Python pygame.K_RETURN Examples

The following are 30 code examples of pygame.K_RETURN(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module pygame , or try the search function .
Example #1
Source File: game093.py    From eduActiv8 with GNU General Public License v3.0 6 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(-1, 0)
            elif active == 1:
                self.change_fract_btn(1, 0)
            elif active == 2:
                self.change_fract_btn(0, -1)
            elif active == 3:
                self.change_fract_btn(0, 1)
            elif 3 < active < 16:
                self.activate_factor(active-4)
            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
Example #2
Source File: game_functions.py    From alien-invasion-game with MIT License 6 votes vote down vote up
def check_keydown_events(event: EventType, ai_settings: Settings
                         , stats: GameStats, game_items: GameItems):
    """Respond when key is being pressed."""
    if event.key == pygame.K_RIGHT:
        # Move ship to the right.
        game_items.ship.moving_right = True

    elif event.key == pygame.K_LEFT:
        # Move ship to the left.
        game_items.ship.moving_left = True

    elif event.key == pygame.K_SPACE:
        fire_bullet(ai_settings, game_items)

    elif event.key == pygame.K_q:
        quit_game(stats)

    elif event.key == pygame.K_RETURN:  # ENTER key
        start_new_game(ai_settings, stats, game_items) 
Example #3
Source File: battle_city_utils.py    From AirGesture with MIT License 6 votes vote down vote up
def gameOverScreen(self):
        """ Show game over screen """

        global screen

        # stop game main loop (if any)
        self.running = False

        screen.fill([0, 0, 0])

        self.writeInBricks("game", [125, 140])
        self.writeInBricks("over", [125, 220])
        pygame.display.flip()

        while 1:
            time_passed = self.clock.tick(50)
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    quit()
                elif event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_RETURN:
                        self.showMenu()
                        return 
Example #4
Source File: GameMenu.py    From gamedev with MIT License 6 votes vote down vote up
def set_keyb_selection(self, key):
        # highlight menu item by key selection
        for item in self.items:
            # item.set_italic(False)
            item.set_color(self.color)

        if self.cur_item is None:
            self.cur_item = 0
        else:
            if key == pygame.K_RETURN:
                self.go()
            elif key == pygame.K_UP:
                self.cur_item -= 1
            elif key == pygame.K_DOWN:
                self.cur_item += 1
            self.cur_item = self.cur_item % len(self.items)

        # self.items[self.cur_item].set_italic(True)
        self.items[self.cur_item].set_color(self.hcolor) 
Example #5
Source File: demo_launcher.py    From gamedev with MIT License 6 votes vote down vote up
def set_keyb_selection(self, key):
        # highlight menu item by key selection
        for item in self.items:
            # item.set_italic(False)
            item.set_color(self.color)

        if self.cur_item is None:
            self.cur_item = 0
        else:
            if key == pygame.K_RETURN:
                self.go()
            elif key == pygame.K_UP:
                self.cur_item -= 1
            elif key == pygame.K_DOWN:
                self.cur_item += 1
            self.cur_item = self.cur_item % len(self.items)

