pyramid2.moveDown() blank.moveDown() if plane.crashing(): graphics.remove(plane) graphics.remove(banner) graphics.remove(pyramid) graphics.remove(sphere) graphics.remove(pyramid2) graphics.remove(blank) pygame.mixer.music.stop() pygame.mixer.Sound.play(crash) clear() endScreen() import event event.register(quit) event.register(click) def gameLoop(): gameSetup() render_graphics() pygame.mixer.music.play(-1) while (run): clock.tick(30) update_graphics() pygame.display.flip() startScreen()
#george2.speed = 0.4 #george2.facing = "left" graphics.register(george) #graphics.register(george2) def quit(e): global run if e.type == pygame.QUIT: run = False elif e.type == pygame.KEYUP: if ((e.key == pygame.K_F4) and (e.mod and pygame.KMOD_ALT)): run = False event.register(george.handler) event.register(quit) clock = pygame.time.Clock() run = True frame = 0 while (run): clock.tick(30) event.update() george.update() #george2.update() graphics.update()
cover = True def handle(e): global run, cover if e.type == pygame.QUIT: run = False elif e.type == pygame.KEYUP: if ((e.key == pygame.K_F4) and (e.mod and pygame.KMOD_ALT)): run = False elif e.key == pygame.K_b: cover = not cover print "cover: ", cover event.register(ava.handler) event.register(handle) clock = pygame.time.Clock() frame = 0 while run: clock.tick(30) #for e in pygame.event.get(): # if e.type == pygame.QUIT: # run = False # elif e.type == pygame.KEYUP: # if (e.key == pygame.K_F4) and (e.mod and pygame.KMOD_ALT): # run = False # elif e.type == pygame.KEYDOWN: # if e.key == pygame.K_UP: # ava.facing = "up"
playing = True def quit(e): global playing if e.type == pygame.QUIT: playing = False elif e.type == pygame.KEYUP: if ((e.key == pygame.K_F4) and (e.mod and pygame.KMOD_ALT)): playing = False player = units.player(500, 500) display.register(player) event.register(player.handler) event.register(quit) event.register(audio.handler) event.register(display.handler) audio.init() clock = pygame.time.Clock() while(playing): clock.tick(30) event.update() player.update() display.update() pygame.display.quit()
sensor = components[attribs['sensor']] actor = components[attribs['actor']] agitator = components.get(attribs.get('agitator', ''), None) initialSetpoint = attribs.get('initialSetpoint', 67.0) initiallyEnabled = True if attribs.get('initialState', 'on') == 'on' else 'off' components[name] = controller.Controller(name, sensor, actor, logic, agitator, initialSetpoint, initiallyEnabled) for conn in config['connections']: (sendEvent, recvEvent) = conn.split('=>') (sendComponent, sendType) = sendEvent.split('.') (recvComponent, recvType) = recvEvent.split('.') event.register(sendEvent, lambda event, rc=recvComponent, rt=recvType: components[rc]. callback(rt, event)) async def start_background_tasks(app): pass async def cleanup_background_tasks(app): pass app.on_startup.append(start_background_tasks) app.on_cleanup.append(cleanup_background_tasks) isWebUIenabled = config.get('enableWebUI', False)