Example #1
0
def update(frame_time):
    global location
    location = 0

    print("%f" % crossyroad.game_speed)

    crossyroad.update(frame_time)
    bombman.update(frame_time)

    # if bombman.include == 1:
    #   for car in red_cars:
    #      if collide(bombman, car):

    for side in sidewalk:
        side.update(frame_time)

    for car in red_cars:
        car.update(frame_time)

    for side in sidewalk:
        if include(bombman, side):
            location = 1
            print("include")

    for car in red_cars:
        if collide(bombman, car) and location == 0:
            # print("collide")
            bombman.eat(car)
            destroy_world()
            record_score()
            game_framework.run(score_state)
Example #2
0
def update(frame_time):
    global name
    global logo_time
    if (logo_time > 0.5):
        logo_time = 0
        game_framework.run(title_state)
    logo_time += frame_time
Example #3
0
    def update(self):
        self.y += self.velocity

        for main_state.enemy in main_state.enemies:
            if main_state.collide(self, main_state.enemy):
                game_world.remove_object(self)
                main_state.enemy.hp -= self.damage

            if main_state.enemy.hp == 0:
                game_world.remove_object(main_state.enemy)
                main_state.score += 80
                main_state.enemy.__init__()

        for main_state.enemy2 in main_state.enemies2:
            if main_state.collide(self, main_state.enemy2):
                game_world.remove_object(self)
                main_state.enemy2.hp -= self.damage
            if main_state.enemy2.hp == 0:
                game_world.remove_object(main_state.enemy2)
                main_state.score += 200
                main_state.enemy2.__init__()

        if main_state.collide(self, main_state.boss):
            game_world.remove_object(self)
            main_state.boss.hp -= self.damage
        if main_state.boss.hp <= 0:
            game_world.remove_object(main_state.boss)
            main_state.score += 5000
            main_state.boss.__init__()
            game_framework.run(success_state)

        if self.y > 800 - 20:
            game_world.remove_object(self)
Example #4
0
def draw():
    global credit
    clear_canvas()
    credit.draw()
    update_canvas()
    delay(1)
    game_framework.run(title_state)  #logo state는 스택에 넣지 않고 타이틀 바로 실행
Example #5
0
    def update(self, frame_time):
        if self.state == self.READY:
            self.frame = int(self.total_frames + 1) % 7
            self.total_frames += 0.03

        if self.state == self.ON:
            game_framework.run(main_state)
Example #6
0
def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if(event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                game_framework.quit()
            elif(event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):
                game_framework.run(main_state)
Example #7
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
                game_framework.quit()
        else:
            player.handle_event(event)
    if life == 0:
        game_framework.run(fail_state)
Example #8
0
 def draw(self):
     if self.state == self.LIFE3 :
         self.image = load_image('life3.png')
     elif self.state == self.LIFE2 :
         self.image = load_image('life2.png')
     elif self.state == self.LIFE1 :
         self.image = load_image('life1.png')
     elif self.state == self.LIFE0 :
         record_score()
         game_framework.run(end_state)
     self.image.draw(700 ,100)
Example #9
0
def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                game_framework.quit()
            elif (event.type, event.key) == (SDL_KEYDOWN, SDLK_SPACE):
                close_canvas()
                open_canvas()
                game_framework.run(main_state2)
Example #10
0
def handle_events():
    global map, player, BushCount, TreeCount, BoxCount, KeyCount, boxes, hp, BananaCount
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            game_framework.run(FailState)
        elif player.hp <= 0:
            game_framework.run(FailState)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_3:
            TreeCount = 0
            BananaCount = 0
            BushCount = 0
            hp = player.hp
            game_framework.change_state(main_state_3)
        elif map.timer > 60.0:
            game_framework.run(FailState)
        elif player.x > 1280 - 100 and key.collision == True:
            TreeCount = 0
            BananaCount = 0
            BushCount = 0
            hp = player.hp
            game_framework.change_state(main_state_3)
        elif map.timer > 300.0:
            game_framework.run(FailState)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_SPACE:
            for box in boxes:
                if box.collision == True:
                    box.Attack_box()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.push_state(Pause_state)
        else:
            player.handle_event(event)
Example #11
0
def handle_events(frame_time):
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        else:
            if (event.type, event.key) == (SDL_KEYDOWN, SDLK_ESCAPE):
                title_state.click_x = 0
                title_state.click_y = 0
                chick.bgm = None
                game_framework.run(title_state)

