def main(): initialize() eventHandler = EventHandler() frameRateHandler = FrameRateHandler(60) squareSize = 100 totalSize = squareSize * 3 offsetY = squareSize offsetX = 0 backColor = Color(0, 0, 0) mainSurface = pygame.display.set_mode( (totalSize + offsetX, totalSize + offsetY)) gameBoard = GameBoard(0, offsetY, eventHandler, mainSurface) while True: frameRateHandler.updateStart() eventHandler.update() if eventHandler.quit or eventHandler.keys.release[K_ESCAPE]: break gameBoard.update() mainSurface.fill(backColor) gameBoard.draw() pygame.display.flip() frameRateHandler.updateEnd()
def snapshot_controller(event): try: handler = EventHandler(event) handler.update() return except Exception as e: logger.exception('Event Save Exception: {}'.format(e)) raise e
def main(): initialize() eventHandler = EventHandler() frameRateHandler = FrameRateHandler(60) meshDict = loadMeshes() backColor = Color(0, 0, 0) mainSurface = pygame.display.set_mode((1280, 720)) objectHandler = ObjectHandler(eventHandler, frameRateHandler, mainSurface, meshDict) interfaceHandler = InterfaceHandler(objectHandler) tankMesh = RawMesh([ ("body", [(8, 0), (40, 0), (48, 8), (48, 40), (40, 48), (8, 48), (0, 40), (0, 8)]), ("gun", [(0, 0), (45, 0), (45, 10), (0, 10)], (5, 5)) ]) playerMesh = Mesh(tankMesh, (0, 0)) while True: frameRateHandler.updateStart() eventHandler.update() if eventHandler.quit or eventHandler.keys.release[K_ESCAPE]: break objectHandler.update() mainSurface.fill(backColor) objectHandler.draw() interfaceHandler.draw() pygame.display.flip() frameRateHandler.updateEnd()