト: Morgus/Hanjie
def MouseClicksMain(buttons):
    """Handles mouse clicks"""
    mpos = mouse.get_pos()
    i = 1
    a = 0
    for rect in buttons:
        if rect.collidepoint(mpos):
            a = i
        i += 1
    return a
コード例 #24
0
ファイル: scroll.py プロジェクト: tps12/Dorftris
 def poll(self):
     p = mouse.get_pos()
     changed = False
     for i in range(len(self._buttons)):
         if self._rects[i]:
             if self._buttons[i].poll((p[0]-self._rects[i].left,
                                       p[1]-self._rects[i].top)):
                 changed = True
         
     return changed
コード例 #25
0
ファイル: playfield.py プロジェクト: tps12/Dorftris
 def _mouse(self, pos = None):
     if pos is None:
         pos = mouse.get_pos()
     else:
         mouse.set_pos(pos)
     tile = self._screentile(pos)
     if not (0 <= tile[0] < self.dimensions[0] and
             0 <= tile[1] < self.dimensions[1]):
         tile = None
     return pos, tile
コード例 #26
0
ファイル: creator.py プロジェクト: jaredsund/Harmony
    def draw_universe(self):
        self.ssSprites.clear(self.view, self.viewClear)
        for ss in self.ssSprites.sprites():
	    ss.update_pos(self.xbound, self.ybound)
            ss.update_focus(mouse.get_pos())

        self.ssSprites.update(self.CoU, self.collSet)
        self.ssSprites.draw(self.view)

        self.screen.blit(self.view, self.viewrect)
コード例 #27
0
ファイル: Menu.py プロジェクト: salian2/Semestralka-UNIX
    def _checkClick(self):

        for actualEvent in event.get():
            if actualEvent.type == QUIT:
                quit()
                sys.exit()
            # overenie kliknutia, ak klikol overim, ci klikol na tlacidlo
            if actualEvent.type == MOUSEBUTTONUP:
                position = mouse.get_pos()
                self._checkIfInButton(position)
コード例 #28
0
ファイル: main.py プロジェクト: LajaviKrelac/GGS
def main():
    global inputmanager,screen,board
    #init graphics
    init()
    size = (150,150)
    screen = set_mode(size)
    
    #init game data
    nr_of_rectangles = 9
    board = TicTacToeBoard(nr_of_rectangles)
    #board.paint(screen)

    #init input
    inputmanager = InputManager([
    ("Mouse", 1, "Press", (lambda: board.make_turn(Point(get_pos()[0],get_pos()[1])))),
    ("Key", K_UP, "Press", (lambda: print("Hello Keyboard!"))),
    ])


    loop()
コード例 #29
0
ファイル: CListBox.py プロジェクト: geijoenr/pyXPS
    def update(self, topmost):
        CWidget.update(self, topmost)
        
        oldSelectedIndex = self.selectedIndex
        
        if self.mouseover:
            my = mouse.get_pos()[1]
            screenPos = self.parent.getScreenPosition(self.position)[1]
            
            tempIndex = max(0,((my - screenPos - self.style['padding'] + \
                self._scrolling) / self.style['item-height']))
               
            if tempIndex != self.overedIndex:
                self.overedIndex = tempIndex
                self.needsRefresh = True
            
            if self.mousedown:
                if tempIndex != self.selectedIndex:
                    self.selectedIndex = self.overedIndex
                    self.needsRefresh = True                    
        
        if self.hasFocus:
            events = self.desktop.getEvents()
            for e in events:

                if e.type == pygame.KEYDOWN:
                    if e.key == pygame.K_DOWN: self.moveDown()
                    elif e.key == pygame.K_UP: self.moveUp()
                    elif e.key == pygame.K_RETURN : 
                        if self.onitemlaunched:
                            self.onitemlaunched(self)
                    
                if e.type == pygame.MOUSEBUTTONDOWN:
                    if e.button == 4 and self.mouseover: #Wheel-UP
                        self._scrolling = max(0, self._scrolling - \
                            self.style['item-height'])
                        
                    if e.button == 5 and self.mouseover: #Wheel-down
                        self._scrolling = min(self.style['item-height'] * \
                            len(self.items) - self.size[1] + \
                            self.style['padding'] * 2, \
                            self._scrolling + self.style['item-height'])
                        
                    self.needsRefresh = True
                
        if self.needsRefresh:
            self.needsRefresh = False
            self.refresh()
          
        #Checks if selected index has changed
        if oldSelectedIndex != self.selectedIndex:
          if self.onitemselected:
            self.onitemselected(self)
コード例 #30
0
ファイル: player.py プロジェクト: StickOnGit/space-frunks
 def update(self):
     """Uses move_to_target to follow the mouse.
     Counts cooldown and respawn to 0 when needed
     and checks its point total for extra lives.
     """
     self.move_to_target(mouse.get_pos())
     self.cooldown -= 1 if self.cooldown > 0 else 0
     self.respawn -= 1 if self.respawn > 0 else 0
     if self.score >= (self.nextlife * self.next_extra_guy):
         self.lives += 1
         self.next_extra_guy += 1
         self.pub('got_1up', self)
コード例 #31
0
 def check_click(self):
     # check if the button is being click
     mouse = get_pos()
     click = get_pressed()
     x, y, w, h = self.rect
     return x + w > mouse[0] > x and y + h > mouse[1] > y and click[0] == 1
コード例 #32
0
ファイル: button.py プロジェクト: matszach/Neon-Wizzards
 def is_mouse_on(self):
     u = unit_size[0]
     x = cws[0]/u + self.x
     y = cws[1]/u + self.y
     pos_x, pos_y = mouse.get_pos()
     return x < pos_x/u < x + self.width and y < pos_y/u < y + self.height
コード例 #33
0
 def __init__(self):
     x, y = mouse.get_pos()
     mouse.set_visible(False)
     super().__init__(sword_image, x, y)
コード例 #34
0
ファイル: distance.py プロジェクト: henry232323/pylygon
    triangle = Polygon([(0, 70), (110, 0), (110, 70)])
    rhombus = Polygon([(0, 80), (20, 0), (80, 0), (60, 80)])

    triangle.move_ip(200, 200)
    rhombus.move_ip(300, 300)

    font = Font(None, 24)

    r = mouse.get_rel()
    grab, other = None, None
    while True:
        SCREEN.fill((0, 0, 0))
        draw.polygon(SCREEN, (255, 0, 0), triangle.P, 1)
        draw.polygon(SCREEN, (0, 0, 255), rhombus.P, 1)
        mouse_pos = mouse.get_pos()
        for ev in event.get():
            if ev.type == KEYDOWN:
                if ev.key == K_q: exit()
            if ev.type == MOUSEBUTTONDOWN:
                if grab: grab, other = None, None
                elif rhombus.collidepoint(mouse_pos):
                    grab = rhombus
                    other = triangle
                elif triangle.collidepoint(mouse_pos):
                    grab = triangle
                    other = rhombus

        Y_triangle = triangle.project((0, 1))
        Y_rhombus = rhombus.project((0, 1))
        draw.line(SCREEN, (255, 0, 0), (2, Y_triangle[0]), (2, Y_triangle[1]),
コード例 #35
0
 def onClick(self, mouse_click=False):
     mx, my = get_pos()
     if self.rect.x < mx and self.rect.x + self.PL_W > mx and self.rect.y < my and self.rect.y + self.PL_H > my and mouse_click:
         return 1
     else:
         return 0
コード例 #36
0
    def loop_events(self):
        if (self.turn % 2 == 1 and self.move and self.pause > 0):
            self.pause -= 1
        elif (self.turn % 2 == 1 and self.move):
            self.move = False
            self.turn += 1
            self.robot()
            pygame.mixer.music.play()
            self.timer_start = time.get_ticks()
            self.a = False
            self.b = True
            self.moveset = 0

        hit = False
        miss = False
        clicked = False  #表示是否有按键的动作
        #system function
        pos = mouse.get_pos()

        # Handle PyGame events
        for e in event.get():

            # Handle quit
            if e.type == QUIT:
                self.loop = False
                break

            gameTime, endGame = self.timerData

            if not endGame:

                # Handle click
                if e.type == MOUSEBUTTONDOWN and e.button == Constants.LEFTMOUSEBUTTON:

                    # Start timer if not started
                    if self.timer is not None and self.timer_start == 0:
                        self.timer_start = time.get_ticks()

                    else:
                        # Handle hit/miss
                        clicked = True
                        miss = True

                        flag = False
                        print(pos[0], pos[1])
                        base_row = Constants.GAMEHEIGHT // Constants.HOLEROWS
                        base_column = Constants.GAMEWIDTH // Constants.HOLECOLUMNS
                        for column in range(Constants.HOLECOLUMNS):
                            thisX = base_column * column
                            thisX += (base_column - Constants.HOLEWIDTH) / 2
                            for row in range(Constants.HOLEROWS):
                                rowY = base_row * row
                                rowY += (base_row - Constants.HOLEHEIGHT) / 2
                                if (self.judge(pos, thisX, rowY)
                                        and self.vis[row][column] == False
                                        and self.turn % 2 == 0):
                                    self.process(row, column)
                                    print(row, column)
                                    #self.get.play(1)
                                    pygame.mixer.music.load("assets/get.ogg")
                                    pygame.mixer.music.play()
                                    self.timer_start = time.get_ticks()
                                    flag = True
                                    self.turn += 1
                                    if (self.turn % 2):
                                        self.a = True
                                        self.b = False
                                        if (self.tot_stone > 0):
                                            self.move = True
                                        self.pause = 100
                                    else:
                                        self.a = False
                                        self.b = True
                                    self.moveset = 0
                                    break
                            if (flag):
                                break

