Python pygame.MOUSEMOTION Examples

The following are 30 code examples of pygame.MOUSEMOTION(). 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: startinterface.py    From Games with MIT License 7 votes vote down vote up
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 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 #4
Source File: game017.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:
            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 #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: example-9.py    From python-examples with MIT License 6 votes vote down vote up
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 #7
Source File: example-1.py    From python-examples with MIT License 6 votes vote down vote up
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 #8
Source File: endinterface.py    From Games with MIT License 5 votes vote down vote up
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 #9
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 #10
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 #11
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 #12
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 #13
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 #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: 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 #18
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 #19
Source File: game026.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:
            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.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        elif event.type == pygame.KEYUP:
            self.check_result()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #20
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 #21
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 #22
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 #23
Source File: game020.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:
            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.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
            self.auto_check_reset()
        elif event.type == pygame.KEYUP:
            self.check_result()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #24
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 #25
Source File: game111.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.MOUSEBUTTONDOWN:
            self.auto_check_reset()

        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #26
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 #27
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 #28
Source File: game082.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(auto=True)

        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #29
Source File: game036.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:
            self.auto_check_reset()
        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event) 
Example #30
Source File: game013.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:
            for each in self.board.units:
                if each.is_door is True:
                    self.board.all_sprites_list.move_to_front(each)
            self.check_result(auto=True)

        if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONUP:
            self.default_hover(event)