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-rwxr-xr-xsrc/api/Button.py2
-rwxr-xr-xsrc/api/Game.py15
-rwxr-xr-xsrc/api/Mouse.py7
3 files changed, 13 insertions, 11 deletions
diff --git a/src/api/Button.py b/src/api/Button.py
index c16855f..2bf33a5 100755
--- a/src/api/Button.py
+++ b/src/api/Button.py
@@ -38,7 +38,7 @@ class CButton(CLabel):
#check for mouse input
self.mclicked = False
-
+
if CMouse().firstPress():
if self.rect.collidepoint(CMouse().getPos()):
print("first press in button")
diff --git a/src/api/Game.py b/src/api/Game.py
index 071edb7..d3f181c 100755
--- a/src/api/Game.py
+++ b/src/api/Game.py
@@ -73,17 +73,19 @@ class CGame(object):
def init(self):
print "init pygame..."
pygame.init()
+ #pygame.display.init()
#pygame.font.init()
-
#screen = pygame.display.set_mode((1200, 900), FULLSCREEN)
- self.mScreen = pygame.display.set_mode((1200, 900))
+ self.mScreen = pygame.display.get_surface()
+ if not(self.mScreen):
+ self.mScreen = pygame.display.set_mode((1200, 900))
pygame.display.set_caption(_('Game'))
self.mBackground = pygame.Surface(self.mScreen.get_size())
self.mBackground.fill((255, 0, 0))
# Sound system initialization.
- pygame.mixer.init()
+ #pygame.mixer.init()
#self.mAllSprites = pygame.sprite.Group()
Sprites = []
@@ -103,9 +105,6 @@ class CGame(object):
print "start game loop here"
while not self.mQuit:
- self.mClock.tick(30)
- #print ("FPS: %.0f" % self.mClock.get_fps())
-
while gtk.events_pending():
gtk.main_iteration()
@@ -120,7 +119,7 @@ class CGame(object):
self.mMouse.update()
self.mMousePointerSprite.setXY(self.mMouse.getX(), self.mMouse.getY())
-
+
#self.mState.preUpdate()
self.mState.update()
@@ -136,6 +135,8 @@ class CGame(object):
#self.mState.postUpdate()
pygame.display.flip()
+ self.mClock.tick(30)
+ #print ("FPS: %.0f" % self.mClock.get_fps())
def doEvents(self, event):
""" overwrite this method to add your own events.
diff --git a/src/api/Mouse.py b/src/api/Mouse.py
index bf0e0c8..ba34eb6 100755
--- a/src/api/Mouse.py
+++ b/src/api/Mouse.py
@@ -43,10 +43,10 @@ class CMouse(object):
return self.mPressed
def firstPress(self):
- return self.pressed() and not self.mPrevPressed
+ return (self.mPressed and not self.mPrevPressed)
def release(self):
- return not self.pressed() and self.mPrevPressed
+ return (not(self.mPressed) and self.mPrevPressed)
def update(self):
#print("mouse update")
@@ -54,7 +54,8 @@ class CMouse(object):
#print("y=" + str(self.getY()))
self.mPrevPressed = self.mPressed;
- self.mPressed = (pygame.mouse.get_pressed() == (1, 0, 0))
+ pp = pygame.mouse.get_pressed()
+ self.mPressed = (pp[0] == 1 and pp[1] == 0 and pp[2] == 0)
def destroy(self):
self.mInstance = None