示例#1
0
文件: runI.py 项目: 1-0/impactuX
 def init_buttons(self):
     i_exit=functions.iExit() #button functions
     i_run=functions.iRun()
     i_menu=functions.iMenu()
     f_s = 20 #font size
     b_s = 5 #border size
     textbuttons = [objects.t_button(55, 430, "Run", i_run, f_s, b_s, MAGENTA, GREEN, "run"), \
         objects.t_button(295,430, "Stop", i_menu, f_s, b_s, BLUE, YELLOW, ), \
         objects.t_button(555,430, "EXIT", i_exit, f_s, b_s, BLACK, RED)]
     #t_y=textlabels.height+textlabels.pos_y+100
     t_y=345
     self.buttons = objects.WidgetsPack(560, t_y, 45, False, textbuttons)
示例#2
0
文件: storyI.py 项目: 1-0/impactuX
def mainrun(scr_params=((640,480),0,32), lvl=0, g_score=0):
    """mainrun(scr_params=((640,480),0,32), lvl=0 g_score=0) - screen of level story 
    scene in ImpactuX"""
    i_exit=functions.iExit() #button functions
    i_run=functions.iRun()
    i_menu=functions.iMenu()
    
    #ending_play=functions.Ending_play()
    button_press_checking=functions.Button_press_checking()
    
    #init vars
    
    f_s = 20 #font size
    b_s = 5 #border size
    
    if lvl in range(10):
        bgif="."+os.sep+"pic"+os.sep+"bg_story_"+str(lvl)+".jpg"
    else:
        bgif="."+os.sep+"pic"+os.sep+"bgstart.jpg"
    
    #soif1="."+os.sep+"sounds"+os.sep+"s1.ogg"
    
    l_text = get_text_lvl(lvl)
    
    pygame.init()
    
    screen=pygame.display.set_mode(scr_params[0], scr_params[1], scr_params[2])
    
    background=pygame.image.load(bgif).convert()

    textbuttons = \
    [objects.t_button(55, 430, "Start round", i_run, f_s, b_s, BLACK, WHITE), \
    objects.t_button(295,430, "Cancel", i_menu, f_s, b_s, WHITE, RED), \
    objects.t_button(555,430, "EXIT", i_exit, f_s, b_s, BLACK, RED)]
    
    textbuttons = objects.WidgetsPack(30, 430, 240, True, textbuttons)

    textlabels = [objects.t_label(20, 380, l_text, i_exit, 16, 1, BLUE, YELLOW), \
    objects.t_label(270, 230, "ImpactuX", i_exit, 32, 1, RED, None)]
    
    if g_score>0:
        sss = objects.t_label(270, 310, "Score: "+str(g_score), i_exit, 20, 1, CYAN, None)
        textlabels.append(sss)

    
    
    #font1=pygame.font.Font("."+os.sep+"fonts"+os.sep+"LiberationSans-Regular.ttf", 18)
    
    pygame.display.set_caption("ImpactuX story "+str(lvl+1))
    
    clock = pygame.time.Clock()
    
    run_now = True

####### main loop section #######
    while run_now:
        clock.tick(30) 
        #t=pygame.time.delay(100)
        for event in pygame.event.get():
            if event.type == QUIT:
                i_exit()
                #ending_play()
                return i_exit()
                
            if event.type == KEYUP:
                if event.key == K_ESCAPE:
                    run_now=False
                    return i_exit()

            elif event.type == MOUSEBUTTONDOWN:
                x_n0,y_n0=event.pos
                check_tb=button_press_checking(x_n0,y_n0, textbuttons.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)
    
            elif event.type == MOUSEMOTION:
                x_n0, y_n0=event.pos
                check_tb=button_press_checking(x_n0,y_n0, textbuttons.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)

            elif event.type == MOUSEBUTTONUP:
                if int(event.button) == 1:
                    x_n0,y_n0=event.pos
                    
                    check_tb=button_press_checking(x_n0, y_n0, textbuttons.w_list)
                    if check_tb[0]:
                        check_tb[1].ch_state(event.type)
                        return check_tb[1].doing()
                       
        screen.blit(background, (0,0))
        
