def test_app(self): a3 = App(100, 100) # event handling a3.listenKeyEvent(KeyEvent.keydown, "space", self.spacehandler) a3.listenMouseEvent(MouseEvent.mousewheel, self.wheelhandler) key = keyevent('keydown', 32) a3._keyEvent(key) mouse = mouseevent('wheel', 1, 2, 99) a3._mouseEvent(mouse) # confirm no events after unlisten a3.unlistenKeyEvent(KeyEvent.keydown, "space", self.spacehandler) a3.unlistenMouseEvent(MouseEvent.mousewheel, self.wheelhandler) a3._keyEvent(key) a3._mouseEvent(mouse) # assert that each handler was executed only once self.assertEqual(self.keyevtx, 1) self.assertEqual(self.mouseevtx, 1) # run the app a3.run() # and destroy it a3._destroy()
def test_app(self): a3 = App(100,100) # event handling a3.listenKeyEvent(KeyEvent.keydown, "space", self.spacehandler) a3.listenMouseEvent(MouseEvent.mousewheel, self.wheelhandler) key = keyevent('keydown', 32) a3._keyEvent(key) mouse = mouseevent('wheel', 1, 2, 99) a3._mouseEvent(mouse) # confirm no events after unlisten a3.unlistenKeyEvent(KeyEvent.keydown, "space", self.spacehandler) a3.unlistenMouseEvent(MouseEvent.mousewheel, self.wheelhandler) a3._keyEvent(key) a3._mouseEvent(mouse) # assert that each handler was executed only once self.assertEqual(self.keyevtx, 1) self.assertEqual(self.mouseevtx, 1) # run the app a3.run() # and destroy it a3._destroy()
if ball.go: ball.x += ball.dir if ball.x + ball.width > SCREEN_WIDTH or ball.x < 0: ball.x -= ball.dir reverse(ball) # Handle the space key def spaceKey(event): ball.go = not ball.go pop.play() pew1.play() # Handle the "reverse" key def reverseKey(event): reverse(ball) pop.play() # Handle the mouse click def mouseClick(event): ball.x = event.x ball.y = event.y pew1.play() myapp = App(SCREEN_WIDTH, SCREEN_HEIGHT) myapp.listenKeyEvent('keydown', 'space', spaceKey) myapp.listenKeyEvent('keydown', 'r', reverseKey) myapp.listenMouseEvent('click', mouseClick) myapp.run(step)
beach.x += beach.dir if beach.x + beach.width > SCREEN_WIDTH or beach.x < 0: beach.x -= beach.dir reverse(beach) def spaceKey(event): ball.go = not ball.go # Handle the "reverse" key def reverseKey(event): reverse(ball) # Handle the mouse click def mouseClick(event): ball.x = event.x ball.y = event.y pew1.play() reverse(ball) myapp = App(SCREEN_WIDTH, SCREEN_HEIGHT) # Set up event handlers for the app myapp.listenKeyEvent("keydown", "space", spaceKey) myapp.listenKeyEvent("keydown", "r", reverseKey) myapp.listenMouseEvent("click", mouseClick) myapp.run(step)
# Set up function for handling screen refresh def step(): if ball.go: ball.x += ball.dir if ball.x + ball.width > SCREEN_WIDTH or ball.x < 0: ball.x -= ball.dir reverse(ball) # Handle the space key def spaceKey(event): ball.go = not ball.go # Handle the "reverse" key def reverseKey(event): reverse(ball) # Handle the mouse click def mouseClick(event): ball.x = event.x ball.y = event.y pew1.play() myapp = App(SCREEN_WIDTH, SCREEN_HEIGHT) # Set up event handlers for the app myapp.listenKeyEvent('keydown', 'space', spaceKey) myapp.listenKeyEvent('keydown', 'r', reverseKey) myapp.listenMouseEvent('click', mouseClick) myapp.run(step)
def Down(event): global screenoffset screenoffset = (screenoffset[0], screenoffset[1] + 1) Move() def Move(): global screenoffset for p, val in livecells.items(): pphys = pfroml((p[0] + screenoffset[0], p[1] + screenoffset[1])) val[0].position = pphys