[Sugar-devel] [PATCH 2/2] some pep8 errors fixed

Rafael Ortiz rafael at activitycentral.com
Mon Mar 26 23:36:51 EDT 2012


On Tue, Mar 20, 2012 at 1:54 PM, Manuel Kaufmann <humitos at gmail.com> wrote:

>  - removed a lot of trailing slashes
>  - added spaces between operators
>  - splited lines with more than 80 chars
> ---
>  game.py |  315
> ++++++++++++++++++++++++++++++++++++---------------------------
>  1 files changed, 182 insertions(+), 133 deletions(-)
>
> diff --git a/game.py b/game.py
> index f98a395..579c5c4 100644
> --- a/game.py
> +++ b/game.py
> @@ -6,27 +6,25 @@
>  #
>  # Copyright (C) 2007  Joshua Minor
>  # This file is part of Maze.activity
> -#
> +#
>  #     Maze.activity is free software: you can redistribute it and/or
> modify
>  #     it under the terms of the GNU General Public License as published by
>  #     the Free Software Foundation, either version 3 of the License, or
>  #     (at your option) any later version.
> -#
> +#
>  #     Maze.activity is distributed in the hope that it will be useful,
>  #     but WITHOUT ANY WARRANTY; without even the implied warranty of
>  #     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
>  #     GNU General Public License for more details.
> -#
> +#
>  #     You should have received a copy of the GNU General Public License
>  #     along with Maze.activity.  If not, see <
> http://www.gnu.org/licenses/>.
>
>
>  import sys
> -import os
>  import time
>
>  import pygame
> -import olpcgames
>
>  import olpcgames.pausescreen as pausescreen
>  import olpcgames.mesh as mesh
> @@ -51,30 +49,30 @@ from player import Player
>  class MazeGame:
>     """Maze game controller.
>     This class handles all of the game logic, event loop, mulitplayer,
> etc."""
> -
> +
>     # Munsell color values http://wiki.laptop.org/go/Munsell
> -    N10         = (255, 255, 255)
> +    N10 = (255, 255, 255)
>     N9p5 = (243, 243, 243)
> -    N9  = (232, 232, 232)
> -    N8  = (203, 203, 203)
> -    N7  = (179, 179, 179)
> -    N6  = (150, 150, 150)
> -    N5  = (124, 124, 124)
> -    N4  = ( 97,  97,  97)
> -    N3  = ( 70,  70,  70)
> -    N2  = ( 48,  48,  48)
> -    N1  = ( 28,  28,  28)
> -    N0  = (  0,   0,   0)
> +    N9 = (232, 232, 232)
> +    N8 = (203, 203, 203)
> +    N7 = (179, 179, 179)
> +    N6 = (150, 150, 150)
> +    N5 = (124, 124, 124)
> +    N4 = (97, 97,  97)
> +    N3 = (70, 70,  70)
> +    N2 = (48, 48,  48)
> +    N1 = (28, 28,  28)
> +    N0 = (0, 0, 0)
>     EMPTY_COLOR = N8
>     SOLID_COLOR = N1
>     TRAIL_COLOR = N10
> -    GOAL_COLOR  = (0x00, 0xff, 0x00)
> -    WIN_COLOR   = (0xff, 0xff, 0x00)
> +    GOAL_COLOR = (0x00, 0xff, 0x00)
> +    WIN_COLOR = (0xff, 0xff, 0x00)
>
>     def __init__(self, screen):
>         # note what time it was when we first launched
>         self.game_start_time = time.time()
> -
> +
>         xoOwner = presenceService.get_owner()
>         # keep a list of all local players
>         self.localplayers = []
> @@ -87,36 +85,37 @@ class MazeGame:
>
>         # keep a dictionary of all remote players, indexed by handle
>         self.remoteplayers = {}
> -        # keep a list of all players, local and remote,
> +        # keep a list of all players, local and remote,
>         self.allplayers = [] + self.localplayers
