Example #1
0
class GameState(Application.State):
    def __init__(self, app, player, world, network):
        self.world = world
        self.network = network
        self.player = player

        self.controller = PlayerController(player)

        Application.State.__init__(self, app)

    def setup(self):
        self.coins = CoinGroup()
        for coin in self.world.coins:
            self.coins.add_sprite(coin)

        self.players = PlayerGroup()
        for player in self.world.players:
            self.players.add_sprite(player)

    def handle_event(self, event):
        self.controller.handle_event(event)

    def update(self, dt):
        self.world.update(dt)

        self.players.update()
        self.coins.update()
    
    def draw(self, screen):
        screen.fill((80,80,80))
        self.coins.draw(screen)
        self.players.draw(screen)
Example #2
0
    def __init__(self, app, player, world, network):
        self.world = world
        self.network = network
        self.player = player
        self.player.local = True

        self.controller = PlayerController(player)

        Application.State.__init__(self, app)
Example #3
0
    def __init__(self, app, player, world, network):
        self.world = world
        self.network = network
        self.player = player

        self.controller = PlayerController(player)

        Application.State.__init__(self, app)
Example #4
0
class GameState(Application.State):
    def __init__(self, app, player, world, network):
        self.world = world
        self.network = network
        self.player = player
        self.player.local = True

        self.controller = PlayerController(player)

        Application.State.__init__(self, app)

    def setup(self):
        self.coins = CoinGroup()
        for coin in self.world.coins:
            self.coins.add_sprite(coin)

        self.players = PlayerGroup()
        for player in self.world.players:
            self.players.add_sprite(player)

    def handle_event(self, event):
        if event.type == KEYDOWN and event.key == K_ESCAPE:
            self.app.quit()
        else:
            self.controller.handle_event(event)

    def update(self, dt):
        self.world.update(dt)

        self.players.update()
        self.coins.update()

    def draw(self, screen):
        screen.fill((80, 80, 80))
        self.coins.draw(screen)
        self.players.draw(screen)
Example #5
0
 def gotInitialPlayer(self, player):
     #Hook up a PlayerView and a PlayerController for the given Player.
     self.window.submitTo(PlayerController(player))
Example #6
0
    enemies.draw(screen)


# Set up the game
screen = pygame.display.set_mode(RESOLUTION, DOUBLEBUF | NOFRAME)
screen_rect = screen.get_rect()
screen_rect = np.array([screen_rect.w, screen_rect.h])
clock = pygame.time.Clock()
keys = defaultdict(bool)
if not SIMULATION: bufhelp.connect()

score = n_shots = n_deaths = n_hits = 0
rect = screen.get_rect()
ship = ShipSprite()
ship_group = pygame.sprite.RenderPlain(ship)
controller = ProbablisticConroller(alpha=0.5*PREDICTION_TIME) if SIMULATION else PlayerController()
enemy_group = pygame.sprite.RenderPlain()
bullet_group = pygame.sprite.RenderPlain()
last_enemy_spawned = -ENEMY_SPAWN_TIME
ship_start_pos = 0
last_pred_time = 0
left = True
pygame.init()
font = pygame.font.Font(pygame.font.get_default_font(), 16)
lasttime = last_bullet_spawned = game_start_time = time.time()
if not SIMULATION: bufhelp.sendEvent('experiment.im', 'start')
while True:
    clock.tick(60)  # 60 FPS
    curtime = time.time()
    deltatime = curtime - lasttime
    lasttime = curtime