Python pygame.MOUSEBUTTONUP Examples

The following are 30 code examples of pygame.MOUSEBUTTONUP(). 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: rigeditor.py    From renpy-shader with MIT License 8 votes vote down vote up
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: game004.py    From eduActiv8 with GNU General Public License v3.0 7 votes vote down vote up
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 #3
Source File: Input.py    From three.py with MIT License 7 votes vote down vote up
def update(self):
        self.keyDownList = []
        self.keyUpList   = []
        self.mouseButtonDown = False
        self.mouseButtonUp   = False
        self.windowResize    = False
        for event in pygame.event.get(): # checks input events (discrete)
            if event.type == pygame.KEYDOWN:
                self.keyDownList.append( event.key )
                self.keyPressedList.append( event.key )
            elif event.type == pygame.KEYUP:
                self.keyPressedList.remove( event.key )
                self.keyUpList.append( event.key )
            elif event.type == pygame.MOUSEBUTTONDOWN:
                self.mouseButtonDown = True
                self.mouseButtonPressed = True
            elif event.type == pygame.MOUSEBUTTONUP:
                self.mouseButtonPressed = False
                self.mouseButtonUp = True
            elif event.type == pygame.QUIT:
                self.quitStatus = True
            elif event.type == pygame.VIDEORESIZE:
                self.windowResize = True
                self.windowWidth = event.w
                self.windowHeight = event.h 
Example #4
Source File: game038.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)
        if event.type == pygame.MOUSEBUTTONDOWN:
            self.active_item = self.board.ships[self.board.active_ship]
            if self.active_item.unit_id < 20:
                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 #5
Source File: sprite.py    From pi-tracking-telescope with MIT License 6 votes vote down vote up
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 #6
Source File: gui.py    From openag_brain_box with GNU General Public License v3.0 5 votes vote down vote up
def handleEvents(self):
        for event in pygame.event.get():
            if event.type == pygame.QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE) :
                self.webcam.stop()
                pygame.quit()
                sys.exit()
            elif event.type == pygame.MOUSEBUTTONUP:
                x,y = pygame.mouse.get_pos()
                logger.info('{}, {}'.format(x,y))
                if 320<x<800:
                    if self.canny:
                        self.canny = False
                    else:
                        self.canny = True 
Example #7
Source File: rc_play.py    From reconchess with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def __init__(self):
        self.window = Window()
        self.window.register_callback(pygame.MOUSEBUTTONUP, self._handle_mouse_up)

        self.board = None
        self.color = None
        self.ally_capture_square = None
        self.enemy_capture_square = None 
Example #8
Source File: viewfinder.py    From viewfinder with Apache License 2.0 5 votes vote down vote up
def ProcessMotion(vf_time):
  """Process pygame events for the window. Mousedown in the target area
  starts the simulation. Mouse movement is reported to the 'vf_time' arg
  to adjust the current time. Mouseup stop the simulation.
  """
  last_pos = None
  for event in pygame.event.get():
    if event.type == pygame.QUIT or event.type == pygame.KEYDOWN:
      return sys.exit(0)
    if vf_time.IsActive():
      if event.type == pygame.MOUSEMOTION:
        if event.buttons[0]:
          last_pos = event.pos
      elif event.type == pygame.MOUSEBUTTONUP:
        if event.button == 1:
          vf_time.Stop()
    else:
      if event.type == pygame.MOUSEBUTTONDOWN:
        if event.button == 1:
          pos = PixelsToDimensions(event.pos)
          x, y = pos
          if x > iphone_dims[0] - target_box_width - target_box_padding and \
                x < iphone_dims[0] - target_box_padding and \
                y > target_box_padding and \
                y < iphone_dims[1] - target_box_padding:
            vf_time.Start(pos)