                        if hit:
                            self.score.hit()
                        if miss:
                            self.score.miss()

                if e.type == KEYDOWN:

                    # Allow escape to abort attempt
                    if e.key == K_ESCAPE:
                        self.reset()
                        break

                    # Handle cheats (for dev work)
                    if Constants.DEBUGMODE:
                        if e.key == K_e:
                            hit = True
                            miss = False
                            self.score.hit()
                        if e.key == K_r:
                            hit = False
                            miss = True
                            self.score.miss()

                        if e.key == K_t:
                            self.score.misses = 0
                        if e.key == K_y:
                            self.score.misses += 5
                        if e.key == K_u:
                            self.score.misses -= 5

                        if e.key == K_i:
                            self.score.hits = 0
                        if e.key == K_o:
                            self.score.hits += 5
                        if e.key == K_p:
                            self.score.hits -= 5

            # End game screen
            else:
                if (pos[0] > 120 and pos[0] < 320 and pos[1] > 600
                        and pos[1] < 660):
                    self.back_on = True
                else:
                    self.back_on = False
                if e.type == MOUSEBUTTONDOWN:

                    if (pos[0] > 120 and pos[0] < 300 and pos[1] > 600
                            and pos[1] < 660):
                        self.out = True

                if e.type == KEYDOWN:
                    if e.key == K_SPACE:
                        # Restart
                        self.reset()
                        break

        return (clicked, hit, miss)
コード例 #37
0
def main():
    init()
    running = True

    size = 1000, 1000

    # these are the width and height of the simulation grid
    grid_x, grid_y = int(argv[1]), int(argv[2])
    # this is how many pixels per cell in the simulation grid
    #   We need to use the grid factor because the pygame window is not
    #   the same width and height of the simulation grid size. Therefore,
    #   we scale the pygame window down to fit the simulation size
    grid_factor_x, grid_factor_y = 1000 / grid_x, 1000 / grid_y

    screen = display.set_mode(size)
    # used to track either the setting of the topleft of a rectangle,
    #   or the bottom right (if bottom right, the rectangle is completed)
    num_clicks_patch = 0
    num_clicks_patch_temp = 0
    num_clicks_exit = 0
    num_clicks_exit_temp = 0
    # the position of the mouse when the left or right mouse button is clicked
    mouse_pos_patch = ()
    mouse_pos_exit = ()
    # the position of the patch's top left corner in pixels
    patch_tl = ()
    # the position of the patch's bottom right corner in pixels
    patch_br = ()
    # the position of the exits's top left corner in pixels
    exit_tl = ()
    # the position of the exits's bottom right corner in pixels
    exit_br = ()
    patch_temp = Rect(-1, -1, 0, 0)
    exit_temp = Rect(-1, -1, 0, 0)
    # a list of patches as pygame rectangles that are being displayed
    #   on screen
    patch_list = []
    # a list of patches removed from the screen. The user can recall these
    #   with a keybind
    patch_discard_list = []
    # a list of exits as pygame rectangles that are being displayed
    #   on screen
    exit_list = []
    # a list of exits removed from the screen. The user can recall these
    #   with a keybind
    exit_discard_list = []
    # a list of 1 pixel-wide pygame rectangles that are drawn to the screen
    #   to create grid lines
    gridline_list = []

    # populate `gridline_list`
    gridline_list = populate_gridline_list(gridline_list, grid_x, grid_y,
                                           grid_factor_x, grid_factor_y)

    # main game loop will run until the user clicks the exit button in the top right corner (Windows)
    while running:
        # event loop
        for pygame_event in event.get():
            # if the user hits the window's exit button, stop the app
            if pygame_event.type == QUIT:
                running = False
            # if the user hits the mouse button in the app window
            if pygame_event.type == MOUSEBUTTONDOWN and mouse.get_focused():
                # return a list of booleans for the three major buttons on a mouse:
                #   left mouse, right mouse, and middle mouse. If an element is True,
                #   the corresponding button is pressed
                mouse_depressed = mouse.get_pressed(num_buttons=3)
                # if the user clicks ONLY the left mouse button, they are creating
                #   a patch.
                if mouse_depressed[0] and not mouse_depressed[2]:
                    # get the mouse's position with respect to the window
                    mouse_pos_patch = mouse.get_pos()
                    num_clicks_patch += 1
                    num_clicks_patch_temp = num_clicks_patch
                # if the user clicks ONLY the right mouse button, they are creating
                #   an exit.
                if mouse_depressed[2] and not mouse_depressed[0]:
                    mouse_pos_exit = mouse.get_pos()
                    num_clicks_exit += 1
                    num_clicks_exit_temp = num_clicks_exit
            if pygame_event.type == KEYDOWN and key.get_focused():
                # return a list of booleans for all the keys on the keyboard
                #   If an element is True, the corresponding key is pressed
                keys_depressed = key.get_pressed()
                # if the user presses CTRL+Z, remove the previously added patches
                #   from most recent to least recent
                if keys_depressed[K_LCTRL] and keys_depressed[
                        K_z] and not keys_depressed[K_LSHIFT]:
                    # if the user has begun to create a new patch, they can
                    #   cancel it by hitting CTRL+Z. Otherwise, CTRL+Z removes a
                    #   patch that has already been drawn
                    if patch_list and num_clicks_patch == 0:
                        patch_discard_list.append(patch_list.pop())
                        print("Number of patches:", len(patch_list))
                    else:
                        patch_tl = ()
                        num_clicks_patch = 0
                        num_clicks_patch_temp = 0
                        print("Undid patch topleft!")
                # if the user pressed CTRL+SHIFT+Z, remove the previously added exits
                #   from most recent to least recent
                elif keys_depressed[K_LSHIFT] and keys_depressed[
                        K_LCTRL] and keys_depressed[K_z]:
                    # if the user has begun to create a new exit, they can
                    #   cancel it by hitting CTRL+SHIFT+Z. Otherwise, CTRL+SHIFT+Z removes a
                    #   exit that has already been drawn
                    if exit_list and num_clicks_exit == 0:
                        exit_discard_list.append(exit_list.pop())
                        print("Number of exits:", len(exit_list))
                    else:
                        exit_tl = ()
                        num_clicks_exit = 0
                        num_clicks_exit_temp = 0
                        print("Undid exit topleft!")
                # if the user presses CTRL+Y, restore the previously removed patch
                #   from the discard patch list from most recent to least recent
                if keys_depressed[K_LCTRL] and keys_depressed[
                        K_y] and not keys_depressed[K_LSHIFT]:
                    # the user can only restore a deleted patch if they haven't
                    #   started drawing another one. Easy fix for this: press CTRL+Z
                    #   to undo the topleft of the already-begun patch, then do CTRL+Y
                    if patch_discard_list and num_clicks_patch == 0:
                        patch_list.append(patch_discard_list.pop())
                        print("Number of patches:", len(patch_list))
                # if the user pressed CTRL+SHIFT+Y, restore the previously removed exit
                #   from the discard exit list from most recent to least recent
                elif keys_depressed[K_LSHIFT] and keys_depressed[
                        K_LCTRL] and keys_depressed[K_y]:
                    # the user can only restore a deleted exit if they haven't
                    #   started drawing another one. Easy fix for this: press CTRL+SHIFT+Z
                    #   to undo the topleft of the already-begun exit, then do CTRL+SHIFT+Y
                    if exit_discard_list and num_clicks_exit == 0:
                        exit_list.append(exit_discard_list.pop())
                        print("Number of exits:", len(exit_list))

        # if the user has clicked the mouse once, store the mouse position
        #   as the top left of the rectangle to be drawn
        if num_clicks_patch_temp == 1:
            patch_tl = mouse_pos_patch
            num_clicks_patch_temp = 0
            patch_temp.topleft = patch_tl
            print("Patch topleft set at", patch_tl)
        # if the user has clicked the mouse for the second time,
        elif num_clicks_patch_temp == 2:
            patch_br = mouse_pos_patch
            patch_list.append(
                Rect(patch_tl[0], patch_tl[1], patch_br[0] - patch_tl[0],
                     patch_br[1] - patch_tl[1]))
            num_clicks_patch = 0
            num_clicks_patch_temp = 0
            print("Number of patches:", len(patch_list))

        # if the user has clicked the mouse once, store the mouse position
        #   as the top left of the rectangle to be drawn
        if num_clicks_exit_temp == 1:
            exit_tl = mouse_pos_exit
            num_clicks_exit_temp = 0
            exit_temp.topleft = exit_tl
            print("Exit topleft set at", exit_tl)
        # if the user has clicked the mouse for the second time,
        elif num_clicks_exit_temp == 2:
            exit_br = mouse_pos_exit
            exit_list.append(
                Rect(exit_tl[0], exit_tl[1], exit_br[0] - exit_tl[0],
                     exit_br[1] - exit_tl[1]))
            num_clicks_exit = 0
            num_clicks_exit_temp = 0
            print("Number of exits:", len(exit_list))