        #textbuttons.show_at(screen)
        
        textbuttons.show_at(screen)
        
        for b_obj in textlabels:
            b_obj.show_at(screen)
    
        #pygame.display.update()
        pygame.display.flip()
示例#3
0
文件: menuI.py 项目: 1-0/impactuX
def mainrun(scr_params=((640,480),0,32)):
    """mainrun(scr_params=((640,480),0,32)) - screen of main menu ImpactuX"""
    #print "FULLSCREEN:--- "+str(FULLSCREEN)
    i_exit = functions.iExit() #button functions
    i_run = functions.iRun()
    i_setup = functions.iSetup()
    i_record = functions.iRecord()
    i_restore = functions.iRestore()
    
    #ending_play=functions.Ending_play()
    button_press_checking=functions.Button_press_checking()
    
    #init vars
    
    f_s = 20 #font size
    b_s = 5 #border size
    
    bgif="."+os.sep+"pic"+os.sep+"bgstart.jpg"
    i_icon="."+os.sep+"pic"+os.sep+"impactuX.png"
    
    #soif1="."+os.sep+"sounds"+os.sep+"s1.ogg"
    
    pygame.init()
    
    #screen=pygame.display.set_mode(scr_params[0], FULLSCREEN, scr_params[2])
    screen=pygame.display.set_mode(scr_params[0], scr_params[1], scr_params[2])
    
    pygame.display.set_caption("ImpactuX Menu")
    m_icon=pygame.image.load(i_icon).convert_alpha()
    pygame.display.set_icon(m_icon)
    
    background=pygame.image.load(bgif).convert()
    #m_icon=pygame.image.load(i_icon).convert()
    
    textbuttons = \
    [objects.t_button(285, 40, "Start new game", i_run, f_s, b_s, BLACK, WHITE), \
    objects.t_button(270,90, "Restore game", i_restore, f_s, b_s, BLACK, GREEN), \
    objects.t_button(295,140, "Options", i_setup, f_s, b_s, BLACK, WHITE), \
    objects.t_button(300,190, "Score", i_record, f_s, b_s, BLACK, GREEN), \
    objects.t_button(305,240, "EXIT", i_exit, f_s, b_s, BLACK, RED)]
    
    textbuttons = objects.WidgetsPack(250, 70, 65, False, textbuttons)
    
    
    #textlabels = [objects.t_label(270, 390, "ImpactuX", i_exit, 32, 1, RED, None),]
    textbuttons.add_wig(objects.t_label(270, 390, "ImpactuX", i_exit, 32, 1, RED, None))
    #objects.t_button(315,240, "EXIT", ending_play, 20, 5, BLACK, red)]

    #font1=pygame.font.Font("."+os.sep+"fonts"+os.sep+"LiberationSans-Regular.ttf", 18)
    clock = pygame.time.Clock()
    
    run_now = True

####### main loop section #######
    while run_now:
        clock.tick(30) 
        #t=pygame.time.delay(100)
        for event in pygame.event.get():
            if event.type == QUIT:
                i_exit()
                #ending_play()
                return i_exit()
                
            if event.type == KEYUP:
                if event.key == K_ESCAPE:
                    run_now=False
                    return i_exit()

            elif event.type == MOUSEBUTTONDOWN:
                x_n0,y_n0=event.pos
                check_tb=button_press_checking(x_n0, y_n0, textbuttons.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)
    
            elif event.type == MOUSEMOTION:
                x_n0,y_n0=event.pos
                check_tb=button_press_checking(x_n0, y_n0, textbuttons.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)

            elif event.type == MOUSEBUTTONUP:
                if int(event.button) == 1:
                    x_n0,y_n0=event.pos
                    
                    check_tb=button_press_checking(x_n0, y_n0, textbuttons.w_list)
                    if check_tb[0]:
                        check_tb[1].ch_state(event.type)
                        return check_tb[1].doing()
                       
        screen.blit(background, (0,0))
        
        textbuttons.show_at(screen)
        #for b_obj in textbuttons.w_list:
        #    b_obj.show_at(screen)

        #for b_obj in textlabels:
        #    b_obj.show_at(screen)
    