  if last_pos:
    vf_time.AdjustTime(PixelsToDimensions(last_pos)) 
Example #9
Source File: timeline.py    From viewfinder with Apache License 2.0 5 votes vote down vote up
def ProcessMotion(active, last_pos):
  new_pos = last_pos
  for event in pygame.event.get():
    if event.type == pygame.QUIT or event.type == pygame.KEYDOWN:
      return sys.exit(0)
    if active:
      if event.type == pygame.MOUSEMOTION:
        if event.buttons[0]:
          new_pos = event.pos
      elif event.type == pygame.MOUSEBUTTONUP:
        if event.button == 1:
          active = False
    else:
      if event.type == pygame.MOUSEBUTTONDOWN:
        if event.button == 1:
          x_pos, y_pos = [float(pos) / dim for pos, dim in zip(event.pos, window_dimensions)]
          if x_pos > (1.0 - target_box_width - target_box_padding) and \
                x_pos < (1.0 - target_box_padding) and \
                y_pos > target_box_padding and \
                y_pos < 1.0 - target_box_padding:
            active = True
            new_pos = event.pos

  x_ratio = EnforceBounds(float(new_pos[0]) / window_dimensions[0], 0.0, 1.0)
  old_y_ratio = EnforceBounds(float(last_pos[1]) / window_dimensions[1], 0.0, 1.0)
  y_ratio = EnforceBounds(float(new_pos[1]) / window_dimensions[1], 0.0, 1.0)
  y_delta = y_ratio - old_y_ratio

  return active, new_pos, x_ratio, y_ratio, y_delta 
Example #10
Source File: viewfinder.py    From viewfinder with Apache License 2.0 5 votes vote down vote up
def ProcessMotion(vf_time):
  """Process pygame events for the window. Mousedown in the target area
  starts the simulation. Mouse movement is reported to the 'vf_time' arg
  to adjust the current time. Mouseup stop the simulation.
  """
  last_pos = None
  for event in pygame.event.get():
    if event.type == pygame.QUIT or event.type == pygame.KEYDOWN:
      return sys.exit(0)
    if vf_time.IsActive():
      if event.type == pygame.MOUSEMOTION:
        if event.buttons[0]:
          last_pos = event.pos
      elif event.type == pygame.MOUSEBUTTONUP:
        if event.button == 1:
          vf_time.Stop()
    else:
      if event.type == pygame.MOUSEBUTTONDOWN:
        if event.button == 1:
          pos = PixelsToDimensions(event.pos)
          x, y = pos
          if x > iphone_dims[0] - target_box_width - target_box_padding and \
                x < iphone_dims[0] - target_box_padding and \
                y > target_box_padding and \
                y < iphone_dims[1] - target_box_padding:
            vf_time.Start(pos)

  if last_pos:
    vf_time.AdjustTime(PixelsToDimensions(last_pos)) 
Example #11
Source File: timeline.py    From viewfinder with Apache License 2.0 5 votes vote down vote up
def ProcessMotion(active, last_pos):
  new_pos = last_pos
  for event in pygame.event.get():
    if event.type == pygame.QUIT or event.type == pygame.KEYDOWN:
      return sys.exit(0)
    if active:
      if event.type == pygame.MOUSEMOTION:
        if event.buttons[0]:
          new_pos = event.pos
      elif event.type == pygame.MOUSEBUTTONUP:
        if event.button == 1:
          active = False
    else:
      if event.type == pygame.MOUSEBUTTONDOWN:
        if event.button == 1:
          x_pos, y_pos = [float(pos) / dim for pos, dim in zip(event.pos, window_dimensions)]
          if x_pos > (1.0 - target_box_width - target_box_padding) and \
                x_pos < (1.0 - target_box_padding) and \
                y_pos > target_box_padding and \
                y_pos < 1.0 - target_box_padding:
            active = True
            new_pos = event.pos

  x_ratio = EnforceBounds(float(new_pos[0]) / window_dimensions[0], 0.0, 1.0)
  old_y_ratio = EnforceBounds(float(last_pos[1]) / window_dimensions[1], 0.0, 1.0)
  y_ratio = EnforceBounds(float(new_pos[1]) / window_dimensions[1], 0.0, 1.0)
  y_delta = y_ratio - old_y_ratio