> -
> +
>         self.screen = screen
>         canvas_size = screen.get_size()
>         self.aspectRatio = canvas_size[0] / float(canvas_size[1])
> -
> -        # start with a small maze using a seed that will be different
> each time you play
> -        self.maze = Maze(int(time.time()), int(9*self.aspectRatio), 9)
> +
> +        # start with a small maze using a seed that will be different
> +        # each time you play
> +        self.maze = Maze(int(time.time()), int(9 * self.aspectRatio), 9)
>         self.reset()
>         self.frame = 0
> -
> +
>         self.font = pygame.font.Font(None, 30)
> -
> +
>         # support arrow keys, game pad arrows and game pad buttons
>         # each set maps to a local player index and a direction
>         self.arrowkeys = {
> -        # real key:     (localplayer index, ideal key)
> -        pygame.K_UP:    (0, pygame.K_UP),
> -        pygame.K_DOWN:  (0, pygame.K_DOWN),
> -        pygame.K_LEFT:  (0, pygame.K_LEFT),
> -        pygame.K_RIGHT: (0, pygame.K_RIGHT),
> -        pygame.K_KP8:   (1, pygame.K_UP),
> -        pygame.K_KP2:   (1, pygame.K_DOWN),
> -        pygame.K_KP4:   (1, pygame.K_LEFT),
> -        pygame.K_KP6:   (1, pygame.K_RIGHT),
> -        pygame.K_KP9:   (2, pygame.K_UP),
> -        pygame.K_KP3:   (2, pygame.K_DOWN),
> -        pygame.K_KP7:   (2, pygame.K_LEFT),
> -        pygame.K_KP1:   (2, pygame.K_RIGHT)
> +            # real key:     (localplayer index, ideal key)
> +            pygame.K_UP: (0, pygame.K_UP),
> +            pygame.K_DOWN: (0, pygame.K_DOWN),
> +            pygame.K_LEFT: (0, pygame.K_LEFT),
> +            pygame.K_RIGHT: (0, pygame.K_RIGHT),
> +            pygame.K_KP8: (1, pygame.K_UP),
> +            pygame.K_KP2: (1, pygame.K_DOWN),
> +            pygame.K_KP4: (1, pygame.K_LEFT),
> +            pygame.K_KP6: (1, pygame.K_RIGHT),
> +            pygame.K_KP9: (2, pygame.K_UP),
> +            pygame.K_KP3: (2, pygame.K_DOWN),
> +            pygame.K_KP7: (2, pygame.K_LEFT),
> +            pygame.K_KP1: (2, pygame.K_RIGHT)
>         }
>
>     def game_running_time(self, newelapsed=None):
> @@ -132,11 +131,12 @@ class MazeGame:
>             player.reset()
>         self.dirtyRect = None
>         self.dirtyPoints = []
> -        self.maze.map[self.maze.width-2][self.maze.height-2] =
> self.maze.GOAL
> -
> +        self.maze.map[self.maze.width - 2][self.maze.height - 2] = \
> +                                        self.maze.GOAL
> +
>         # clear and mark the whole screen as dirty
> -        self.screen.fill((0,0,0))
> -        self.markRectDirty(pygame.Rect(0,0,99999,99999))
> +        self.screen.fill((0, 0, 0))
> +        self.markRectDirty(pygame.Rect(0, 0, 99999, 99999))
>         self.mouse_in_use = 0
>
>     def markRectDirty(self, rect):
> @@ -147,11 +147,11 @@ class MazeGame:
>             self.dirtyRect = rect
>         else:
>             self.dirtyRect.union_ip(rect)
> -
> +
>     def markPointDirty(self, pt):
>         """Mark a single point that needs to be redrawn."""
>         self.dirtyPoints.append(pt)
> -
> +
>     def processEvent(self, event):
>         """Process a single pygame event.  This includes keystrokes
>         as well as multiplayer events from the mesh."""