        # first blacken the screen
        screen.fill("black")
        # draw the grid lines
        for gridline in gridline_list:
            draw.rect(screen, "blue", gridline)
        # draw the patches on top of the grid lines
        for patch in patch_list:
            patch.normalize()
            draw.rect(screen, "white", patch, width=1)
        # then draw the exits over the grid lines and patches
        for exit in exit_list:
            exit.normalize()
            draw.rect(screen, "red", exit)
        # if the user has clicked to begin drawing either a patch
        #   or an exit, display the box growing and shrinking as they
        #   move their mouse so they can see what the patch/exit will look
        #   like when it's drawn
        if num_clicks_patch == 1:
            patch_temp.size = tuple(
                map(sub, mouse.get_pos(), patch_temp.topleft))
            # we'll use `patch_temp_copy` to display a proper rectangle if the user defines
            #   `patch_temp`'s topleft and then moves the mouse above or farther left than
            #   that point. Doing so creates a negative width/height in the rectangle which
            #   does not draw to the screen without glitching. Normalizing the rectangle
            #   removes the negative width/height and reassigns the topleft point in the process.
            #   Without using a copy of `patch_temp`, its top left would change every game loop,
            #   and the rectangle would not change with mouse movement correctly. If this
            #   description doesn't make sense, just trust me. If you're the kind of person
            #   who likes to define the bottom right corner first, this code lets you see
            #   that normalized (looks like a rectangle, not a cross road) rectangle change
            #   size as your mouse moves around :D
            patch_temp_copy = Rect(-1, -1, 0, 0)
            # I have to define `patch_temp_copy` like this instead of `patch_temp_copy = patch_temp`
            #   since that would just make `patch_temp_copy` an alias of `patch_temp`
            patch_temp_copy.topleft = patch_temp.topleft
            patch_temp_copy.size = patch_temp.size
            patch_temp_copy.normalize()
            draw.rect(screen, "white", patch_temp_copy, width=1)
            print(patch_temp_copy.size, "    ", end='\r')
        if num_clicks_exit == 1:
            # same theory as with `patch_temp_copy` so I'm not gonna repeat it...
            exit_temp.size = tuple(map(sub, mouse.get_pos(),
                                       exit_temp.topleft))
            exit_temp_copy = Rect(-1, -1, 0, 0)
            exit_temp_copy.topleft = exit_temp.topleft
            exit_temp_copy.size = exit_temp.size
            exit_temp_copy.normalize()
            draw.rect(screen, "red", exit_temp_copy)
            print(exit_temp_copy.size, "    ", end='\r')

        # this updates the contents of the surface
        display.flip()

        # if the user has clicked the exit button, ask them if they either want to create
        #   the terrain or completely exit the editor. Give them a second chance if they
        #   want to quit. That way they don't accidentally lose their progress.
        if not running:
            response = input(
                "Would you like to create the terrain with this model? (y/n) ")
            if response == 'y':
                # create the terrain grid from the rectangles drawn in the pygame window
                terrain_grid = create_terrain_grid(patch_list, exit_list,
                                                   grid_x, grid_y,
                                                   grid_factor_x,
                                                   grid_factor_y)
                # draw converted rectangles to the .txt file
                output_to_file(grid_x, grid_y, terrain_grid)
                # save the pygame screen as a .png to use as the background image of the simulation
                #   visualization .gif
                save_screen_as_bkgr(screen)
                # update the patches document in the `params.json` file
                update_patches(patch_list, grid_factor_x, grid_factor_y)
            elif response == 'n':
                second_response = input("Are you sure? (Y/N) ")
                if second_response == "Y":
                    print("Quitting terrain editor.")
                elif second_response == "N":
                    running = True
                    print("Continuing terrain editor.")
                else:
                    running = True
                    print(
                        "Invalid response ('Y' or 'N' only, please). Continuing terrain editor."
                    )
            else:
                running = True
                print(
                    "Invalid response ('y' or 'n' only, please). Continuing terrain editor."
                )
    quit()
コード例 #38
0
    def Update(self):
        if not self.Running:
            return False
        eventList = []
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                self.Quit()
                return False

            elif event.type == pygame.VIDEORESIZE:
                self.UpdateWindowSize(event.w, event.h)

            elif event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    piece = self.PieceList[self.Selectable[self.SelectIndex]]
                    piece.TriggerOnClick(False)

                    self.SelectIndex += 1
                    if self.SelectIndex >= len(self.Selectable):
                        self.SelectIndex = 0

                    if self.DebugMode:
                        print("Enter pressed index: " + str(self.SelectIndex) +
                              " ->" + str(self.Selectable[self.SelectIndex]))
                else:
                    eventList += [event]

            else:
                eventList += [event]

        deltaTime = self.Clock.get_rawtime()
        deltaTime /= 1000  # to make it seconds

        loop = 0
        for piece in self.PieceList:
            if piece.Update(self.Window, self.DebugMode, deltaTime,
                            self.ScaleFactor):
                index = self.Selectable.index(loop)
                if index != self.SelectIndex:
                    self.SelectIndex = index
                    if self.DebugMode:
                        print("piece pressed index: " + str(self.SelectIndex) +
                              " ->" + str(self.Selectable[self.SelectIndex]))

            piece.UpdateLabel(eventList, self.DebugMode)
            loop += 1

        if len(self.Selectable) > 0:
            loop = 0
            for piece in self.PieceList:
                piece.Selected = loop == self.Selectable[self.SelectIndex]
                loop += 1

        if self.DebugMode:
            font = pygame.font.SysFont("monospace", 20)
            text = "FPS: "
            text += str(round(self.Clock.get_fps()))
            text += " LastFrame: "
            text += str(round(deltaTime / 1000, 3))
            label = font.render(text, 1, (255, 0, 0))
            self.Window.blit(label, [8, 8])

            if mouse.get_pressed()[0]:
                if self.MouseStartPos == None:
                    self.MouseStartPos = list(mouse.get_pos())

                size = [
                    mouse.get_pos()[0] - self.MouseStartPos[0],
                    mouse.get_pos()[1] - self.MouseStartPos[1]
                ]
                print("mouse Pos / Size: " + str(self.MouseStartPos) + ", " +
                      str(size))

            else:
                self.MouseStartPos = None

        display.update()
        self.Clock.tick()

        self.SolarCovered = False
        return True
コード例 #39
0
def main():
    time_need_begin = None
    game_end = None
    game_begin = None
    budget_need = True
    global Card_List, select_card, card, budget, prev_diff
    InGameCards = []
    pygame.init()
    windowWidth = 360
    windowHeight = 640
    Giant = Card("GiantCard copy.png")
    Giant.id = 1
    Witch = Card("WitchCard copy.png")
    Witch.id = 2
    Fireball = Card("FireballCard copy.png")
    Fireball.id = 4
    Wizard = Card("WizardCard copy.png")
    Wizard.id = 3
    Bomber = Card("BomberCard copy.png")
    Bomber.id = 5
    Balloon = Card("BalloonCard copy.png")
    Balloon.id = 6
    Archer = Card("archers copy.png")
    Archer.id = 7
    Lava = Card("LavaHoundCard copy.png")
    Lava.id = 8
    screen = pygame.display.set_mode((windowWidth, windowHeight))

    while select_card:

        screen.fill((255, 255, 255))
        get_event(Giant, Witch, Wizard, Fireball, Archer, Bomber, Balloon)
        screen.blit(Giant.picture, (25, 220))
        screen.blit(Wizard.picture, (105, 220))
        screen.blit(Witch.picture, (185, 220))
        screen.blit(Fireball.picture, (265, 220))
        screen.blit(Archer.picture, (70, 360))
        screen.blit(Balloon.picture, (150, 360))
        screen.blit(Bomber.picture, (230, 360))
        if Giant in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (45, 190))
        if Wizard in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (120, 190))
        if Witch in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (200, 190))
        if Fireball in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (280, 190))
        if Archer in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (88, 330))
        if Balloon in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (165, 330))
        if Bomber in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (245, 330))
        if not (130 < pygame.mouse.get_pos()[0] < 230
                and 500 < pygame.mouse.get_pos()[1] < 550
                and pygame.mouse.get_pressed()[0]):
            pygame.draw.rect(screen, (0, 255, 0), (130, 500, 100, 50))
        elif 130 < pygame.mouse.get_pos()[0] < 230 and 500 < pygame.mouse.get_pos()[1] < 550 and \
                pygame.mouse.get_pressed()[0]:
            pygame.draw.rect(screen, (0, 200, 0), (130, 500, 100, 50))
        pygame.display.update()
    intial()
    game_begin = time.time()
    while True:
        game_end = time.time()
        if int(game_end - game_begin) == 120:
            break
        main_get_event()
        screen.fill((255, 255, 255))
        screen.blit(pygame.image.load("background.jpg"), (0, 0))
        ShowCards(Card_List, screen)
        if budget_need and budget != 10:
            time_need_begin = time.time()
            budget_need = False
        budget_need = deposit(time_need_begin)
        if m.get_pressed()[0] and m.get_pos()[1] > 400 and not card:
            card = chosen_card(m.get_pos(), Card_List)
        if card:
            card.set_position(m.get_pos())

        pygame.display.update()
コード例 #40
0
ファイル: main.py プロジェクト: m4rk00s/Coding-Challenge
size = (width, height)
screen = pygame.display.set_mode(size)
pygame.display.set_caption("Starfield")

