class Box(Surface): def __init__(self, **kwargs): super().__init__(**kwargs) self.button_bar = Surface(parent=self, position=(0, self.height - flags.square_size), size=(flags.bar_size, flags.square_size)) self.body = Page(self) self.buttons = [] for i in range(flags.bar_squares): self.buttons.append( Button(parent=self.button_bar, position=(i * flags.square_size, 0))) def initialize(self): self.body.initialize() for button in self.buttons: button.print() self.button_bar.print() self.print() def mouse(self, coords, pressed=False): for button in self.buttons: if button.contains(coords): button.mouse(pressed=pressed) elif button.is_hovered or button.is_pressed: button.clear()
ry = 0.0 elif event.key == pygame.K_UP and rz < 0: rz = 0.0 elif event.key == pygame.K_DOWN and rz > 0: rz = 0.0 elif event.key == pygame.K_MINUS: sim.step(0.2) print(plane.position) #glPushMatrix() glLoadIdentity() glTranslatef(tx*1000, ty*1000, tz*1000) glRotatef(ry*1, 0, 1, 0) glRotatef(rz*1, 1, 0, 0) glMultMatrixf(view_mat) glGetFloatv(GL_MODELVIEW_MATRIX, view_mat) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) #Pyramid() for piece in sim.pieces: piece.draw() airplane.draw() surface.print() #glPopMatrix() pygame.display.flip()