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- #!/usr/bin/env python
- import pygame
- from colors import *
- if ( __name__ == "__main__" ):
- pygame.init()
- size = width, height = 1200, 1000
- window = pygame.display.set_mode( size )
- clock = pygame.time.Clock()
- fps = 60
- window.fill( white )
- pygame.display.update()
- to_draw = [ ]
- draw_start_box = False
- running = True
- while ( running ):
- for event in pygame.event.get():
- if ( event.type == pygame.QUIT ) or ( event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE ):
- running = False
- if ( event.type == pygame.MOUSEMOTION ):
- mouse_pos = mouse_x, mouse_y = pygame.mouse.get_pos()
- if ( event.type == pygame.MOUSEBUTTONDOWN ):
- pos = mouse_pos
- draw_start_box = True
- if ( event.type == pygame.MOUSEBUTTONUP ):
- final_pos = mouse_pos
- draw_start_box = False
- to_draw += [ pygame.Rect( pos, ( final_pos[0] - pos[0], final_pos[1] - pos[1] ) ) ]
- if ( event.type == pygame.KEYDOWN ):
- if ( event.key == pygame.K_RETURN ):
- for platform in to_draw:
- print "[" + str( platform ).split("(")[1].split(")")[0] + "]"
- if ( event.key == pygame.K_BACKSPACE ):
- to_draw.pop()
- window.fill( white )
- if ( draw_start_box ):
- pygame.draw.rect( window, red, pygame.Rect( pos, ( mouse_pos[0] - pos[0], mouse_pos[1] - pos[1] ) ) )
- for item in to_draw:
- pygame.draw.rect( window, black, item )
- pygame.display.update()
- clock.tick(fps)
- pygame.quit()
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