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Python pygame.MOUSEMOTION属性代码示例

本文整理汇总了Python中pygame.MOUSEMOTION属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.MOUSEMOTION属性的具体用法?Python pygame.MOUSEMOTION怎么用?Python pygame.MOUSEMOTION使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在pygame的用法示例。


在下文中一共展示了pygame.MOUSEMOTION属性的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: startInterface

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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() 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:22,代码来源:startinterface.py

示例2: handleEvents

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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) 
开发者ID:bitsawer,项目名称:renpy-shader,代码行数:19,代码来源:rigeditor.py

示例3: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:21,代码来源:game004.py

示例4: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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) 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:21,代码来源:game017.py

示例5: handleEvent

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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 
开发者ID:tobykurien,项目名称:pi-tracking-telescope,代码行数:26,代码来源:sprite.py

示例6: handle_event

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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) 
开发者ID:furas,项目名称:python-examples,代码行数:18,代码来源:example-9.py

示例7: handle_event

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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) 
开发者ID:furas,项目名称:python-examples,代码行数:18,代码来源:example-1.py

示例8: endInterface

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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() 
开发者ID:CharlesPikachu,项目名称:Games,代码行数:33,代码来源:endinterface.py

示例9: ProcessMotion

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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)) 
开发者ID:viewfinderco,项目名称:viewfinder,代码行数:31,代码来源:viewfinder.py

示例10: ProcessMotion

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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 
开发者ID:viewfinderco,项目名称:viewfinder,代码行数:31,代码来源:timeline.py

示例11: check

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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 
开发者ID:furmada,项目名称:PythonOS,代码行数:14,代码来源:pyos.py

示例12: waitforuser

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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 
开发者ID:Photonsters,项目名称:PhotonFileEditor,代码行数:39,代码来源:MessageDialog.py

示例13: waitforuser

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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) 
开发者ID:Photonsters,项目名称:PhotonFileEditor,代码行数:41,代码来源:FileDialog.py

示例14: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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) 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:31,代码来源:game078.py

示例15: handle

# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import MOUSEMOTION [as 别名]
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) 
开发者ID:imiolek-ireneusz,项目名称:eduActiv8,代码行数:12,代码来源:game039.py


注:本文中的pygame.MOUSEMOTION属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。