> @@ -164,22 +164,27 @@ class MazeGame:
>                 self.harder()
>             elif event.key == pygame.K_MINUS:
>                 self.easier()
> -            elif self.arrowkeys.has_key(event.key):
> +            elif event.key in self.arrowkeys:
>                 playernum, direction = self.arrowkeys[event.key]
>                 player = self.localplayers[playernum]
>                 player.hidden = False
> -
> +
>                 if direction == pygame.K_UP:
> -                    player.direction=(0,-1)
> +                    player.direction = (0, -1)
>                 elif direction == pygame.K_DOWN:
> -                    player.direction=(0,1)
> +                    player.direction = (0, 1)
>                 elif direction == pygame.K_LEFT:
> -                    player.direction=(-1,0)
> +                    player.direction = (-1, 0)
>                 elif direction == pygame.K_RIGHT:
> -                    player.direction=(1,0)
> -
> -                if len(self.remoteplayers)>0:
> -                    mesh.broadcast("move:%s,%d,%d,%d,%d" % (player.nick,
> player.position[0], player.position[1], player.direction[0],
> player.direction[1]))
> +                    player.direction = (1, 0)
> +
> +                if len(self.remoteplayers) > 0:
> +                    mesh.broadcast("move:%s,%d,%d,%d,%d" % \
> +                                   (player.nick,
> +                                    player.position[0],
> +                                    player.position[1],
> +                                    player.direction[0],
> +                                    player.direction[1]))
>         elif event.type == pygame.KEYUP:
>             pass
>         elif event.type == pygame.MOUSEMOTION:
> @@ -191,26 +196,35 @@ class MazeGame:
>         elif event.type == pygame.MOUSEBUTTONUP:
>             if self.mouse_in_use:
>                 new_mouse_pos = pygame.mouse.get_pos()
> -                mouse_movement = ( new_mouse_pos[0] -
> self.prev_mouse_pos[0],
> -                                   new_mouse_pos[1] -
> self.prev_mouse_pos[1] )
> +                mouse_movement = (new_mouse_pos[0] -
> self.prev_mouse_pos[0],
> +                                  new_mouse_pos[1] -
> self.prev_mouse_pos[1])
>
>                 if ((abs(mouse_movement[0]) > 10) or
> -                    (abs(mouse_movement[1]) > 10)) :
> +                    (abs(mouse_movement[1]) > 10)):
>                     player = self.localplayers[0]
>                     player.hidden = False
> -                    if abs(mouse_movement[0]) > abs(mouse_movement[1]):
>  #  x movement larger
> -                        if mouse_movement[0] > 0: # direction ==
> pygame.K_RIGHT
> -                            player.direction=(1,0)
> -                        else:                     # direction ==
> pygame.K_LEFT
> -                            player.direction=(-1,0)
> +                    # x movement larger
> +                    if abs(mouse_movement[0]) > abs(mouse_movement[1]):
> +                        # direction == pygame.K_RIGHT
> +                        if mouse_movement[0] > 0:
> +                            player.direction = (1, 0)
> +                        else:
> +                            # direction == pygame.K_LEFT
> +                            player.direction = (-1, 0)
>                     else:
> -                        if mouse_movement[1] < 0: # direction ==
> pygame.K_UP
> -                            player.direction=(0,-1)
> +                        if mouse_movement[1] < 0:
> +                            # direction == pygame.K_UP
> +                            player.direction = (0, -1)
>                         else:                     # direction ==
> pygame.K_DOWN
> -                            player.direction=(0,1)
> +                            player.direction = (0, 1)
>
> -                    if len(self.remoteplayers)>0:
> -                        mesh.broadcast("move:%s,%d,%d,%d,%d" %
> (player.nick, player.position[0], player.position[1], player.direction[0],
> player.direction[1]))
> +                    if len(self.remoteplayers) > 0:
> +                        mesh.broadcast("move:%s,%d,%d,%d,%d" % \
> +                                       (player.nick,
> +                                        player.position[0],
> +                                        player.position[1],
> +                                        player.direction[0],