        #pygame.display.update()
        pygame.display.flip()
示例#4
0
文件: setupI.py 项目: 1-0/impactuX
def mainrun(scr_params=((640,480),0,32)):
    """mainrun(scr_params=((640,480),0,32), lvl=0 g_score=0) - screen of level story 
    scene in ImpactuX"""
    i_exit=functions.iExit() #button functions
    i_run=functions.iRun()
    i_menu=functions.iMenu()
    i_restore=functions.iRestore()
    i_record=functions.iRecord()

    
    #ending_play=functions.Ending_play()
    button_press_checking=functions.Button_press_checking()
    
    #init vars
    f_s = 20 #font size
    b_s = 5 #border size
    
    bgif="."+os.sep+"pic"+os.sep+"bgset.jpg"

    pygame.init()
    
    screen=pygame.display.set_mode(scr_params[0], scr_params[1], scr_params[2])
    
    background=pygame.image.load(bgif).convert()

    
    m_list=pygame.display.list_modes()
    m_list.sort()
    m_index=m_list.index(scr_params[0])


    textbuttons = \
    [objects.t_button(55, 430, "Save", i_run, f_s, b_s, BLACK, GREEN), \
    objects.t_button(295,430, "Cancel", i_menu, f_s, b_s, WHITE, RED), \
    objects.t_button(555,430, "EXIT", i_exit, f_s, b_s, BLACK, RED)]
    
    textbuttons = objects.WidgetsPack(30, 430, 250, True, textbuttons)
    if scr_params[1]==0:
        b1_l="Set Fullscreen"
    else:
        b1_l="Set Windowed"
        
    if m_index>=(len(m_list)-1):
        m_next=0
    else:
        m_next=m_index+1
    
    buttons_sets = \
    [\
     objects.t_button(55, 430, b1_l, i_restore, f_s, b_s, BLACK, CYAN,"mode"), \
     #objects.t_button(57, 430, "Set: "+str(m_list[m_next]), i_record, f_s, b_s, BLACK, CYAN,"resolution"), \
     ]
    buttons_sets = objects.WidgetsPack(250, 150, 50, False, buttons_sets)

    textlabels = [objects.t_label(270, 230, "ImpactuX", i_exit, 32, 1, RED, None),\
                  objects.t_label(20, 380, "Options", i_exit, 22, 1, GREEN, None)\
                  ]
    textlabels = objects.WidgetsPack(250, 30, 30, False, textlabels)
        #font1=pygame.font.Font("."+os.sep+"fonts"+os.sep+"LiberationSans-Regular.ttf", 18)
    pygame.display.set_caption("ImpactuX settings")
    clock = pygame.time.Clock()
    run_now = True
    n_scr_param=scr_params[1]
    n_scr_res=scr_params[0]

####### main loop section #######
    while run_now:
        clock.tick(30) 
        #t=pygame.time.delay(100)
        for event in pygame.event.get():
            if event.type == QUIT:
                i_exit()
                #ending_play()
                return i_exit()
                
            if event.type == KEYUP:
                if event.key == K_ESCAPE:
                    run_now=False
                    return i_exit()

            elif event.type == MOUSEBUTTONDOWN:
                x_n0,y_n0=event.pos
                check_tb=button_press_checking(x_n0,y_n0, textbuttons.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)
                check_tb=button_press_checking(x_n0,y_n0, buttons_sets.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)
    
            elif event.type == MOUSEMOTION:
                x_n0, y_n0=event.pos
                check_tb=button_press_checking(x_n0,y_n0, textbuttons.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)
                check_tb=button_press_checking(x_n0,y_n0, buttons_sets.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)

            elif event.type == MOUSEBUTTONUP:
                if int(event.button) == 1:
                    x_n0,y_n0=event.pos
                    
                    check_tb=button_press_checking(x_n0, y_n0, textbuttons.w_list)
                    if check_tb[0]:
                        check_tb[1].ch_state(event.type)
                        ddd = check_tb[1].doing()
                        if ddd == "run":
                            functions.save_set(game_dict={"screen_width":n_scr_res[0],\
                                                          "screen_height":n_scr_res[1],\
                                                          "screen_flags":n_scr_param,\
                                                          "screen_depth":scr_params[2]}, \
                                               g_file="conf_game.ini", \
                                               g_section="screen")
                        return ddd
                    check_tb=button_press_checking(x_n0,y_n0, buttons_sets.w_list)
                    if check_tb[0]:
                        check_tb[1].ch_state(event.type)
                        ddd = check_tb[1].doing()
                        if ddd == "restore":
                            if n_scr_param==0:
                                buttons_sets.set_named_obj_str("mode", "Set Windowed")
                                n_scr_param='"fullscreen"'
                                
