logger = Logger() logger.create_data_frame() state_of_game = Running() start_time = pygame.time.get_ticks() temp_time = start_time while True: if state_of_game.name == 'running': keys = pygame.key.get_pressed() if keys[pygame.K_q]: state_of_game.switch(Pause) if keys[pygame.K_BREAK]: state_of_game.switch(Close) for event in pygame.event.get(): if (event.type == pygame.QUIT) or (event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE): logger.log_to_excel() drawing.graphics(logger.df) exit() clock.tick(60) time_game = (pygame.time.get_ticks() - start_time) // 1000 player.movement() [ball.movement() for ball in balls] walls = ray_casting(player, drawing.textures) drawing.fill(BLACK) drawing.background(player.angle) drawing.world(walls + [ball.locate(player, walls) for ball in balls]) drawing.fps(clock) drawing.print_text('time:{}'.format(time_game), TIME_POS, BLACK, 32) drawing.mini_map(player, balls) pygame.display.flip() check_rules(balls, player, state_of_game) check_create_ball(img_ball, balls, time_game, sec)