Example #1
0
def run_game():
  
  pygame.init()
  clock = pygame.time.Clock()
  screen = pygame.display.set_mode((globals['SCREEN_WIDTH'], globals['SCREEN_HEIGHT']), 0, 32)
  
  currently_held_keys = []
  
  #debug stuff
  lvl = Level("testlevel.txt", screen) 
  playerCam = Camera((85,85), globals['SCREEN_WIDTH'], globals['SCREEN_HEIGHT'])
  originCam = Camera((0,0), globals['SCREEN_WIDTH'], globals['SCREEN_HEIGHT'])
  player = Player("resources/robodude.png", screen, (85,85), playerCam)
  currentCam = player.camera
  entities = []
  
  entities.append(player)
 
  while True:
    for event in pygame.event.get():
      if event.type == pygame.QUIT:
        exit_game()
      if event.type == pygame.KEYDOWN:
        currently_held_keys.append(event.key)
      if event.type == pygame.KEYUP:
        currently_held_keys.remove(event.key)
    
    currentCam = player.camera
    do_render_light = True

    for keydown in currently_held_keys:
      if keydown in globals['WASD_KEYS']:
        player.movement_handler(keydown)
      #debug stuff
      if keydown == pygame.K_1:
        currentCam = originCam
      if keydown == pygame.K_2:
        do_render_light = False
    
    time_passed = clock.tick(50)
    screen.fill(globals['BG_COLOR'])

    # debug stuff
    pygame.display.set_caption('Lightgame : %d fps' % clock.get_fps())
    corners = currentCam.get_corners()
    lvl.draw_visible_level(corners[0], corners[1])
    player.update(time_passed, lvl, currentCam)
    player.draw(currentCam)
    
    lights_per_entity = [entity.lights for entity in entities]
    all_lights = [light for lights in lights_per_entity for light in lights]
    if do_render_light:
      currentCam.render_light(screen, all_lights)

    pygame.display.flip()