            else:
                chick.handle_event(event)
Example #12
0
def update():
    global TreeCount, BushCount, BoxCount
    for game_object in game_world.all_objects():
        game_object.update()
    for enemy in enemys_knife:
        if player.hide == False:
            if collide(player, enemy):
                player.collide_enemy()
                print("Collision with Enemy_knife")
    for enemy in enemys_gun:
        if player.hide == False:
            if collide(player, enemy):
                player.collide_enemy()
                print("Collision with Enemy_gun")

    for tree in trees:
        if collide(player, tree):
            player.collide_obj()
            print("Collision with Tree")

    player.hide = False

    for bush in bushes:
        if collide(player, bush):
            player.hide = True
            print("player Collision with Bush")

    for box in boxes:
        if collide(player, box):
            player.collide_obj()
            print("Collision with Tree")
            box.collision = True
        else:
            box.collision = False

    for banana in bananas:
        if collide(player, banana):
            banana.Collide()
            bananas.remove(banana)
            game_world.remove_object(banana)
            player.hp += 5

    if collide(player, key):
        key.Collide()
        key.collision = True

    if player.hp < 0:
        game_framework.run(FailState)
Example #13
0
def handle_events(frame_time):
    events = get_events()
    global green,blue,state,running,F,T,H,U,K,example,sound
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE:
            exit()
            game_framework.run(title_state)

        elif event.type == SDL_KEYDOWN and event.key == SDLK_f :
            F=True
            green = True
        elif event.type == SDL_KEYDOWN and event.key == SDLK_h :
            H=True
            green = True
        elif event.type == SDL_KEYDOWN and event.key == SDLK_k :
            K=True
            green = True
        elif event.type == SDL_KEYDOWN and event.key == SDLK_t :
            T=True
            blue = True
        elif event.type == SDL_KEYDOWN and event.key == SDLK_u :
            U=True
            blue = True

        elif event.type == SDL_KEYUP and event.key == SDLK_f :
            F=False
            green = False
        elif event.type == SDL_KEYUP and event.key == SDLK_h :
            H=False
            green = False
        elif event.type == SDL_KEYUP and event.key == SDLK_k :
            K=False
            green = False
        elif event.type == SDL_KEYUP and event.key == SDLK_t :
            T=False
            blue = False
        elif event.type == SDL_KEYUP and event.key == SDLK_u :
            U=False
            blue = False
    pass
Example #14
0
def handle_events():
    global TreeCount, BushCount, BananaCount, player, background, hp
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif player.hp <= 0:
            game_framework.run(FailState)
        elif (event.type == SDL_KEYDOWN and event.key == SDLK_ESCAPE):
            game_framework.run(FailState)
        elif (event.type == SDL_KEYDOWN and event.key == SDLK_2):
            TreeCount = 0
            BananaCount = 0
            BushCount = 0
            hp = player.hp
            game_framework.change_state(main_state_2)
        elif player.x > 1280 - 100:
            TreeCount = 0
            BananaCount = 0
            BushCount = 0
            hp = player.hp
            game_framework.change_state(main_state_2)
        elif background.timer > 60.0:
            game_framework.run(FailState)
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.push_state(Pause_state)
        else:
            player.handle_event(event)
Example #15
0
def handle_events(frame_time):
    global mLight_y
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            game_framework.quit()
        elif event.type == SDL_KEYDOWN and event.key == SDLK_p:
            game_framework.pop_state()
        elif event.type == SDL_MOUSEMOTION:
            main_state.mx = event.x
            main_state.my = 680 - event.y
            if main_state.mx > 190 and main_state.mx < 390:
                if main_state.my > 40 and main_state.my < 90:
                    mLight_y = 65
                elif main_state.my > 110 and main_state.my < 160:
                    mLight_y = 135
                elif main_state.my > 180 and main_state.my < 230:
                    mLight_y = 205
                else:
                    mLight_y = 0
            else:
                mLight_y = 0
        elif event.type == SDL_MOUSEBUTTONDOWN:
            if event.button == SDL_BUTTON_LEFT:
                main_state.click = True

