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def get_key():
'''
Waits for a keypress and then returns it as a string
Only characters are returned, not control keys
'''
setup()
while True:
event = pygame.event.wait()
if event.type == 2:
# Event 2 is keydown
key_code = event.dict['unicode']
if key_code:
return key_code
def talk(self, screen,font):
if self.talkcounter == 0:
return
if self.talkcounter > 1:
self.talkcounter = 0
return
talkover = 0
while talkover == 0:
pygame.display.update()
if self.talkcounter == 1:
screen.blit(font.render("", 6, (255,255,255)), (10,100))
for event in pygame.event.get():
if event.type == QUIT:
return
elif event.type == KEYDOWN:
if event.key == K_z:
talkover = 1
self.talkcounter += 1
def eventloop(emit=stub, width=640, height=480):
global screen
pygame.display.init()
screen = Surface(pygame.display.set_mode((width, height), pygame.RESIZABLE))
while 1:
for event in pygame.event.get():
dispatch(emit, event)
emit('frame', [screen])
pygame.display.flip()
pygame.quit()
sys.exit()
elif event.type == pygame.MOUSEMOTION and recording == True:
linesToDraw.append(event.pos)
trajectory.AddFrame(event.pos)
screen.blit(img, (0,0))
pygame.draw.lines(screen, (255, 127, 80), False, linesToDraw, 4)
pygame.display.update()
elif event.type == pygame.MOUSEBUTTONDOWN:
linesToDraw = [event.pos]
if recording:
stime = time.time()
analysis.AnalyzeTrajectory(trajectory)
print time.time()-stime
while True:
event = pygame.event.poll()
if event.type == pygame.MOUSEBUTTONDOWN:
frameData = FrameData(event.pos)
if frameData.getClosestLetter() == 's':
trajectory.Pickle()
break
# break
# elif frameData.getClosestLetter() == 'c':
# break
elif event.type == pygame.KEYDOWN:
trajectory.word += chr(event.key)
trajectory = SwypeTrajectory("training/trajectory" + re.sub(r' ', r'_', str(datetime.datetime.now())))
recording = not recording
screen.fill((0, 0, 0))
# pygame.display.flip()
screen = pygame.display.set_mode(resolution, 0, 32)
clock = pygame.time.Clock()
maze, cell_list = maze_method()
path_finder = MazePathFinder(maze, (2, 1), (cell_row_num * 2, cell_col_num * 2 + 1),
height//grid_size, width//grid_size)
path = path_finder.bfs_find_path()
index = 0
path_index = 0
maze_finished = False
pass_time = 0
grid_view = GridView(screen, width, height, grid_size, grid_line_color)
while True:
for event in pygame.event.get():
if event.type == QUIT:
exit()
press_key = pygame.key.get_pressed()
# press F5 to regenerate the maze
if press_key[K_F5]:
index = 0
path_index = 0
maze, cell_list = maze_method()
path_finder = MazePathFinder(maze, (2, 1), (cell_row_num * 2, cell_col_num * 2 + 1),
height//grid_size, width//grid_size)
path = path_finder.bfs_find_path()
maze_finished = False
#print index
def fake_click(down):
if down:
type = pygame.MOUSEBUTTONDOWN
else:
type = pygame.MOUSEBUTTONUP
click_event = pygame.event.Event(type, {'button': 1, 'pos': pygame.mouse.get_pos()})
pygame.event.post(click_event)
def prompt_count(self):
self.countrow = Textrow(text="", pos=self.screen.get_rect().center,textsize=60, color=(150, 150, 255), size=(100, 60), edgecolor=(255, 255, 255), antialias=True, colorkey=(0, 0, 0))
pygame.event.clear()
text, ready = "", False
while not ready:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
k = event.key
if k == pygame.K_BACKSPACE:
if len(text) > 0: text = text[0: - 1] # Delete last number
elif len(text) < 2:
if k in (pygame.K_0,pygame.K_KP0): text = text + "0"
elif k in (pygame.K_1,pygame.K_KP1): text = text + "1"
elif k in (pygame.K_2,pygame.K_KP2): text = text + "2"
elif k in (pygame.K_3,pygame.K_KP3): text = text + "3"
elif k in (pygame.K_4,pygame.K_KP4): text = text + "4"
elif k in (pygame.K_5,pygame.K_KP5): text = text + "5"
elif k in (pygame.K_6,pygame.K_KP6): text = text + "6"
elif k in (pygame.K_7,pygame.K_KP7): text = text + "7"
elif k in (pygame.K_8,pygame.K_KP8): text = text + "8"
elif k in (pygame.K_9,pygame.K_KP9): text = text + "9"
elif k == pygame.K_RETURN: ready = True
player["x"] = player["x"] + vel
if keys[pygame.K_UP] or keys[pygame.K_w]:
if player["y"] - vel - PLAYER_RADIUS - player["score"] >= 0:
player["y"] = player["y"] - vel
if keys[pygame.K_DOWN] or keys[pygame.K_s]:
if player["y"] + vel + PLAYER_RADIUS + player["score"] <= H:
player["y"] = player["y"] + vel
data = "move " + str(player["x"]) + " " + str(player["y"])
# send data to server and recieve back all players information
balls, players, game_time = server.send(data)
for event in pygame.event.get():
# if user hits red x button close window
if event.type == pygame.QUIT:
run = False
if event.type == pygame.KEYDOWN:
# if user hits a escape key close program
if event.key == pygame.K_ESCAPE:
run = False
# redraw window then update the frame
redraw_window(players, balls, game_time, player["score"])
pygame.display.update()
server.disconnect()
def _ddlf_reaction_press(self, event):
x, y = self._get_dirviewer_coords(event.pos)
lift = False
if self._lift:
lift = self._lift.collide(event.pos)
if x < self._dv.size[0] and not lift:
self._clicked = self._dv.get_txt_at_pix(x, y)
if self._clicked:
if self._menu:
self._menu.set_leave()
else:
event_ddl = pygevent.Event(constants.THORPY_EVENT,
id=constants.EVENT_DDL,
el=self,
value=self._clicked)
pygevent.post(event_ddl)
return self._clicked
screen.fill((255,255,255))
# Update & Draw World
world.update()
world.draw(screen)
# Show line if drawing a wall
if len(points) > 1:
if draw_poly:
pygame.draw.lines(screen, THECOLORS["black"], False, points)
elif draw_arrow:
blit_arrow(screen, points[0], points[-1])
# For holding Up/Down, call often
if key_up:
pygame.event.post(pygame.event.Event(MOUSEBUTTONDOWN, {'button' : 4}))
elif key_down:
pygame.event.post(pygame.event.Event(MOUSEBUTTONDOWN, {'button' : 5}))
# Flip Display
pygame.display.flip()
# Try to stay at 50 FPS
clock.tick(50)
# output framerate in caption
pygame.display.set_caption("elements: %i | fps: %s" % (world.get_element_count(), str(int(clock.get_fps()))))