# -------------------- create a bunch of stars --------------------------------

stars = []
for i in range(400):
    stars.append(little_star(width, height))

# -------------------- main loop ----------------------------------------------

done = False
while not done:
    # get mouse coordinate
    mouseX, mouseY = get_pos()

    # erase everything on screen into full blackness
    screen.fill((0, 0, 0))

    # draw those stars!!!
    speed = remap(mouseX, 0, size[0], 0, 50)
    for star in stars:
        # update star
        star.update(speed)

        # show star
        sx = remap(star.x / star.z, 0, 1, 0, size[0]) + size[0] / 2
        sy = remap(star.y / star.z, 0, 1, 0, size[1]) + size[1] / 2
        px = remap(star.x / star.pz, 0, 1, 0, size[0]) + size[0] / 2
        py = remap(star.y / star.pz, 0, 1, 0, size[1]) + size[1] / 2
コード例 #41
0
def main():

    # initialize the pygame module
    pygame.init()

    # load and set the logo
    logo = pygame.image.load(sys.path[0] + "/logo32x32.png")
    pygame.display.set_icon(logo)

    sysfont = font.SysFont(None, 24)

    screen = pygame.display.set_mode((700,700), constants.RESIZABLE)

    interactables = []
    filename = sys.argv[1] if len(sys.argv) > 1 else 'smlogicsim.json'
    try:
        jsonContent = ""
        with open(filename, 'r') as file:
            jsonContent = file.read()
        interactables = deserialize(jsonContent)
    except IOError:
        None

    pygame.display.set_caption("Scrap Mechanic Logic Gate Simulator - " + filename)

    # define a variable to control the main loop
    closing = False
    running = False

    
    selected = None
    isMoving = False
    isLinking = False
    posAtStart = (0,0)
    tick = 0
    lastTickTime = time.time()
     
    # main loop
    while not closing:
        # event handling, gets all event from the event queue
        for event in pygame.event.get():
            if event.type == constants.MOUSEBUTTONDOWN:
                if event.button == 1:
                    selectedNow = findItem(interactables, event.pos)
                    if selected is not None: selected.selected = False
                    if selectedNow is None:
                        selected = None
                    else:
                        selectedNow.selected = True
                        selected = selectedNow
                        posAtStart = event.pos
            elif event.type == constants.MOUSEBUTTONUP:
                if isLinking:
                    target = findItem(interactables, event.pos)
                    if target is not None and target is not selected and target.maxInputCount != 0:
                        if selected in target.inputs:
                            # the connection is already there - undo it
                            target.inputs.remove(selected)
                        else:
                            # If the connection already goes the other way, reverse it.
                            if target in selected.inputs:
                                selected.inputs.remove(target)
                                selected.inputsChanged()
                            if target.maxInputCount == 1:
                                target.inputs.clear()
                            target.inputs.append(selected)
                        target.inputsChanged()
                        target.paint()
                        selected.paint()
                isLinking = False
                isMoving = False
            elif event.type == constants.MOUSEMOTION:
                if event.buttons[0] == 1:
                    # the >5 thing is to prevent random jiggles while clicking from instigating moves.
                    if selected is not None \
                    and not isMoving \
                    and not isLinking \
                    and (abs(event.pos[0] - posAtStart[0]) > 5 or abs(event.pos[1] - posAtStart[1]) > 5):
                        keyboardModifiers = key.get_mods()
                        isMoving = keyboardModifiers in (constants.KMOD_SHIFT, constants.KMOD_LSHIFT, constants.KMOD_RSHIFT)
                        isLinking = keyboardModifiers == 0
                    if isMoving:
                        selected.move(event.rel)
            elif event.type == constants.KEYDOWN:
                if event.key == constants.K_DELETE and selected is not None:
                    interactables.remove(selected)
                    for i in interactables:
                        if selected in i.inputs:
                            i.inputs.remove(selected)
                            i.inputsChanged()
                    selected = None
                elif event.key == constants.K_LEFT and selected is not None:
                    selected.swapGate(-1)
                elif event.key == constants.K_RIGHT and selected is not None:
                    selected.swapGate(1)
                elif event.key == constants.K_UP and selected is not None:
                    selected.alternate()
                elif event.key == constants.K_DOWN and selected is not None:
                    selected.alternate()
                elif event.key == constants.K_F10 and not running:
                    singleStep(interactables)
                    tick += 1
                elif event.key == constants.K_F4:
                    tick = 0
                    running = False
                    if event.mod in (constants.KMOD_SHIFT, constants.KMOD_LSHIFT, constants.KMOD_RSHIFT):
                        putOnLift(interactables)
                    else:
                        reload(interactables)
                elif event.key == constants.K_F5:
                    running = True
                elif event.key == constants.K_F6:
                    running = False
                elif event.key == constants.K_s:
                    with open(filename, 'w') as file:
                        file.write(serialize(interactables))
                elif event.key == constants.K_p:
                    if event.mod in (constants.KMOD_SHIFT, constants.KMOD_LSHIFT, constants.KMOD_RSHIFT):
                        for i in interactables:
                            i.paint()
                    elif selected is not None:
                        selected.paint()
                elif event.key in Interactable.hotkeyToTypeMap.keys():
                    if selected is not None: selected.selected = False
                    selected = Interactable.hotkeyToTypeMap[event.key](mouse.get_pos())
                    selected.selected = True
                    interactables.append(selected)

            elif event.type == constants.QUIT:
                closing = True

        if running:
            timenow = time.time()
            if (timenow - lastTickTime > .25):
                singleStep(interactables)
                tick += 1
                lastTickTime = timenow

        screen.fill(BLACK)

        tickImage = sysfont.render(str(tick), True, RED)
        tickRect = tickImage.get_rect()
        screenRect = screen.get_rect()
        tickRect.move_ip(screenRect.width - 10 - tickRect.width, 10)
        screen.blit(tickImage, tickRect)

        for box in interactables:
            for input in box.inputs:
                drawLineWithArrows(screen, input.rect.center, box.rect.center, LIGHTBLUE if input.prevState else BLUE)

        for box in interactables:
            box.draw(screen)

        if isLinking:
            mousePos = mouse.get_pos()
            target = findItem(interactables, mousePos)
            if target is None:
                draw.line(screen, GRAY, selected.rect.center, mouse.get_pos(), 1)
            else:
                draw.line(screen, GREEN, selected.rect.center, target.rect.center, 1)

        display.flip()
        # display.update()

    # Always just save on exit
    savedState = serialize(interactables)
    with open(filename, 'w') as file:
        file.write(savedState)
コード例 #42
0
ファイル: menu.py プロジェクト: IanPlu/Terra
 def set_cursor_pos_to_mouse_coords(self):
     if self.cursor_in_menu_bounds():
         self.menu_pos = clamp(
             (int(get_pos()[1] / SETTINGS.get(Setting.SCREEN_SCALE)) -
              self.root_y) // 24 + self.menu_min, self.menu_min,
             self.menu_max)
コード例 #43
0
ファイル: gui_screens.py プロジェクト: pythonmaths/chess-py
 def check_click(self):
     """Check mouse position has collided with this button, if so it is clicked"""
     if self.rect.collidepoint(mouse.get_pos()):
         self.clicked = True
コード例 #44
0
    def loop_display(self, clicked, hit, miss):
        gameTime, endGame = self.timerData
        if not gameTime and self.timer:
            gameTime = -1

        # Display bg
        self.screen.blit(self.img_background, (0, 0))

        # Display holes
        #有一个防止栈空
        for i in range(1, Constants.HOLEROWS):
            for j in range(Constants.HOLECOLUMNS):
                if (self.vis[i][j] == False):
                    self.screen.blit(self.diamond[j % Constants.HOLECOLUMNS],
                                     self.holes[j][i])
        flag = False
        for i in range(1, Constants.HOLEROWS):
            for j in range(Constants.HOLECOLUMNS):
                if (self.change[i][j] > 0):
                    flag = True
                    self.screen.blit(
                        self.diamond_remove[j % Constants.HOLECOLUMNS],
                        self.holes[j][i])
                    self.change[i][j] -= 1

        if (flag):
            if (self.turn % 2):
                self.screen.blit(self.imagea,
                                 (0 + self.moveset, 200 + self.moveset))
            else:
                self.screen.blit(self.imageb,
                                 (250 - self.moveset, 200 - self.moveset))
            self.moveset += 0.3

        thisHammer = transform.rotate(
            self.img_mallet.copy(),
            (Constants.MALLETROTHIT if clicked else Constants.MALLETROTNORM))
        hammer_x, hammer_y = mouse.get_pos()
        hammer_x -= thisHammer.get_width() / 5
        hammer_y -= thisHammer.get_height() / 4
        self.screen.blit(thisHammer, (hammer_x, hammer_y))