        # self.items[self.cur_item].set_italic(True)
        self.items[self.cur_item].set_color(self.hcolor) 
Example #6
Source File: game085.py    From eduActiv8 with GNU General Public License v3.0 6 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if len(char) > 0 and lhv < 3 and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
                self.auto_check_reset()
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset() 
Example #7
Source File: game115.py    From eduActiv8 with GNU General Public License v3.0 6 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.numbers, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.numbers, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.numbers, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.numbers, 0, 1)
            elif active == 4:
                self.change_fract_btn(self.numbers2, -1, 0)
            elif active == 5:
                self.change_fract_btn(self.numbers2, 1, 0)
            elif active == 6:
                self.change_fract_btn(self.numbers2, 0, -1)
            elif active == 7:
                self.change_fract_btn(self.numbers2, 0, 1)
            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
Example #8
Source File: pygame_functions.py    From Pygame_Functions with GNU General Public License v2.0 6 votes vote down vote up
def textBoxInput(textbox, functionToCall=None, args=[]):
    # starts grabbing key inputs, putting into textbox until enter pressed
    global keydict
    textbox.text = ""
    returnVal = None
    while True:
        updateDisplay()
        if functionToCall:
            returnVal = functionToCall(*args)
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    textbox.clear()
                    if returnVal:
                        return textbox.text, returnVal
                    else:
                        return textbox.text
                elif event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                else:
                    textbox.update(event)
            elif event.type == pygame.QUIT:
                pygame.quit()
                sys.exit() 
Example #9
Source File: game031.py    From eduActiv8 with GNU General Public License v3.0 6 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if char in self.digits:
                        if len(char) > 0 and lhv < self.max_len:
                            self.home_square.value += char
                        else:
                            self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True 
Example #10
Source File: pygame_functions.py    From Pygame_Functions with GNU General Public License v2.0 6 votes vote down vote up
def textBoxInput(textbox, functionToCall=None, args=[]):
    # starts grabbing key inputs, putting into textbox until enter pressed
    global keydict
    textbox.text = ""
    returnVal = None
    while True:
        updateDisplay()
        if functionToCall:
            returnVal = functionToCall(*args)
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_RETURN:
                    textbox.clear()
                    if returnVal:
                        return textbox.text, returnVal
                    else:
                        return textbox.text
                elif event.key == pygame.K_ESCAPE:
                    pygame.quit()
                    sys.exit()
                else:
                    textbox.update(event)
            elif event.type == pygame.QUIT:
                pygame.quit()
                sys.exit() 
Example #11
Source File: game080.py    From eduActiv8 with GNU General Public License v3.0 6 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN:
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                else:
                    char = event.unicode
                    if char in self.digits:
                        if len(char) > 0 and lhv < 2:
                            self.home_square.value += char
                        else:
                            self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True 
Example #12
Source File: game034.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                elif not self.board.grid[4][16]:
                    char = event.unicode
                    if len(char) > 0 and char in self.digits:
                        self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][16]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
                if self.board.grid[4][16]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
                    self.check_result()
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #13
Source File: game084.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                elif not self.board.grid[4][18]:
                    char = event.unicode
                    if len(char) > 0 and lhv < 2 and char in self.digits:
                        self.home_square.value += char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][18]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
                if self.board.grid[4][18]:
                    self.check_result()
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #14
Source File: game096.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.numbers, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.numbers, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.numbers, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.numbers, 0, 1)

            elif active == 4:
                self.change_fract_btn(self.numbers2, -1, 0)
            elif active == 5:
                self.change_fract_btn(self.numbers2, 1, 0)
            elif active == 6:
                self.change_fract_btn(self.numbers2, 0, -1)
            elif active == 7:
                self.change_fract_btn(self.numbers2, 0, 1)

            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
Example #15
Source File: game097.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.numbers, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.numbers, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.numbers, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.numbers, 0, 1)

            elif active == 4:
                self.change_fract_btn(self.numbers2, -1, 0)
            elif active == 5:
                self.change_fract_btn(self.numbers2, 1, 0)
            elif active == 6:
                self.change_fract_btn(self.numbers2, 0, -1)
            elif active == 7:
                self.change_fract_btn(self.numbers2, 0, 1)

            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
Example #16
Source File: game095.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.numbers, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.numbers, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.numbers, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.numbers, 0, 1)

            elif active == 4:
                self.change_fract_btn(self.numbers2, -1, 0)
            elif active == 5:
                self.change_fract_btn(self.numbers2, 1, 0)
            elif active == 6:
                self.change_fract_btn(self.numbers2, 0, -1)
            elif active == 7:
                self.change_fract_btn(self.numbers2, 0, 1)

            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
Example #17
Source File: game118.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(self.numbers, -1, 0)
            elif active == 1:
                self.change_fract_btn(self.numbers, 1, 0)
            elif active == 2:
                self.change_fract_btn(self.numbers, 0, -1)
            elif active == 3:
                self.change_fract_btn(self.numbers, 0, 1)

            elif active == 4:
                self.change_fract_btn2(self.numbers2, -1, 0)
            elif active == 5:
                self.change_fract_btn2(self.numbers2, 1, 0)
            elif active == 6:
                self.change_fract_btn2(self.numbers2, 0, -1)
            elif active == 7:
                self.change_fract_btn2(self.numbers2, 0, 1)

