Bases: TextObject
A text input object for handling user entry in a game level.
Inherits from TextObject and allows for keyboard input, text editing,
and focus management. Used for capturing player names or other short text entries.
Attributes:
Name |
Type |
Description |
max_len |
int
|
Maximum allowed length of the input text.
|
handle_key_events |
bool
|
Whether the object should handle key events.
|
accepting_input |
bool
|
Whether the object is currently accepting input.
|
active |
bool
|
Whether the object is currently focused and active.
|
Source code in GameFrame/EntryTextObject.py
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182 | class EntryTextObject(TextObject):
"""
A text input object for handling user entry in a game level.
Inherits from TextObject and allows for keyboard input, text editing,
and focus management. Used for capturing player names or other short text entries.
Attributes:
max_len (int): Maximum allowed length of the input text.
handle_key_events (bool): Whether the object should handle key events.
accepting_input (bool): Whether the object is currently accepting input.
active (bool): Whether the object is currently focused and active.
"""
def __init__(self, room: Level, x: int, y: int, max_len=4):
"""
Initializes the EntryTextObject.
Args:
room (Level): The game level or room where the object is placed.
x (int): The x-coordinate of the object.
y (int): The y-coordinate of the object.
max_len (int, optional): Maximum length of input text. Defaults to 4.
"""
TextObject.__init__(self, room, x, y, '')
self.max_len = max_len
self.handle_key_events = True
self.accepting_input = True
self.active = True
def accept_input(self):
"""
Enables the object to accept input.
"""
self.accepting_input = True
def set_focus(self, in_focus: bool):
"""
Sets the focus state of the object.
Args:
in_focus (bool): True if the object should be active, False otherwise.
"""
self.active = in_focus
def key_pressed(self, key):
"""
Handles key press events for text entry.
Args:
key: The pygame key state array.
"""
if self.accepting_input and self.active:
key_recognised = False
if key[pygame.K_a]:
self.text += 'A'
key_recognised = True
elif key[pygame.K_b]:
self.text += 'B'
key_recognised = True
elif key[pygame.K_c]:
self.text += 'C'
key_recognised = True
elif key[pygame.K_d]:
self.text += 'D'
key_recognised = True
elif key[pygame.K_e]:
self.text += 'E'
key_recognised = True
elif key[pygame.K_f]:
self.text += 'F'
key_recognised = True
elif key[pygame.K_g]:
self.text += 'G'
key_recognised = True
elif key[pygame.K_h]:
self.text += 'H'
key_recognised = True
elif key[pygame.K_i]:
self.text += 'I'
key_recognised = True
elif key[pygame.K_j]:
self.text += 'J'
key_recognised = True
elif key[pygame.K_k]:
self.text += 'K'
key_recognised = True
elif key[pygame.K_l]:
self.text += 'L'
key_recognised = True
elif key[pygame.K_m]:
self.text += 'M'
key_recognised = True
elif key[pygame.K_n]:
self.text += 'N'
key_recognised = True
elif key[pygame.K_o]:
self.text += 'O'
key_recognised = True
elif key[pygame.K_p]:
self.text += 'P'
key_recognised = True
elif key[pygame.K_q]:
self.text += 'Q'
key_recognised = True
elif key[pygame.K_r]:
self.text += 'R'
key_recognised = True
elif key[pygame.K_s]:
self.text += 'S'
key_recognised = True
elif key[pygame.K_t]:
self.text += 'T'
key_recognised = True
elif key[pygame.K_u]:
self.text += 'U'
key_recognised = True
elif key[pygame.K_v]:
self.text += 'V'
key_recognised = True
elif key[pygame.K_w]:
self.text += 'W'
key_recognised = True
elif key[pygame.K_x]:
self.text += 'X'
key_recognised = True
elif key[pygame.K_y]:
self.text += 'Y'
key_recognised = True
elif key[pygame.K_z]:
self.text += 'Z'
key_recognised = True
elif key[pygame.K_SPACE]:
self.text += ' '
key_recognised = True
elif key[pygame.K_1]:
self.text += '1'
key_recognised = True
elif key[pygame.K_2]:
self.text += '2'
key_recognised = True
elif key[pygame.K_3]:
self.text += '3'
key_recognised = True
elif key[pygame.K_4]:
self.text += '4'
key_recognised = True
elif key[pygame.K_5]:
self.text += '5'
key_recognised = True
elif key[pygame.K_6]:
self.text += '6'
key_recognised = True
elif key[pygame.K_7]:
self.text += '7'
key_recognised = True
elif key[pygame.K_8]:
self.text += '8'
key_recognised = True
elif key[pygame.K_9]:
self.text += '9'
key_recognised = True
elif key[pygame.K_0]:
self.text += '0'
key_recognised = True
elif key[pygame.K_BACKSPACE]:
if len(self.text) > 0:
self.text = self.text[:-1]
key_recognised = True
if key_recognised:
if len(self.text) > self.max_len:
self.text = self.text[:-1]
self.update_text()
Globals.player_name = self.text
self.accepting_input = False
self.set_timer(5, self.accept_input)
|
__init__(room, x, y, max_len=4)
Initializes the EntryTextObject.