        # Fade screen if not started or has ended
        if self.timer and (endGame or gameTime == -1):
            overlay = Surface((Constants.GAMEWIDTH, Constants.GAMEHEIGHT),
                              SRCALPHA, 32)
            overlay = overlay.convert_alpha()
            #rgb, opacity
            overlay.fill((100, 100, 100, 0.8 * 255))
            self.screen.blit(overlay, (0, 0))

        # Debug data for readout
        debug_data = {}
        if Constants.DEBUGMODE:
            debug_data = {
                "DEBUG":
                True,
                "FPS":
                int(self.clock.get_fps()),
                "MOLES":
                "{}/{}".format(Constants.MOLECOUNT,
                               Constants.HOLEROWS * Constants.HOLECOLUMNS),
                "KEYS":
                "E[H]R[M]T[M0]Y[M+5]U[M-5]I[H0]O[H+5]P[H-5]"
            }

        # Display data readout
        data = self.score.label(timer=gameTime,
                                turn=self.turn,
                                debug=debug_data,
                                size=(1.5 if endGame else 1.5))
        self.screen.blit(data, (5, 5))

        # Display hit/miss indicators
        if not endGame:

            # Hit indicator
            if self.a:
                self.show_hit = time.get_ticks()
                self.a = False
            if self.show_hit > 0 and time.get_ticks(
            ) - self.show_hit <= Constants.MOLEHITHUD:
                hit_label = self.text.get_label("PLAYER 1 DONE",
                                                scale=3,
                                                color=(255, 50, 0))
                hit_x = (Constants.GAMEWIDTH - hit_label.get_width()) / 2
                hit_y = (Constants.GAMEHEIGHT - hit_label.get_height()) / 2
                self.screen.blit(hit_label, (hit_x, hit_y))
            else:
                self.show_hit = 0

            # Miss indicator
            if self.b:
                self.show_miss = time.get_ticks()
                self.b = False
            if self.show_miss > 0 and time.get_ticks(
            ) - self.show_miss <= Constants.MOLEMISSHUD:
                miss_label = self.text.get_label("PLAYER 2 DONE",
                                                 scale=2,
                                                 color=(0, 150, 255))
                miss_x = (Constants.GAMEWIDTH - miss_label.get_width()) / 2
                miss_y = (Constants.GAMEHEIGHT + miss_label.get_height()) / 2
                self.screen.blit(miss_label, (miss_x, miss_y))
            else:
                self.show_miss = 0

        # Click to start indicator
        if self.timer and gameTime == -1:
            timer_label = self.text.get_label("Click to begin...",
                                              scale=2,
                                              color=(0, 255, 255))
            timer_x = (Constants.GAMEWIDTH - timer_label.get_width()) / 2
            timer_y = (Constants.GAMEHEIGHT - timer_label.get_height()) / 2
            self.screen.blit(timer_label, (timer_x, timer_y))

        # Time's up indicator
        if endGame:
            winner = ""
            if (self.time_out and self.turn % 2):
                winner = "YOU PLAY BETTER THAN CXK"
            elif (self.time_out and self.turn % 2 == 0):
                winner = "YOU PALY AS GOOD AS CXK"
            elif (self.tot_stone == 0):
                if (self.turn % 2):
                    winner = "YOU PLAY BETTER THAN CXK"
                else:
                    winner = "YOU PALY AS GOOD AS CXK"
            timer_label_1 = self.text.get_label(winner,
                                                scale=2,
                                                color=(0, 150, 255))
            timer_label_2 = self.text.get_label("Press space to restart...",
                                                scale=2,
                                                color=(0, 150, 255))

            if (self.win_show == False):
                self.win_show = True

            else:
                if (winner == "YOU PLAY BETTER THAN CXK"):
                    self.screen.blit(self.imagea, (150, 70))
                else:
                    self.screen.blit(self.imageb2, (150, 70))

            if (self.victory_play == False):
                self.victory_play = True
                pygame.mixer.music.load("assets/cxkwin.wav")
                pygame.mixer.music.play()

            timer_x_1 = (Constants.GAMEWIDTH - timer_label_1.get_width()) / 2
            timer_x_2 = (Constants.GAMEWIDTH - timer_label_2.get_width()) / 2

            timer_y_1 = (Constants.GAMEHEIGHT / 2) - timer_label_1.get_height()
            timer_y_2 = (Constants.GAMEHEIGHT / 2)

            self.screen.blit(timer_label_1, (timer_x_1, timer_y_1 + 70))
            self.screen.blit(timer_label_2, (timer_x_2, timer_y_2 + 70))
            if (self.back_on == False):
                self.screen.blit(self.i5, (120, 600))
            else:
                self.screen.blit(self.i51, (120, 600))
コード例 #45
0
 def sprites_clicked(self, _):
     for i in self.clickeableGroup:
         i.clicked(mouse.get_pos())
コード例 #46
0
def main():
    pre_time_left = None
    result = None
    time_need_begin = None
    game_end = None
    game_begin = None
    budget_need = True
    Ingame_enm_cards = []
    global Card_List, select_card, card, budget, prev_diff, Tower_List, Other_Towers, InGameCards
    pygame.init()
    Clash_Font = pygame.font.SysFont("Chalkduster", 25)
    Clash_Font1 = pygame.font.SysFont("Chalkduster", 30)
    Clash_Font2 = pygame.font.SysFont("Chalkduster", 18)
    windowWidth = 360
    windowHeight = 640
    Giant = Card("GiantCard copy.png")
    Giant.id = 1
    Witch = Card("WitchCard copy.png")
    Witch.id = 2
    Fireball = Card("FireballCard copy.png")
    Fireball.id = 4
    Wizard = Card("WizardCard copy.png")
    Wizard.id = 3
    Bomber = Card("BomberCard copy.png")
    Bomber.id = 5
    Balloon = Card("BalloonCard copy.png")
    Balloon.id = 6
    Archer = Card("archers copy.png")
    Archer.id = 7
    Lava = Card("LavaHoundCard copy.png")
    Lava.id = 8
    Main_Tower = Tower("main_tower.png")
    Main_Tower.id = 1
    Side_Tower1 = Tower("side_tower.png")
    Side_Tower1.id = 2
    Side_Tower2 = Tower("side_tower.png")
    Side_Tower2.id = 3
    Tower_List.extend([Main_Tower, Side_Tower1, Side_Tower2])
    Enm_Main_Tower = Tower("tower2.png")
    Enm_Main_Tower.id = 1
    Enm_Side_Tower1 = Tower("tower1.png")
    Enm_Side_Tower1.id = 2
    Enm_Side_Tower2 = Tower("tower1.png")
    Enm_Side_Tower2.id = 3
    Other_Towers.extend([Enm_Main_Tower, Enm_Side_Tower1, Enm_Side_Tower2])
    enm_cards = random_cards(Giant, Witch, Wizard, Fireball, Archer, Bomber,
                             Balloon)
    screen = pygame.display.set_mode((windowWidth, windowHeight))

    while select_card:
        lable = Clash_Font1.render("Choose Your Cards", True, (255, 215, 0))
        screen.fill((255, 255, 255))
        screen.blit(lable, (17, 100))
        get_event(Giant, Witch, Wizard, Fireball, Archer, Bomber, Balloon)
        screen.blit(Giant.picture, (25, 220))
        screen.blit(Wizard.picture, (105, 220))
        screen.blit(Witch.picture, (185, 220))
        screen.blit(Fireball.picture, (265, 220))
        screen.blit(Archer.picture, (70, 360))
        screen.blit(Balloon.picture, (150, 360))
        screen.blit(Bomber.picture, (230, 360))
        if Giant in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (45, 190))
        if Wizard in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (120, 190))
        if Witch in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (200, 190))
        if Fireball in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (280, 190))
        if Archer in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (88, 330))
        if Balloon in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (165, 330))
        if Bomber in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (245, 330))
        if not (130 < pygame.mouse.get_pos()[0] < 230
                and 500 < pygame.mouse.get_pos()[1] < 550
                and pygame.mouse.get_pressed()[0]):
            pygame.draw.rect(screen, (0, 255, 0), (130, 500, 100, 50))
        elif 130 < pygame.mouse.get_pos()[0] < 230 and 500 < pygame.mouse.get_pos()[1] < 550 and \
                pygame.mouse.get_pressed()[0]:
            pygame.draw.rect(screen, (0, 200, 0), (130, 500, 100, 50))
        lable = Clash_Font2.render("Ready", True, (0, 0, 0))
        screen.blit(lable, (150, 510))
        pygame.display.update()
    intial()
    game_begin = time.time()
    while True:
        game_end = time.time()
        time_left = 180 - int(game_end - game_begin)
        if time_left > 30:
            if time_left % 60 < 10:
                lable = Clash_Font.render(
                    str(time_left // 60) + ':' + '0' + str(time_left % 60),
                    True, (255, 255, 255))
            else:
                lable = Clash_Font.render(
                    str(time_left // 60) + ':' + str(time_left % 60), True,
                    (255, 255, 255))
        else:
            if time_left % 60 < 10:
                lable = Clash_Font.render(
                    str(time_left // 60) + ':' + '0' + str(time_left % 60),
                    True, (255, 0, 0))
            else:
                lable = Clash_Font.render(
                    str(time_left // 60) + ':' + str(time_left % 60), True,
                    (255, 0, 0))
        if Main_Tower not in Tower_List:
            result = -1
            break
        if Enm_Main_Tower not in Other_Towers:
            result = 1
            break
        if int(game_end - game_begin) == 180:
            if len(Other_Towers) > len(Tower_List):
                result = -1
            elif len(Other_Towers) == len(Tower_List):
                result = 0
            elif len(Other_Towers) < len(Tower_List):
                result = 1
            break
        if time_left % 6 == 0 and add_enemy(time_left, pre_time_left):
            enemy = new_enemy(enm_cards)
            Ingame_enm_cards.append(enemy)
        pre_time_left = time_left