val[1].position = pphys App.listenMouseEvent('mousedown', MouseDown) App.listenMouseEvent('mouseup', MouseUp) App.listenMouseEvent('mousemove', MouseMove) App.listenKeyEvent('keypress', 'space', Spacebar) App.listenKeyEvent('keydown', 'left arrow', Left) App.listenKeyEvent('keydown', 'right arrow', Right) App.listenKeyEvent('keydown', 'up arrow', Up) App.listenKeyEvent('keydown', 'down arrow', Down) print("Press <space> to start and stop.") print("Use mouse to set initial living cells.") print("Use cursor keys to move the screen.") myapp = App() myapp.run(step)
def downKey(event): spaceship.ygo = True spaceship.go = False spaceship.thrust = 1 spaceship.rotation = 3.141592653589793238462643383 down(spaceship) def downUp(event): spaceship.go = False spaceship.ygo = False spaceship.thrust = 1 down(spaceship) def returnDown(event): tab(spaceship) myapp = App(SCREEN_WIDTH, SCREEN_HEIGHT) myapp.listenKeyEvent('keydown', 'a', leftKey) myapp.listenKeyEvent('keyup', 'a', leftUp) myapp.listenKeyEvent('keydown', 'd', rightKey) myapp.listenKeyEvent('keyup', 'd', rightUp) myapp.listenKeyEvent('keydown', 'w', upKey) myapp.listenKeyEvent('keyup', 'w', upUp) myapp.listenKeyEvent('keydown', 's', downKey) myapp.listenKeyEvent('keyup', 's', downUp) myapp.listenKeyEvent('keydown', 'tab', returnDown) myapp.run(step)
spaceship.ygo = True spaceship.go = False spaceship.thrust = 1 spaceship.rotation = 0 up(spaceship) def downKey(event): spaceship.ygo = True spaceship.go = False spaceship.thrust = 1 spaceship.rotation = 3.141592653589793238462643383 down(spaceship) # Handle the mouse click def mouseClick(event): spaceship.x = event.x spaceship.y = event.y myapp = App(SCREEN_WIDTH, SCREEN_HEIGHT) myapp.listenKeyEvent('keydown', 'space', spaceKey) myapp.listenMouseEvent('click', mouseClick) myapp.listenKeyEvent('keydown', 'a', leftKey) myapp.listenKeyEvent('keydown', 'd', rightKey) myapp.listenKeyEvent('keydown', 'w', upKey) myapp.listenKeyEvent('keydown', 's', downKey) #myapp.run(ystep) myapp.run(astr)
#Player 1 player = RectangleAsset(15, 100, blkline, black) #PlayerLeft = Sprite(player, (0,101)) class Playerleft(Sprite): def __init__(self, x, y): self.vy = 0 super().__init__(player, (x, y)) PlayerLeft = Playerleft(0, 101) #---------------------------- global wkeyisdown wkeyisdown = False def wkey(event): global wkeyisdown wkeyisdown = True myapp.listenKeyEvent('keydown', 'w', wkey) def wkeyup(event): global wkeyisdown wkeyisdown = False myapp.listenKeyEvent('keyup', 'w', wkeyup) #-------------------------- global skeyisdown skeyisdown = False def skey(event): global skeyisdown skeyisdown = True myapp.listenKeyEvent('keydown', 's', skey) def skeyup(event):
#Acts on actions lists to accomplish changes simultaneously for cell in birthcell: coord[cell] = 1 for cell in agecell: coord[cell] = 2 for cell in killcell: coord[cell] = 0 display(): #Function called by mouse clicks to change cells manually def change(info): x = int(info.x/10) y = int(info.y/10) if x >= mapsize or y >= mapsize or x <= 0 or y <= 0: return elif coord[(x,y)] == 0: coord[(x,y)] = 1 Sprite(newcell,(x*10,y*10)) else: coord[(x,y)] = 0 Sprite(deadcell,(x*10,y*10)) display(): App.listenKeyEvent("keydown", "space", ticker) App.listenMouseEvent("mousedown", change) app = App() app.run()