> +                                        player.direction[1]))
>
>             self.mouse_in_use = 0
>
> @@ -230,12 +244,20 @@ class MazeGame:
>                 # send a test message to the new player
>                 mesh.broadcast("Welcome %s" % player.nick)
>                 # tell them which maze we are playing, so they can sync up
> -                mesh.send_to(event.handle, "maze:%d,%d,%d,%d" %
> (self.game_running_time(), self.maze.seed, self.maze.width,
> self.maze.height))
> +                mesh.send_to(event.handle, "maze:%d,%d,%d,%d" % \
> +                             (self.game_running_time(),
> +                              self.maze.seed,
> +                              self.maze.width, self.maze.height))
>                 for player in self.localplayers:
>                     if not player.hidden:
> -                        mesh.send_to(event.handle, "move:%s,%d,%d,%d,%d"
> % (player.nick, player.position[0], player.position[1],
> player.direction[0], player.direction[1]))
> +                        mesh.send_to(event.handle, "move:%s,%d,%d,%d,%d"
> % \
> +                                     (player.nick,
> +                                      player.position[0],
> +                                      player.position[1],
> +                                      player.direction[0],
> +                                      player.direction[1]))
>         elif event.type == mesh.PARTICIPANT_REMOVE:
> -            if self.remoteplayers.has_key(event.handle):
> +            if event.handle in self.remoteplayers:
>                 player = self.remoteplayers[event.handle]
>                 print "Leave:", player.nick
>                 self.markPointDirty(player.position)
> @@ -244,18 +266,21 @@ class MazeGame:
>                     self.markPointDirty(bonusplayer.position)
>                     self.allplayers.remove(bonusplayer)
>                 del self.remoteplayers[event.handle]
> -        elif event.type == mesh.MESSAGE_UNI or event.type ==
> mesh.MESSAGE_MULTI:
> +        elif event.type == mesh.MESSAGE_UNI or \
> +             event.type == mesh.MESSAGE_MULTI:
>             buddy = mesh.get_buddy(event.handle)
> -            #print "Message from %s / %s: %s" % (buddy.props.nick,
> event.handle, event.content)
> +            # print "Message from %s / %s: %s" % (buddy.props.nick,
> +            # event.handle, event.content)
>             if event.handle == mesh.my_handle():
>                 # ignore messages from ourself
>                 pass
> -            elif self.remoteplayers.has_key(event.handle):
> +            elif event.handle in self.remoteplayers:
>                 player = self.remoteplayers[event.handle]
>                 try:
>                     self.handleMessage(player, event.content)
>                 except:
> -                    print "Error handling message: %s\n%s" % (event,
> sys.exc_info())
> +                    print "Error handling message: %s\n%s" % \
> +                    (event, sys.exc_info())
>             else:
>                 print "Message from unknown buddy?"
>         else:
> @@ -263,18 +288,26 @@ class MazeGame:
>
>     def handleMessage(self, player, message):
>         """Handle a message from a player on the mesh.
> -            We try to be forward compatible with new versions of Maze by
> allowing messages to
> -            have extra stuff at the end and ignoring unrecognized
> messages.
> -            We allow some messages to contain a different nick than the
> message's source player
> -            to support bonus players on that player's XO.
> +            We try to be forward compatible with new versions of Maze by
> +            allowing messages to have extra stuff at the end and ignoring
> +            unrecognized messages.
> +
> +            We allow some messages to contain a different nick than the
> +            message's source player to support bonus players on that
> +            player's XO.
> +
>             The valid messages are:
> -            maze:running_time,seed,width,height
> +
> +            maze: running_time, seed, width, height
>                 A player has a differen maze.
> -                The one that has been running the longest will force all
> other players to use that maze.
> +                The one that has been running the longest will force all
> other
> +                players to use that maze.
>                 This way new players will join the existing game properly.
