def __init__(self, x=0, y=0, z=0, width=100, height=100, anchor_x='left', anchor_y='bottom', *args, **kwargs): ''' Create a displayable widget. :Parameters: `x` : float X coordinate of the widget relative to anchor_x. `y` : float Y coordinate of the widget relative to anchor_y. `z` : float Z coordinate of the widget plane. `width` : int Width of the widget. `height` : int Height of the widget. `anchor_x` : str Horizontal alignment of the widget. See `Widget.anchor_x` for details. `anchor_y` : str Vertical alignment of the widget. See `Widget.anchor_y` for details. ''' EventDispatcher.__init__(self) self._x, self._y, self._z = x, y, z self._root_x, self._root_y, self._root_z = 0,0,0 self._width = width self._height = height self.anchor_x = anchor_x self.anchor_y = anchor_y self._children = [] self._elements = {} self._moveable = True self._focusable = True self._sizeable = True self._hidden = False
def __init__(self): EventDispatcher.__init__(self) assert isinstance(self._event_stack, tuple) self._event_stack = [self.default_event_handlers] # list of elements that have responded to an on_element_enter event self.entered_elements = []
def __init__(self): EventDispatcher.__init__(self) assert isinstance(self._event_stack, tuple) self._event_stack = [self.default_event_handlers] # list of elements that have responded to an on_element_enter event self.entered_elements = list()
def __init__(self, client): EventDispatcher.__init__(self) self.client = client # We need to keep track of which block we are pressing (if any). This # way we can have it so you have to press on and let up on a block # before it registers. (which is important as that's how people's # software works and how they expect the game to work) self.pressed_block = None
def __init__(self, image=None): if image is None: image = ResourceManager.get_player_image() ShootingSprite.__init__(self, image, rotation=90, bound_to_window=True) EventDispatcher.__init__(self) self.health = 100 self.max_health = 100 self.armor = None self.missle_damage = 10 self.hit_damage = 100 self.score = 0 self.detonate = True
def __init__(self): Layer.__init__(self) EventDispatcher.__init__(self) self.waves = [] self.current_wave = None self.wave_delay = 3 self.countdown_label = None self.countdown_texts = [] self.is_started = False self.is_next_wave_notified = False self.is_enemies_deployed = False self.next_level_notified = False self.bonuses = []
def __init__(self): """initializer""" EventDispatcher.__init__(self) self.config = Config() events_to_register = ["switch_break", "switch_direction", "city", "show_event", "show_train_display", "mainmenu", "modify_speed", "return_to_map", "find_engine", "minimap", "shovel", "show_worldmap", "show_combat", "speed_was_modified", "speedregulator", "start_game", "quick_battle", "sound_switch", "load_game", "commerce_switch_trade_dump", "service_switch_wagons", "service_repair_wagons", "show_city_display", "wagon_select", "wagon_buy", "wagon_sell", "item_buy", "item_sell", "wagon_service", "scroll_minitrain", "menu_adjutant", "close_inventory", "build_bridge", "coal_mining", "mammoth_hunt", "do_save", "switch_sound_switch", "menu_xo", "tavern_talk"] for event in events_to_register: self.register_event_type(event)
def __init__(self, x=0, y=0): EventDispatcher.__init__(self) self.pos = Vec(x, y)
def __init__(self, x=0, y=0, w=0, h=0): EventDispatcher.__init__(self) self.pos = Vec(x, y) self.width = w self.height = h
def __init__(self, **kwargs): Widget.__init__(self, **kwargs) EventDispatcher.__init__(self) if not self.bounds: self.bounds = "always" self.is_focused = True
def __init__( self, client ): EventDispatcher.__init__(self) self.client = client self.setStart = False self.setEnd = False self.erase = False
def __init__(self, master): EventDispatcher.__init__(self) self.master = master self.owner = master