Python pygame.K_BACKSPACE Examples
The following are 23
code examples of pygame.K_BACKSPACE().
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Example #1
Source File: main-2-class-move.py From python-examples with MIT License | 6 votes |
def handle_event(self, event): if event.type == pygame.KEYDOWN: if event.key == pygame.K_BACKSPACE: self.reset() if event.key == pygame.K_SPACE: self.speed_y = -20 if event.key == pygame.K_LEFT: self.speed_x -= 10 elif event.key == pygame.K_RIGHT: self.speed_x += 10 elif event.key == pygame.K_DOWN: self.gravity += 10 elif event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: self.speed_x -= -10 elif event.key == pygame.K_RIGHT: self.speed_x += -10 elif event.key == pygame.K_DOWN: self.gravity += -10
Example #2
Source File: game031.py From eduActiv8 with GNU General Public License v3.0 | 6 votes |
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 #3
Source File: game080.py From eduActiv8 with GNU General Public License v3.0 | 6 votes |
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 #4
Source File: game085.py From eduActiv8 with GNU General Public License v3.0 | 6 votes |
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 #5
Source File: game087.py From eduActiv8 with GNU General Public License v3.0 | 6 votes |
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 < self.sollen 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 #6
Source File: pygame.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 5 votes |
def _map_keys(self): key_map = self.io.key_map key_map[imgui.KEY_TAB] = pygame.K_TAB key_map[imgui.KEY_LEFT_ARROW] = pygame.K_LEFT key_map[imgui.KEY_RIGHT_ARROW] = pygame.K_RIGHT key_map[imgui.KEY_UP_ARROW] = pygame.K_UP key_map[imgui.KEY_DOWN_ARROW] = pygame.K_DOWN key_map[imgui.KEY_PAGE_UP] = pygame.K_PAGEUP key_map[imgui.KEY_PAGE_DOWN] = pygame.K_PAGEDOWN key_map[imgui.KEY_HOME] = pygame.K_HOME key_map[imgui.KEY_END] = pygame.K_END key_map[imgui.KEY_DELETE] = pygame.K_DELETE key_map[imgui.KEY_BACKSPACE] = pygame.K_BACKSPACE key_map[imgui.KEY_ENTER] = pygame.K_RETURN key_map[imgui.KEY_ESCAPE] = pygame.K_ESCAPE key_map[imgui.KEY_A] = pygame.K_a key_map[imgui.KEY_C] = pygame.K_c key_map[imgui.KEY_V] = pygame.K_v key_map[imgui.KEY_X] = pygame.K_x key_map[imgui.KEY_Y] = pygame.K_y key_map[imgui.KEY_Z] = pygame.K_z
Example #7
Source File: main.py From python-examples with MIT License | 5 votes |
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 #8
Source File: pygame_functions.py From Pygame_Functions with GNU General Public License v2.0 | 5 votes |
def update(self, keyevent): key = keyevent.key unicode = keyevent.unicode if key > 31 and key < 127 and ( self.maxLength == 0 or len(self.text) < self.maxLength): # only printable characters if keyevent.mod in (1, 2) and self.case == 1 and key >= 97 and key <= 122: # force lowercase letters self.text += chr(key) elif keyevent.mod == 0 and self.case == 2 and key >= 97 and key <= 122: self.text += chr(key - 32) else: # use the unicode char self.text += unicode elif key == 8: # backspace. repeat until clear keys = pygame.key.get_pressed() nexttime = pygame.time.get_ticks() + 200 deleting = True while deleting: keys = pygame.key.get_pressed() if keys[pygame.K_BACKSPACE]: thistime = pygame.time.get_ticks() if thistime > nexttime: self.text = self.text[0:len(self.text) - 1] self.image.fill((255, 255, 255)) pygame.draw.rect(self.image, (0, 0, 0), [0, 0, self.width - 1, self.boxSize - 1], 2) newSurface = self.font.render(self.text, True, self.fontColour) self.image.blit(newSurface, [10, 5]) updateDisplay() nexttime = thistime + 50 pygame.event.clear() else: deleting = False self.image.fill((255, 255, 255)) pygame.draw.rect(self.image, (0, 0, 0), [0, 0, self.width - 1, self.boxSize - 1], 2) newSurface = self.font.render(self.text, True, self.fontColour) self.image.blit(newSurface, [10, 5]) if screenRefresh: updateDisplay()
Example #9
Source File: pygame_functions.py From Pygame_Functions with GNU General Public License v2.0 | 5 votes |
def update(self, keyevent): key = keyevent.key unicode = keyevent.unicode if key > 31 and key < 127 and ( self.maxLength == 0 or len(self.text) < self.maxLength): # only printable characters if keyevent.mod in (1, 2) and self.case == 1 and key >= 97 and key <= 122: # force lowercase letters self.text += chr(key) elif keyevent.mod == 0 and self.case == 2 and key >= 97 and key <= 122: self.text += chr(key - 32) else: # use the unicode char self.text += unicode elif key == 8: # backspace. repeat until clear keys = pygame.key.get_pressed() nexttime = pygame.time.get_ticks() + 200 deleting = True while deleting: keys = pygame.key.get_pressed() if keys[pygame.K_BACKSPACE]: thistime = pygame.time.get_ticks() if thistime > nexttime: self.text = self.text[0:len(self.text) - 1] self.image.fill((255, 255, 255)) pygame.draw.rect(self.image, (0, 0, 0), [0, 0, self.width - 1, self.boxSize - 1], 2) newSurface = self.font.render(self.text, True, self.fontColour) self.image.blit(newSurface, [10, 5]) updateDisplay() nexttime = thistime + 50 pygame.event.clear() else: deleting = False self.image.fill((255, 255, 255)) pygame.draw.rect(self.image, (0, 0, 0), [0, 0, self.width - 1, self.boxSize - 1], 2) newSurface = self.font.render(self.text, True, self.fontColour) self.image.blit(newSurface, [10, 5]) if screenRefresh: updateDisplay()
