else
This commit is contained in:
parent
bd4c62af18
commit
d9f16c22af
5 changed files with 58 additions and 134 deletions
123
Dots/dots.py
123
Dots/dots.py
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import tkinter
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import threading
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import time
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class CanvasGame:
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def managementthread(self):
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while True:
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w = self.pressed_dict.get('w', False)
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s = self.pressed_dict.get('s', False)
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a = self.pressed_dict.get('a', False)
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d = self.pressed_dict.get('d', False)
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if w:
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self.velocity_y -= self.velocity_speedup
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if s:
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self.velocity_y += self.velocity_speedup
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if a:
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self.velocity_x -= self.velocity_speedup
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if d:
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self.velocity_x += self.velocity_speedup
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if not any(movement for movement in [w,a,s,d]):
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nondirectional = abs(self.velocity_x) + abs(self.velocity_y)
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nondirectional /= 2
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if nondirectional < self.velocity_minimum:
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self.velocity_x = 0
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self.velocity_y = 0
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else:
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if self.velocity_x != 0:
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self.velocity_x *= self.velocity_slowdown
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if self.velocity_y != 0:
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self.velocity_y *= self.velocity_slowdown
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self.velocity_x = self.numbercap(self.velocity_x, self.velocity_maximum)
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self.velocity_y = self.numbercap(self.velocity_y, self.velocity_maximum)
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self.player_x += self.velocity_x
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self.player_y += self.velocity_y
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x = self.x_camera + self.player_x
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y = self.y_camera + self.player_y
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xdiff = x - self.gamewidthcenter
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ydiff = y - self.gameheightcenter
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if xdiff > self.camera_distance:
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self.x_camera -= abs(xdiff / self.camera_distance)
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elif xdiff < -self.camera_distance:
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self.x_camera += abs(xdiff / self.camera_distance)
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if ydiff > self.camera_distance:
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self.y_camera -= abs(ydiff / self.camera_distance)
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elif ydiff < -self.camera_distance:
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self.y_camera += abs(ydiff / self.camera_distance)
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#print(self.player_x, x)
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self.canvas.coords(self.player, x-self.player_radius, y-self.player_radius,
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x+self.player_radius, y+self.player_radius)
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self.label_coordinates.configure(text="%d, %d" % (self.player_x, self.player_y))
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time.sleep(0.017)
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def numbercap(self, i, cap):
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if i > cap:
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i = cap
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elif i < -cap:
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i = -cap
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return i
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def pushkey(self, event):
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#print(event.char, "Down")
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self.pressed_dict[event.char] = True
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def releasekey(self, event):
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#print(event.char, "Up")
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self.pressed_dict[event.char] = False
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def __init__(self):
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self.t = tkinter.Tk()
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self.pressed_dict = {}
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self.gamewidth = 640
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self.gameheight = 480
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self.gamewidthcenter = self.gamewidth / 2
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self.gameheightcenter = self.gameheight / 2
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self.canvas = tkinter.Canvas(self.t, width=self.gamewidth, height=self.gameheight)
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self.x_camera = (self.gamewidth / 2)
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self.y_camera = (self.gameheight / 2)
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x = 0
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y = 0
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self.player_x = x
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self.player_y = y
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self.player_radius = 3
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self.player = self.canvas.create_oval(x-self.player_radius, y-self.player_radius,
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x+self.player_radius, y+self.player_radius,
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fill="#ff0")
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self.camera = self.canvas.create_oval(self.x_camera, self.y_camera, self.x_camera, self.y_camera)
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self.camera_distance = 20
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self.playerthread = threading.Thread(name="Playerthread", target=self.managementthread)
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self.playerthread.daemon = True
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self.velocity_x = 0
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self.velocity_y = 0
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self.velocity_maximum = 4
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self.velocity_minimum = 0.2
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self.velocity_slowdown = 0.95
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self.velocity_speedup = 0.6
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self.entities = []
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self.label_coordinates = tkinter.Label(self.canvas, text="0, 0")
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self.label_coordinates.place(x=self.gamewidthcenter, y=self.gameheight-10, anchor="c")
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self.canvas.bind("<KeyPress>", self.pushkey)
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self.canvas.bind("<KeyRelease>", self.releasekey)
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self.canvas.focus_set()
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self.playerthread.start()
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self.canvas.pack()
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self.t.mainloop()
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c = CanvasGame()
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@ -1,4 +1,10 @@
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Editor
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Editor
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==========
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==========
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A neat idea that would make for a fun website. Users read and write text files by choosing the file name. If it exists, the text is returned to them for editing. If it does not, it will be created when they press Save. No logins and no file security. Since it's using a database instead of actual txt files, there are no filename character restrictions, only a maximum title length and a couple self-imposed rules for sanity's sake.
