Exemplo n.º 1
0
    def __init__(self,
                 text,
                 back1,
                 back2,
                 padA=10,
                 padB=2,
                 fontA=ubuntu_bold_graph_pre,
                 fontB=ubuntu_bold_graph_initial):
        self.text = text

        textlon = fontA.render(text, 0, (0, 0, 0))
        textlon2 = fontB.render(text, 0, (0, 0, 0))

        image1 = pygame.surface.Surface((textlon.get_size()[0] + padA * 2,
                                         textlon.get_size()[1] + padB * 2))
        image1.fill(back1)
        image2 = pygame.surface.Surface((textlon.get_size()[0] + padA * 2,
                                         textlon.get_size()[1] + padB * 2))
        image2.fill(back2)
        add_border.add_border(image1)
        add_border.add_border(image2)

        image1.blit(textlon, (padA, padB))
        image2.blit(
            textlon2,
            ((image2.get_size()[0] - textlon2.get_size()[0]) / 2,
             (textlon.get_size()[1] + padB * 2 - textlon2.get_size()[1]) / 2))

        self.button = button(image1, image2)
Exemplo n.º 2
0
    def graphic_update(self, SCREEN):
        surface = pygame.surface.Surface((self.W, self.H), pygame.SRCALPHA, 32)
        surface.convert_alpha()
        background = pygame.surface.Surface((self.W, self.H))
        background.fill((50, 50, 255))
        background.set_alpha(200)

        for x in range(len(self.elements)):
            self.elements[x].graphic_update(surface)

        add_border.add_border(surface)

        SCREEN.blit(background, (self.X, self.Y))
        SCREEN.blit(surface, (self.X, self.Y))
Exemplo n.º 3
0
 def graphic_update(self,SCREEN):
     self.surface.fill((100,100,255))
     
     add_border.add_border(self.surface)
     surfaceServers = pygame.surface.Surface((450,20+24*len(self.options)))
     surfaceServers.fill((100,100,255))
     for x in range(len(self.options)):
         self.options[x].graphic_update(surfaceServers)
    
     self.rooms_area.set_surface(surfaceServers)
     
     
     self.rooms_area.graphic_update(self.surface)
     
     pygame.draw.line(self.surface,(0,0,0),(0,400),(600,400))
     surfaceButtons = pygame.surface.Surface((600,30))
     surfaceButtons.fill((255,255,100))
     add_border.add_border(surfaceButtons)
     
     self.room_info.graphic_update(self.surface)
     
     self.surface.blit(surfaceButtons,(0,400))
     self.buttonConnect.graphic_update(self.surface)
     self.buttonRefresh.graphic_update(self.surface)
     
     add_border.add_border(self.surface)
     SCREEN.blit(self.surface,(self.X,self.Y))
Exemplo n.º 4
0
 def logic_update(self,EVENTS):
     mouse = EVENTS.get_mouse()
     mx,my = mouse.get_position()
     pressed = mouse.get_pressed()
     surface = pygame.surface.Surface((self.W,self.H))
     
     clicked = False
     if (mx > self.X and mx < self.X+self.W and my > self.Y and my < self.Y+self.H):
         if (pressed[0]):
             clicked = True
             self.clicked = True
         status_cur.set_pointer()
         font = ubuntu_bold_graph_initial
         surface.fill((150,255,150))
         
     else:
         font = ubuntu_bold_graph_pre
         surface.fill((100,255,100))
     self.clicked = clicked
     if (self.selected):
         surface.fill((255,100,100))
         
     add_border.add_border(surface)
     
     text_name = font.render(self.name,0,(0,0,0))
     
     text_players = font.render(str(self.room_players)+"/"+str(self.room_max_players),0,(0,0,0))
     
     server_color = pygame.surface.Surface((16,16))
     server_color.fill(self.room_color)
     
     surface.blit(text_name,(5,(self.H-text_name.get_size()[1])/2))
     surface.blit(text_players,(250,(self.H-text_name.get_size()[1])/2))
     surface.blit(server_color,(self.W-18,2))
     
     self.surface = surface
Exemplo n.º 5
0
    def logic_update(self, EVENTS):
        mouse = EVENTS.get_mouse()
        #creating the surface
        surface = pygame.surface.Surface((self.W, self.H))
        surface.fill(self.background)

        selection = pygame.surface.Surface((self.W, self.H * self.scale))
        selection.fill(self.bar_background)
        surface.blit(selection, (0, self.position * self.H))

        pressed = mouse.get_pressed()[0]
        if (self.foc(EVENTS)):
            if (pressed):
                self.moving = True
        if (not (pressed)):
            self.moving = False
        if (self.moving):
            self.update_bar_position(EVENTS)

        surface = add_border.add_border(surface, (0, 0, 0))
        self.surface = surface