                            else:
                                buttons_sets.set_named_obj_str("mode", "Set Fullscreen")
                                n_scr_param=0
                        elif ddd=="record":
                            m_index=m_next
                            n_scr_res=m_list[m_index]
                            if m_index>=(len(m_list)-1):
                                m_next=0
                            else:
                                m_next=m_index+1
                            buttons_sets.set_named_obj_str("resolution", "Set: "+str(m_list[m_next]))

        screen.blit(background, (0,0))
        textbuttons.show_at(screen)
        textlabels.show_at(screen)
        buttons_sets.show_at(screen)
    
        pygame.display.flip()
示例#5
0
文件: runI.py 项目: 1-0/impactuX
def mainrun(scr_params=((640,480),0,32), lvl=0, balls_pos=None, g_time=0, g_score=0, n_balls=5):
    """mainrun(scr_params=((640,480),0,32), lvl=0, balls_pos=None, g_time=0, g_score=0) -
    screen of level play scene in ImpactuX"""
    pygame.init()
    
    i_exit=functions.iExit() #button functions
    i_run=functions.iRun()
    i_menu=functions.iMenu()
    
    #ending_play=functions.Ending_play()
    button_press_checking=functions.Button_press_checking()
    
    #init vars
    
    f_s = 20 #font size
    b_s = 5 #border size
    
    bgif="."+os.sep+"pic"+os.sep+"bgplay.jpg"
    #pygame.init()
    snd = objects.LoadedSounds(("."+os.sep+"sounds"), "ogg")
    #soif1="."+os.sep+"sounds"+os.sep+"s1.ogg"
    soif1="impactuX_click1"
    soif2="impactuX_click2"
    
    screen=pygame.display.set_mode(scr_params[0], scr_params[1], scr_params[2])
    
    pygame.mouse.set_visible(False)
    
    moif0="."+os.sep+"pic"+os.sep+"impactuX1.png"
    moif1="."+os.sep+"pic"+os.sep+"coursorI.png"
    mouse_c0=pygame.image.load(moif0).convert_alpha()
    mouse_c1=pygame.image.load(moif1).convert_alpha()
    coursore_type = mouse_c0
    coursore_t2 = mouse_c1
    c_t2 = True
    #soif1="."+os.sep+"sounds"+os.sep+"s1.ogg"
    
    background=pygame.image.load(bgif).convert()
    
    time_in_game = g_time
    m_time = functions.sec_to_minute(g_time)

    pngs = objects.LoadedObj("."+os.sep+"pic")
    
    bbb=[]
    x_min, y_min, x_max, y_max = 20, 20, 510, 455
    dx_min, dy_min, dx_max, dy_max = 1, 1, 2+lvl, lvl+2
    dxy = 60
    if balls_pos:
        n_balls=len(balls_pos)
        for iii in balls_pos:
            bbb.append(objects.AnimationObj(pngs, iii[0], \
                                            iii[1], \
                                            iii[2], \
                                            iii[3], 1, 0,\
                                            objects.dsign(iii[2]), "rock", 0, \
                                            (x_min, y_min, x_max, y_max), True, soif1, snd))
    else:
        for iii in range(n_balls):
            corrupted_b = True
            sign_dx=random.choice([-1,1])
            while corrupted_b:
                bbb1=objects.AnimationObj(pngs, random.choice(xrange(x_min+dxy,x_max-dxy)), \
                                            random.choice(xrange(y_min+dxy,y_max-dxy)), \
                                            sign_dx*random.choice(xrange(dx_min,dx_max)), \
                                            random.choice([-1,1])*random.choice(xrange(dy_min,dy_max)), \
                                            1, 0, sign_dx, "rock", 0, \
                                            (x_min, y_min, x_max, y_max), True, soif1, snd)
                corrupted_b = bbb1.is_impacted_list(bbb)
            
