def notify(self, event):
        if isinstance(event, events.TickEvent):
            #Every CPU-tick handle input events
            for event in pygame.event.get():
                if event.type == pygame.VIDEORESIZE:
                    resize_ev = events.ResizeWindowEvent(event.w, event.h)
                    self.event_manager.post(resize_ev)
                if event.type == pygame.QUIT:
                    quit_ev = events.QuitEvent()
                    self.event_manager.post(quit_ev)

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        quit_ev = events.QuitEvent()
                        self.event_manager.post(quit_ev)

                if not self.joystick:
                    #Handle events generated by keyboard
                    if event.type == pygame.KEYDOWN:
                        key_ev = events.KeyPressed(event.key)
                        self.event_manager.post(key_ev)
                    if event.type == pygame.KEYUP:
                        key_ev = events.KeyReleased(event.key)
                        self.event_manager.post(key_ev)
                    #Handle events generated by mouse
                    if event.type == pygame.MOUSEMOTION:
                        direction_X, direction_Y = pygame.mouse.get_pos()
                        mouse_ev = events.MouseMoved(direction_X, direction_Y)
                        self.event_manager.post(mouse_ev)
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        attack_request_ev = events.MouseButtonDown()
                        self.event_manager.post(attack_request_ev)

                #Handle events generated by game pad
                if self.joystick:
                    '''
                    XBox game pad 2. axis: X 3, Y 4
                    Sony game pad 2. axis: X 3, Y 2
                    '''
                    horiz_axis_pos = self.joystick.get_axis(3)
                    vert_axis_pos = self.joystick.get_axis(2)
                    #Game pad events will be sent every tick
                    #Get second axis values and send this as an event
                    axis_ev = events.AxisMoved(horiz_axis_pos, vert_axis_pos)
                    self.event_manager.post(axis_ev)
                    if self.joystick.get_hat(0):
                        #Get hat values and send this as an event
                        hat_x, hat_y = self.joystick.get_hat(0)
                        hat_ev = events.HatMoved(hat_x, hat_y)
                        self.event_manager.post(hat_ev)
                    if event.type == pygame.JOYBUTTONDOWN:
                        #Check if R1 (on Sony controller) button pressed
                        if self.joystick.get_button(7):
                            attack_request_ev = events.MouseButtonDown()
                            self.event_manager.post(attack_request_ev)
示例#2
0
 def notify(self, event):
     if isinstance(event, events.TickEvent):
         for event in event.pygameEvents:
             eventPost = None
             if event.type == QUIT:
                 eventPost = events.QuitEvent()
             elif event.type == KEYDOWN and event.key == K_ESCAPE:
                 eventPost = events.QuitEvent()
             elif event.type == KEYDOWN and event.key == K_f:
                 eventPost = events.ToggleFullscreenEvent()
             if eventPost:
                 self.eventManager.post(eventPost)
示例#3
0
    def quit(self):
        """ 
        Gracefully quit the simulator.
        """

        quitEvent = events.QuitEvent()
        AppState.get_state().get_event_manager().post_event(quitEvent)
示例#4
0
 def run(self):
     while self.on:
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 self.evManager.Post(e.QuitEvent())
             else:
                 self.evManager.Post(e.PygameEvent(event))
         self.evManager.Post(e.TickEvent())
示例#5
0
 def wire_events(self):
     self.imp.add_listener(events.QuitEvent().create([self.on_quit]))
     self.imp.add_listener(events.VideoResizeEvent().create(
         [self.on_resize]))
     self.imp.add_listener(events.KeyDownEvent().create([self.on_quit]))
     self.imp.add_listener(
         events.UserEvent(events.UserEvents.UNIT_TEST).create(
             [self.on_unit_test]))
     events.UserEvent(events.UserEvents.UNIT_TEST).post()
示例#6
0
    def run(self):
        shift = False
        ctrl = False
        alt = False
        clock = pygame.time.Clock()
        while self._run.is_set():
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    events.put(events.QuitEvent())
                    continue

                if event.type == pygame.ACTIVEEVENT:
                    events.put(events.RefreshEvent())
                    continue

                if event.type == pygame.VIDEORESIZE:
                    events.put(events.ResizeEvent(event.w, event.h))
                    continue

