Python pygame.K_KP_ENTER Examples

The following are 22 code examples of pygame.K_KP_ENTER(). 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: 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 #2
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 #3
Source File: game087.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 < 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 #4
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 #5
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 #6
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 #7
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 #8
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 #9
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 #10
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 #11
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 #12
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 #13
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 #14
Source File: game110.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 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 #15
Source File: game094.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: 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 #17
Source File: game040.py    From eduActiv8 with GNU General Public License v3.0 4 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:
            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 #18
Source File: game117.py    From eduActiv8 with GNU General Public License v3.0 4 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:
            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 #19
Source File: game030.py    From eduActiv8 with GNU General Public License v3.0 4 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:
            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 #20
Source File: game067.py    From eduActiv8 with GNU General Public License v3.0 4 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:
            pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin]

            if self.nm1.rect.topleft[0] < pos[0] < self.nm1.rect.topleft[0] + self.nm1.rect.width and \
                    self.nm1.rect.topleft[1] < pos[1] < self.nm1.rect.topleft[1] + self.nm1.rect.height:
                self.toggle_active_fract(self.nm1, self.nm2)
            elif self.nm2.rect.topleft[0] < pos[0] < self.nm2.rect.topleft[0] + self.nm2.rect.width and \
                    self.nm2.rect.topleft[1] < pos[1] < self.nm2.rect.topleft[1] + self.nm2.rect.height:
                self.toggle_active_fract(self.nm2, self.nm1)

            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)
            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.active_fract.value)
            self.changed_since_check = True
            if event.key == pygame.K_BACKSPACE:
                if lhv > 0:
                    self.active_fract.value = self.active_fract.value[0:lhv - 1]
            elif event.key == pygame.K_TAB:
                if self.active_fract == self.nm1:
                    self.toggle_active_fract(self.nm2, self.nm1)
                else:
                    self.toggle_active_fract(self.nm1, self.nm2)
            else:
                char = event.unicode
                if len(char) > 0 and char in self.digits:
                    self.active_fract.set_value("%s" % char)
                    if self.active_fract == self.nm1:
                        self.numbers_disp[0] = int(char)
                        self.toggle_active_fract(self.nm2, self.nm1)
                    else:
                        self.numbers_disp[1] = int(char)
                        self.toggle_active_fract(self.nm1, self.nm2)
                    if self.nm1.value != self.qm and self.nm2.value != self.qm:
                        self.check_result()
                    self.mainloop.redraw_needed[0] = True 
Example #21
Source File: game120.py    From eduActiv8 with GNU General Public License v3.0 4 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:
            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: engine.py    From Fruit-API with GNU General Public License v3.0 4 votes vote down vote up
def __human_control(self, key):
        if self.player1_human_control and self.player2_human_control:
            if self.two_players:
                if key == pygame.K_LEFT:
                    self.player1.move(GlobalConstants.LEFT_ACTION, self.sprites)
                if key == pygame.K_RIGHT:
                    self.player1.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                if key == pygame.K_UP:
                    self.player1.move(GlobalConstants.UP_ACTION, self.sprites)
                if key == pygame.K_DOWN:
                    self.player1.move(GlobalConstants.DOWN_ACTION, self.sprites)
                if key == pygame.K_KP_ENTER:
                    self.__fire_bullet(self.player1, False)
                if key == pygame.K_a:
                    self.player2.move(GlobalConstants.LEFT_ACTION, self.sprites)
                if key == pygame.K_d:
                    self.player2.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                if key == pygame.K_w:
                    self.player2.move(GlobalConstants.UP_ACTION, self.sprites)
                if key == pygame.K_s:
                    self.player2.move(GlobalConstants.DOWN_ACTION, self.sprites)
                if key == pygame.K_SPACE:
                    self.__fire_bullet(self.player2, False)
            else:
                if key == pygame.K_LEFT:
                    self.player1.move(GlobalConstants.LEFT_ACTION, self.sprites)
                if key == pygame.K_RIGHT:
                    self.player1.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                if key == pygame.K_UP:
                    self.player1.move(GlobalConstants.UP_ACTION, self.sprites)
                if key == pygame.K_DOWN:
                    self.player1.move(GlobalConstants.DOWN_ACTION, self.sprites)
                if key == pygame.K_SPACE:
                    self.__fire_bullet(self.player1, False)
        else:
            if not self.player1_human_control:
                if self.two_players:
                    if key == pygame.K_LEFT:
                        self.player2.move(GlobalConstants.LEFT_ACTION, self.sprites)
                    if key == pygame.K_RIGHT:
                        self.player2.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                    if key == pygame.K_UP:
                        self.player2.move(GlobalConstants.UP_ACTION, self.sprites)
                    if key == pygame.K_DOWN:
                        self.player2.move(GlobalConstants.DOWN_ACTION, self.sprites)
                    if key == pygame.K_SPACE:
                        self.__fire_bullet(self.player2, False)
            else:
                if key == pygame.K_LEFT:
                    self.player1.move(GlobalConstants.LEFT_ACTION, self.sprites)
                if key == pygame.K_RIGHT:
                    self.player1.move(GlobalConstants.RIGHT_ACTION, self.sprites)
                if key == pygame.K_UP:
                    self.player1.move(GlobalConstants.UP_ACTION, self.sprites)
                if key == pygame.K_DOWN:
                    self.player1.move(GlobalConstants.DOWN_ACTION, self.sprites)
                if key == pygame.K_SPACE:
                    self.__fire_bullet(self.player1, False)