            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset() 
Example #18
Source File: game035.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)
        if not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER):
                lhv = len(self.home_square.value)
                self.changed_since_check = True
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        self.home_square.value = self.home_square.value[0:lhv - 1]
                elif not self.board.grid[4][18]:
                    char = event.unicode
                    if len(char) > 0 and char in self.digits:
                        self.home_square.value = char
                self.home_square.update_me = True
                self.mainloop.redraw_needed[0] = True
            elif event.type == pygame.MOUSEMOTION and self.drag:
                if self.board.grid[4][18]:
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.MOUSEBUTTONUP:
                for each in self.board.units:
                    if each.is_door is True:
                        self.board.all_sprites_list.move_to_front(each)
                if self.board.grid[4][18]:
                    self.check_result()
                    self.home_square.value = ""
                    self.home_square.update_me = True
            elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
                self.check_result()
            if event.type == pygame.MOUSEBUTTONDOWN:
                self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #19
Source File: loginscreen.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def onKeyDown(self, event):
        if not self.select_item:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_DELETE:
                pass
            elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER and event.key != pygame.K_TAB:
                lhv = len(self.value)
                if event.key == pygame.K_BACKSPACE:
                    if lhv > 0:
                        if self.ls.lang.ltr_text:
                            self.value = self.value[0:lhv - 1]
                        else:
                            self.value = self.value[1:lhv]
                else:
                    char = event.unicode
                    if len(char) > 0 and lhv < 21:
                        if self.ls.lang.ltr_text:
                            self.value = self.value + char
                        else:
                            self.value = char + self.value

                if self.selection_modifier:
                    if self.ls.prev_user_checked:
                        if self.value != self.ls.prev_user_checked.value:
                            self.ls.prev_user_checked.update_me = True
                            self.ls.prev_user_checked.checked = False
                    self.ls.reload_selects()
                    self.ls.set_scrollbar_top(self.ls.scroll_min_top)
            elif event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER or event.key == pygame.K_TAB:
                self.nextFocus()

            self.update_trigger() 
Example #20
Source File: loginscreen.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def onKeyDown(self, event):
        if event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER:
            self.fsubmit()
            self.update_trigger() 
Example #21
Source File: cli.py    From stuntcat with GNU Lesser General Public License v2.1 5 votes vote down vote up
def __pgbox(title, message):
    try:
        import pygame as pg
        pg.quit() #clean out anything running
        pg.display.init()
        pg.font.init()
        screen = pg.display.set_mode((460, 140))
        pg.display.set_caption(title)
        font = pg.font.Font(None, 18)
        foreg, backg, liteg = (0, 0, 0), (180, 180, 180), (210, 210, 210)
        ok = font.render('Ok', 1, foreg, liteg)
        okbox = ok.get_rect().inflate(200, 10)
        okbox.centerx = screen.get_rect().centerx
        okbox.bottom = screen.get_rect().bottom - 10
        screen.fill(backg)
        screen.fill(liteg, okbox)
        screen.blit(ok, okbox.inflate(-200, -10))
        pos = [10, 10]
        for text in message.split('\n'):
            if text:
                msg = font.render(text, 1, foreg, backg)
                screen.blit(msg, pos)
            pos[1] += font.get_height()
        pg.display.flip()
        stopkeys = pg.K_ESCAPE, pg.K_SPACE, pg.K_RETURN, pg.K_KP_ENTER
        while 1:
            e = pg.event.wait()
            if e.type == pg.QUIT or \
                       (e.type == pg.KEYDOWN and e.key in stopkeys) or \
                       (e.type == pg.MOUSEBUTTONDOWN and okbox.collidepoint(e.pos)):
                break
        pg.quit()
    except pg.error:
        raise ImportError 
Example #22
Source File: levels.py    From The-Stolen-Crown-RPG with MIT License 5 votes vote down vote up
def check_for_menu(self, keys):
        """
        Check if player hits enter to go to menu.
        """
        if keys[pg.K_RETURN] and self.allow_input:
            if self.player.state == 'resting':
                self.state = 'menu'
                self.allow_input = False

        if not keys[pg.K_RETURN]:
            self.allow_input = True 
Example #23
Source File: main.py    From python-examples with MIT License 5 votes vote down vote up
def handle_event(self, event):

