def check_events(self, event: Event):
        super().check_events(event)
        x, y = gf.get_mouse_position()

        #Check for mouse over actions
        hover: bool = False
        selected_button: AIButton = None
        for ai_button in self.__ai_buttons:
            hover = gf.mouse_in_area(ai_button.get_rect(), (x, y))
            if hover:
                selected_button = ai_button
                break
        if self.__selected_button == None:
            if (hover):
                #             self.get_ai_details_display_screen().set_model_sum_text(selected_button.get_ai().get_model_structure())
                self.get_ai_details_display_screen().set_image(
                    selected_button.get_ai().get_image_info_screen_path())
                self.prep_ai_idle_image(selected_button.get_ai().get_image())

            else:
                self.get_ai_details_display_screen().set_image(
                    constants.path_img_ai_info_empty)
                self.__active_ai_image = None
#             self.get_ai_details_display_screen().set_model_sum_text("")

#Check for mouse button presses
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:  #1 is left mouse button
                self.check_ai_button_selection(selected_button, (x, y))
                self.check_back_button((x, y))
                self.check_choose_button((x, y))
示例#2
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    def check_events(self, event: Event):
        super().check_events(event)

        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:  #1 is left mouse click
                x, y = game_functions.get_mouse_position()
                self.check_finish_button((x, y))
示例#3
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    def draw_components(self):
        super().draw_components()

        #Color pixel
        if globals.mouse_left_pressed:
            x, y = gf.get_mouse_position()
            collide_with_button = False
            for button in self.__buttons_to_draw:
                collide_with_button = button.get_rect().collidepoint(
                    x, y)  #Check if the drawing will collide with the buttons
                if collide_with_button:
                    break
            if not collide_with_button and not self.__guess_button_pressed:
                self.__colored_pixels.add((x, y))
        for pixel in self.__colored_pixels:
            pygame.draw.rect(
                self.get_screen(),
                self.get_settings().pen_color,
                Rect(pixel[0], pixel[1],
                     self.get_settings().pen_size,
                     self.get_settings().pen_size))

        #Draw buttons
        for button in self.__buttons_to_draw:
            button.draw()

        if not self.__guess_button_pressed:
            pygame.display.flip()
        else:
            self.__guess_button_pressed = False
    def check_events(self, event: Event):
        super().check_events(event)

        #Check mouse button press events
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:  #1 is left mouse click
                x, y = gf.get_mouse_position()
                self.check_exit_button((x, y))
                self.check_instructions_button((x, y))
                self.check_start_button((x, y))
示例#5
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    def check_events(self, event: Event):
        super().check_events(event)

        #Check mouse button press
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:  #1 = Left click
                globals.mouse_left_pressed = True
                mouse_pos = gf.get_mouse_position()
                self.check_clear_button(mouse_pos)
                self.check_guess_button(mouse_pos)
                self.check_exit_button(mouse_pos)
        elif event.type == pygame.MOUSEBUTTONUP:
            if event.button == 1:  #1 = Left click
                globals.mouse_left_pressed = False
示例#6
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 def draw_art(self):
     """Method to draw the mouse click art"""
     if globals.mouse_left_pressed:
         x, y = gf.get_mouse_position()
         collide_with_button = False
         for button in self._buttons_to_draw:
             collide_with_button = button.get_rect().collidepoint(x, y)  #Check if the drawing will collide with the buttons
             if collide_with_button:
                 break
         if not collide_with_button and not self._guess_button_pressed:
             self.__colored_pixels.add((x, y))
     for pixel in self.__colored_pixels:
         pygame.draw.rect(self.get_screen(), 
                          self.get_settings().pen_color, 
                          Rect(pixel[0], 
                               pixel[1], 
                               self.get_settings().pen_size, 
                               self.get_settings().pen_size))
    def check_events(self, event: Event):
        super().check_events(event)
        x, y = gf.get_mouse_position()

        #Check for mouse hovers
        if gf.mouse_on_button(self.get_funhouse_button(), (x, y)):
            self.get_console().set_image(
                constants.path_img_gamemode_funhouse_console)
        elif gf.mouse_on_button(self.get_random_chaos_button(), (x, y)):
            self.get_console().set_image(
                constants.path_img_gamemode_random_chaos_console)
        else:
            self.get_console().set_image(
                constants.path_img_gamemode_welc_console)

        #Check for mouse presses
        if event.type == pygame.MOUSEBUTTONDOWN:
            if event.button == 1:  #1 is left click
                self.check_funhouse_button((x, y))
                self.check_random_chaos_button((x, y))
                self.check_back_button((x, y))
 def check_events(self, event:Event):
     x, y = game_functions.get_mouse_position()
     
     if event.type == pygame.MOUSEBUTTONDOWN:
         if event.button == 1:       #1 is left mouse button
             self.check_ok_button((x, y))