Python pygame.MOUSEMOTION Examples
The following are 30
code examples of pygame.MOUSEMOTION().
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Example #1
Source File: rigeditor.py From renpy-shader with MIT License | 8 votes |
def handleEvents(self): self.mouse = self.get(MOUSE) for event, pos in self.context.events: self.mouse = pos handled = self.mode.handleEvent((event, pos)) if not handled: if event.type == pygame.MOUSEBUTTONDOWN: self.handleMouseDown(event, pos) elif event.type == pygame.MOUSEMOTION: self.handleMouseMotion(pos) elif event.type == pygame.MOUSEBUTTONUP: self.handleMouseUp(pos) if self.mouse: self.set(MOUSE, self.mouse)
Example #2
Source File: startinterface.py From Games with MIT License | 7 votes |
def startInterface(screen, begin_image_paths): begin_images = [pygame.image.load(begin_image_paths[0]), pygame.image.load(begin_image_paths[1])] begin_image = begin_images[0] while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.MOUSEMOTION: mouse_pos = pygame.mouse.get_pos() if mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)): begin_image = begin_images[1] else: begin_image = begin_images[0] elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() if event.button == 1 and mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)): return True screen.blit(begin_image, (0, 0)) pygame.display.update()
Example #3
Source File: game004.py From eduActiv8 with GNU General Public License v3.0 | 7 votes |
def handle(self, event): gd.BoardGame.handle(self, event) if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin] found = False for each in self.units: if (each.rect.left < pos[0] < each.rect.right and each.rect.top < pos[1] < each.rect.bottom): if each != self.unit_mouse_over: if self.unit_mouse_over is not None: self.unit_mouse_over.mouse_out() self.unit_mouse_over = each found = True each.handle(event) break if not found: if self.unit_mouse_over is not None: self.unit_mouse_over.mouse_out() self.unit_mouse_over = None self.board.mainloop.redraw_needed[0] = True
Example #4
Source File: sprite.py From pi-tracking-telescope with MIT License | 6 votes |
def handleEvent(self, event, clock): if not self.visible: self.focussed = False return if self.groups()[0].UI_PLACEMENT_MODE: if event.type == pygame.MOUSEBUTTONDOWN: self.pressed_time = pygame.time.get_ticks() self.focussed = True if event.type == pygame.MOUSEMOTION: if (self.focussed and pygame.time.get_ticks() - self.pressed_time > 1000): self.long_pressed = True self.rect.top = event.pos[1] self.rect.left = event.pos[0] self.dirty = 1 if event.type == pygame.MOUSEBUTTONUP: if self.focussed and self.long_pressed: print event.pos[1], event.pos[0] self.pressed_time = 0 self.long_pressed = False self.focussed = False
Example #5
Source File: example-9.py From python-examples with MIT License | 6 votes |
def handle_event(self, event): if event.type == pygame.MOUSEMOTION: #if self.rect.collidepoint(event.pos) # self.hovered = True #else: # self.hovered = False self.hovered = self.rect.collidepoint(event.pos) # === FUNCTIONS === (lower_case names) # empty # === MAIN === (lower_case names)
Example #6
Source File: example-1.py From python-examples with MIT License | 6 votes |
def handle_event(self, event): if event.type == pygame.MOUSEMOTION: self.hovered = self.rect.collidepoint(event.pos) elif event.type == pygame.MOUSEBUTTONDOWN: if self.hovered: print('Clicked:', self.text) if self.command: self.command() # === FUNCTIONS === (lower_case names) # empty # === MAIN === (lower_case names)
Example #7
Source File: game017.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 event.type == pygame.MOUSEBUTTONDOWN: self.active_item = self.board.ships[self.board.active_ship] if self.active_item.unit_id < self.abc_len: self.current_letter_index = self.active_item.unit_id self.activate_letter() else: pos = [event.pos[0] - self.layout.game_left, event.pos[1] - self.layout.top_margin] if self.lt.rect.topleft[0] < pos[0] < self.lt.rect.topleft[0] + self.lt.rect.width and \ self.lt.rect.topleft[1] < pos[1] < self.lt.rect.topleft[ 1] + self.lt.rect.height: self.next_slide(-1) elif self.rt.rect.topleft[0] < pos[0] < self.rt.rect.topleft[0] + self.rt.rect.width and \ self.rt.rect.topleft[1] < pos[1] < self.rt.rect.topleft[ 1] + self.rt.rect.height: self.next_slide(1) if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #8
Source File: main.py From python-examples with MIT License | 5 votes |
def handle_event(self, event): global redrawing if event.type == pygame.MOUSEBUTTONDOWN: if self.hover: if event.button == 1: if self.movable: self.moving = True redrawing = True return True elif event.button == 3: print(self.rect.topleft) return True if event.type == pygame.MOUSEBUTTONUP: if self.hover: if self.movable and self.moving: self.moving = False redrawing = True return True if event.type == pygame.MOUSEMOTION: self.hover = self.rect.collidepoint(event.pos) if self.movable and self.moving: self.rect.move_ip(event.rel) self.border_rect.move_ip(event.rel) redrawing = True return True
