def do_key(self,key):
     if key==pygame.K_o or key==265: self.do_button('new'); return
     if key==pygame.K_5 or key==263: self.do_button('reset'); return
     if not self.grid.complete():
         buttons.clear()
         if key in self.keys.keys():
             self.grid.colour_ind=self.keys[key]
             buttons.stay_down(str(self.grid.colour_ind))
    def run(self):
        g.init()
        g.journal=self.journal
        if not self.journal:
            utils.load(); self.score=g.score; self.level=g.level
        else:
            g.score=self.score; g.level=self.level
        self.buttons_setup()
        if self.journal: # Sugar only
            a,b,c,d=pygame.cursors.load_xbm('my_cursor.xbm','my_cursor_mask.xbm')
            pygame.mouse.set_cursor(a,b,c,d)
        self.slider=slider.Slider(g.sx(16),g.sy(20.5),9,utils.GREEN)
        self.grid=ah.Grid()
        self.grid.new1(); self.grid.setup()
        going=True
        while going:
            # Pump GTK messages.
            while gtk.events_pending():
                gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type==pygame.QUIT:
                    if not self.journal: utils.save()
                    going=False
                elif event.type == pygame.MOUSEMOTION:
                    g.redraw=True
                    if self.canvas<>None: self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw=True
                    if event.button==2: # centre button
                        if not self.journal:
                            g.version_display=not g.version_display
                    if event.button==1:
                        if self.grid.click():
                            pass
                        elif self.slider.mouse():
                            self.grid.new1(); self.grid.setup(); buttons.clear() # level changed
                        else:
                            bu=buttons.check()
                            if bu!='': self.do_button(bu)
                            else: self.grid.colour_ind=0
                elif event.type == pygame.KEYDOWN:
                    self.do_key(event.key); g.redraw=True
            if not going: break
            if self.grid.complete():
                buttons.clear()
            if g.redraw:
                self.display()
                if g.version_display: utils.version_display()
                pygame.display.flip()
                g.redraw=False
            self.score=g.score; self.level=g.level
            tf=False
            if pygame.mouse.get_focused(): tf=True
            pygame.mouse.set_visible(tf)
            g.clock.tick(40)
 def do_button(self, bu):
     if bu == 'reset':
         self.grid.reset()
         buttons.clear()
     elif bu == 'new':
         self.grid.setup()
         buttons.clear()
     else:
         if not self.grid.complete():
             self.grid.colour_ind = int(bu)
示例#4
0
 def do_key(self, key):
     if key in g.SQUARE: self.do_button('new'); return
     if key in g.CIRCLE: self.do_button('reset'); return
     if key in g.TICK:
         self.change_level(); return
     if key==pygame.K_v: g.version_display=not g.version_display; return
     if not self.grid.complete():
         if key in g.NUMBERS:
             buttons.clear()
             self.grid.colour_ind=g.NUMBERS[key]
             buttons.stay_down(str(self.grid.colour_ind))
示例#5
0
 def display(self):
     if g.help_on:
         if g.help_img==None:
             g.help_img=utils.load_image('help.png')
         g.screen.blit(g.help_img,(0,0))
         return
     g.screen.fill((70,0,70))
     self.sim.draw()
     if not g.running: buttons.clear()
     buttons.draw()
     self.slider.draw()
     if g.load_n>0:
         utils.display_number(g.load_n,self.load_c,g.font1,utils.CYAN)
     utils.display_number(g.save_n,self.save_c,g.font1,utils.ORANGE)
示例#6
0
 def do_button(self,bu):
     if bu=='green':
         if g.running:
             g.running=False; buttons.clear()
         else:
             buttons.stay_down('green'); g.running=True
     elif bu=='yellow':
         g.running=False; buttons.clear(); self.sim.step()
     elif bu=='cream':
         g.running=False; buttons.clear(); self.sim.clear()
     elif bu=='cyan':
         g.running=False; buttons.clear(); self.sim.clear()
         self.sim.load()
     elif bu=='orange':
         g.running=False; buttons.clear()
         self.sim.save()
         if g.saved_n>0: buttons.on('cyan')
     elif bu=='help':
         g.help_on=True; buttons.off('help'); return
示例#7
0
def cls():
    g.tscreen.fill(utils.CREAM)
    for turtle in g.turtles: turtle.active=False
    g.running=False; buttons.clear()
    g.grid_on=False; g.turtles_on=True
示例#8
0
    def run(self):
        g.init()
        if not self.journal: utils.load()
        load_save.retrieve()
        self.buttons_setup()
        self.slider=slider.Slider(g.sx(16),g.sy(20.5),9,utils.GREEN)
        self.grid=ah.Grid()
        self.grid.new1(); self.grid.setup()
        if self.canvas!=None: 
            self.canvas.grab_focus()
        ctrl=False
        pygame.key.set_repeat(600,120); key_ms=pygame.time.get_ticks()
        going=True
        while going:
            if self.journal:
                # Pump GTK messages.
                while Gtk.events_pending(): Gtk.main_iteration()

            # Pump PyGame messages.
            for event in pygame.event.get():
                if event.type==pygame.QUIT:
                    if not self.journal: utils.save()
                    going=False
                elif event.type == pygame.MOUSEMOTION:
                    g.pos=event.pos
                    g.redraw=True
                    if self.canvas!=None: self.canvas.grab_focus()
                elif event.type == pygame.MOUSEBUTTONDOWN:
                    g.redraw=True
                    if event.button==1:
                        if self.grid.click():
                            pass
                        elif self.slider.mouse():
                            self.grid.new1(); self.grid.setup(); buttons.clear() # level changed
                        else:
                            bu=buttons.check()
                            if bu!='': self.do_button(bu)
                            else: self.grid.colour_ind=0
                        self.flush_queue()
                    elif event.button==3:
                        self.do_button('reset')
                elif event.type == pygame.KEYDOWN:
                    # throttle keyboard repeat
                    if pygame.time.get_ticks()-key_ms>110:
                        key_ms=pygame.time.get_ticks()
                        if ctrl:
                            if event.key==pygame.K_q:
                                if not self.journal: utils.save()
                                going=False; break
                            else:
                                ctrl=False
                        if event.key in (pygame.K_LCTRL,pygame.K_RCTRL):
                            ctrl=True; break
                        self.do_key(event.key); g.redraw=True
                        self.flush_queue()
                elif event.type == pygame.KEYUP:
                    ctrl=False
            if not going: break
            if self.grid.complete():
                buttons.clear()
            if g.redraw:
                self.display()
                if g.version_display: utils.version_display()
                g.screen.blit(g.pointer,g.pos)
                pygame.display.flip()
                g.redraw=False
            self.score=g.score; self.level=g.level
            g.clock.tick(40)
示例#9
0
 def change_level(self):
     g.level+=1
     if g.level>self.slider.steps: g.level=1
     self.grid.new1(); self.grid.setup(); buttons.clear()