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A neat idea that would make for a fun website. Users read and write text files by choosing the file name. If it exists, the text is returned to them for editing. If it does not, it will be created when they press Save. No logins and no file security. Since it's using a database instead of actual txt files, there are no filename character restrictions, only a maximum title length and a couple self-imposed rules for sanity's sake.
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`ctrl+s - save file`
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`ctrl+w - return to menu (does not save)`
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`ctrl+[ - smaller font`
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`ctrl+] - larger font`
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`ctrl+/ - toggle linewrap`
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@ -17,6 +17,8 @@ class Editor:
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self.font_large = ("Consolas", 16)
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self.font_large = ("Consolas", 16)
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self.font_med = ("Consolas", 12)
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self.font_med = ("Consolas", 12)
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self.font_small = ("Consolas", 10)
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self.font_small = ("Consolas", 10)
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self.font_username = "Consolas"
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self.font_usersize = 12
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self.kilobyte = 1024
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self.kilobyte = 1024
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self.megabyte = 1048576
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self.megabyte = 1048576
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self.entities.append(self.label_filesize)
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self.entities.append(self.label_filesize)
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#
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#
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self.scrollbar_editor = tkinter.Scrollbar(self.t)
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self.scrollbar_editor = tkinter.Scrollbar(self.t)
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self.scrollbar_horz = tkinter.Scrollbar(self.t, orient='horizontal')
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self.scrollbar_editor.pack(side='right', fill='y')
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self.scrollbar_editor.pack(side='right', fill='y')
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self.text_editor = tkinter.Text(self.t, wrap='word', font=self.font_med, yscrollcommand=self.scrollbar_editor.set)
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self.scrollbar_horz.pack(side='bottom', fill='x')
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self.text_editor = tkinter.Text(self.t, wrap='word', font=self.font_med)
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self.text_editor.configure(yscrollcommand=self.scrollbar_editor.set)
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self.text_editor.configure(xscrollcommand=self.scrollbar_horz.set)
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self.scrollbar_editor.configure(command=self.text_editor.yview)
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self.scrollbar_editor.configure(command=self.text_editor.yview)
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self.scrollbar_horz.configure(command=self.text_editor.xview)
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self.text_editor.insert('end', filetext)
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self.text_editor.insert('end', filetext)
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self.text_editor.pack(expand=True, fill='both')
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self.text_editor.pack(expand=True, fill='both')
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self.text_editor.focus_set()
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self.text_editor.focus_set()
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self.text_editor.bind('<Control-s>', self.savefile_smart)
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self.text_editor.bind('<Control-s>', self.savefile_smart)
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self.text_editor.bind('<Control-w>', self.gui_build_fileloader)
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self.text_editor.bind('<Control-w>', self.gui_build_fileloader)
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self.text_editor.bind('<Control-[>', lambda s: self.editor_resize_font(-1))
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self.text_editor.bind('<Control-]>', lambda s: self.editor_resize_font(1))
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self.text_editor.bind('<Control-/>', self.editor_toggle_wrap)
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self.entities.append(self.text_editor)
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self.entities.append(self.text_editor)
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self.entities.append(self.scrollbar_editor)
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self.entities.append(self.scrollbar_editor)
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self.entities.append(self.scrollbar_horz)
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###
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###
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def editor_resize_font(self, direction, *b):
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self.font_usersize += direction
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if self.font_usersize < 1:
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self.font_usersize = 1
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font = [self.font_username, self.font_usersize]
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self.text_editor.configure(font=font)
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self.label_filesize.configure(text=str(self.font_usersize))
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def editor_toggle_wrap(self, *b):
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mode = self.text_editor.cget('wrap')
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if mode == 'word':
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self.text_editor.configure(wrap='none')
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self.label_filesize.configure(text='word wrap disabled')
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if mode == 'none':
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self.text_editor.configure(wrap='word')
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self.label_filesize.configure(text='word wrap enabled')
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def savefile_smart(self, *b):
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def savefile_smart(self, *b):
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try:
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try:
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filetext = self.text_editor.get('0.0', 'end')
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filetext = self.text_editor.get('0.0', 'end')
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Binary file not shown.
