That worked, thanks! On Monday, July 6, 2020 at 5:53:03 PM UTC-4, Bruce Smith wrote: > > Guess from skimming your code: mouse.LEFT is just a pyglet-defined > constant. In your If statements, try replacing it with (button & > mouse.LEFT) (and the same for RIGHT). > > - Bruce Smith > > On Mon, Jul 6, 2020 at 2:50 PM Brandon Perry <brandonper...@gmail.com > <javascript:>> wrote: > >> So I have my code do something different based on whether the user clicks >> with the left or right mouse button. However, I noticed that for some >> reason both print statements are running when I click on any mouse button. >> Any idea as to what might be causing this? >> >> Code snip: >> window.push_handlers(Objects.global_mouse_handler) >> ... #more code >> >> @window.event >> def on_mouse_press(x,y,button,modifiers): >> >> if mouse.LEFT and Objects.game_obj.game_state == 'Map Editor': >> Terrain.terrain_obj.map_editor_function(x,y) >> >> #Run Dijskstra search >> if mouse.LEFT and Objects.game_obj.game_state == 'Main': >> print('left selected') >> #if player is selected player, run djikstra >> for player in [obj for obj in Objects.game_obj.game_objects if >> obj.__class__ == Players.Player]: >> if player.selected == True: >> >> >> player_cell = Terrain.terrain_obj.return_player_cell(player) >> >> destination_cell = >> Terrain.terrain_obj.return_sprite_index(x,y) >> print('left click, player cell',player_cell) >> print('left click, destination cell',destination_cell) >> >> nav_list = >> Terrain.terrain_obj.Dijkstra_algorithm(player_cell,destination_cell) >> >> >> nav_path = >> Terrain.terrain_obj.return_list_cell_positions(nav_list) >> >> player.nav_path = nav_path >> player.navigation = True >> >> >> #Select player >> if mouse.RIGHT and Objects.game_obj.game_state == 'Main': >> print('right selected') >> >> #Runs through players and makes player.selected = True if within mouse >> coordinates >> for player in [obj for obj in Objects.game_obj.game_objects if >> obj.__class__ == Players.Player]: >> player_coord = player.sprite.position >> half_width = player.sprite.width//2 >> half_height = player.sprite.height//2 >> if (x >= player_coord[0] - half_width and x <= player_coord[0 >> ] + half_width) and \ >> (y >= player_coord[1] - half_height and >> y <= player_coord[1] + half_height): >> player.selected = True >> print('right click player name', player.name, ' selected' >> ) >> >> #highlights which cells the selected player can move to >> >> available_cells = >> Terrain.terrain_obj.move_distance_calc(player) >> for cell in available_cells: >> >> Terrain.terrain_obj.terrain_dict[cell].terrain_type == >> 'Black' >> #print('reached init cell loop') >> >> >> Terrain.terrain_obj.terrain_dict[cell].sprite=Terrain.terrain_obj.terrain_dict[cell].init_cell() >> else: >> player.selected = False >> print('right click',player.name,' unselected') >> >> --###More code >> >> -- >> You received this message because you are subscribed to the Google Groups >> "pyglet-users" group. >> To unsubscribe from this group and stop receiving emails from it, send an >> email to pyglet...@googlegroups.com <javascript:>. >> To view this discussion on the web visit >> https://groups.google.com/d/msgid/pyglet-users/a8be0640-ebd7-4f13-80a5-04678a0fc7b6o%40googlegroups.com >> >> <https://groups.google.com/d/msgid/pyglet-users/a8be0640-ebd7-4f13-80a5-04678a0fc7b6o%40googlegroups.com?utm_medium=email&utm_source=footer> >> . >> >
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