                if event.type not in [pygame.KEYDOWN, pygame.KEYUP]:
                    continue
                if event.key in [pygame.K_RSHIFT, pygame.K_LSHIFT]:
                    shift = (event.type == pygame.KEYDOWN)
                elif event.key in [pygame.K_RCTRL, pygame.K_LCTRL]:
                    ctrl = (event.type == pygame.KEYDOWN)
                elif event.key in [pygame.K_RALT, pygame.K_LALT]:
                    alt = (event.type == pygame.KEYDOWN)
                elif event.type == pygame.KEYDOWN:
                    if shift:
                        if event.key == pygame.K_DOWN:
                            event.key = keys.KEY_SF
                        elif event.key == pygame.K_UP:
                            event.key = keys.KEY_SR
                        elif event.key == pygame.K_LEFT:
                            event.key = keys.KEY_SLEFT
                        elif event.key == pygame.K_RIGHT:
                            event.key = keys.KEY_SRIGHT
                        elif event.key == pygame.K_TAB:
                            event.key = keys.KEY_STAB

                    events.put(
                        events.KeyboardDownEvent(event.key, event.unicode))
                elif event.type == pygame.KEYUP:
                    events.put(
                        events.KeyboardUpEvent(event.key,
                                               chr(event.key & 0xff)))
            clock.tick(120)
示例#7
0
 def Notify(self, event):
     if isinstance(event, e.TickEvent):
         for event in pygame.event.get():
             ev = None
             if event.type == pygame.QUIT:
                 ev = e.QuitEvent()
             if event.type == pygame.KEYDOWN:
                 if event.key == pygame.K_1 \
                     or event.key == pygame.K_KP2:
                     ev = e.GetPiece(1)
                 elif event.key == pygame.K_2 \
                     or event.key == pygame.K_KP2:
                     ev = e.GetPiece(2)
                 elif event.key == pygame.K_3 \
                     or event.key == pygame.K_KP3:
                     ev = e.GetPiece(3)
                 elif event.key == pygame.K_4 \
                     or event.key == pygame.K_KP4:
                     ev = e.GetPiece(4)
                 elif event.key == pygame.K_5 \
                     or event.key == pygame.K_KP5:
                     ev = e.GetPiece(5)
                 elif event.key == pygame.K_z:
                     ev = e.RotPiece("rotCCW")
                 elif event.key == pygame.K_x:
                     ev = e.RotPiece("rotCW")
                 elif event.key == pygame.K_LSHIFT:
                     ev = e.RotPiece("flip")
                 elif event.key == pygame.K_COMMA \
                      or event.key == pygame.K_LESS:
                     ev = e.NextPiece("b")
                 elif event.key == pygame.K_PERIOD \
                      or event.key == pygame.K_GREATER:
                     ev = e.NextPiece("f")
                 elif event.key == pygame.K_UP:
                     ev = e.MovePiece("up")
                 elif event.key == pygame.K_DOWN:
                     ev = e.MovePiece("down")
                 elif event.key == pygame.K_LEFT:
                     ev = e.MovePiece("left")
                 elif event.key == pygame.K_RIGHT:
                     ev = e.MovePiece("right")
                 elif event.key == pygame.K_KP_ENTER \
                      or event.key == pygame.K_RETURN:
                     ev = e.PlacePiece()
             if ev:
                 self.evManager.Post(ev)
示例#8
0
 def get_interaction_from_input(self):
     """
     Get the interaction the agent should enact from user input
     """
     for event in pygame.event.get():
         if event.type == pygame.QUIT:
             quitEvent = events.QuitEvent()
             AppState.get_state().get_event_manager().post_event(quitEvent)
             return
         elif event.type == pygame.KEYDOWN:
             if event.key == pygame.K_UP:
                 return self.interaction_memory.find_interaction_by_name_and_result(
                     "Step")
             elif event.key == pygame.K_LEFT:
                 return self.interaction_memory.find_interaction_by_name_and_result(
                     "Turn Left")
             elif event.key == pygame.K_RIGHT:
                 return self.interaction_memory.find_interaction_by_name_and_result(
                     "Turn Right")
             elif event.key == pygame.K_SLASH:
                 return self.choose_from_list()
示例#9
0
 def wire_events(self):
     imp.IMP().add_delegate(events.QuitEvent().listen(self.on_quit))
     imp.IMP().add_delegate(events.WindowResizedEvent().listen(
         self.on_resize))
     imp.IMP().add_delegate(
         events.KeyDownEvent(pygame.K_ESCAPE).listen(self.on_pause))
     imp.IMP().add_delegate(
         events.UserEvent(CustomEvent.GAME_OVER).listen(self.on_game_over))
     imp.IMP().add_delegate(
         events.UserEvent(CustomEvent.UNDO_STACK_CLEARED).listen(
             self.on_redo_undo_changed))
     imp.IMP().add_delegate(
         events.UserEvent(CustomEvent.REDO_STACK_CLEARED).listen(
             self.on_redo_undo_changed))
     imp.IMP().add_delegate(
         events.UserEvent(CustomEvent.UNDO_ENABLED).listen(
             self.on_redo_undo_changed))
     imp.IMP().add_delegate(
         events.UserEvent(CustomEvent.REDO_ENABLED).listen(
             self.on_redo_undo_changed))
     imp.IMP().add_delegate(
         events.UserEvent(CustomEvent.UPDATE_SCORE).listen(
             self.on_update_score))
示例#10
0
    def notify(self, event):
        if isinstance(event, events.TickEvent):
            for event in pygame.event.get():
                # Common events
                if event.type == pygame.VIDEORESIZE:
                    resize_ev = events.ResizeWindowEvent(event.w, event.h)
                    self.event_manager.post(resize_ev)
                if event.type == pygame.QUIT:
                    quit_ev = events.QuitEvent()
                    self.event_manager.post(quit_ev)
                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        quit_ev = events.QuitEvent()
                        self.event_manager.post(quit_ev)