Example #10
Source File: main.py From Hermit with MIT License | 5 votes |
def keyupdowncontrol(event): global keyseq, showconsole, fullscreen if event.type == pygame.QUIT: sys.exit() man.keyupdowncontrol(event,horse) if event.type == pygame.KEYDOWN: if showconsole: k = pygame.key.name(event.key) #print k if k == "return": exe("".join(keyseq)) showconsole = False elif k == "space": keyseq.append(" ") elif k == "-": keyseq.append("-") elif len(k) == 1: keyseq.append(k) elif event.key == pygame.K_BACKSPACE : if len(keyseq) > 0: keyseq.pop() if event.key == pygame.K_SLASH: showconsole = not showconsole if showconsole: settings.msg = ["CONSOLE READY.",settings.msgt] else: settings.msg = ["",settings.msgt] keyseq = [] if event.key == pygame.K_f and not showconsole: fullscreen = not fullscreen if fullscreen: pygame.display.set_mode([width/2,height+50],pygame.FULLSCREEN) else: pygame.display.set_mode([width/2,height+50]) pygame.display.set_caption("")
Example #11
Source File: _utils.py From pygame-menu with MIT License | 5 votes |
def test_widget_key_press(widget): """ Test keypress widget. :param widget: Widget object :type widget: :py:class:`pygame_menu.widgets.core.widget.Widget` """ widget.update(PygameUtils.key(pygame.K_BACKSPACE, keydown=True)) widget.update(PygameUtils.key(pygame.K_DELETE, keydown=True)) widget.update(PygameUtils.key(pygame.K_LEFT, keydown=True)) widget.update(PygameUtils.key(pygame.K_RIGHT, keydown=True)) widget.update(PygameUtils.key(pygame.K_END, keydown=True)) widget.update(PygameUtils.key(pygame.K_HOME, keydown=True))
Example #12
Source File: game084.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
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 #13
Source File: game034.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
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 #14
Source File: game035.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
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 #15
Source File: game071.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if not self.show_msg: if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT: self.home_sqare_switch(self.board.active_ship + 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT: self.home_sqare_switch(self.board.active_ship - 1) elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct: 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 < 2 and char in self.digits: if lhv == 1: s = self.home_square.value + char if s[0] == "0": self.home_square.value = char else: n = int(s) if n < 20: self.home_square.value = str(n % 10) try: self.carryl[self.home_square.pos_id].value = "1" self.carryl[self.home_square.pos_id].update_me = True except: pass else: self.home_square.value = char else: self.home_square.value = char self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEBUTTONUP: self.home_sqare_switch(self.board.active_ship)
Example #16
Source File: game072.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if not self.show_msg: if event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT: self.home_sqare_switch(self.board.active_ship + 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT: self.home_sqare_switch(self.board.active_ship - 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP: self.home_sqare_switch(self.board.active_ship - self.sumn1n2sl + 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN: self.home_sqare_switch(self.board.active_ship + self.sumn1n2sl) elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct: 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 < 2 and char in self.digits: self.home_square.value = char if self.auto_select: self.home_sqare_switch(self.board.active_ship + 1) else: self.home_square.value = "" self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEBUTTONUP: self.home_sqare_switch(self.board.active_ship)
Example #17
Source File: game110.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
