def send_message(self, ip_addr, message): self.to_msg = text() self.to_msg.message = message self.to_msg.encrypt() self.to_msg.clear_text() temp_client = find_path() self.server.add_queue(temp_client, self.to_msg) self.to_msg = None
def createNewtext(self, wherex, wherey, screenCoordinates=1): self.fromClass = None self.toClass = None # try the global constraints... res = self.ASGroot.preCondition(ASG.CREATE) if res: self.constraintViolation(res) self.mode = self.IDLEMODE return new_semantic_obj = text(self) ne = len(self.ASGroot.listNodes["text"]) if new_semantic_obj.keyword_: new_semantic_obj.keyword_.setValue( new_semantic_obj.keyword_.toString() + str(ne)) if screenCoordinates: new_obj = graph_text(self.UMLmodel.canvasx(wherex), self.UMLmodel.canvasy(wherey), new_semantic_obj) else: # already in canvas coordinates new_obj = graph_text(wherex, wherey, new_semantic_obj) new_obj.DrawObject(self.UMLmodel, self.editGGLabel) self.UMLmodel.addtag_withtag("text", new_obj.tag) new_semantic_obj.graphObject_ = new_obj self.ASGroot.addNode(new_semantic_obj) res = self.ASGroot.postCondition(ASG.CREATE) if res: self.constraintViolation(res) self.mode = self.IDLEMODE return res = new_semantic_obj.postCondition(ASGNode.CREATE) if res: self.constraintViolation(res) self.mode = self.IDLEMODE return self.mode = self.IDLEMODE if self.editGGLabel: self.statusbar.event(StatusBar.TRANSFORMATION, StatusBar.CREATE) else: self.statusbar.event(StatusBar.MODEL, StatusBar.CREATE) return new_semantic_obj
def createNewtext(self, wherex, wherey, screenCoordinates = 1): self.fromClass = None self.toClass = None # try the global constraints... res = self.ASGroot.preCondition(ASG.CREATE) if res: self.constraintViolation(res) self.mode=self.IDLEMODE return new_semantic_obj = text(self) ne = len(self.ASGroot.listNodes["text"]) if new_semantic_obj.keyword_: new_semantic_obj.keyword_.setValue(new_semantic_obj.keyword_.toString()+str(ne)) if screenCoordinates: new_obj = graph_text(self.UMLmodel.canvasx(wherex), self.UMLmodel.canvasy(wherey), new_semantic_obj) else: # already in canvas coordinates new_obj = graph_text(wherex, wherey, new_semantic_obj) new_obj.DrawObject(self.UMLmodel, self.editGGLabel) self.UMLmodel.addtag_withtag("text", new_obj.tag) new_semantic_obj.graphObject_ = new_obj self.ASGroot.addNode(new_semantic_obj) res = self.ASGroot.postCondition(ASG.CREATE) if res: self.constraintViolation(res) self.mode=self.IDLEMODE return res = new_semantic_obj.postCondition(ASGNode.CREATE) if res: self.constraintViolation(res) self.mode=self.IDLEMODE return self.mode=self.IDLEMODE if self.editGGLabel : self.statusbar.event(StatusBar.TRANSFORMATION, StatusBar.CREATE) else: self.statusbar.event(StatusBar.MODEL, StatusBar.CREATE) return new_semantic_obj
blok6 = block(360, 360) blok7 = block(400, 340) blok8 = block(380, 340) blok9 = block(360, 340) #add blocks to list of blocks blocks.extend((blok, blok2, blok3, blok4, blok5, blok6, blok7, blok8, blok9)) while (True): #for first iteration, set up game screen if begin: surface.fill(white) pygame.draw.line(surface, black, [0, 400], [500, 400], 1) for contents in blocks: contents.draw(surface) ba = ball(20, 392) ba.draw(surface) score = text("Score: " + str(points)) score.draw(surface) begin = False surface.fill(white) pygame.draw.line(surface, black, [0, 400], [500, 400], 1) #loop through blocks list and draw them for contents in blocks: contents.draw(surface) for event in pygame.event.get(): if (event.type == pygame.QUIT) or (event.type == pygame.KEYDOWN and event.__dict__['key'] == pygame.K_q): pygame.quit() exit() #user is only able to modify ball if it is in starting position if (ba.getLoc()[0] == 20 and ba.getLoc()[1] == 392):
input_keys["move_leftward"], input_keys["move_rightward"]): direction = event.key move = True if event.type == KEYUP: move = False map_drawer(scr, "maps/map0.xml", x_pos, y_pos) scr.blit(actor.image, actor.rect) all_characters.draw(scr) if move: old_position = position result = calculation_position(direction, position) actor_image = result[0] position = result[1] x_pos = start_position[0] - position[0] y_pos = start_position[1] - position[1] if pygame.sprite.spritecollideany(actor, all_characters): bg_music("music/afterlife.mp3") actor.update(actor_image) all_characters.update(actor_image, position, old_position) text(scr, "Alice", "You're walking") else: text(scr, "Alice", "You've stopped") pygame.display.update() pygame.display.flip() pygame.quit() sys.exit()
def main(): get_user_input() text() image()
width=15, font=myfont, anchor='center', bg='#717171', fg="white", relief=FLAT).place(x=800, y=10) bottomfr = Frame(root, height=183, width=1526, highlightbackground="gray", highlightthickness=0, background='white').place(x=4, y=603) labela = Label(bottomfr, text="Notifications", height=2, font=font.Font(family="Microsoft JhengHei UI Light", size=12), anchor='w', background='white', fg="#58111a").place(x=30, y=610) listbo = Listbox(root, width=95, height=5, font=font.Font(family="Microsoft JhengHei UI Light", size=10)) listbo.place(x=20, y=670) noti(listbo) ##t = threading.Thread(target=noti, args=(listbo)) ##t.start() text()
peluru_musuh_group.update() bom_group.update() peluru_laser_group.update() '''menggambar spirite group''' ship_group.draw(tampilan) peluru_group.draw(tampilan) musuh_group.draw(tampilan) peluru_musuh_group.draw(tampilan) bom_group.draw(tampilan) peluru_laser_group.draw(tampilan) text.draw_text() text.text_bos() '''Tombol atau keys ''' for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if countdown > 0: text('WARNING!!', text40, putih, int(panjang / 2 - 110), int(lebar / 2 + 10)) count_timer = pygame.time.get_ticks() warning_fx.play() if count_timer - last_count > 1000: countdown -= 1 last_count = count_timer pygame.display.update() FramePerSec.tick(FPS) pygame.quit()