Beispiel #1
0
def update():
    "Updates global components. Basically the clock. Should be called once every frame, regardless of the game state."
    if not paused:
        clock.update()
    else:
        clock.timeStep = 0
    particles.ParticleGroup.begin()
    particles.update(not paused)
Beispiel #2
0
def update():
    "Updates global components. Basically the clock. Should be called once every frame, regardless of the game state."
    if not paused:
        clock.update()
    else:
        clock.timeStep = 0
    particles.ParticleGroup.begin()
    particles.update(not paused)
Beispiel #3
0
 def run(self):
     #self.runMenu()
     #self.initNet()
     while 1:
         timer.tick()
         self.doNet()
         for event in pygame.event.get():
             self.handleEvent(event, self.mywalker)
         if not simplenet.isClient:
             self.mainloop()
         particles.update()
         if simplenet.isServer:
             self.drawstuff()
             simplenet.sendall("gamestate", self.gamestate)
         else:
             #particles.update()
             self.drawstuff()
Beispiel #4
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def run(params):
    """
    Run the experiment
    """
    samples = params.samples
    for params.ntimestep in range(0, params.ntimesteps):
        params.currentTime = params.ntimestep * params.timedelta
        particles.update(params)  # get potential energy
        if samples.sampleCountdown == 0:
            measure.update(params)  # measure system properties
            sample.update(params)  # record samples
            views.update(params)  # update views
            samples.nsample += 1
            samples.sampleCountdown = samples.sampleInterval
        integrate.update(
            params)  # integrate equations of motion, handle collisions
        samples.sampleCountdown -= 1
Beispiel #5
0
    def run(self):
        while not self.done:
            if not self.pause:
                # update all game entities
                self.camera.update(self.player)
                self.groundSpeed = \
                    self.player.update(
                        self.platforms, self.iceCoords, self.rocks)
                clouds.update(self.bgTime, self.totalGameTime, self.raining)

                for bird in self.birds:
                    if pixelPerfectCollision(self.player, bird) != None:
                        birds.update(bird)
                        self.flyingBirds.append(bird)

                if self.flyingBirds != []:  # bird animation
                    for bird in self.flyingBirds:
                        if bird.rect.top >= 0:
                            birds.update(bird)
                        else:
                            self.flyingBirds.remove(bird)
                            self.birds.remove(bird)

                for c in self.coins:
                    if pixelPerfectCollision(self.player, c) != None:
                        self.bgTime -= 1
                        coin.update(c)
                        self.collectedCoins.append([c, 0])

                if self.collectedCoins != []:  # coin animation
                    existCoins = False
                    for i in range(len(self.collectedCoins)):
                        c, num = self.collectedCoins[i]
                        if c != None and num != None:
                            existCoins = True
                            if num <= 20:
                                coin.update(c)
                                num += 1
                                self.collectedCoins[i] = [c, num]
                            else:
                                self.collectedCoins[i] = [None, None]
                                self.coins.remove(c)
                    if not existCoins:
                        self.collectedCoins = []  # no coins to update

                if self.raining:
                    self.rain.update()
                if self.snowing:
                    self.snow.update()

                particles.update(self.player.rect.centerx,
                                 self.player.rect.centery, self.player.angle,
                                 self.groundSpeed)
                if self.player.crashed and not self.noCrashes:
                    self.exit = False
                    self.setGameOver("You crashed! Press ENTER to exit.")
                elif self.player.crashed and self.noCrashes:
                    self.player.crashed = False
                elif self.player.tooSteep and self.custom:
                    self.exit = False
                    self.setGameOver(
                        "The slopes are too steep! Press ENTER to exit.")
                self.score.add(self.player.getScore())
            self.draw()
            self.handleEvents()
        return self.score.getScore()