> -            move:nick,x,y,dx,dy
> -                A player's at x,y is now moving in direction dx,dy
> -            finish:nick,elapsed
> +
> +            move: nick, x, y, dx, dy
> +                A player's at x, y is now moving in direction dx, dy
> +
> +            finish: nick, elapsed
>                 A player has finished the maze
>         """
>         # ignore messages from myself
> @@ -282,21 +315,23 @@ class MazeGame:
>             return
>         if message.startswith("move:"):
>             # a player has moved
> -            nick,x,y,dx,dy = message[5:].split(",")[:5]
> +            nick, x, y, dx, dy = message[5:].split(",")[:5]
>             player = player.bonusPlayer(nick)
>             player.hidden = False
>             self.markPointDirty(player.position)
> -            player.position = (int(x),int(y))
> -            player.direction = (int(dx),int(dy))
> +            player.position = (int(x), int(y))
> +            player.direction = (int(dx), int(dy))
>             self.markPointDirty(player.position)
>         elif message.startswith("maze:"):
>             # someone has a different maze than us
> -            running_time,seed,width,height = map(lambda x: int(x),
> message[5:].split(",")[:4])
> +            running_time, seed, width, height = map(lambda x: int(x),
> +
>  message[5:].split(",")[:4])
>             # is that maze older than the one we're already playing?
>             # note that we use elapsed time instead of absolute time
> because
>             # people's clocks are often set to something totally wrong
>             if self.game_running_time() < running_time:
> -                # make note of the earlier time that the game really
> started (before we joined)
> +                # make note of the earlier time that the game really
> +                # started (before we joined)
>                 self.game_start_time = time.time() - running_time
>                 # use the new seed
>                 self.maze = Maze(seed, width, height)
> @@ -325,18 +360,19 @@ class MazeGame:
>         self.draw()
>         pygame.display.flip()
>         clock = pygame.time.Clock()
> -
> +
>         while self.running:
> -
>  a,b,c,d=pygame.cursors.load_xbm('my_cursor.xbm','my_cursor_mask.xbm')
> -            pygame.mouse.set_cursor(a,b,c,d)
> +            a, b, c, d = pygame.cursors.load_xbm('my_cursor.xbm',
> +                                                 'my_cursor_mask.xbm')
> +            pygame.mouse.set_cursor(a, b, c, d)
>             self.frame += 1
>             # process all queued events
>             for event in pausescreen.get_events(sleep_timeout=30):
>                 self.processEvent(event)
> -
> +
>             self.animate()
>             self.draw()
> -
> +
>             pygame.display.update()
>             # don't animate faster than about 20 frames per second
>             # this keeps the speed reasonable and limits cpu usage
> @@ -345,36 +381,40 @@ class MazeGame:
>     def harder(self):
>         """Make a new maze that is harder than the current one."""
>         # both width and height must be odd
> -        newHeight = self.maze.height+2
> +        newHeight = self.maze.height + 2
>         newWidth = int(newHeight * self.aspectRatio)
>         if newWidth % 2 == 0:
>             newWidth -= 1
> -        self.maze = Maze(self.maze.seed+1, newWidth, newHeight)
> +        self.maze = Maze(self.maze.seed + 1, newWidth, newHeight)
>         self.reset()
>         # tell everyone which maze we are playing, so they can sync up
> -        if len(self.remoteplayers)>0:
> +        if len(self.remoteplayers) > 0:
>             # but fudge it a little so that we can be sure they'll use our
> maze
>             self.game_start_time -= 10
> -            mesh.broadcast("maze:%d,%d,%d,%d" %
> (self.game_running_time(), self.maze.seed, self.maze.width,
> self.maze.height))
> -
> +            mesh.broadcast("maze:%d,%d,%d,%d" % \
> +                           (self.game_running_time(), self.maze.seed,
> +                            self.maze.width, self.maze.height))
> +
>     def easier(self):
>         """Make a new maze that is easier than the current one."""
