def __init__(self, height): pygame.sprite.Sprite.__init__(self) self.image = resources.getImage('hud') self.orig_img = self.image self.rect = self.image.get_rect() self.rect.bottomleft = 0, height
def initUI(self,frame): imageName = self.onImage if self.isOn else self.offImage valueText = "on" if self.isOn else "off" self.label = Label(frame,image=resources.getImage(imageName)) self.label.pack(side='left') self.valueLabel = Label(frame,text=valueText) self.valueLabel.pack(side='left')
def __init__(self, name, *groups): super(Entity, self).__init__(*groups) self.animation = None self.brain = None self.displacement = None self.attack = None self.sound_fx = None self.tileset = pygame.image.load(resources.getImage(name)) self.direction = RIGHT self.solid = True self.resting = False
def updateActuatorsFrame(self): aframe = self.actuatorsFrame for w in aframe.winfo_children(): w.destroy() rowcnt = 0 self._updateActuatorObjects() for aobj in self.actuatorObjects: # placeholder f = Frame(aframe,relief='sunken',bd=1) Label(f,text=aobj.name,width=30).pack(side='left') actframe = Frame(f) try: aobj.initUI(actframe) except: pass actframe.pack(side='left') if not self.isRealDevice: Button(f,image=resources.getImage('trashCan'),command=aobj.removeFromDevice).pack(side='right') f.pack(fill=BOTH,padx=3,pady=3,expand=1) rowcnt += 1 updateOptionMenuValues(self,'selectedActuator',self.availableActuatorNames) sv = getStringVarForField(self,'selectedActuator') sv.set('')
You can find the GNU General Public License at LICENSE.txt """ print("Loading...") GAME_WIDTH = 800 GAME_HEIGHT = 600 resources.initGameDimensions(GAME_WIDTH, GAME_HEIGHT) pygame.init() if pygame.mixer: pygame.mixer.init() gameDisplay = pygame.display.set_mode((GAME_WIDTH, GAME_HEIGHT)) pygame.display.set_caption("Blocks") pygame.display.set_icon(resources.getImage('icon-32', resize=False)) clock = pygame.time.Clock() GAME_PLAY = 0 GAME_QUIT = 1 GAME_MENU = 2 GAME_LOGO = 3 GAME_OVER = 4 GAME_INFO = 5 GAME_MODE = GAME_LOGO font_med = pygame.font.SysFont('freesansbold', 48) font_lrg = pygame.font.SysFont('freesandbold', 60) font_huge = pygame.font.SysFont('freesandbold', 96)
def refreshUI(self): imageName = self.onImage if self.isOn else self.offImage valueText = "on" if self.isOn else "off" self.label.configure(image=resources.getImage(imageName)) self.valueLabel.configure(text=valueText)