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 self.missing_number == 1: if active == 0: self.change_fract_btn(-1, 0) elif active == 1: self.change_fract_btn(1, 0) else: if active == 0: self.change_fract_btn(0, -1) elif active == 1: self.change_fract_btn(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: lhv = len(self.active_num.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.active_num.value = self.active_num.value[0:lhv - 1] else: char = event.unicode if self.typed and len(char) > 0 and lhv < 3 and char in self.digits: self.active_num.value += char elif char in self.digits: self.active_num.value = char self.typed = True if len(self.active_num.value) > 0: self.result[self.missing_number - 1] = int(self.active_num.value) else: self.result[self.missing_number - 1] = 0 self.active_num.update_me = True self.mainloop.redraw_needed[0] = True self.auto_check_reset()
Example #18
Source File: game068.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
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 #19
Source File: draw.py From rpisurv with GNU General Public License v2.0 | 5 votes |
def check_keypress(): try: for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_q or event.key == pygame.K_a or event.key == pygame.K_KP_DIVIDE or event.key == pygame.K_BACKSPACE: logger.debug("Keypress 'a' or 'q' or 'backspace' or 'keypad /' detected.") return "end_event" if event.key == pygame.K_n or event.key == pygame.K_SPACE or event.key == pygame.K_KP_PLUS: logger.debug("Keypress 'n' or 'space' or 'keypad +' detected.") return "next_event" if event.key == pygame.K_r or event.key == pygame.K_KP_PERIOD or event.key == pygame.K_COMMA: logger.debug("Keypress 'r' or ',' or 'keypad .' detected") return "resume_rotation" if event.key == pygame.K_p or event.key == pygame.K_KP_MULTIPLY: logger.debug("Keypress 'p' or 'keypad *' detected") return "pause_rotation" for numeric_key_counter, key in enumerate([pygame.K_F1,pygame.K_F2,pygame.K_F3,pygame.K_F4,pygame.K_F5,pygame.K_F6,pygame.K_F7,pygame.K_F8,pygame.K_F9,pygame.K_F10,pygame.K_F11,pygame.K_F12]): if event.key == key: logger.debug("Keypress 'F" + str(numeric_key_counter + 1) + "' detected") return numeric_key_counter for numeric_key_counter, key in enumerate([pygame.K_KP0,pygame.K_KP1,pygame.K_KP2,pygame.K_KP3,pygame.K_KP4,pygame.K_KP5,pygame.K_KP6,pygame.K_KP7,pygame.K_KP8,pygame.K_KP9]): if event.key == key: logger.debug("Keypress 'keypad " + str(numeric_key_counter + 1) + "' detected") return numeric_key_counter else: return None except pygame.error as e: logger.debug("Exception " + repr(e)) exit(0)
Example #20
Source File: game069.py From eduActiv8 with GNU General Public License v3.0 | 4 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if not self.show_msg: if event.type == pygame.KEYDOWN: self.auto_check_reset() if event.type == pygame.KEYDOWN and event.key == pygame.K_LEFT: self.home_sqare_switch(self.board.active_ship + 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_RIGHT: self.home_sqare_switch(self.board.active_ship - 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP: self.home_sqare_switch(self.board.active_ship - self.sumn1n2sl + 1) elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN: self.home_sqare_switch(self.board.active_ship + self.sumn1n2sl) elif event.type == pygame.KEYDOWN and event.key != pygame.K_RETURN and not self.correct: 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 < 2 and char in self.digits): if self.home_square in self.resultl: if lhv == 1: s = self.home_square.value + char if s[0] == "0": self.home_square.value = char else: n = int(s) if n < 20: self.home_square.value = str(n % 10) try: self.carryl[self.home_square.pos_id].value = "1" self.carryl[self.home_square.pos_id].update_me = True except: pass else: self.home_square.value = char else: self.home_square.value = char elif self.home_square in self.carryl: if char == "1": self.home_square.value = char else: self.home_square.value = "" self.home_square.update_me = True self.mainloop.redraw_needed[0] = True elif event.type == pygame.MOUSEBUTTONUP: self.home_sqare_switch(self.board.active_ship) elif event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset()
Example #21