  return active, new_pos, x_ratio, y_ratio, y_delta 
Example #12
Source File: pyos.py    From PythonOS with MIT License 5 votes vote down vote up
def check(self):
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    State.exit()
                if event.type == pygame.MOUSEBUTTONDOWN:
                    self.events.append(GUI.LongClickEvent(event))
                if event.type == pygame.MOUSEMOTION and len(self.events) > 0 and isinstance(self.events[len(self.events)-1], GUI.LongClickEvent):
                    self.events[len(self.events)-1].intermediateUpdate(event)
                if event.type == pygame.MOUSEBUTTONUP and len(self.events) > 0 and isinstance(self.events[len(self.events)-1], GUI.LongClickEvent):
                    self.events[len(self.events)-1].end(event)
                    if not self.events[len(self.events)-1].checkValidLongClick():
                        self.events[len(self.events)-1] = self.events[len(self.events)-1].mouseUp 
Example #13
Source File: gui.py    From ct-Raspi-Radiowecker with GNU General Public License v3.0 5 votes vote down vote up
def process_events(self):
        clicked = False
        events = pygame.event.get()
        for event in events:
            # if the event is any type of quit request end the program
            if event.type == pygame.QUIT:
                quit()

            # resize the window if its requested
            elif event.type == pygame.VIDEORESIZE:
                self.window_size = event.size
                self.display_resize()

            # evaluate keypresses
            elif event.type == pygame.KEYDOWN:
                # exit on Escape
                if event.key == pygame.K_ESCAPE:
                    quit()
                # switch to fullscreen on F11
                elif event.key == pygame.K_F11:
                    self.fullscreen = not self.fullscreen

            # evaluate all presses of the left mousebutton
            elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
                clicked = True
                self.clicktime = pygame.time.get_ticks()
                self.clickEvent = event

        click = None
        timediff = pygame.time.get_ticks() - self.clicktime
        if clicked and self.await_dblclk == False and self.click is None:
            self.await_dblclk = True
            pass
        elif clicked and timediff < self.dblclktime and self.await_dblclk:
            click = "double"
            self.await_dblclk = False
        elif timediff > self.dblclktime and self.await_dblclk:
            click = "single"
            self.await_dblclk = False
        if click != None:
            self.await_dblclk = False
            self.clicktime = 0
            for element in self.elements:
                if hasattr(element, 'Callback') and element.Callback != None and element.Rect.collidepoint(self.clickEvent.pos):
                    if click == "double" and element.DblclkCallback != None:
                        element.DblclkCallback()
                    else:
                        element.Callback()

    # exit the programm 
Example #14
Source File: MessageDialog.py    From PhotonFileEditor with GNU General Public License v3.0 5 votes vote down vote up
def waitforuser(self):
        """ Blocks all events to Main window and wait for user to click OK. """

        while self.waiting:
            self.redraw()
            pygame.display.flip()

            for event in pygame.event.get():
                pos = pygame.mouse.get_pos()
                gpos=GPoint().fromTuple(pos)

                if event.type == pygame.MOUSEBUTTONUP:
                    if self.dragDiff==None:
                        for ctrl in self.controls:
                            ctrl.handleMouseUp(pos,event.button)
                    else:  # handle window move
                        self.dragDiff=None

                if event.type == pygame.MOUSEBUTTONDOWN:
                    if gpos.inGRect(self.titlerect):
                        self.dragDiff = gpos - self.winrect.p1
                    else:
                        for ctrl in self.controls:
                            ctrl.handleMouseDown(pos,event.button)

                if event.type == pygame.MOUSEMOTION:
                    if not self.dragDiff==None:
                        self.winrect.p1=gpos-self.dragDiff
                        self.reposControls()
                    else:
                        for ctrl in self.controls:
                            ctrl.handleMouseMove(pos)

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        print("Escape key pressed down.")
                        self.waiting = False 
Example #15
Source File: FileDialog.py    From PhotonFileEditor with GNU General Public License v3.0 5 votes vote down vote up
def waitforuser(self):
        """ Blocks all events to Main window and wait for user to click OK. """

        while self.waiting:
            self.redraw()
            pygame.display.flip()

            for event in pygame.event.get():
                pos = pygame.mouse.get_pos()
                gpos=GPoint().fromTuple(pos)

                if event.type == pygame.MOUSEBUTTONUP:
                    if self.dragDiff==None:
                        for ctrl in self.controls:
                            ctrl.handleMouseUp(pos,event.button)
                    else:  # handle window move
                        self.dragDiff=None

                if event.type == pygame.MOUSEBUTTONDOWN:
                    if gpos.inGRect(self.titlerect):
                        self.dragDiff = gpos - self.winrect.p1
                    else:
                        for ctrl in self.controls:
                            ctrl.handleMouseDown(pos,event.button)

                if event.type == pygame.MOUSEMOTION:
                    if not self.dragDiff==None:
                        self.winrect.p1=gpos-self.dragDiff
                        self.reposControls()
                    else:
                        for ctrl in self.controls:
                            ctrl.handleMouseMove(pos)