            bbb.append(bbb1)
    
    textlabels = [objects.t_label(530, 10, "ImpactuX", i_exit, 22, 1, RED, None), \
    objects.t_label(540, 40, "Paused", i_exit, 16, 1, MAGENTA, None, "status"), \
    objects.t_label(540, 40, "Level: "+str(lvl+1), i_exit, 16, 1, BLUE, WHITE), \
    objects.t_label(540, 40, "Score: "+str(g_score), i_exit, 16, 1, BLUE, WHITE, "score"), \
    objects.t_label(540, 40, "Time: "+str(m_time[0])+":"+str(m_time[1]), i_exit, 16, 1, BLUE, WHITE, "time"), \
    objects.t_label(540, 40, "Balls: "+str(n_balls), i_exit, 16, 1, BLUE, WHITE, "balls")]
    
    textlabels = objects.WidgetsPack(540, 20, 30, False, textlabels)

    textbuttons = \
    [objects.t_button(55, 430, "Run", i_run, f_s, b_s, MAGENTA, GREEN, "run"), \
    objects.t_button(295,430, "Stop", i_menu, f_s, b_s, BLUE, YELLOW, ), \
    objects.t_button(555,430, "EXIT", i_exit, f_s, b_s, BLACK, RED)]
    
    #t_y=textlabels.height+textlabels.pos_y+100
    t_y=345
    
    textbuttons = objects.WidgetsPack(560, t_y, 45, False, textbuttons)
    
    #font1=pygame.font.Font("."+os.sep+"fonts"+os.sep+"LiberationSans-Regular.ttf", 18)
    allSprites = pygame.sprite.Group(bbb)
    #print allSprites
    
    pygame.display.set_caption("ImpactuX run. Level "+str(lvl+1))
    clock = pygame.time.Clock()
    run_now = True
    start_runing = False
    last_time = time.time()
    c_xxx, c_yyy = x_max/2, y_max/2
    x_n0, y_n0 = c_xxx, c_yyy
#    c_rrr = coursore_type.get_height()/2
    c_rrr0 = coursore_type.get_height()
    c_rrr = coursore_type.get_height()/2
    #c_xxx, c_yyy = 0, 0

####### main loop section #######
    while run_now:
        clock.tick(50) 
        #t=pygame.time.delay(100)
        for event in pygame.event.get():
            if event.type == QUIT:
                #i_exit()
                #ending_play()
                #return i_exit()
                pygame.mouse.set_visible(True)
                return "exit"
                #return return_vars(score_g=g_score, time_g=time_in_game, balls_g=bbb, exit_g=True)
                
            if event.type == KEYUP:
                if event.key == K_ESCAPE:
                    pygame.mouse.set_visible(True)
                    return return_vars(score_g=g_score, time_g=time_in_game, balls_g=bbb, exit_g=True)
                    #return {"loose":False, "time":time_in_game, "score":g_score, "win":False, "exit":True}
                elif event.key==K_p or event.key==K_PAUSE:
                    start_runing=not(start_runing)
                    if start_runing:
                        textbuttons.set_named_obj_str("run", "Pause")
                        textlabels.set_named_obj_str("status", "Running")
                        for o_b in bbb:
                            o_b.stopped=False
                    else:
                        textbuttons.set_named_obj_str("run", "Run")
                        textlabels.set_named_obj_str("status", "Paused")
                        for o_b in bbb:
                            o_b.stopped=True
                    last_time = time.clock()

            elif event.type == MOUSEBUTTONDOWN:
                x_n0,y_n0=event.pos
                check_tb=button_press_checking(x_n0,y_n0, textbuttons.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)
    
            elif event.type == MOUSEMOTION:
                
