本文整理汇总了Python中pygame.mouse.set_visible函数的典型用法代码示例。如果您正苦于以下问题:Python set_visible函数的具体用法?Python set_visible怎么用?Python set_visible使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了set_visible函数的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: main
def main():
print "#"*31
print "### Welcome to MindMixer ###"
print "####### Version 0.1beta #######"
print """Have a look at the sourcecode!
Change stuff to suit your needs!
The program will hopefully be
self explaining. Hafe fun!"""
print "#"*31
selftests()
global N
while 1:
print "(Hint: while training, you can hit SPACE to abort)"
print "Hit '"+KEYLEFT+"' if the",str(N)+". previous image is identical to the one shown"
print "Hit '"+KEYRIGHT+"' if the",str(N)+". previous sound is identical to the one heard"
while 1:
print "Ready to train with N=%i?" %(N),
if ask():
break
else:
print "Do you wish to train with N set to a different value? Choosing 'No' exits the program.",
if ask():
n = int(raw_input("Ok, enter the desired value here: "))
while n < 1:
print "N must be 1 or higher!"
n = int(raw_input("Enter a value higher than 1: "))
N = n
else:
print "bye"
sys.exit(1)
display.init()
display.set_mode(RESOLUTION, FULLSCREEN)
font.init()
mixer.init(44100)
event.set_grab(True)
mouse.set_visible(False)
trials = gentrials()
for trial in trials:
if not trial.runtrial():
break
display.quit()
vis = 0.0
acu = 0.0
for trial in trials:
if trial.result[0]:
vis+=1
if trial.result[1]:
acu+=1
vp = (vis/(MINTRIALS+N))*100
ap = (acu/(MINTRIALS+N))*100
message = "percentage in visual modality:%i\npercentage in acoustic modality:%i\n" %(int(vp),int(ap))
print message
if vp >= UPPERTH and ap >= UPPERTH:
N+=1
elif (vp < LOWERTH or ap < LOWERTH) and N > 1:
N-=1
示例2: handle
def handle(self, e):
if e.type == KEYDOWN:
pressed = key.get_pressed()
shifted = pressed[K_LSHIFT] or pressed[K_RSHIFT]
scroll = 10 if shifted else 1
if e.key == K_UP:
self._scroll(1, -scroll)
return True
elif e.key == K_DOWN:
self._scroll(1, scroll)
return True
elif e.key == K_LEFT:
self._scroll(0, -scroll)
return True
elif e.key == K_RIGHT:
self._scroll(0, scroll)
return True
elif e.unicode == '>':
self._zscroll(-1)
return True
elif e.unicode == '<':
self._zscroll(1)
return True
elif e.key == K_TAB:
self._select(self.cursor)
mouse.set_visible(False)
return True
elif (e.type == MOUSEBUTTONDOWN and
self.background and
self.background.get_rect().collidepoint(e.pos) and
e.button == 1):
self._select(self._absolutetile(mouse.get_pos()))
return True
elif (e.type == MOUSEBUTTONUP and
self.background and
self.background.get_rect().collidepoint(e.pos) and
e.button == 1):
self._dragging = False
return True
elif (e.type == MOUSEMOTION and self.background and
self.background.get_rect().collidepoint(e.pos) and
1 in e.buttons):
self._expandselection(self._absolutetile(mouse.get_pos()))
self._dragging = True
return False
示例3: handle
def handle(self, e):
if e.type == MOUSEMOTION and e.rel != self._ignore:
mouse.set_visible(True)
self._ignore = None
if self._playfield.handle(e):
return True
if 'pos' in e.dict:
e.dict['pos'] = (e.pos[0] - self._fieldwidth, e.pos[1])
return self._info.handle(e)
示例4: create_game
def create_game(self):
"""Initializes the game."""
os.environ['SDL_VIDEO_CENTERED'] = '1'
self.screen = display.set_mode(RESOLUTION, False, 32)
self.scene = Scene(self.screen)
self.events = EventManager(self.scene)
self.clock = time.Clock()
display.set_caption("%s %s" % (NAME, VERSION))
mouse.set_visible(False)
if FULLSCREEN:
toggle_fullscreen()
示例5: setVisible
def setVisible(self,visible):
"""Sets the visibility of the mouse to 1 or 0
NB when the mouse is not visible its absolute position is held
at (0,0) to prevent it from going off the screen and getting lost!
You can still use getRel() in that case.