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self.cur = self.sql.cursor()
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self.cur = self.sql.cursor()
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self.stats_main = self.stats_load('stats')
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self.stats_main = self.stats_load('stats')
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self.playerstats_load(self.stats_main.playername)
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self.playerstats_load(self.stats_main.playername)
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self.logos_load()
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self.tkinter_elements = []
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self.tkinter_elements = []
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self.logo_elements = []
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self.active_tags = set()
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self.active_tags = set()
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self.w = 1062
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self.w = 1062
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self.t.mainloop()
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self.t.mainloop()
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def update_wh(self, *b):
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def logos_load(self):
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oldw = self.w
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self.cur.execute('SELECT * FROM logos')
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oldh = self.h
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self.all_logos = self.cur.fetchall()
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self.w = self.t.winfo_width()
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self.h = self.t.winfo_height()
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if oldw != self.w or oldh != self.h:
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pass
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#self.uirefresher()
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def destroy_all_elements(self):
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def destroy_all_elements(self):
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while len(self.tkinter_elements) > 0:
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while len(self.tkinter_elements) > 0:
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self.tkinter_elements[0].destroy()
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self.tkinter_elements[0].destroy()
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del self.tkinter_elements[0]
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del self.tkinter_elements[0]
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self.destroy_all_logos()
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def destroy_all_logos(self):
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while len(self.logo_elements) > 0:
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self.logo_elements[0].destroy()
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del self.logo_elements[0]
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def gui_build_main(self, *b):
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def gui_build_main(self, *b):
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self.destroy_all_elements()
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self.destroy_all_elements()
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self.button_back.grid(row=0, column=0)
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self.button_back.grid(row=0, column=0)
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self.tkinter_elements.append(self.button_back)
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self.tkinter_elements.append(self.button_back)
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#
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#
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#self.frame_gamearea = tkinter.Frame(self.t, bg='#f00')
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#self.frame_gamearea.pack(expand=True, fill='both', anchor='w')
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#
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self.frame_gametaglist = tkinter.Frame(self.t)
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self.frame_gametaglist = tkinter.Frame(self.t)
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self.frame_gametaglist.pack(expand=True, fill='y', anchor='e')
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self.frame_gametaglist.pack(expand=True, fill='y', anchor='e')
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self.tkinter_elements.append(self.frame_gametaglist)
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self.tkinter_elements.append(self.frame_gametaglist)
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#
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#
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button_applytag = tkinter.Button(self.frame_gametaglist, text='Apply', command=self.gui_rebuild_game)
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button_applytag.grid(row=0, column=0, sticky='w')
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alltags = self.get_all_tags()
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alltags = self.get_all_tags()
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for tag in alltags:
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for tag in alltags:
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intvar = tkinter.IntVar()
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intvar = tkinter.IntVar()
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intvar.title=tag
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intvar.title=tag
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checkbox = tkinter.Checkbutton(self.frame_gametaglist, text=tag, variable=intvar)
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checkbox = tkinter.Checkbutton(self.frame_gametaglist, text=tag, variable=intvar)
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checkbox.intvar = intvar
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checkbox.intvar = intvar
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checkbox.grid(row=alltags.index(tag), column=0, sticky='w')
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checkbox.grid(row=alltags.index(tag)+1, column=0, sticky='w')
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intvar.set(1)
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intvar.set(1)
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self.tkinter_elements.append(checkbox)
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self.tkinter_elements.append(checkbox)
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self.active_tags.add(tag)
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self.active_tags.add(tag)
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###
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###
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def gui_rebuild_game(self, *b):
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self.destroy_all_logos()
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def gui_build_logo(self, *b):
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def gui_build_logo(self, *b):
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self.destroy_all_elements()
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self.destroy_all_elements()
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###
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###
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Reference in a new issue