                # Controls ready, input events are sent to the game
                if self.controls_ready:
                    # Pause
                    if event.type == pygame.KEYDOWN:
                        if event.key == pygame.K_RETURN:  # K_RETURN is the enter key
                            self.event_manager.post(events.TogglePauseEvent())
                        elif event.key == pygame.K_BACKSPACE:
                            reset_ev = events.ResetWorld()
                            self.event_manager.post(reset_ev)
                    # Handle events generated by mouse
                    if self.use_mouse_to_aim_and_fire:
                        if event.type == pygame.MOUSEMOTION:
                            direction_X, direction_Y = pygame.mouse.get_pos()
                            mouse_ev = events.MouseMoved(
                                direction_X, direction_Y)
                            self.event_manager.post(mouse_ev)
                        elif event.type == pygame.MOUSEBUTTONDOWN:
                            attack_request_ev = events.MouseButtonDown()
                            self.event_manager.post(attack_request_ev)
                    # Handle hats
                    if self.use_hat_to_aim > -1:
                        if event.type == pygame.JOYHATMOTION:
                            if event.hat == self.use_hat_to_aim:
                                input_event = events.SentInputAction(
                                    Actions.AIM_X, event)
                                self.event_manager.post(input_event)
                    if self.use_hat_to_move > -1:
                        if event.type == pygame.JOYHATMOTION:
                            if event.hat == self.use_hat_to_move:
                                input_event = events.SentInputAction(
                                    Actions.JUMP, event)
                                self.event_manager.post(input_event)
                    # Handle other control events
                    if (self.key_used(event)):
                        action = self.determine_action(event)
                        if action:
                            input_event = events.SentInputAction(action, event)
                            self.event_manager.post(input_event)