        main_get_event()
        screen.fill((255, 255, 255))
        screen.blit(pygame.image.load("background.jpg"), (0, 0))
        screen.blit(lable, (300, 10))
        ShowCards(Card_List, screen, Ingame_enm_cards)
        if budget_need and budget != 10:
            time_need_begin = time.time()
            budget_need = False
        budget_need = deposit(time_need_begin)
        if m.get_pressed()[0] and m.get_pos()[1] > 400 and not card:
            card = chosen_card(m.get_pos(), Card_List)
        if card:
            card.set_position(m.get_pos())
        for ingamecard in InGameCards:
            in_range_tower = in_range(ingamecard, Other_Towers)
            in_range_enmy = in_range(ingamecard, Ingame_enm_cards)
            if in_range_tower:
                closest_distance = (640**2 + 360**2)**0.5
                for tower in in_range_tower:
                    distance = (((tower.position[0] - tower.size[0] / 2) -
                                 (ingamecard.position[0] - 20))**2 +
                                ((tower.position[1] - tower.size[1] / 2) -
                                 (ingamecard.position[1] - 23.5))**2)**0.5
                    if distance < closest_distance:
                        closest_tower = tower
                        closest_distance = distance
                ingamecard.attack(closest_tower)
            elif in_range_enmy and ingamecard.att_status != 'building':
                closest_distance = (640**2 + 360**2)**0.5
                for enemy in in_range_enmy:
                    distance = (((enemy.position[0] - 20) -
                                 (ingamecard.position[0] - 20))**2 +
                                ((enemy.position[1] - 23.5) -
                                 (ingamecard.position[1] - 23.5))**2)**0.5
                    if distance < closest_distance:
                        closest_enemy = enemy
                        closest_distance = distance
                ingamecard.attack(closest_enemy)
            else:
                ingamecard.move()

        pygame.display.update()
    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
        if result == -1:
            screen.fill((255, 0, 0))
            lable = Clash_Font1.render("You lost", True, (0, 0, 0))
            screen.blit(lable, (100, 300))
        if result == 1:
            screen.fill((0, 255, 0))
            lable = Clash_Font1.render("You Win", True, (0, 0, 0))
            screen.blit(lable, (100, 300))
        if result == 0:
            screen.fill((255, 255, 255))
            lable = Clash_Font1.render("Draw", True, (0, 0, 0))
            screen.blit(lable, (130, 300))
        pygame.display.update()
コード例 #47
0
 def mouse_on_button(self):
     mx, my = get_pos()
     if self.rect.x < mx and self.rect.x + self.PL_W > mx and self.rect.y < my and self.rect.y + self.PL_H > my:
         return 1
     else:
         return 0
コード例 #48
0
ファイル: game.py プロジェクト: RuanJianXiaoZu/Gamebox
    def show(self, name, client, order):
        init()
        self.background = image.load('background.png')
        self.background = transform.scale(self.background, (1000, 800))
        self.window_width, self.window_height = 1000, 800
        self.main_window = display.set_mode(
            (self.window_width, self.window_height))
        self.clock = time.Clock()
        self.black = (0, 0, 0)
        self.red = (255, 0, 0)
        self.gray = (100, 100, 100)
        self.white = (255, 255, 255)
        self.who_go = 0  # even means red goes first, old means black goes first
        self.first_click_coor = []
        self.start = False
        self.load = False
        self.first_click = True
        self.mouse_up = False
        self.hui_yi_bu = False
        self.temp = Setting.coors_plate
        self.coors_chess = Setting.coors_chess
        self.legal_move = Setting.legal_move
        self.coors_plate = []
        self.c_coors_plate = []
        self.jiang_shuai = []
        self.chess = 0
        self.over = 0
        self.record = [0, 0, 0, 0]
        self.mouse1 = []
        self.mouse2 = []
        self.name = name
        self.client = client
        self.order = order
        self.new_game(self.order)

        while True:
            self.main_window.blit(self.background, (0, 0))
            self.Mouse = mouse.get_pos()
            self.click = mouse.get_pressed()
            self.coors = [0, 32, 0, 0, 0]
            self.coors_all = [[], []]
            self.non_chess_coors = []

            for i, row in enumerate(self.coors_plate):
                self.coors[0] = 37
                for ii, col in enumerate(row):
                    self.coors[2], self.coors[3] = i, ii
                    # red
                    if col == 1010 or col == 1011 or col == 1020 or col == 1021:
                        self.blit_chess('red', 'ju', self.coors)
                    elif col == col == 2010 or col == 2011 or col == 2020 or col == 2021:
                        self.blit_chess('red', 'ma', self.coors)
                    elif col == 3010 or col == 3011 or col == 3020 or col == 3021:
                        self.blit_chess('red', 'xiang', self.coors)
                    elif col == col == 4010 or col == 4011 or col == 4020 or col == 4021:
                        self.blit_chess('red', 'shi', self.coors)
                    elif col == 5000 or col == 5001:
                        self.blit_chess('red', 'shuai', self.coors)
                    elif col == col == 6010 or col == 6011 or col == 6020 or col == 6021:
                        self.blit_chess('red', 'pao', self.coors)
                    elif col == 7010 or col == 7011 or col == 7020 or col == 7021 or col == 7030\
                            or col == 7031 or col == 7040 or col == 7041 or col == 7050 or col == 7051:
                        self.blit_chess('red', 'bing', self.coors)
                    # black
                    elif col == 1110 or col == 1111 or col == 1120 or col == 1121:
                        self.blit_chess('black', 'ju', self.coors)
                    elif col == 2110 or col == 2111 or col == 2120 or col == 2121:
                        self.blit_chess('black', 'ma', self.coors)
                    elif col == 3110 or col == 3111 or col == 3120 or col == 3121:
                        self.blit_chess('black', 'xiang', self.coors)
                    elif col == 4110 or col == 4111 or col == 4120 or col == 4121:
                        self.blit_chess('black', 'shi', self.coors)
                    elif col == 5100 or col == 5101:
                        self.blit_chess('black', 'jiang', self.coors)
                    elif col == 6110 or col == 6111 or col == 6120 or col == 6121:
                        self.blit_chess('black', 'pao', self.coors)
                    elif col == 7110 or col == 7111 or col == 7120 or col == 7121 or col == 7130 \
                            or col == 7131 or col == 7140 or col == 7141 or col == 7150 or col == 7151:
                        self.blit_chess('black', 'bing', self.coors)
                    else:
                        self.non_chess_coors.append(self.coors.copy())
                    self.coors[0] += 84
                self.coors[1] += 75

            self.show_all_selected()
            # 新游戏
            self.display_button(900, 90, '新游戏', 30, 'new_game')
            # 储存游戏
            self.display_button(900, 172, '存档', 30, 'save_game')
            # 加载游戏
            self.display_button(900, 633, '读档', 30, 'load_game')
            # 悔一步
            self.display_button(900, 407, '悔一步', 30, 'hui_qi')
            # 显示回合
            if self.start or self.load:
                if self.who_go % 2 == 0:
                    self.text_display(self.main_window, self.red, '对方回合', 30,
                                      [900, 717], 'simhei')
                else:
                    self.text_display(self.main_window, self.black, '您的回合', 30,
                                      [900, 717], 'simhei')
            if self.start or self.load:
                self.over = self.game_over()
                if self.over == 1:
                    self.text_display(
                        self.main_window, self.black, '游戏结束', 100,
                        [self.window_width // 2, self.window_height // 2],
                        'simhei')