        if event.type == pygame.MOUSEBUTTONDOWN:
            self.active = self.rect.collidepoint(event.pos)
            self.color = self.color_active if self.active else self.color_inactive
        if event.type == pygame.KEYDOWN:
            if self.active:
                if event.key == pygame.K_RETURN:
                    self.text = ''
                elif event.key == pygame.K_BACKSPACE:
                    self.text = self.text[:-1]
                else:
                    self.text += event.unicode 
Example #24
Source File: key_test.py    From fxxkpython with GNU General Public License v3.0 5 votes vote down vote up
def test_name(self):
        self.assertEqual(pygame.key.name(pygame.K_RETURN), "return")
        self.assertEqual(pygame.key.name(pygame.K_0), "0")
        self.assertEqual(pygame.key.name(pygame.K_SPACE), "space") 
Example #25
Source File: key_test.py    From fxxkpython with GNU General Public License v3.0 5 votes vote down vote up
def test_name(self):
        self.assertEqual(pygame.key.name(pygame.K_RETURN), "return")
        self.assertEqual(pygame.key.name(pygame.K_0), "0")
        self.assertEqual(pygame.key.name(pygame.K_SPACE), "space") 
Example #26
Source File: key_test.py    From fxxkpython with GNU General Public License v3.0 5 votes vote down vote up
def test_name(self):
        self.assertEqual(pygame.key.name(pygame.K_RETURN), "return")
        self.assertEqual(pygame.key.name(pygame.K_0), "0")
        self.assertEqual(pygame.key.name(pygame.K_SPACE), "space") 
Example #27
Source File: key_test.py    From fxxkpython with GNU General Public License v3.0 5 votes vote down vote up
def test_name(self):
        self.assertEqual(pygame.key.name(pygame.K_RETURN), "return")
        self.assertEqual(pygame.key.name(pygame.K_0), "0")
        self.assertEqual(pygame.key.name(pygame.K_SPACE), "space") 
Example #28
Source File: game068.py    From eduActiv8 with GNU General Public License v3.0 5 votes vote down vote up
def handle(self, event):
        gd.BoardGame.handle(self, event)  # send event handling up
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
            active = self.board.active_ship
            if active == 0:
                self.change_fract_btn(-1)
            elif active == 1:
                self.change_fract_btn(1)
            self.auto_check_reset()
        elif event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER):
            self.check_result()
        elif event.type == pygame.KEYDOWN:
            self.auto_check_reset()
            lhv = len(self.nm1.value)
            self.changed_since_check = True
            if event.key == pygame.K_BACKSPACE:
                if lhv > 2:
                    self.nm1.value = self.nm1.value[0:lhv - 1]
            else:
                char = event.unicode
                if len(char) > 0 and char in self.digits:
                    self.numbers_disp[0] = int(char)
                    self.nm1.set_value("0.%s" % char)
                    self.check_result()
            self.nm1.update_me = True
            self.mainloop.redraw_needed[0] = True 
Example #29
Source File: game.py    From Games with MIT License 5 votes vote down vote up
def __startInterface(self):
		clock = pygame.time.Clock()
		while True:
			for event in pygame.event.get():
				if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
					pygame.quit()
					sys.exit(-1)
				if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
					return
			self.screen.fill(self.cfg.AQUA)
			text1 = 'Press <Enter> to start the game'
			text2 = 'Press <Esc> to quit the game'
			text_render1 = self.font_big.render(text1, False, self.cfg.BLUE)
			text_render2 = self.font_big.render(text2, False, self.cfg.BLUE)
			self.screen.blit(text_render1, ((self.cfg.SCREENWIDTH-text_render1.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render1.get_rect().height)//4))
			self.screen.blit(text_render2, ((self.cfg.SCREENWIDTH-text_render2.get_rect().width)//2, (self.cfg.SCREENHEIGHT-text_render2.get_rect().height)//2))
			pygame.display.flip()
			clock.tick(30) 
Example #30
Source File: Game14.py    From Games with MIT License 5 votes vote down vote up
def showText(screen, font, is_clearance, flag=False):
	clock = pygame.time.Clock()
	msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!'
	positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]]
	surface = pygame.Surface((400, 200))
	surface.set_alpha(10)
	surface.fill((128, 128, 128))
	screen.blit(surface, (100, 200))
	texts = [font.render(msg, True, WHITE),
			 font.render('Press ENTER to continue or play again.', True, WHITE),
			 font.render('Press ESCAPE to quit.', True, WHITE)]
	while True:
		for event in pygame.event.get():
			if event.type == pygame.QUIT:
				sys.exit()
				pygame.quit()
			if event.type == pygame.KEYDOWN:
				if event.key == pygame.K_RETURN:
					if is_clearance:
						if not flag:
							return
						else:
							main(initialize())
					else:
						main(initialize())
				elif event.key == pygame.K_ESCAPE:
					sys.exit()
					pygame.quit()
		for idx, (text, position) in enumerate(zip(texts, positions)):
			screen.blit(text, position)
		pygame.display.flip()
		clock.tick(10)