                # If custom keys are not initialized
                else:
                    self.control_setting_screen.update_input_layout(
                        self.actions_map, self.use_mouse_to_aim_and_fire,
                        self.use_hat_to_aim, self.use_hat_to_move,
                        self.use_default_controls)
                    self.control_setting_screen.draw()
                    if event.type == pygame.MOUSEBUTTONDOWN:
                        action = self.control_setting_screen.hit_ui_element(
                            event.pos)
                        if (action):  # If UI element was hit
                            # Move with hat deactivate
                            if (action == controlSettingScreen.SelectedUI.
                                    MOVE_WITH_HAT
                                    and self.use_hat_to_move > -1):
                                self.use_hat_to_move = -1
                                self.control_setting_screen.activate_move_btns(
                                )
                                self.control_setting_screen.deactivate_hat_move_btn(
                                )
                            # Aim with hat deactivate
                            elif (action ==
                                  controlSettingScreen.SelectedUI.AIM_WITH_HAT
                                  and self.use_hat_to_aim > -1):
                                self.use_hat_to_aim = -1
                                self.control_setting_screen.deactivate_hat_aim_btn(
                                )
                                if not self.use_mouse_to_aim_and_fire:
                                    self.control_setting_screen.activate_aim_btns(
                                    )
                            # Mouse aim toggle
                            elif (action == controlSettingScreen.SelectedUI.
                                  AIM_WITH_MOUSE):
                                if self.use_mouse_to_aim_and_fire:
                                    self.use_mouse_to_aim_and_fire = False
                                    self.control_setting_screen.deactivate_mouse_aim_btn(
                                    )
                                    if self.use_hat_to_aim < 0:
                                        self.control_setting_screen.activate_aim_btns(
                                        )
                                else:
                                    self.use_mouse_to_aim_and_fire = True
                                    self.control_setting_screen.deactivate_aim_btns(
                                    )
                                    self.control_setting_screen.activate_mouse_aim_btn(
                                    )
                                    self.control_setting_screen.deactivate_hat_aim_btn(
                                    )
                                    self.use_hat_to_aim = -1
                            # Default controls toggle
                            elif (action == controlSettingScreen.SelectedUI.
                                  USE_DEFAULT_CONTROLS):
                                self.use_default_controls = (
                                    not self.use_default_controls)
                    action = self.control_setting_screen.currently_selected
                    if event.type == pygame.JOYHATMOTION:
                        # Aim with hat activate
                        if (action
                                == controlSettingScreen.SelectedUI.AIM_WITH_HAT
                                and not event.hat == self.use_hat_to_aim):
                            self.use_hat_to_aim = event.hat
                            self.control_setting_screen.deactivate_aim_btns()
                            self.control_setting_screen.activate_hat_aim_btn()
                            self.control_setting_screen.deactivate_mouse_aim_btn(
                            )
                        # Move with hat activate
                        elif (action
                              == controlSettingScreen.SelectedUI.MOVE_WITH_HAT
                              and not event.hat == self.use_hat_to_move):
                            self.use_hat_to_move = event.hat
                            self.control_setting_screen.deactivate_move_btns()
                            self.control_setting_screen.activate_hat_move_btn()
                    if (event.type != pygame.MOUSEMOTION
                            and  #Filter not relevant
                            event.type != pygame.ACTIVEEVENT and
                            event.type != pygame.VIDEORESIZE and
                            event.type != pygame.VIDEOEXPOSE and
                            event.type != pygame.MOUSEBUTTONUP and
                            event.type != pygame.JOYBUTTONUP):
                        if (not self.key_used(event) and -1 < action
                                and action < 8):
                            self.save_key(event, action)
                        # Done ?
                        if (controlSettingScreen.SelectedUI.READY == self.
                                control_setting_screen.currently_selected):
                            self.event_manager.post(events.TogglePauseEvent())
                            self.controls_ready = True
                            if self.use_default_controls:
                                self.init_default_controls()
                            if self.use_mouse_to_aim_and_fire:
                                self.remove_aim_controls()
                            elif self.use_hat_to_aim > -1:
                                self.remove_aim_controls()
                                self.event_manager.post(
                                    events.ToggleContinuousAttack())
                            else:
                                self.event_manager.post(
                                    events.ToggleContinuousAttack())
                            if self.use_hat_to_move > -1:
                                self.remove_movement_controls()
                            self.control_setting_screen = None
示例#11
0
 def wire_events(self):
     imp.IMP().add_listener(events.QuitEvent().create(self.on_quit))
     imp.IMP().add_listener(events.VideoResizeEvent().create(
         self.on_resize))
     imp.IMP().add_listener(events.VideoResizeEvent().create(
         lambda event: self.text.center_on((event.w / 2, event.h / 2))))
示例#12
0
 def wire_events(self):
     self.screen.wire_events()
     self.event_dispatcher += events.QuitEvent().listen(self.on_quit)