def chatWindow(self, windowtext=None): """ Opens a new chat window """ global desktopChat global move_to_next_chatwin_flag move_to_next_chatwin_flag = False # so that the next window waits for the user to press enter # Disable other gui gui_buttons.gui_obj.disable_buttons() # Stopping the updation thread threades.pause_update_thread() # Custom Window Style win_style = gui.defaultWindowStyle.copy() win_style["bg-color"] = (0, 0, 0) # Calculating position and size of window from the size of the desktop position_win = threades.resize_pos((150.0, 50.0)) size_win = threades.resize_pos((900, 800)) # print 'size win is',size_win,'\n' # Creating window self.chatWin = gui.Window( position=position_win, size=size_win, parent=desktopChat, text="", style=win_style, closeable=False, shadeable=False, moveable=False, ) self.chatWin.surf.fill((0, 0, 0, 140)) self.chatWinFlag = True # NOTE: This part will be used once we know how to blit buttons on the chat window # self.button_skip = gui.Button(position = threades.resize_pos((500.0,10.0),(900.0,800.0),self.size_win), size = threades.resize_pos((80.0,30.0),(900.0,800.0),self.size_win), parent = self.chatWin, text = "Skip",style = self.button_style) # self.button_next = gui.Button(position = threades.resize_pos((200.0,10.0),(900.0,800.0),self.size_win), size = threades.resize_pos((80.0,30.0),(900.0,800.0),self.size_win), parent = self.chatWin, text = "Next >",style = self.button_style) # self.button_skip.onClick=self.closeChatWindow # self.button_skip.onMouseOver=self.closeChatWindow # print self.button_skip.enabled # creating label for writing the text self.label = gui.Label( position=threades.resize_pos((100.0, 760.0), (900.0, 800.0), self.chatWin.size), size=threades.resize_pos((700.0, 30.0), (900.0, 800.0), self.chatWin.size), parent=self.chatWin, text=model.text_file.proceed_text[0], style=self.labelStyleCopy, )
def chatWindow(self, windowtext=None): ''' Opens a new chat window ''' global desktopChat global move_to_next_chatwin_flag move_to_next_chatwin_flag = False #so that the next window waits for the user to press enter # Disable other gui gui_buttons.gui_obj.disable_buttons() # Stopping the updation thread threades.pause_update_thread() # Custom Window Style win_style = gui.defaultWindowStyle.copy() win_style['bg-color'] = (0, 0, 0) # Calculating position and size of window from the size of the desktop position_win = threades.resize_pos((150.0, 50.0)) size_win = threades.resize_pos((900, 800)) #print 'size win is',size_win,'\n' # Creating window self.chatWin = gui.Window(position=position_win, size=size_win, parent=desktopChat, text='', style=win_style, closeable=False, shadeable=False, moveable=False) self.chatWin.surf.fill((0, 0, 0, 140)) self.chatWinFlag = True #NOTE: This part will be used once we know how to blit buttons on the chat window #self.button_skip = gui.Button(position = threades.resize_pos((500.0,10.0),(900.0,800.0),self.size_win), size = threades.resize_pos((80.0,30.0),(900.0,800.0),self.size_win), parent = self.chatWin, text = "Skip",style = self.button_style) #self.button_next = gui.Button(position = threades.resize_pos((200.0,10.0),(900.0,800.0),self.size_win), size = threades.resize_pos((80.0,30.0),(900.0,800.0),self.size_win), parent = self.chatWin, text = "Next >",style = self.button_style) #self.button_skip.onClick=self.closeChatWindow #self.button_skip.onMouseOver=self.closeChatWindow #print self.button_skip.enabled #creating label for writing the text self.label = gui.Label(position=threades.resize_pos( (100.0, 760.0), (900.0, 800.0), self.chatWin.size), size=threades.resize_pos((700.0, 30.0), (900.0, 800.0), self.chatWin.size), parent=self.chatWin, text=model.text_file.proceed_text[0], style=self.labelStyleCopy)
def new_level_stats(self,data_file,graphics_file,level_no=-1): #global total_update_flag global animation_obj threades.pause_update_thread() self.graphics() self.level_no=level_no self.data_file=data_file self.graphics_file=graphics_file self.run=True level_updater=threading.Thread(target=self.level_reinit,args=[]).start() pygame.display.set_caption('FoodForce2') threades.screen.fill((0,0,0)) threades.screen.blit(self.ff_logo,threades.resize_pos((40,50))) desktop_level.update() desktop_level.draw() pygame.display.update() while 1 : for e in gui.setEvents(pygame.event.get()): if e.type == pygame.QUIT: print 'in pygame.quit' safe_exit() if e.type == QUIT: print 'in quit' safe_exit() #if level_updater.is_alive()==False: # self.run=False GREAT THIS IS APPLICABLE ONLY WITH PYTHON 2.6, SO HAVE TO SEARCH SOME OTHER MEANS if self.run==False: break #print 'now reached here\n' self.ff_logo = 0 threades.initialize_facilities(True) threades.set_build_facility_placement_flag() threades.facility_placement_data_obj.clear_placement_data() #threades.current_level = proceduralFlow.storyboard_level threades.total_update_flag = True threades.resume_update_thread()
def new_level_stats(self, data_file, graphics_file, level_no=-1): #global total_update_flag global animation_obj threades.pause_update_thread() self.graphics() self.level_no = level_no self.data_file = data_file self.graphics_file = graphics_file self.run = True level_updater = threading.Thread(target=self.level_reinit, args=[]).start() pygame.display.set_caption('FoodForce2') threades.screen.fill((0, 0, 0)) threades.screen.blit(self.ff_logo, threades.resize_pos((40, 90))) desktop_level.update() desktop_level.draw() pygame.display.update() while 1: for e in gui.setEvents(pygame.event.get()): if e.type == pygame.QUIT: print 'in pygame.quit' #safe_exit() if e.type == QUIT: print 'in quit' #safe_exit() #if level_updater.is_alive()==False: # self.run=False GREAT THIS IS APPLICABLE ONLY WITH PYTHON 2.6, SO HAVE TO SEARCH SOME OTHER MEANS if self.run == False: break self.ff_logo = 0 threades.initialize_facilities(True) threades.set_build_facility_placement_flag() #threades.current_level = proceduralFlow.storyboard_level threades.total_update_flag = True model.POPULATION_FACTOR = 0.5 threades.resume_update_thread()
def new_level_stats(self, data_file, graphics_file, level_no=-1): #global total_update_flag global animation_obj threades.pause_update_thread() self.graphics() self.level_no = level_no self.data_file = data_file self.graphics_file = graphics_file self.run = True level_updater = threading.Thread(target=self.level_reinit, args=[]).start() pygame.display.set_caption('FoodForce2') threades.screen.fill((0, 0, 0)) threades.screen.blit(self.ff_logo, threades.resize_pos((40, 50))) desktop_level.update() desktop_level.draw() pygame.display.update() while 1: for e in gui.setEvents(pygame.event.get()): if e.type == pygame.QUIT: print 'in pygame.quit' safe_exit() if e.type == QUIT: print 'in quit' safe_exit() #if level_updater.is_alive()==False: # self.run=False GREAT THIS IS APPLICABLE ONLY WITH PYTHON 2.6, SO HAVE TO SEARCH SOME OTHER MEANS if self.run == False: break print 'now reached here\n' self.ff_logo = 0 threades.initialize_facilities() threades.total_update_flag = True threades.resume_update_thread()