            self.mouse_up = False
            for Event in event.get():
                if Event.type == QUIT:
                    if self.over == 1:
                        send_msg = {'type': 'exit', 'name': self.name}
                        send_json = json.dumps(send_msg)
                        self.client.send(send_json.encode())
                        quit()
                        break
                    else:
                        send_msg = {'type': 'quit', 'name': self.name}
                        send_json = json.dumps(send_msg)
                        self.client.send(send_json.encode())
                        quit()
                        break
                if Event.type == MOUSEBUTTONUP:
                    self.mouse_up = True
                    if 385 > self.Mouse[
                            1] or 425 < self.Mouse[1] and self.Mouse[0] < 800:
                        if self.who_go % 2 == 1 and self.over != 1:
                            self.click_chess(
                                1
                            )  # eg. chess = [709, 707, 9, 8] - x, y, row, col
                if Event.type == USEREVENT + 1:
                    if self.who_go % 2 == 1 and self.over != 1:
                        self.voice_control(
                            1)  # eg. chess = [709, 707, 9, 8] - x, y, row, col
                if Event.type == USEREVENT + 2:
                    if self.over == 1:
                        send_msg = {'type': 'exit', 'name': self.name}
                        send_json = json.dumps(send_msg)
                        self.client.send(send_json.encode())
                        quit()
                        break
                    else:
                        send_msg = {'type': 'quit', 'name': self.name}
                        send_json = json.dumps(send_msg)
                        self.client.send(send_json.encode())
                        quit()
                        break
                if Event.type == USEREVENT + 7:
                    self.voice_control(0)
                if Event.type == USEREVENT + 8:
                    quit()
                    break
                if Event.type == USEREVENT + 9:
                    self.Mouse = self.mouse1
                    self.click_chess(0)
                    self.Mouse = self.mouse2
                    self.click_chess(0)
            else:
                display.update()
                self.clock.tick()
                continue
            break
コード例 #49
0
def main():
    time_need_begin = None
    game_end = None
    game_begin = None
    budget_need = True
    global Card_List, select_card, card, budget, prev_diff, Tower_List, Other_Towers
    InGameCards = []
    pygame.init()
    Clash_Font = pygame.font.SysFont("Chalkduster", 25)
    Clash_Font1 = pygame.font.SysFont("Chalkduster", 30)
    Clash_Font2 = pygame.font.SysFont("Chalkduster", 18)
    windowWidth = 360
    windowHeight = 640
    Giant = Card("GiantCard copy.png")
    Giant.id = 1
    Witch = Card("WitchCard copy.png")
    Witch.id = 2
    Fireball = Card("FireballCard copy.png")
    Fireball.id = 4
    Wizard = Card("WizardCard copy.png")
    Wizard.id = 3
    Bomber = Card("BomberCard copy.png")
    Bomber.id = 5
    Balloon = Card("BalloonCard copy.png")
    Balloon.id = 6
    Archer = Card("archers copy.png")
    Archer.id = 7
    Lava = Card("LavaHoundCard copy.png")
    Lava.id = 8
    Main_Tower = Tower("main_tower.png")
    Main_Tower.id = 1
    Side_Tower1 = Tower("side_tower.png")
    Side_Tower1.id = 2
    Side_Tower2 = Tower("side_tower.png")
    Side_Tower2.id = 3
    Tower_List.extend([Main_Tower, Side_Tower1, Side_Tower2])
    Enm_Main_Tower = Tower("tower2.png")
    Enm_Main_Tower.id = 1
    Enm_Side_Tower1 = Tower("tower1.png")
    Enm_Side_Tower1.id = 2
    Enm_Side_Tower2 = Tower("tower1.png")
    Enm_Side_Tower2.id = 3
    Other_Towers.extend([Enm_Main_Tower, Enm_Side_Tower1, Enm_Side_Tower2])

    screen = pygame.display.set_mode((windowWidth, windowHeight))

    while select_card:
        lable = Clash_Font1.render("Choose Your Cards", True, (255, 215, 0))
        screen.fill((255, 255, 255))
        screen.blit(lable, (17, 100))
        get_event(Giant, Witch, Wizard, Fireball, Archer, Bomber, Balloon)
        screen.blit(Giant.picture, (25, 220))
        screen.blit(Wizard.picture, (105, 220))
        screen.blit(Witch.picture, (185, 220))
        screen.blit(Fireball.picture, (265, 220))
        screen.blit(Archer.picture, (70, 360))
        screen.blit(Balloon.picture, (150, 360))
        screen.blit(Bomber.picture, (230, 360))
        if Giant in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (45, 190))
        if Wizard in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (120, 190))
        if Witch in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (200, 190))
        if Fireball in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (280, 190))
        if Archer in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (88, 330))
        if Balloon in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (165, 330))
        if Bomber in Card_List:
            screen.blit(pygame.image.load("CheckMark.png"), (245, 330))
        if not (130 < pygame.mouse.get_pos()[0] < 230
                and 500 < pygame.mouse.get_pos()[1] < 550
                and pygame.mouse.get_pressed()[0]):
            pygame.draw.rect(screen, (0, 255, 0), (130, 500, 100, 50))
        elif 130 < pygame.mouse.get_pos()[0] < 230 and 500 < pygame.mouse.get_pos()[1] < 550 and \
                pygame.mouse.get_pressed()[0]:
            pygame.draw.rect(screen, (0, 200, 0), (130, 500, 100, 50))
        lable = Clash_Font2.render("Ready", True, (0, 0, 0))
        screen.blit(lable, (150, 510))
        pygame.display.update()
    intial()
    game_begin = time.time()
    while True:
        game_end = time.time()
        time_left = 180 - int(game_end - game_begin)
        if time_left > 30:
            if time_left % 60 < 10:
                lable = Clash_Font.render(
                    str(time_left // 60) + ':' + '0' + str(time_left % 60),
                    True, (255, 255, 255))
            else:
                lable = Clash_Font.render(
                    str(time_left // 60) + ':' + str(time_left % 60), True,
                    (255, 255, 255))
        else:
            if time_left % 60 < 10:
                lable = Clash_Font.render(
                    str(time_left // 60) + ':' + '0' + str(time_left % 60),
                    True, (255, 0, 0))
            else:
                lable = Clash_Font.render(
                    str(time_left // 60) + ':' + str(time_left % 60), True,
                    (255, 0, 0))
        if int(game_end - game_begin) == 180:
            break
        main_get_event()
        screen.fill((255, 255, 255))
        screen.blit(pygame.image.load("background.jpg"), (0, 0))
        screen.blit(lable, (300, 10))

        ShowCards(Card_List, screen)
        if budget_need and budget != 10:
            time_need_begin = time.time()
            budget_need = False
        budget_need = deposit(time_need_begin)
        if m.get_pressed()[0] and m.get_pos()[1] > 400 and not card:
            card = chosen_card(m.get_pos(), Card_List)
        if card:
            card.set_position(m.get_pos())

        pygame.display.update()
コード例 #50
0
    # Update events and keyboard events
    events = pg.event.get()
    keys = pg.key.get_pressed()

    # Check if we need to exit
    check_for_window_exit(events)
    check_for_key_exit(keys)

    # Check if we need to reset the robot position
    check_for_reset()

    # Inform the robot of the keys
    robotObject.update(keys)

    # Find the mouse position
    mouseRel = mouse.get_pos()

    # Draw the robot's path
    robotObject.path()

    # Fill the screen with black to start
    screen.fill(black)

    # Fill the screen with the background image
    screen.blit(Constants.backgroundImage, (0, 0))

    # Add all our data
    add_text("Paths Length: " + str(len(robotObject.paths)))
    add_text("Robot Position: " +
             str_list(round_position((robotObject.x, robotObject.y))))
    add_text("Odometry Position: " +
コード例 #51
0
pygame.display.set_caption("Space Zoom")

WIDTH, HEIGHT = 1280, 720
screen = pygame.display.set_mode(
    (WIDTH,
     HEIGHT))  # create a surface on screen that has the size of 1280 x 720
pygame.mouse.set_visible(True)

stars = []
for x in range(100):
    stars.append([[WIDTH / 2, HEIGHT / 2], random.random() * 2 * math.pi])

running = True
while (running):

    speed = mouse.get_pos()[0] / WIDTH

    for x in range(len(stars)):
        star = stars[x]

        draw.ellipse(screen, pygame.Color(255, 255, 255),
                     pygame.Rect(star[0][0], star[0][1], 1, 1))

        star = [[
            star[0][0] - speed * math.cos(star[1]),
            star[0][1] + speed * math.sin(star[1])
        ], star[1]]

        if (star[0][0] <= 0 or star[0][0] >= WIDTH or star[0][1] <= 0
                or star[0][1] >= HEIGHT):
            star = [[WIDTH / 2, HEIGHT / 2], random.random() * 2 * math.pi]
コード例 #52
0
def draw_mouse_coordinates(destination_surface, w=None, h=None, color=(255,0,0)):
	if w is None or h is None:
		w = 64
		h = 16
	pos = EwFont(pymo.get_pos()[0]+16, pymo.get_pos()[1], w, h, None, str((pymo.get_pos()[0], pymo.get_pos()[1])), color)
	pos.draw(destination_surface)
コード例 #53
0
 def move(self):
     self.x,self.y = mouse.get_pos()    
コード例 #54
0
hui_yi_bu = False

temp = Setting.coors_plate
coors_chess = Setting.coors_chess
legal_move = Setting.legal_move
coors_plate = []
c_coors_plate = []
jiang_shuai = []
over = 0
record = [0, 0, 0, 0]
record_thread = threading.Thread(target=record_voice)
record_thread.setDaemon(True)
record_thread.start()
while True:
    main_window.blit(background, (0, 0))
    Mouse = mouse.get_pos()
    click = mouse.get_pressed()
    coors = [0, 32, 0, 0, 0]
    coors_all = [[], []]
    non_chess_coors = []

    for i, row in enumerate(coors_plate):
        coors[0] = 37
        for ii, col in enumerate(row):
            coors[2], coors[3] = i, ii
            # red
            if col == 1010 or col == 1011 or col == 1020 or col == 1021:
                blit_chess('red', 'ju', coors)
            elif col == col == 2010 or col == 2011 or col == 2020 or col == 2021:
                blit_chess('red', 'ma', coors)
            elif col == 3010 or col == 3011 or col == 3020 or col == 3021:
コード例 #55
0
 def is_hovered(self):
     mouse_pos = mouse.get_pos()
     return (
         self.rect.x <= mouse_pos[0] <= self.rect.x + self.rect.width
         and self.rect.y <= mouse_pos[1] <= self.rect.y + self.rect.height
     )
コード例 #56
0
#remove duplicates from the list of triangles

triangles = list(set(triangles))

print 'triangle filter complete'
print 'Time : ', time.time() - start_time

print len(triangles), 'triangles'

counter = 0
running = True
toggle = False
lock = True
showVertices = True
while running:
    mousepos = get_pos()
    vecmousepos = Vector(mousepos[0], mousepos[1], 0)
    waytogo = vecmousepos - (controlpoints[0].pos * scale)
    centre = [
        controlpoints[0].pos.x, controlpoints[0].pos.y, controlpoints[0].pos.z
    ]