>         # both width and height must be odd
> -        newHeight = max(self.maze.height-2, 5)
> +        newHeight = max(self.maze.height - 2, 5)
>         newWidth = int(newHeight * self.aspectRatio)
>         if newWidth % 2 == 0:
>             newWidth -= 1
> -        self.maze = Maze(self.maze.seed+1, newWidth, newHeight)
> +        self.maze = Maze(self.maze.seed + 1, newWidth, newHeight)
>         self.reset()
>         # tell everyone which maze we are playing, so they can sync up
> -        if len(self.remoteplayers)>0:
> +        if len(self.remoteplayers) > 0:
>             # but fudge it a little so that we can be sure they'll use our
> maze
>             self.game_start_time -= 10
> -            mesh.broadcast("maze:%d,%d,%d,%d" %
> (self.game_running_time(), self.maze.seed, self.maze.width,
> self.maze.height))
> +            mesh.broadcast("maze:%d,%d,%d,%d" % \
> +                           (self.game_running_time(), self.maze.seed,
> +                            self.maze.width, self.maze.height))
>
>     def animate(self):
>         """Animate one frame of action."""
> -
> +
>         for player in self.allplayers:
>             oldposition = player.position
>             newposition = player.animate(self.maze)
> @@ -382,37 +422,45 @@ class MazeGame:
>                 self.markPointDirty(oldposition)
>                 self.markPointDirty(newposition)
>                 if player in self.localplayers:
> -                    self.maze.map[player.previous[0]][player.previous[1]]
> = self.maze.SEEN
> -                    if self.maze.map[newposition[0]][newposition[1]] ==
> self.maze.GOAL:
> +                    self.maze.map[player.previous[0]][player.previous[1]]
> = \
> +
>  self.maze.SEEN
> +                    if self.maze.map[newposition[0]][newposition[1]] == \
> +                       self.maze.GOAL:
>                         self.finish(player)
> -
> +
>         finish_delay = min(2 * len(self.allplayers), 6)
> -        if self.finish_time is not None and time.time() >
> self.finish_time+finish_delay:
> +        if self.finish_time is not None and \
> +           time.time() > self.finish_time + finish_delay:
>             self.harder()
> -
> +
>     def finish(self, player):
>         self.finish_time = time.time()
>         player.elapsed = self.finish_time - self.level_start_time
> -        if len(self.remoteplayers)>0:
> +        if len(self.remoteplayers) > 0:
>             mesh.broadcast("finish:%s,%.2f" % (player.nick,
> player.elapsed))
> -
> +
>     def draw(self):
>         """Draw the current state of the game.
>         This makes use of the dirty rectangle to reduce CPU load."""
> -        if self.dirtyRect is None and len(self.dirtyPoints)==0:
> +        if self.dirtyRect is None and len(self.dirtyPoints) == 0:
>             return
> -
> +
>         # compute the size of the tiles given the screen size, etc.
>         size = self.screen.get_size()
> -        self.tileSize = min(size[0] / self.maze.width, size[1] /
> self.maze.height)
> -        self.bounds = pygame.Rect((size[0] - self.tileSize *
> self.maze.width)/2,
> -                                  (size[1] - self.tileSize *
> self.maze.height)/2,
> +        self.tileSize = min(size[0] / self.maze.width,
> +                            size[1] / self.maze.height)
> +        self.bounds = pygame.Rect((size[0] - self.tileSize *
> +                                   self.maze.width) / 2,
> +                                  (size[1] - self.tileSize *
> +                                   self.maze.height) / 2,
>                                   self.tileSize * self.maze.width,
>                                   self.tileSize * self.maze.height)
> -        self.outline = int(self.tileSize/5)
> +        self.outline = int(self.tileSize / 5)
>
> -        def drawPoint(x,y):
> -            rect = pygame.Rect(self.bounds.x + x*self.tileSize,
> self.bounds.y + y*self.tileSize, self.tileSize, self.tileSize)
