def focus_previous(self): if self.visible == 1 and self.focus_idx > 0: dispatcher.send(GUIEvent.FocusCard()) self.focus_dir = -1 self.focus_idx += self.focus_dir self.layout() return True else: return False
def focus_next(self): if self.visible == 1 and self.focus_idx < len(self)-1: dispatcher.send(GUIEvent.FocusCard()) self.focus_dir = 1 self.focus_idx += self.focus_dir self.layout() return True else: return False
def focus_previous(self): dir = 1 if dir == 1: cond = self.focus_idx > 0 else: cond = self.focus_idx < len(self)-1 if cond: #self.focus_idx > 0: dispatcher.send(GUIEvent.FocusCard()) self.focus_dir = -dir self.focus_idx += self.focus_dir self.layout() return True else: return False
def focus_next(self): dir = 1 if dir == 1: cond = (self.focus_idx < len(self)-1) else: cond = self.focus_idx > 0 if cond: #self.focus_idx < len(self)-1: dispatcher.send(GUIEvent.FocusCard()) self.focus_dir = dir self.focus_idx += self.focus_dir self.layout() return True else: return False
def priority_stop(self, player): # XXX This and the play_ability function won't work until i can properly put events # onto the event queue if Keeper.stack.empty(): if (not self.p1_stop_next and ((player != Keeper.active_player and self.phase_status.check_opponent_stop()) or (player == Keeper.active_player and self.phase_status.check_my_stop()))): self.pending_actions.append(engine.Action.PassPriority()) elif self.finish_turn: self.pending_actions.append(engine.Action.PassPriority()) return if (player == self.player1): #self.player_hand.set_hidden(False) #self.otherplayer_hand.set_hidden(True) dispatcher.send(GUIEvent.MyPriority()) else: #self.player_hand.set_hidden(True) #self.otherplayer_hand.set_hidden(False) dispatcher.send(GUIEvent.OpponentPriority())