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == KEYDOWN:
            if event.key == K_ESCAPE:
                running = False
            elif event.key == K_RCTRL:
                toggle = not toggle
            elif event.key == K_RSHIFT:
コード例 #57
0
ファイル: 5-main.py プロジェクト: tkepassport39/game-tutorial
 def respond(self):
     mouse_buttons = mouse.get_pressed()
     mouse_position = mouse.get_pos()
     if mouse_buttons[0]:
         self.actor.target = Vector(*mouse_position)
コード例 #58
0
    def update(cls):
        cls.clock.tick(60)
        events = event.get(
            [KEYDOWN, MOUSEBUTTONDOWN, MOUSEBUTTONUP, QUIT, MOUSEMOTION])
        event.clear()
        for e in events:
            if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                EventHandler.trigger('salir', 'engine', {'mensaje': 'normal'})

            elif e.type == KEYDOWN and not cls.locked:
                if e.key in (K_KP_ENTER, K_KP_EQUALS):
                    EventHandler.trigger('Fin', cls.origin)
                elif e.key == K_BACKSPACE:
                    EventHandler.trigger('BackSpace', cls.origin)
                elif e.key == K_UP:
                    EventHandler.trigger('Arrow', cls.origin, {
                        'word': 'arriba',
                        'delta': -1
                    })
                elif e.key == K_DOWN:
                    EventHandler.trigger('Arrow', cls.origin, {
                        'word': 'abajo',
                        'delta': +1
                    })
                else:
                    name = key.name(e.key).strip('[]')
                    if len(
                            name
                    ) == 1:  # single character, excludes "space" and things like that.
                        if name == '.':  # bc there's not other way to identifying it.
                            EventHandler.trigger('Key', cls.origin,
                                                 {'value': '.'})
                        elif name.isdigit():
                            EventHandler.trigger('Key', cls.origin,
                                                 {'value': name})
                        elif name.isalpha():
                            if e.mod & KMOD_LSHIFT or e.mod & KMOD_RSHIFT:
                                name = name.capitalize()
                            EventHandler.trigger('Typed', cls.origin,
                                                 {'value': name})
                    elif name == 'space':
                        EventHandler.trigger('Typed', cls.origin,
                                             {'value': ' '})

            elif e.type == MOUSEBUTTONDOWN:
                widgets = [
                    i for i in cls.contents.sprites()
                    if i.rect.collidepoint(e.pos)
                ]
                widgets.sort(key=lambda o: o.layer, reverse=True)
                if not cls.locked or widgets[0] is cls.the_one:
                    cls.origin = widgets[0].on_mousebuttondown(e)
                else:
                    cls.the_one.blink()

            elif e.type == MOUSEBUTTONUP:
                widgets = [
                    i for i in cls.contents.sprites()
                    if i.rect.collidepoint(e.pos)
                ]
                widgets.sort(key=lambda o: o.layer, reverse=True)
                widgets[0].on_mousebuttonup(e)

            elif e.type == MOUSEMOTION:
                x, y = e.pos
                for widget in cls.contents.sprites():
                    if widget.rect.collidepoint((x, y)):
                        widget.on_mousemotion(e.rel)

        x, y = mouse.get_pos()
        for widget in cls.contents.sprites():
            if widget.rect.collidepoint(
                (x, y)) and (not cls.locked or widget is cls.the_one):
                widget.on_mouseover()

        cls.contents.update()
コード例 #59
0
    def draw(self, clicked, hit, miss):
        is_end = False
        this_time = None

        if self.timer_start != 0:
            remain = self.timer - (time.get_ticks() - self.timer_start) / 1000
            this_time = remain
            if remain <= 0:
                is_end = True

        if this_time is None and self.timer is not None:
            this_time = 0

        if (self.fixed_timer // 2) < this_time:
            self.screen.blit(self.img_bg, (0, 0))
        elif (self.fixed_timer // 2) > this_time > (self.fixed_timer // 4):
            self.screen.blit(self.img_sunset, (0, 0))
        else:
            self.screen.blit(self.img_night, (0, 0))

        for position in self.holes:
            self.screen.blit(self.img_hole, position)

        for mole in self.moles:
            holes = []
            for f in self.holes:
                if f not in self.used_holes:
                    holes.append(f)

            mole_display = mole.do_display(holes, self.score.level, not is_end)

            if len(mole_display) == 2:
                self.used_holes.remove(mole_display[1])
            if len(mole_display) == 3:
                self.used_holes.append(mole_display[1])

            if mole_display[0]:
                pos = mole.get_hole_pos(not is_end)
                if mole.hit != False:
                    self.screen.blit(mole.img_hit, pos)
                else:
                    self.screen.blit(mole.img_normal, pos)

        hammer_x, hammer_y = mouse.get_pos()
        hammer_x -= 40
        hammer_y -= 50
        if clicked:
            self.screen.blit(self.img_hammer_hit, (hammer_x, hammer_y))
        else:
            self.screen.blit(self.img_hammer_norm, (hammer_x, hammer_y))

        data = self.score.work_text(timer=this_time,
                                    size=1)  # score after finish
        self.screen.blit(data, (5, 5))

        if is_end == False:

            if hit == True:  # got him :)
                self.show_hit = time.get_ticks()
            if self.show_hit > 0 and time.get_ticks() - self.show_hit <= 500:
                self.screen.blit(
                    self.img_bang,
                    (self.bang_position[0] - 50, self.bang_position[1] - 50))
            else:
                self.show_hit = 0

            if miss == True:  # missed him :(
                self.show_miss = time.get_ticks()
            if self.show_miss > 0 and time.get_ticks() - self.show_miss <= 250:
                self.screen.blit(
                    self.img_oops,
                    (self.oops_position[0] - 50, self.oops_position[1] - 50))
            else:
                self.show_miss = 0

        if self.timer and this_time == 0:
            self.screen.blit(self.img_click, (0, 0))

        if self.timer and is_end:  # time's up
            self.screen.blit(self.img_space, (0, 0))
            data = self.score.work_text(timer=this_time, size=1.5)
            self.screen.blit(data, (5, 5))
コード例 #60
0
    def drawButton(self,
                   destSurf,
                   pos,
                   size,
                   colors,
                   buttonText,
                   buttonTextSize,
                   buttonFunction=None):
        """
		Utility function that draws a button to the screen

		**Args**:
				*destSurf*: Surface The surface that the button will be drawn to

                *pos*: Tuple (int, int) The (x,y) position of the button. This point corresponds to the top-left corner of the button.

                *size*: Tuple (int, int) The (width, height) of the button to be drawn.

                *colors*: Tuple (Color, Color) The first member of the tuple is the color of the button, and the second
                    member is the color of the button while it is being hovered over. These colors can be given as
                    pygame colors, triples of RGB values, or 4-tuples of RGBA values if transparency is desired

                *buttonText*: The text to be rendered at the center of the button

                *buttonTextSize*: The size of the text to be rendered

                *buttonFunction*: A function to call while the button is pressed

		**Preconditions**:
				None.

		**Postconditions**:
				None.

		**Returns**: None.
		"""
        t_font = font.SysFont('lucidaconsole', buttonTextSize)
        text = t_font.render(str(buttonText), True, (0, 0, 0))

        button = surface.Surface(size, constants.SRCALPHA)

        offset = destSurf.get_abs_offset()

        #see if mouse is within the area of our button
        mousePos = mouse.get_pos()
        if mousePos[0] > pos[0] + offset[0] and mousePos[0] < pos[0] + size[
                0] + offset[0] and mousePos[1] > pos[1] + offset[
                    1] and mousePos[1] < pos[1] + size[1] + offset[1]:
            button.fill(colors[1])
            #mouse is in the button, so it may click the button and run its function
            if mouse.get_pressed(
            )[0] and buttonFunction != None and not self.buttonIsClicked:
                buttonFunction()
                self.buttonIsClicked = True
            elif not mouse.get_pressed()[0] and self.buttonIsClicked:
                self.buttonIsClicked = False
        else:
            #mouse isn't in the button
            button.fill(colors[0])

#put button onto the screen, then text onto the screen centered over the button
        destSurf.blits([(button, pos),
                        (text, (pos[0] + size[0] / 2 - text.get_width() / 2,
                                pos[1] + size[1] / 2 - text.get_height() / 2))
                        ])