def main(): pygame.init() globals.pygame = pygame # assign global pygame for other modules to reference globals.inputs = Inputs(pygame) # assign global inputs for other modules to reference update_display_mode() # now that the global display properties have been set up, update the display clock = pygame.time.Clock() # clock to tick / manage delta entities = [] # contains every object that will be drawn in the game entities.append(Entity()) # our testing entity will be the default entity loop = True # for controlling the game loop while(loop): clock.tick(60) # tick the clock with a target 60 fps globals.window.fill((255, 255, 255)) globals.inputs.update() # refresh inputs update(entities) # update all entities render(entities) # draw all entities if(globals.inputs.isKeyDown("space")): toggle_fullscreen() # space bar toggles fullscreen if(globals.inputs.isKeyDown("escape")): loop = False # escape key exits game if(globals.inputs.isQuitPressed()): loop = False # red 'x' button exits game pygame.display.flip() # flip the display, which finally shows our render pygame.quit() # unload pygame modules
def main(): pygame.init() globals.pygame = pygame update_display_mode() clock = pygame.time.Clock() entities = [] entities.append(Tank(100, 100)) loop = True while(loop): clock.tick(60) # 60 FPS globals.window.fill((255, 255, 255)) # Fill window white globals.events = pygame.event.get() for entitiy in entities: entitiy.update() for entitiy in entities: entitiy.draw() if isKeyJustPressed(pygame.K_RETURN): toggle_fullscreen() if isKeyJustPressed(pygame.K_ESCAPE): globals.pygame.quit() loop = False # Flip the buffer pygame.display.flip()
def main(): pygame.init() globals.pygame = pygame update_display_mode() clock = pygame.time.Clock() entities = [] entities.append(Tank(100, 100)) loop = True while (loop): clock.tick(60) # 60 FPS globals.window.fill((255, 255, 255)) # Fill window white globals.events = pygame.event.get() for entitiy in entities: entitiy.update() for entitiy in entities: entitiy.draw() if isKeyJustPressed(pygame.K_RETURN): toggle_fullscreen() if isKeyJustPressed(pygame.K_ESCAPE): globals.pygame.quit() loop = False # Flip the buffer pygame.display.flip()
def main(): pygame.init() update_display_mode() clock = pygame.time.Clock() entities = [] for i in range(1000): entities.append( Ball(globals.width / 2, globals.height / 2, numpy.random.normal(-10, 10), numpy.random.normal(-10, 10), (random.randint(0, 255), random.randint( 0, 255), random.randint(0, 255)))) running = True globals.window.fill((255, 255, 255)) while (running): # Set FPS limit clock.tick(globals.fps) # Fill window white globals.window.fill((255, 255, 255)) globals.events = pygame.event.get() for entitiy in entities: entitiy.update() for entitiy in entities: entitiy.draw() if isKeyJustPressed(pygame.K_RETURN): toggle_fullscreen() if isKeyJustPressed(pygame.K_ESCAPE): globals.pygame.quit() loop = False # Flip the buffer pygame.display.flip()
def main(): pygame.init() globals.pygame = pygame # assign global pygame for other modules to reference globals.inputs = Inputs( pygame) # assign global inputs for other modules to reference update_display_mode( ) # now that the global display properties have been set up, update the display clock = pygame.time.Clock() # clock to tick / manage delta entities = [] # contains every object that will be drawn in the game entities.append(Entity()) # our testing entity will be the default entity loop = True # for controlling the game loop while (loop): clock.tick(60) # tick the clock with a target 60 fps globals.window.fill((255, 255, 255)) globals.inputs.update() # refresh inputs update(entities) # update all entities render(entities) # draw all entities if (globals.inputs.isKeyDown("space")): toggle_fullscreen() # space bar toggles fullscreen if (globals.inputs.isKeyDown("escape")): loop = False # escape key exits game if (globals.inputs.isQuitPressed()): loop = False # red 'x' button exits game pygame.display.flip( ) # flip the display, which finally shows our render pygame.quit() # unload pygame modules