def Run(self): m = self.map kh = KeyHandler() while self.running: while self._wait: #lock the update pass events = kh.getEvents() m.update(events) self.running = False
sprite.setAnim("idle-down") return sprite if __name__ == "__main__": from utils import KeyHandler kh = KeyHandler() screen = pygame.display.set_mode((640,480)) pygame.init() s = BaseSprite("coco") s.addAnim("walk", "male0.png", 0, 0, 32,64,8,75) s.currentAnim = "walk" while(True): kh.getEvents() if kh.keyDict[pygame.K_ESCAPE]: sys.exit() t = pygame.time.get_ticks() screen.fill((100,100,100)) #screen.blit(s.currentFrame, s.rect) s.update(t) s.blit(screen) pygame.display.update()
if not self.map:return self.map.setTile(layerName, x, y, "gggg") self.map.needFullBlit = True def setTileCode(self, code): self.currentTileCode = code def toggleTileCode(self): if self.currentTileCode == "wwww": self.setTileCode("dddd") elif self.currentTileCode == "dddd": self.setTileCode("rrrr") else: self.setTileCode("wwww") if __name__ == "__main__": from utils import KeyHandler kh = KeyHandler() m = MapEditor() m.open("maps/testmap2.txt") while kh.keyDict[pygame.K_ESCAPE]==0: events = kh.getEvents() m.update(events)