                #c_xxx, c_yyy = event.pos
                #x_n0, y_n0=c_xxx, c_yyy
                x_n0, y_n0=event.pos
                if x_n0>x_max - c_rrr0+20:
                    c_t2=True
                    
                else:
                    c_t2=False
                    
                check_tb=button_press_checking(x_n0,y_n0, textbuttons.w_list)
                if check_tb[0]:
                    check_tb[1].ch_state(event.type)
                if x_n0<(x_max-c_rrr0+20):
                    if 2<x_n0:
                        c_xxx = x_n0
                    else:
                        c_xxx = 2
                else:
                    c_xxx = x_max-c_rrr0+20
                    c_t2=True
                if y_n0<(y_max-mouse_c0.get_height()+20):
                    if 2<y_n0:
                        c_yyy = y_n0
                    else:
                        c_yyy = 2
                else:
                    c_yyy = y_max-mouse_c0.get_height()+20

            elif event.type == MOUSEBUTTONUP:
                if int(event.button) == 1:
                    x_n0,y_n0=event.pos
                    
                    check_tb=button_press_checking(x_n0, y_n0, textbuttons.w_list)
                    if check_tb[0]:
                        check_tb[1].ch_state(event.type)
                        ddd = check_tb[1].doing()
                        if ddd == "run":
                            start_runing=not(start_runing)
                            if start_runing:
                                textbuttons.set_named_obj_str("run", "Pause")
                                textlabels.set_named_obj_str("status", "Running")
                                for o_b in bbb:
                                    o_b.stopped=False
                            else:
                                textbuttons.set_named_obj_str("run", "Run")
                                textlabels.set_named_obj_str("status", "Paused")
                                for o_b in bbb:
                                    o_b.stopped=True
                            last_time = time.clock()
                            #print start_runing
                        elif ddd == "exit":
                            #print "Exit"
                            pygame.mouse.set_visible(True)
                            return return_vars(score_g=g_score, time_g=time_in_game, balls_g=bbb, exit_g=True, level_g=lvl)
                        elif ddd == "menu":
                            #print "Setup"
                            pygame.mouse.set_visible(True)
                            return return_vars(score_g=g_score, time_g=time_in_game, balls_g=bbb, level_g=lvl)
        if start_runing:
            n_time = time.time()
            d_time = n_time-last_time
            if d_time>=1:
                last_time = n_time+(d_time- int(d_time))
                time_in_game += 1
                g_score += (1+lvl)
                m_time = functions.sec_to_minute(time_in_game)
                textlabels.set_named_obj_str("score", "Score: "+str(g_score))
                textlabels.set_named_obj_str("time", "Time: "+str(m_time[0])+":"+str(m_time[1]))
                if ((time_in_game/30.0)-int(time_in_game/30))==0:
                    if n_balls>9:
                        pygame.mouse.set_visible(True)
                        return return_vars(score_g=g_score, time_g=time_in_game, balls_g=bbb, win_g=(lvl==9), winlvl_g=True, level_g=lvl)
                    sign_dx=random.choice([-1,1])
                    bbb1=objects.AnimationObj(pngs, random.choice(xrange(x_min+dxy,x_max-dxy)), \
                                            random.choice(xrange(y_min+dxy,y_max-dxy)), \
                                            sign_dx*random.choice(xrange(dx_min,dx_max)), \
                                            random.choice([-1,1])*random.choice(xrange(dy_min,dy_max)), \
                                            .1, 0, sign_dx, "rock", 300, \
                                            (x_min, y_min, x_max, y_max), False, soif1, snd)
                    bbb.append(bbb1)
                    n_balls = len(bbb)
                    textlabels.set_named_obj_str("balls", "Balls: "+str(n_balls))
                    allSprites = pygame.sprite.Group(bbb)
                    
        if start_runing:
            for b_1 in bbb:
                ch_loste = sqcheck.CheckRound(c_xxx+c_rrr, c_yyy+c_rrr, c_rrr, b_1.pos_x, b_1.pos_y, b_1.radius)
                ch_loste = (ch_loste and b_1.runing)
                if ch_loste:
                    snd.playsnd(soif2)
                    #pygame.mixer.quit()
                    pygame.mouse.set_visible(True)
                    return return_vars(score_g=g_score, time_g=time_in_game, balls_g=bbb, loose_g=True, level_g=lvl)
        #showing objects at screen
        screen.blit(background, (0,0))
        
        allSprites.update()
        allSprites.draw(screen)
        
        textbuttons.show_at(screen)
        textlabels.show_at(screen)

        screen.blit(coursore_type,(c_xxx, c_yyy))
        if c_t2:
            screen.blit(coursore_t2,(x_n0, y_n0))
        #pygame.display.update()
        pygame.display.flip()