"""
if usePygame: mouse.set_visible(visible)
else:
if self.win: #use default window if we don't have one
w = self.win.winHandle
else:
w=pyglet.window.get_platform().get_default_display().get_windows()[0]
w.set_mouse_visible(visible)
示例6: set_exclusive_mouse
def set_exclusive_mouse(self, exclusive):
if not exclusive == self._exclusive_mouse:
self._exclusive_mouse = exclusive
if self._exclusive_mouse:
mouse.set_visible(False)
pygame.event.set_grab(True)
self._ex_mouse_x, self._ex_mouse_y = pygame.mouse.get_pos()
else:
# Show the cursor
mouse.set_visible(True)
pygame.event.set_grab(False)
pygame.mouse.set_pos(self._ex_mouse_x, self._ex_mouse_y)
示例7: _on_keyboard_down
def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
""" with this is possible to control to show/hidden the faces """
if keycode[1] == 's' or keycode[1] == 'S':
self.hide_faces()
self.show_faces()
self.navcolor = [1,1,1,1]
Clock.unschedule(self._next_function)
mouse.set_visible(True)
if keycode[1] == 'h' or keycode[1] == 'H':
self.hide_faces()
self.navcolor = [1,1,1,0]
Clock.schedule_once(self._next_function,settings.SECONDS_PER_IMAGE)
mouse.set_visible(False)
if keycode[1] == 'f' or keycode[1] == 'F':
Window.toggle_fullscreen()
return True
示例8: _updatecursorsprite
def _updatecursorsprite(self):
self.cursorsprite.location = self.cursor
self.cursorsprite.visible = not mouse.set_visible(-1)
if self.cursorsprite.location:
if not self.sprites.has(self.cursorsprite):
self.sprites.add(self.cursorsprite)
else:
if self.sprites.has(self.cursorsprite):
self.sprites.remove(self.cursorsprite)
示例9: __init__
def __init__(self, fps=FRAMES_PER_SECOND):
game.Game.__init__(self, fps)
mouse.set_visible(False)
# Create the ship and place it in the center of the screen:
center = shapes.Point(self.width / 2, self.height / 2)
self.ship = shapes.Ship(center, SHIP_INITIAL_ROTATION, SHIP_COLOR)
# Create bullet and upgrade lists:
self.bullets = []
self.upgrades = []
# Create asteroids and background stars:
self.asteroids = []
self.spawn_asteroids()
self.stars = []
while len(self.stars) < (self.width * STAR_DENSITY):
self.stars.append(shapes.Star(self.get_random_point()))
# Initialize mixer and start looping background music:
mixer.init()
mixer.music.load(BACKGROUND_MUSIC)
mixer.music.play(-1)
示例10: _scroll
def _scroll(self, axis, amount):
size = self.zoom.width if axis == 0 else self.zoom.height
pos, tile = self._mouse()
x0, y0 = pos
while (tile is not None and
((amount < 0 and
tile[axis] + self.offset[axis] >
self.game.dimensions[axis] - self.dimensions[axis]/2) or
(amount > 0 and
tile[axis] + self.offset[axis] <
self.dimensions[axis]/2))):
pos, tile = self._mouse(tuple([pos[i] + (size * amount/abs(amount)
if i == axis else 0)
for i in range(2)]))
amount -= amount/abs(amount)
dest, remainder = self._clamp(
self.offset[axis] + amount,
(0, self.game.dimensions[axis] - self.dimensions[axis]))
self.offset = tuple([dest if i == axis else self.offset[i]
for i in range(2)])
while tile is not None and ((remainder < 0 and 0 < tile[axis]) or
(remainder > 0 and tile[axis] < self.dimensions[axis]-1)):
pos, tile = self._mouse(tuple([pos[i] +
(size * remainder/abs(remainder)
if i == axis else 0)
for i in range(2)]))
remainder -= remainder/abs(remainder)
self.background = None
mouse.set_visible(False)
self._ignoremotion((pos[0] - x0, pos[1] - y0))
示例11: set_cursor
def set_cursor(self, cursor):
"""cursor can be either None, image name, Image, Sprite or HWCursor)"""
if cursor is None:
mouse.set_visible(False)
self._sprite = None
self._cursor = None
elif isinstance(cursor, HWCursor):
self._cursor = cursor
self._sprite = None
mouse.set_cursor(*cursor._data)
mouse.set_visible(True)
elif isinstance(cursor, Sprite):
mouse.set_visible(False)
self._sprite = cursor
self._cursor = self.sprite
else:
s = Sprite(cursor)
mouse.set_visible(False)
self._sprite = s
self._cursor = s
示例12: show
def show(self):
set_visible(True)
示例13: go
def go():
# START
# Fairly obvious, initialize the pygame library
pygame.init()