Source File: game117.py From eduActiv8 with GNU General Public License v3.0 | 4 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin] for each in self.text_fields: if each.rect.topleft[0] < pos[0] < each.rect.topleft[0] + each.rect.width and \ each.rect.topleft[1] < pos[1] < each.rect.topleft[1] + each.rect.height: self.toggle_active_fract(each) active = self.board.active_ship if active == 0: self.change_fract_btn(self.response, -1, 0) elif active == 1: self.change_fract_btn(self.response, 1, 0) elif active == 2: self.change_fract_btn(self.response, 0, -1) elif active == 3: self.change_fract_btn(self.response, 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() lhv = len(self.current_txt) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.current_txt = self.current_txt[0:lhv - 1] self.active_fract.value = self.current_txt self.active_fract.update_me = True if len(self.current_txt) > 0: if self.active_fract == self.sm1a: self.response[0] = int(self.active_fract.value) elif self.active_fract == self.sm1b: self.response[1] = int(self.active_fract.value) elif event.key == pygame.K_TAB: if self.active_fract == self.sm1a: self.toggle_active_fract(self.sm1b) else: self.toggle_active_fract(self.sm1a) else: char = event.unicode if char in self.digits: if len(char) > 0 and lhv < 3 and self.active_fract.value != self.qm: self.current_txt += char else: self.current_txt = char self.active_fract.value = self.current_txt if self.active_fract == self.sm1a: self.response[0] = int(self.active_fract.value) if self.response[0] == self.sum_numbers[0]: self.toggle_active_fract(self.sm1b) elif self.active_fract == self.sm1b: self.response[1] = int(self.active_fract.value) self.active_fract.update_me = True self.mainloop.redraw_needed[0] = True
Example #22
Source File: game030.py From eduActiv8 with GNU General Public License v3.0 | 4 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin] self.auto_check_reset() for each in self.units: if each.rect.topleft[0] < pos[0] < each.rect.topleft[0] + each.rect.width and \ each.rect.topleft[1] < pos[1] < each.rect.topleft[1] + each.rect.height: self.toggle_active_unit(each) 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) self.mainloop.redraw_needed[0] = True if not self.show_msg: if event.type == pygame.KEYDOWN and (event.key != pygame.K_RETURN and event.key != pygame.K_KP_ENTER): if self.active_unit in self.units: self.auto_check_reset() lhv = len(self.active_unit.value) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.active_unit.value = self.active_unit.value[0:lhv - 1] else: char = event.unicode if len(char) > 0 and ((char in self.digits) or (lhv == 0 and self.allow_dash and char == "-")): if lhv < self.imput_limit: self.active_unit.value += char else: self.active_unit.value = char self.active_unit.update_me = True self.mainloop.redraw_needed[0] = True if event.type == pygame.KEYDOWN and (event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER or event.key == pygame.K_TAB or event.key == pygame.K_DOWN): if self.all_completed(): self.custom_check_result() if self.active_unit is not None: self.toggle_active_unit(self.units[(self.active_unit.id + 1) % 5]) elif event.type == pygame.KEYDOWN and event.key == pygame.K_UP: if self.active_unit is not None: self.toggle_active_unit(self.units[(self.active_unit.id + 4) % 5]) if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #23
Source File: game120.py From eduActiv8 with GNU General Public License v3.0 | 4 votes |
def handle(self, event): gd.BoardGame.handle(self, event) # send event handling up if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin] for each in self.text_fields: if each.rect.topleft[0] < pos[0] < each.rect.topleft[0] + each.rect.width and \ each.rect.topleft[1] < pos[1] < each.rect.topleft[1] + each.rect.height: self.toggle_active_fract(each) active = self.board.active_ship if active == 0: self.change_fract_btn(self.response, -1, 0) elif active == 1: self.change_fract_btn(self.response, 1, 0) elif active == 2: self.change_fract_btn(self.response, 0, -1) elif active == 3: self.change_fract_btn(self.response, 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() lhv = len(self.current_txt) self.changed_since_check = True if event.key == pygame.K_BACKSPACE: if lhv > 0: self.current_txt = self.current_txt[0:lhv - 1] self.active_fract.value = self.current_txt self.active_fract.update_me = True if len(self.current_txt) > 0: if self.active_fract == self.sm1a: self.response[0] = int(self.active_fract.value) elif self.active_fract == self.sm1b: self.response[1] = int(self.active_fract.value) elif event.key == pygame.K_TAB: if self.active_fract == self.sm1a: self.toggle_active_fract(self.sm1b) else: self.toggle_active_fract(self.sm1a) else: char = event.unicode if char in self.digits: if len(char) > 0 and lhv < 3 and self.active_fract.value != self.qm: self.current_txt += char else: self.current_txt = char self.active_fract.value = self.current_txt if self.active_fract == self.sm1a: self.response[0] = int(self.active_fract.value) if self.response[0] == self.sum_numbers[0]: self.toggle_active_fract(self.sm1b) elif self.active_fract == self.sm1b: self.response[1] = int(self.active_fract.value) self.active_fract.update_me = True self.mainloop.redraw_needed[0] = True