示例#1
0
 def __on_mousemove(self, event):
     if self.current_object and pf.map_pos_under_cursor():
         self.current_object.pos = pf.map_pos_under_cursor()
     if self.right_mousebutton_state == pf.SDL_PRESSED:
         sel = pf.get_unit_selection()
         if len(sel) == 1:
             sel[0].pos = pf.map_pos_under_cursor()
示例#2
0
 def __on_new_game(self, event):
     if self.view.mode == self.view.OBJECTS_MODE_PLACE and pf.map_pos_under_cursor(
     ):
         self.current_object = self.__object_at_index(
             self.view.selected_object_idx)
         self.current_object.pos = pf.map_pos_under_cursor()
         self.current_object.activate()
 def __on_mode_changed(self, event):
     self.__set_selection_for_mode()
     if self.view.mode == self.view.OBJECTS_MODE_PLACE:
         pf.clear_unit_selection()
         self.current_object = self.__object_at_index(self.view.selected_object_idx)
         if pf.map_pos_under_cursor():
             self.current_object.pos = pf.map_pos_under_cursor()
     elif self.view.mode == self.view.OBJECTS_MODE_SELECT:
         self.current_object = None
 def __on_click(self, event):
     if not mouse_events.mouse_over_map:
         return
     if pf.map_pos_under_cursor() is None:
         return
     if event[0] == pf.SDL_BUTTON_LEFT:
         if self.current_object:
             self.current_object.faction_id = pf.get_factions_list()[self.view.selected_faction_idx]["id"]
             globals.active_objects_list.append(self.current_object)
             self.current_object = self.__object_at_index(self.view.selected_object_idx)
             self.current_object.pos = pf.map_pos_under_cursor()
     elif event[0] == pf.SDL_BUTTON_RIGHT:
         self.right_mousebutton_state = event[1]
         sel = pf.get_unit_selection()
         if len(sel) == 1:
             sel[0].pos = pf.map_pos_under_cursor()