# Create the world in which all physical things reside. It is our coordinate system and universe.
world = World(vector((20.0, 20.0, 2000.0)), vector((-10.0, 0.0, 10.0)))
# Create startup cameras and make the world visible to them
eyecam = Camera()
eyecam.registerObject(world)
scopecam = Camera()
scopecam.registerObject(world)
# Setup the program window (just a special case of a View)
screen = Screen(eyecam, vector((1000,800,0)), -1.0)
screen.display = pygame.display.set_mode((1000, 800))
# Setup the display surfaces to be drawn to screen and list them
main_dim = vector((1000,800,0.0))
scope_dim = vector((240,240,0.0))
mainview = View(eyecam, main_dim, zero_vector, 1.0)
scopeview = Scope(scopecam, scope_dim, (main_dim - scope_dim) / 2.0, 4.0)
views = [ mainview, scopeview ]
# Hide the cursor
mouse.set_visible(False)
# Let's set up some useful variables
now = pygame.time.get_ticks() # The current program time
shot_fired = False #
chase_bullet = False
hide_scope = True
lock_mouse = False
power = 100.0
#mainview.reposition(eyecam)
scopeview.setPower(power)
timescale = 1.0
tot_mag = 0.0
tot_dur = 0.0
frames = 0
if lock_mouse:
mouse.set_pos((scope_dim / 2.0).xy())
while 1:
last_t = now
now = pygame.time.get_ticks()
t_length = float(now - last_t)
if world.has_hit:
shot_end = now
#break
if world.bullet.position.z() > world.target.position.z() + 1000.0:
#world.bullet.position = vector((world.bullet.position.x(), world.bullet.position.y(), world.target.position.z() - 0.01))
shot_end = now
break
#pass
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
if event.dict['button'] == 4:
power += 1.0
if event.dict['button'] == 5:
power -= 1.0
power = scopeview.setPower(power)
print power
if event.type == pygame.QUIT:
sys.exit()
sx, sy = (0.5 * mainview.dimensions).xy()
if lock_mouse:
mx, my = mouse.get_rel()
mouse.set_pos(sx, sy)
r = (1.0 / (10000 * power))* (vector((sx - mx, sy - my, 0)))
scopecam.rotation += r
eyecam.rotation += r
else:
mx, my = mouse.get_pos()
r = (1.0 / (1000 * power))* (vector((sx - mx, sy - my, 0)))
scopecam.rotation = r
eyecam.rotation = r
world.bullet.rotation = scopecam.rotation
scopeview.reposition(scopeview.camera)
mainview.reposition(mainview.camera)
b1, b2, b3 = mouse.get_pressed()
if b1 and not shot_fired:
shot_fired = True
#.........这里部分代码省略.........
示例14: hide
def hide(self):
set_visible(False)
示例15: int
start_cols = SIZE[0]/100*1.625 # start position for cols
step_rows = SIZE[0]/100*5.3125 # rows shift
step_cols = SIZE[0]/100*4.6875 # columns shift
pos = [start_rows_uneven, start_cols]
rows = int(SIZE[1]/((SIZE[0]/100*3.125)*1.5))+1 # number of rows
cols = int(SIZE[0]/((SIZE[0]/100*3.125)*1.5))+1 # number of columns
# list x coords for lable words
lable_x_positions = (('PRESS', int(SIZE[0] / 100 * 34.6875)),
('ESC', int(SIZE[0] / 100 * 40.625)),
('FOR', int(SIZE[0] / 100 * 40.625)),
('EXIT', int(SIZE[0] / 100 * 38.75)))
lable_start_y = int(SIZE[0] / 100 * 9.375)
mouse.set_visible(False) # set invisible for mouse cursor
while 1:
for e in event.get():
if e.type == KEYDOWN:
if e.key == K_ESCAPE:
sys.exit()
screen.fill((40, 40, 40))
# draw lables
for lable in lable_x_positions:
screen.blit(ff.render(lable[0], 1, (55, 55, 55)), (lable[1], lable_start_y*(lable_x_positions.index(lable)+1)))
# rotation
if angle > 1.04 and angle < 1.05: