def __init__(self, width=640, height=480): pygame.init() self.width, self.height = width, height self.clock = pygame.time.Clock() self.screen = pygame.display.set_mode((self.width, self.height)) pygame.display.set_caption("demo: tiled map") self.map = Map()
class Game(): """ main logic. properties: map: map.Map() """ done = False def __init__(self, width=640, height=480): pygame.init() self.width, self.height = width, height self.clock = pygame.time.Clock() self.screen = pygame.display.set_mode((self.width, self.height)) pygame.display.set_caption("demo: tiled map") self.map = Map() def main_loop(self): # main loop while not self.done: self.handle_events() self.draw() self.clock.tick() def handle_events(self): # handle and copy events if needed for event in pygame.event.get(): if event.type == pygame.QUIT: self.done = True # keydown elif event.type == KEYDOWN: if event.key == K_ESCAPE: self.done = True elif event.key == K_s: self.map_scrolling = not self.map_scrolling elif event.key == K_SPACE: self.map.randomize() elif event.type == MOUSEMOTION: self.map.scroll(event.rel) def draw(self): # render self.screen.fill(Color("gray20")) #self.map.draw() pygame.display.flip()