Example #9
Source File: main.py From python-examples with MIT License | 5 votes |
def button_check(info, event): text, text_rect, rect, inactive_color, active_color, action, hover = info if event.type == pygame.MOUSEMOTION: # hover = True/False info[-1] = rect.collidepoint(event.pos) elif event.type == pygame.MOUSEBUTTONDOWN: if hover and action: action()
Example #10
Source File: sprite.py From rpi_lcars with MIT License | 5 votes |
def handleEvent(self, event, clock): handled = False if not self.visible: self.focussed = False return handled if event.type == pygame.MOUSEBUTTONDOWN: self.pressed_time = pygame.time.get_ticks() self.focussed = True if event.type == pygame.MOUSEMOTION: if (self.focussed and pygame.time.get_ticks() - self.pressed_time > 1000): self.long_pressed = True if self.groups()[0].UI_PLACEMENT_MODE: self.rect.top = event.pos[1] self.rect.left = event.pos[0] self.dirty = 1 if event.type == pygame.MOUSEBUTTONUP: if self.handler: self.handler(self, event, clock) handled = True if self.focussed and self.long_pressed and self.groups()[0].UI_PLACEMENT_MODE: print(event.pos[1], event.pos[0]) self.pressed_time = 0 self.long_pressed = False self.focussed = False return handled
Example #11
Source File: game015.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.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #12
Source File: leveleditor.py From MCEdit-Unified with ISC License | 5 votes |
def postMouseMoved(): evt = event.Event(MOUSEMOTION, rel=(0, 0), pos=mouse.get_pos(), buttons=mouse.get_pressed()) event.post(evt)
Example #13
Source File: event_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_peek(self): """Ensure queued events can be peeked at.""" event_types = [pygame.KEYDOWN, pygame.KEYUP, pygame.MOUSEMOTION] for event_type in event_types: pygame.event.post(pygame.event.Event(event_type)) for event_type in event_types: self.assertTrue(pygame.event.peek(event_type)) self.assertTrue(pygame.event.peek(event_types))
Example #14
Source File: event_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_peek(self): """Ensure queued events can be peeked at.""" event_types = [pygame.KEYDOWN, pygame.KEYUP, pygame.MOUSEMOTION] for event_type in event_types: pygame.event.post(pygame.event.Event(event_type)) for event_type in event_types: self.assertTrue(pygame.event.peek(event_type)) self.assertTrue(pygame.event.peek(event_types))
Example #15
Source File: event_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_peek(self): """Ensure queued events can be peeked at.""" event_types = [pygame.KEYDOWN, pygame.KEYUP, pygame.MOUSEMOTION] for event_type in event_types: pygame.event.post(pygame.event.Event(event_type)) for event_type in event_types: self.assertTrue(pygame.event.peek(event_type)) self.assertTrue(pygame.event.peek(event_types))
Example #16
Source File: endinterface.py From Games with MIT License | 5 votes |
def endInterface(screen, end_image_path, again_image_paths, score_info, font_path, font_colors, screensize): end_image = pygame.image.load(end_image_path) again_images = [pygame.image.load(again_image_paths[0]), pygame.image.load(again_image_paths[1])] again_image = again_images[0] font = pygame.font.Font(font_path, 50) your_score_text = font.render('Your Score: %s' % score_info['your_score'], True, font_colors[0]) your_score_rect = your_score_text.get_rect() your_score_rect.left, your_score_rect.top = (screensize[0] - your_score_rect.width) / 2, 215 best_score_text = font.render('Best Score: %s' % score_info['best_score'], True, font_colors[1]) best_score_rect = best_score_text.get_rect() best_score_rect.left, best_score_rect.top = (screensize[0] - best_score_rect.width) / 2, 275 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.MOUSEMOTION: mouse_pos = pygame.mouse.get_pos() if mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)): again_image = again_images[1] else: again_image = again_images[0] elif event.type == pygame.MOUSEBUTTONDOWN: mouse_pos = pygame.mouse.get_pos() if event.button == 1 and mouse_pos[0] in list(range(419, 574)) and mouse_pos[1] in list(range(374, 416)): return True screen.blit(end_image, (0, 0)) screen.blit(again_image, (416, 370)) screen.blit(your_score_text, your_score_rect) screen.blit(best_score_text, best_score_rect) pygame.display.update()
Example #17
Source File: main-button-functions.py From python-examples with MIT License | 5 votes |
def button_check(info, event): text, text_rect, rect, inactive_color, active_color, action, hover = info if event.type == pygame.MOUSEMOTION: # hover = True/False info[-1] = rect.collidepoint(event.pos) elif event.type == pygame.MOUSEBUTTONDOWN: if hover and action: action()
Example #18
Source File: dialogwnd.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if event.type == pygame.MOUSEBUTTONUP: self.fsubmit(self.fargs) self.wnd.hide_dialog() self.mouse_out() elif event.type == pygame.MOUSEMOTION: self.mouse_over()
Example #19
Source File: RUN_ME.py From SciSlice with MIT License | 5 votes |
