Beispiel #1
0
 def __init__(self):
     super().__init__()
     self.clock = GameClock()
     try:
         import IPython.core
         shell = IPython.core.getipython.get_ipython()
         self._kernel = shell.kernel
     except ImportError:
         self._kernel = None
Beispiel #2
0
    def run(self):
        def callback(time):
            self.evManager.post(TickEvent())
            return

        clock = GameClock()
        clock.schedule_interval(callback, 0.042)
        #clock.schedule_interval(callback, 0.25)

        while self.keepGoing:
            clock.tick()
Beispiel #3
0
def main():
    global clock, pygame_clock, screen, screen_rect, sprite_group, eraser_image
    global USE_PYGAME_CLOCK, DO_KILL, USE_PREDICTION, PYGAME_FPS
    screen = pygame.display.set_mode((800, 600))
    screen.fill(BGCOLOR)
    screen_rect = screen.get_rect()
    eraser_image = screen.copy()
    which_settings = 0
    pygame_clock = pygame.time.Clock()
    clock = GameClock(*SETTINGS[which_settings],
                      update_callback=update_gameclock,
                      frame_callback=display_gameclock)
    clock.schedule_interval(set_caption_gameclock, 1.0)
    clock.use_wait = False
    sprite_group = pygame.sprite.Group([Ball() for i in range(INIT_BALLS)])
    #
    game_is_running = True
    while game_is_running:
        if USE_PYGAME_CLOCK:
            pygame_clock.tick(PYGAME_FPS)
            update_pygame()
            display_pygame()
        else:
            clock.tick()
        #
        for e in pygame.event.get():
            if e.type == QUIT:
                quit()
            elif e.type == KEYDOWN:
                if e.key == K_ESCAPE:
                    quit()
                elif e.key == K_TAB:
                    which_settings += 1
                    if which_settings >= len(SETTINGS):
                        which_settings = 0
                    (clock.max_ups, clock.max_fps) = SETTINGS[which_settings]
                elif e.key == K_1:
                    sprite_group.add(Ball())
                elif e.key == K_b:
                    sprite_group.add([Ball() for i in range(25)])
                elif e.key == K_k:
                    DO_KILL = not DO_KILL
                elif e.key == K_l:
                    USE_PYGAME_CLOCK = not USE_PYGAME_CLOCK
                elif e.key == K_m:
                    if PYGAME_FPS == 0:
                        PYGAME_FPS = 30
                    else:
                        PYGAME_FPS = 0
                elif e.key == K_p:
                    USE_PREDICTION = not USE_PREDICTION
                elif e.key == K_w:
                    clock.use_wait = not clock.use_wait
Beispiel #4
0
 def __init__(self):
     self.screen = pygame.display.set_mode((800,600))
     self.screen_rect = self.screen.get_rect()
     self.font = pygame.font.SysFont(None, 16)
     self.clock = GameClock(
         30, 120,
         update_callback=self.update,
         frame_callback=self.draw,
         paused_callback=self.pause,
     )
     self.draw_line = pygame.draw.line
     self.ucolor = Color('grey')
     self.dcolor = Color('white')
     self.pcolor = Color('blue')
     self.running = True
     self.paused = False
     
     self.ball = pygame.Surface((30,30))
     self.ball.fill(Color(255,0,0))
     self.ball_start = 300
     self.ball_rect = self.ball.get_rect(x=self.ball_start)
     self.ball_from = self.ball_start
     self.ball_to = self.ball_start
     
     self.elapsed = 0.
     self.nupdates = 0
     self.n10updates = 0
     self.utime = pygame_time()
     self.dtime = pygame_time()
     self.ptime = pygame_time()
     self.uerror = 0
     self.derror = 0
     self.umax = 0
     self.dmax = 0
     self.ptxt = None
     self.msgs = []
     
     # Recur every second
     self.clock.schedule_interval(self.per_second, 1.)
     # Recur every 10 seconds
     self.clock.schedule_interval(self.per_10_second, 10.)
     # Recur every second, for two iterations
     self.clock.schedule_interval(self.recur, 1., 2)
Beispiel #5
0
 def __init__(self, kernel):
     self.kernel = kernel
     self.clock = GameClock()
     self.clock.frame_callback = self.frame_update
Beispiel #6
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 def __init__(self):
     self.galaxy = Galaxy()
     self.screen = pygame.display.set_mode((500, 500))
     self.clock = GameClock(FPS, update_callback=self.update)