Parameters:
Name |
Type |
Description |
Default |
room
|
Level
|
The game level or room where the object is placed.
|
required
|
x
|
int
|
The x-coordinate of the object.
|
required
|
y
|
int
|
The y-coordinate of the object.
|
required
|
max_len
|
int
|
Maximum length of input text. Defaults to 4.
|
4
|
Source code in GameFrame/EntryTextObject.py
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33 | def __init__(self, room: Level, x: int, y: int, max_len=4):
"""
Initializes the EntryTextObject.
Args:
room (Level): The game level or room where the object is placed.
x (int): The x-coordinate of the object.
y (int): The y-coordinate of the object.
max_len (int, optional): Maximum length of input text. Defaults to 4.
"""
TextObject.__init__(self, room, x, y, '')
self.max_len = max_len
self.handle_key_events = True
self.accepting_input = True
self.active = True
|
accept_input()
Enables the object to accept input.
Source code in GameFrame/EntryTextObject.py
| def accept_input(self):
"""
Enables the object to accept input.
"""
self.accepting_input = True
|
key_pressed(key)
Handles key press events for text entry.
Parameters:
Name |
Type |
Description |
Default |
key
|
|
The pygame key state array.
|
required
|
Source code in GameFrame/EntryTextObject.py
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182 | def key_pressed(self, key):
"""
Handles key press events for text entry.
Args:
key: The pygame key state array.
"""
if self.accepting_input and self.active:
key_recognised = False
if key[pygame.K_a]:
self.text += 'A'
key_recognised = True
elif key[pygame.K_b]:
self.text += 'B'
key_recognised = True
elif key[pygame.K_c]:
self.text += 'C'
key_recognised = True
elif key[pygame.K_d]:
self.text += 'D'
key_recognised = True
elif key[pygame.K_e]:
self.text += 'E'
key_recognised = True
elif key[pygame.K_f]:
self.text += 'F'
key_recognised = True
elif key[pygame.K_g]:
self.text += 'G'
key_recognised = True
elif key[pygame.K_h]:
self.text += 'H'
key_recognised = True
elif key[pygame.K_i]:
self.text += 'I'
key_recognised = True
elif key[pygame.K_j]:
self.text += 'J'
key_recognised = True
elif key[pygame.K_k]:
self.text += 'K'
key_recognised = True
elif key[pygame.K_l]:
self.text += 'L'
key_recognised = True
elif key[pygame.K_m]:
self.text += 'M'
key_recognised = True
elif key[pygame.K_n]:
self.text += 'N'
key_recognised = True
elif key[pygame.K_o]:
self.text += 'O'
key_recognised = True
elif key[pygame.K_p]:
self.text += 'P'
key_recognised = True
elif key[pygame.K_q]:
self.text += 'Q'
key_recognised = True
elif key[pygame.K_r]:
self.text += 'R'
key_recognised = True
elif key[pygame.K_s]:
self.text += 'S'
key_recognised = True
elif key[pygame.K_t]:
self.text += 'T'
key_recognised = True
elif key[pygame.K_u]:
self.text += 'U'
key_recognised = True
elif key[pygame.K_v]:
self.text += 'V'
key_recognised = True
elif key[pygame.K_w]:
self.text += 'W'
key_recognised = True
elif key[pygame.K_x]:
self.text += 'X'
key_recognised = True
elif key[pygame.K_y]:
self.text += 'Y'
key_recognised = True
elif key[pygame.K_z]:
self.text += 'Z'
key_recognised = True
elif key[pygame.K_SPACE]:
self.text += ' '
key_recognised = True
elif key[pygame.K_1]:
self.text += '1'
key_recognised = True
elif key[pygame.K_2]:
self.text += '2'
key_recognised = True
elif key[pygame.K_3]:
self.text += '3'
key_recognised = True
elif key[pygame.K_4]:
self.text += '4'
key_recognised = True
elif key[pygame.K_5]:
self.text += '5'
key_recognised = True
elif key[pygame.K_6]:
self.text += '6'
key_recognised = True
elif key[pygame.K_7]:
self.text += '7'
key_recognised = True
elif key[pygame.K_8]:
self.text += '8'
key_recognised = True
elif key[pygame.K_9]:
self.text += '9'
key_recognised = True
elif key[pygame.K_0]:
self.text += '0'
key_recognised = True
elif key[pygame.K_BACKSPACE]:
if len(self.text) > 0:
self.text = self.text[:-1]
key_recognised = True
if key_recognised:
if len(self.text) > self.max_len:
self.text = self.text[:-1]
self.update_text()
Globals.player_name = self.text
self.accepting_input = False
self.set_timer(5, self.accept_input)
|
set_focus(in_focus)
Sets the focus state of the object.
Parameters:
Name |
Type |
Description |
Default |
in_focus
|
bool
|
True if the object should be active, False otherwise.
|
required
|
Source code in GameFrame/EntryTextObject.py
| def set_focus(self, in_focus: bool):
"""
Sets the focus state of the object.
Args:
in_focus (bool): True if the object should be active, False otherwise.
"""
self.active = in_focus
|