def run(self): ''' Create a pygame screen until it is closed. ''' pygame.init() self.myfont = pygame.font.SysFont('monospace', 15) #automatically translates image to center of window x, y = self.screen.get_size() self.translateAll('x', (x/2-self.wireframes[c.MODEL].findcenter()[0])) self.translateAll('y', (y/2-self.wireframes[c.MODEL].findcenter()[1])) self.scaleAll(4) while True: self.r = 0 self.b = 0 self.g = 0 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() elif event.type == pygame.KEYDOWN: if event.key in key_to_function: key_to_function[event.key](self) elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 4: self.scaleAll(1.25) elif event.button == 5: self.scaleAll(0.8) elif event.type == pygame.MOUSEMOTION: if event.buttons[0]: shiftX, shiftY = event.rel self.translateAll('x', shiftX) self.translateAll('y', -shiftY) elif event.buttons[2]: rotY, rotX = event.rel self.rotateAll('X', rotX/270) self.rotateAll('Y', rotY/270) elif event.type == pygame.VIDEORESIZE: os.environ['SDL_VIDEO_WINDOW_POS'] = '' # Clears the default window location self.width, self.height = event.dict['size'] self.screen = pygame.display.set_mode(event.dict['size'], pygame.RESIZABLE) self.display() pygame.display.flip()
Example #20
Source File: menu_items.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if event.type == pygame.MOUSEMOTION: if not self.hover: self.hover = True if self.show_titles_on_hover: self.board.mainloop.redraw_needed[1] = True self.board.mainloop.info.title = self.game_obj.title self.board.mainloop.info.subtitle = self.game_obj.subtitle self.board.mainloop.info.game_id = "#%s/%03i" % (self.game_obj.game_constructor[4:7], self.game_obj.dbgameid) self.update_me = True self.update() elif event.type == pygame.MOUSEBUTTONUP: self.mouse_click()
Example #21
Source File: menu_items.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if event.type == pygame.MOUSEMOTION: if not self.hover: if self.show_titles_on_hover: self.board.mainloop.redraw_needed[1] = True self.board.mainloop.info.title = self.cat_obj.title self.board.mainloop.info.subtitle = self.cat_obj.subtitle self.board.mainloop.info.game_id = "#%03i" % self.cat_obj.cat_id self.hover = True self.update_me = True self.update() elif event.type == pygame.MOUSEBUTTONUP: self.mouse_click()
Example #22
Source File: menu_items.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if event.type == pygame.MOUSEMOTION: if not self.hover: self.board.mainloop.redraw_needed[1] = True self.hover = True self.update_me = True self.update() elif event.type == pygame.MOUSEBUTTONUP: self.mouse_click()
Example #23
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if self.visible: if event.type == pygame.MOUSEMOTION: self.onMouseMotion(event) elif event.type == pygame.MOUSEBUTTONDOWN: self.onMouseButtonDown() elif event.type == pygame.MOUSEBUTTONUP: self.onMouseButtonUp() elif event.type == pygame.KEYDOWN: self.onKeyDown(event)
Example #24
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if event.type == pygame.MOUSEMOTION: self.onMouseEnter() elif event.type == pygame.MOUSEBUTTONDOWN: self.onMouseButtonDown(event) elif event.type == pygame.MOUSEBUTTONUP: self.onMouseButtonUp() elif event.type == pygame.KEYDOWN: self.onKeyDown(event)
Example #25
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if self.visible: if event.type == pygame.MOUSEMOTION: self.onMouseEnter() elif event.type == pygame.MOUSEBUTTONDOWN: self.onMouseButtonDown() elif event.type == pygame.MOUSEBUTTONUP: self.onMouseButtonUp() elif event.type == pygame.KEYDOWN: self.onKeyDown(event)
Example #26
Source File: loginscreen.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def handle(self, event): if self.visible: if event.type == pygame.MOUSEMOTION: self.onMouseEnter() if event.type == pygame.MOUSEBUTTONDOWN: self.onMouseButtonDown() if event.type == pygame.MOUSEBUTTONUP: self.onMouseButtonUp() if event.type == pygame.KEYDOWN: self.onKeyDown(event)
Example #27
Source File: game025.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.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) self.check_result() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #28
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 #29
Source File: game027.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.MOUSEBUTTONUP: for each in self.board.units: if each.is_door is True: self.board.all_sprites_list.move_to_front(each) elif event.type == pygame.MOUSEBUTTONDOWN: self.auto_check_reset() if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP: self.default_hover(event)
Example #30
Source File: event_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def test_peek(self): """Ensure queued events can be peeked at.""" event_types = [pygame.KEYDOWN, pygame.KEYUP, pygame.MOUSEMOTION] for event_type in event_types: pygame.event.post(pygame.event.Event(event_type)) for event_type in event_types: self.assertTrue(pygame.event.peek(event_type)) self.assertTrue(pygame.event.peek(event_types))