> +        def drawPoint(x, y):
> +            rect = pygame.Rect(self.bounds.x + x * self.tileSize,
> +                               self.bounds.y + y * self.tileSize,
> +                               self.tileSize, self.tileSize)
>             tile = self.maze.map[x][y]
>             if tile == self.maze.EMPTY:
>                 pygame.draw.rect(self.screen, self.EMPTY_COLOR, rect, 0)
> @@ -420,13 +468,13 @@ class MazeGame:
>                 pygame.draw.rect(self.screen, self.SOLID_COLOR, rect, 0)
>             elif tile == self.maze.SEEN:
>                 pygame.draw.rect(self.screen, self.EMPTY_COLOR, rect, 0)
> -                dot = rect.inflate(-self.outline*2, -self.outline*2)
> +                dot = rect.inflate(-self.outline * 2, -self.outline * 2)
>                 pygame.draw.ellipse(self.screen, self.TRAIL_COLOR, dot, 0)
>             elif tile == self.maze.GOAL:
>                 pygame.draw.rect(self.screen, self.GOAL_COLOR, rect, 0)
>             else:
>                 pygame.draw.rect(self.screen, (0xff, 0x00, 0xff), rect, 0)
> -
> +
>         # re-draw the dirty rectangle
>         if self.dirtyRect is not None:
>             # compute the area that needs to be redrawn
> @@ -434,42 +482,44 @@ class MazeGame:
>             right = min(self.maze.width, self.dirtyRect.right)
>             top = max(0, self.dirtyRect.top)
>             bottom = min(self.maze.height, self.dirtyRect.bottom)
> -
> +
>             # loop over the dirty rect and draw
>             for x in range(left, right):
>                 for y in range(top, bottom):
> -                    drawPoint(x,y)
> -
> +                    drawPoint(x, y)
> +
>         # re-draw the dirty points
> -        for x,y in self.dirtyPoints:
> -            drawPoint(x,y)
> -
> +        for x, y in self.dirtyPoints:
> +            drawPoint(x, y)
> +
>         # draw all players
>         for player in self.allplayers:
>             if not player.hidden:
>                 player.draw(self.screen, self.bounds, self.tileSize)
>
>         # draw the elapsed time for each player that has finished
> -        finishedPlayers = filter(lambda p: p.elapsed is not None,
> self.allplayers)
> -        finishedPlayers.sort(lambda a,b: cmp(a.elapsed,b.elapsed))
> +        finishedPlayers = filter(lambda p: p.elapsed is not None,
> +                                 self.allplayers)
> +        finishedPlayers.sort(lambda a, b: cmp(a.elapsed, b.elapsed))
>         y = 0
>         for player in finishedPlayers:
>             fg, bg = player.colors
>             text = "%3.2f - %s" % (player.elapsed, player.nick)
>             textimg = self.font.render(text, 1, fg)
>             textwidth, textheight = self.font.size(text)
> -            rect = pygame.Rect(8, y+4, textwidth, textheight)
> -            bigrect = rect.inflate(16,8)
> +            rect = pygame.Rect(8, y + 4, textwidth, textheight)
> +            bigrect = rect.inflate(16, 8)
>             pygame.draw.rect(self.screen, bg, bigrect, 0)
>             pygame.draw.rect(self.screen, fg, bigrect, 2)
>             self.screen.blit(textimg, rect)
> -
> +
>             y += bigrect.height + 4
>
>         # clear the dirty rect so nothing will be drawn until there is a
> change
>         self.dirtyRect = None
>         self.dirtyPoints = []
>
> +
>  def main():
>     """Run a game of Maze."""
>     #canvas_size = 1024,768-75
> @@ -489,4 +539,3 @@ def main():
>
>  if __name__ == '__main__':
>     main()
> -
> --
> 1.7.9.1
>
> _______________________________________________
> Sugar-devel mailing list
> Sugar-devel at lists.sugarlabs.org
> http://lists.sugarlabs.org/listinfo/sugar-devel
>


Thanks Manuel  Applied as:

http://git.sugarlabs.org/maze/mainline/commit/6deeb3f569e6c9a1c02a32a011b7a96a58fa8443
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.sugarlabs.org/archive/sugar-devel/attachments/20120326/9ee53196/attachment-0001.html>


More information about the Sugar-devel mailing list