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        print("Escape key pressed down.")
                        self.waiting = False
                    else:
                        self.tbFilename.handleKeyDown(event.key, event.unicode) 
Example #16
Source File: game078.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 event.type == pygame.MOUSEBUTTONDOWN and self.history[1] is None and self.ai_enabled is False:
            if 0 <= self.board.active_ship < self.square_count:
                active = self.board.ships[self.board.active_ship]
                if not active.uncovered:
                    if self.history[0] is None:
                        self.history[0] = active
                        self.semi_select(active)
                        self.clicks += 1
                        active.uncovered = True
                    elif self.history[1] is None:
                        self.history[1] = active
                        self.semi_select(active)
                        self.clicks += 1
                        if self.chosen[self.history[0].unit_id] != self.chosen[self.history[1].unit_id]:
                            self.ai_enabled = True
                            self.history[0].uncovered = False
                        else:
                            self.select()
                            self.found += 2
                            if self.found == self.square_count:
                                self.completed_mode = True
                                self.ai_enabled = True

                    active.update_me = True

        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.custom_hover(event) 
Example #17
Source File: game076.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 not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.current_pos + 1 > self.all_a_count:
                        self.level.next_board_load()
                    else:
                        self.next_step() 
Example #18
Source File: game039.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 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.auto_check()

        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #19
Source File: game060.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 event.type == pygame.MOUSEBUTTONDOWN and self.history[1] is None and self.ai_enabled is False:
            if 0 <= self.board.active_ship < self.square_count:
                active = self.board.ships[self.board.active_ship]
                if not active.uncovered:
                    if self.history[0] is None:
                        self.history[0] = active
                        self.semi_select(active)
                        self.clicks += 1
                        active.uncovered = True
                    elif self.history[1] is None:
                        self.history[1] = active
                        self.semi_select(active)
                        self.clicks += 1
                        if self.chosen[self.history[0].unit_id] != self.chosen[self.history[1].unit_id]:
                            self.ai_enabled = True
                            self.history[0].uncovered = False
                        else:
                            self.select()
                            self.found += 2
                            if self.found == self.square_count:
                                self.completed_mode = True
                                self.ai_enabled = True

                    active.update_me = True

        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.custom_hover(event) 
Example #20
Source File: game075.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 not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.current_pos + 1 > self.all_a_count:
                        self.level.next_board_load()
                    else:
                        self.next_step() 
Example #21
Source File: game049.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 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.data[5] == 1:
                self.auto_check()
            self.check_result()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #22
Source File: game041.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.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
            self.draw_lines()
            self.mainloop.redraw_needed[0] = True
            self.check_result()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #23
Source File: game019.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 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.auto_check()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #24
Source File: game073.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 not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.cursor_pos == self.sumn1n2sl + 1:
                        self.level.next_board_load()
                    else:
                        self.next_step() 
Example #25
Source File: game045.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.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 #26
Source File: game112.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 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 #27
Source File: game044.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.MOUSEBUTTONUP:
            self.check_result() 
Example #28
Source File: game042.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.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION:
            if self.drag:
                self.swap_font_color()
            #  if self.drag and self.mouse_entered_new:
            #  self.swap_font_color()
        elif event.type == pygame.MOUSEBUTTONUP:
            self.swap_font_color()
            self.check_result()
            #  if self.drag and self.mouse_entered_new:
            #  self.swap_font_color() 
Example #29
Source File: game032.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:
            self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #30
Source File: game074.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 not self.show_msg:
            if event.type == pygame.KEYDOWN and (event.key == pygame.K_RIGHT or event.key == pygame.K_LEFT):
                self.next_step()
            elif event.type == pygame.MOUSEBUTTONUP:
                if self.board.active_ship == self.next_step_btn.unit_id:
                    if self.cursor_pos == self.sumn1n2sl + 1:
                        self.level.next_board_load()
                    else:
                        self.next_step()