g=g+0.5 blockoo.y = blockoo.y + 3 * g """ myapp.run(steppp) myapp = App(SCREEN_WIDTH, SCREEN_HEIGHT) myapp.run(step) myapp.listenKeyEvent('keydown' , 'w' , w) myapp.listenMouseEvent('mousemove', move) myapp.listenKeyEvent('keydown' , 'p' , p) myapp.listenKeyEvent('keydown' , 's' , s) myapp.listenKeyEvent('keydown' , 'up arrow' , mup) myapp.listenKeyEvent('keydown' , 'right arrow' , might) myapp.listenKeyEvent('keydown' , 'left arrow' , meft) """ problems: must stop player from sinking into the walls when falling add spring ability to the springs make the sides+bottom of the walls collide with the player rather than just the tops
if bungo.x >= collision[jum].x - 35 and bungo.x <= collision[ jum].x + 35: if bungo.y >= collision[ jum].y - 35 and bungo.y <= collision[jum].y + 35: bungo.x = posendtickx jum += 1 if bungo.y >= 667: bungo.y = posendticky jump = 0 if bungo.y <= 0: vertvel = 0 bungo.y = posendticky if bungo.x >= 998 or bungo.x <= 0: bungo.x = posendtickx #app stuff for j in range(1): myapp = App(SCREEN_WIDTH, SCREEN_HEIGHT) myapp.listenMouseEvent('click', mouseClick) myapp.listenKeyEvent('keydown', 'w', wallPlaceKey) myapp.listenKeyEvent('keydown', 'b', bungoKey) myapp.listenKeyEvent('keydown', 'j', jumpyKey) myapp.listenKeyEvent('keydown', 'up arrow', jumpgo) myapp.listenKeyEvent('keydown', 'left arrow', leftgo) myapp.listenKeyEvent('keydown', 'right arrow', rightgo) myapp.listenKeyEvent('keyup', 'right arrow', rightstop) myapp.listenKeyEvent('keyup', 'left arrow', leftstop) myapp.run(step)
# print("nextto: " + str(nextto)) if nextto == 3 and (m, n) not in oldcells: # print("should be" + str((m, n))) Cell1((m, n)) newcells.append((m, n)) elif (m, n) in oldcells: # print("elif") if nextto == 2 or nextto == 3: Cell2((m, n)) oldcells.append((m, n)) else: # print("else") # Cell0((m, n)) topop.append((m, n)) else: # print("c0 at" + str((m, n))) Cell0((m, n)) for (m, n) in topop: oldcells.remove((m, n)) Cell0((m, n)) # print("nextto: " + str(nextto)) myapp.run(step) myapp.listenMouseEvent('mousedown', mousedown) myapp.listenMouseEvent('mouseup', mouseup) myapp.listenMouseEvent('mousemove', mousemove) myapp.listenKeyEvent('keydown', 'space', pauseplay)
return l1 def spaceKey(event): global lifelist lifelist = conway(lifelist) def click(event): mcx = int(event.x) mcy = int(event.y) acx = int(mcx / pixelsize) acy = int(mcy / pixelsize) if acx < 0 or acy < 0 or acx > xsize or acy > ysize: return place = [acx, acy] place2 = l2.index(place) pixel = lifelist[place2] if pixel == "none": lifelist[place2] = "life1" if pixel == "life1" or pixel == "life2": lifelist[place2] = "none" printing(lifelist) printing(lifelist) myapp = App() step = myapp.listenKeyEvent('keydown', 'space', spaceKey) clickity = myapp.listenMouseEvent('click', click) myapp.run(step)
ace = 1 elif o == AD: yourscore += 1 ace = 1 else: yourscore += 10 if yourscore > 21.5: print("You busted") t = 3 yb = 5 allowbet = 1 money = int(money) - int(bet) print("You have $" + str(money)) print("Press space to start another round") bet = 0 m = 2 n = 2 #changing you score #Note: This game is for educational use only myapp = App() app = App(500, 500) app.run(step) myapp.listenKeyEvent('keydown', 'space', pauseplay) myapp.listenKeyEvent('keydown', 's', stay) myapp.listenKeyEvent('keydown', 'enter', begin) myapp.listenKeyEvent('keydown', 'h', hit) myapp.listenKeyEvent('keydown', 'b', betting) myapp.listenKeyEvent('keydown', 'r', rules)