        self.pressed_aux = pressed
Exemplo n.º 6
0
 def graphic_update(self, Pantalla):
     self.Render_boton = self.Font.render("Aceptar", 1, (0, 0, 0))
     self.Tboton = [
         self.Render_boton.get_size()[0] + 40,
         self.Render_boton.get_size()[1] + 10
     ]
     self.Boton = pygame.Surface((self.Tboton[0] + 4, self.Tboton[1] + 4))
     self.Surface_boton = pygame.Surface(self.Tboton)
     self.Surface_boton.fill(self.Color_boton)
     self.Boton.blit(self.Surface_boton, (2, 2))
     self.Boton.blit(self.Render_boton,
                     (self.Boton.get_size()[0] / 2 -
                      self.Render_boton.get_size()[0] / 2,
                      self.Boton.get_size()[1] / 2 -
                      self.Render_boton.get_size()[1] / 2))
     self.Talert = [300, 10]
     lineas = []
     palabras = []
     palabra = ""
     for q in self.Text:
         if q == " ":
             palabras.append(palabra)
             palabra = ""
         else:
             palabra += q
     if palabra != "":
         palabras.append(palabra)
     end = False
     while not end:
         for q in range(len(palabras)):
             test = ""
             for w in range(q):
                 test += palabras[w] + " "
             test2 = ""
             for w in range(q + 1):
                 test2 += palabras[w] + " "
             n1 = self.Font.render(test, 1, (0, 0, 0))
             n2 = self.Font.render(test2, 1, (0, 0, 0))
             if n1.get_size()[0] < self.Talert[0] and n2.get_size(
             )[0] >= self.Talert[0]:
                 lineas.append(test)
                 for w in range(q):
                     del palabras[0]
                 break
             if q == len(palabras) - 1:
                 if len(palabras) > 0:
                     test = ""
                     for w in palabras:
                         test += w + " "
                     lineas.append(test)
                     end = True
     for q in range(len(lineas)):
         self.Talert[1] += self.Font.render(lineas[q], 1,
                                            (0, 0, 0)).get_size()[1] + 10
         if lineas[q][len(lineas[q]) - 1] == " ":
             lineas[q] = lineas[q][:len(lineas[q]) - 1]
     self.Talert[1] += self.Tboton[1] + 10
     self.Position = [
         Pantalla.get_size()[0] / 2 - self.Talert[0] / 2,
         Pantalla.get_size()[1] / 2 - self.Talert[1] / 2
     ]
     self.Alert = pygame.Surface(self.Talert)
     self.Alert.fill((255, 255, 255))
     self.Alert = add_border.add_border(self.Alert, (0, 0, 0), 2, 2, 2, 2)
     pos_y = 10
     for q in range(len(lineas)):
         rendered = self.Font.render(lineas[q], 1, (0, 0, 0))
         self.Alert.blit(
             rendered,
             (self.Talert[0] / 2 - rendered.get_size()[0] / 2, pos_y))
         pos_y += rendered.get_size()[1] + 10
     pos_boton = (self.Talert[0] / 2 - self.Tboton[0] / 2, pos_y)
     self.Position_boton = (self.Position[0] + pos_boton[0],
                            self.Position[1] + pos_boton[1])
     self.Alert.blit(self.Boton, pos_boton)
     Pantalla.blit(self.Alert, self.Position)
Exemplo n.º 7
0
    def logic_update(self, events):

        if (self.initial):
            font = self.initial_font
            color = self.initial_color
        else:
            font = self.font
            color = self.color

        #getting all events
        mouse = events.get_mouse()
        keys = events.get_keyboard()
        mx, my = mouse.get_position()
        pressed = mouse.get_pressed()[0]

        self.getLettersLens()
        #updating key events
        if (self.pressed == True):
            self.update_writting(keys)
        #getting particular letters surfaces
        lens = self.getLettersLens()

        #mouse events
        if (mx > self.X and mx < self.X + self.W and my > self.Y
                and my < self.Y + self.H):
            if (pressed):

                #we calculate the position of the tile when we press
                netaX = mx - self.margin - self.X
                netaV = 0
                anetaV = 0
                for x in range(len(lens)):
                    netaV += lens[x]
                    #until we have passed the letter distance
                    if (netaV > netaX):
                        #calculating if we go forward or backforward
                        if (netaX - anetaV) < lens[x] / 2:
                            self.letter = x
                            break
                        else:
                            self.letter = x + 1
                            break
                    #last value
                    anetaV = netaV
                    if (x == len(lens) - 1):
                        self.letter = x + 1
                #selection area
                if (self.pressed_aux == False):
                    self.start_select = self.letter - 1
                    self.end_select = self.letter - 1
                else:
                    self.end_select = self.letter
                self.pressed_aux = True
                self.pressed = True

                if (self.initial):
                    self.text = ""
                    self.letters = []
                    self.initial = False
                    self.letter = 0
            else:

                self.pressed_aux = False

        else:

            if (self.pressed_aux2 == False and pressed):
                self.pressed = False

            self.pressed_aux = False
        self.pressed_aux2 = pressed

        alpha = self.alpha
        if (self.pressed == False):
            alpha = self.alpha2

        #getting neta position

        neta_position = 0
        for x in range(self.letter):
            neta_position += lens[x]

        text = font.render(self.text, 0, self.color)
        w, h = text.get_size()

        distance = (self.H - h) / 2

        #the final surface
        surface_final = pygame.surface.Surface((self.W, self.H))

        #creating surface and border
        background = pygame.surface.Surface((self.W, self.H))
        background.set_alpha(alpha)
        background.fill(self.background)
        border_background = add_border.add_border(background,
                                                  self.border_color)

        #bliting the final surface
        surface_final.blit(border_background, (0, 0))

        #bliting text
        add = 0

        for x in range(len(self.letters)):
            surface_letter = font.render(self.letters[x], 0, color)

            #handling the selected colors
            toFill = pygame.surface.Surface(surface_letter.get_size())
            toFill.fill(self.selection_color)
            if (x > self.start_select and x < self.end_select):
                toFill.set_alpha(170)
            elif (x - 1 < self.start_select and x + 1 > self.end_select):
                toFill.set_alpha(170)
            else:
                toFill.set_alpha(0)

            surface_final.blit(toFill, (self.margin + add, distance))
            surface_final.blit(surface_letter, (self.margin + add, distance))
            add += surface_letter.get_size()[0]

        #blitting tile
        if (self.loops % self.intensity > self.intensity / 8.0 * 3.0
                and self.pressed):
            tile = pygame.surface.Surface((1, h))
            surface_final.blit(tile, (neta_position + self.margin, distance))

        #updating surface
        self.surface = surface_final

        #updating variable
        self.loops += 1