        elif event.type == SDL_MOUSEBUTTONUP:
            if event.button == SDL_BUTTON_LEFT:
                main_state.click = False
                if main_state.mx > 190 and main_state.mx < 390:
                    if main_state.my > 40 and main_state.my < 90: #exit
                        game_framework.quit()
                    elif main_state.my > 110 and main_state.my < 160: #title
                        mLight_y = 135
                    elif main_state.my > 180 and main_state.my < 230: #re
                        main_state.exit()
                        game_framework.run(main_state)
Example #16
0
def update():
    global TreeCount, BushCount
    for game_object in game_world.all_objects():
        game_object.update()
    for enemy in enemys:
        if player.hide == False:
            if collide(player, enemy):
                player.collide_enemy()
                print("player Collision with Enemy")

    for tree in trees:
        if collide(player, tree):
            player.collide_obj()
            print("player Collision with Tree")

    player.hide = False

    for bush in bushes:
        if collide(player, bush):
            player.hide = True
            print("player Collision with Bush")

    if player.hp <= 0:
        game_framework.run(FailState)
Example #17
0
import platform
import os

if platform.architecture()[0]=='32bit':
    os.environ["PYSLD2_DLL_PATH"]="./SDL2/x86"
else :
    os.environ["PYSDL2_DLL_PATH"]="./SDL2/x64"

import game_framework

import title

game_framework.run(title)

Example #18
0
#__author__ = 'samsung'

import game_framework

import start_state

game_framework.run(start_state)
Example #19
0
def draw():
	clear_canvas()
	logo.draw(400, 300)
	update_canvas()

def update():
	global startedOn
	elapsed = time.time() - startedOn
	print(elapsed)
	if elapsed >= 1.0:
		game_framework.change_state(title_state)
		return
	delay(0.03)

def handle_events():
	pass

def pause():
	pass

def resume():
	pass

if __name__ == '__main__':
	import sys
	current_module = sys.modules[__name__]	
	open_canvas()
	game_framework.run(current_module)
	close_canvas()

Example #20
0
import game_framework
import collision

game_framework.run(collision)
Example #21
0
    global boys
    for boy in boys:
        boy.update()


def draw():
    delay(0.03)
    global Grass_, boys
    clear_canvas()
    Grass_.draw()
    for boy in boys:
        boy.draw()
    update_canvas()


def exit():
    close_canvas()


def pause():
    pass


def resume():
    pass


if __name__ == '__main__':
    import sys
    game_framework.run(sys.modules[__name__])
Example #22
0
import platform
import os
if (platform.architecture() [0] == '32bit'):
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86"
else:
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"

import game_framework
import start_menu
import clear_state
from pico2d import *

open_canvas()
game_framework.run(start_menu)
close_canvas()
Example #23
0
import game_framework

from pico2d import *
import main
import title
open_canvas(800, 600, sync=True)
#open_canvas(800,600)
bgm = load_music('Squarium.mp3')
bgm.set_volume(25)
bgm.repeat_play()
game_framework.run(title)
close_canvas()
Example #24
0
import game_framework
import pico2d

import Drill10start_state

pico2d.open_canvas()
game_framework.run(Drill10start_state)
pico2d.close_canvas()
Example #25
0
import game_framework
import pico2d

import start_state

pico2d.open_canvas()  # 피코투디로 캔버스를 열어준다
game_framework.run(start_state)  # start_state 상태로 game_framework가 돌아가게 해준다
# 그럼 start_state -> title_state-> main_state상태로 접어들고 main_state에서 pause이벤트가 일어나게 해줌
pico2d.close_canvas()
Example #26
0
import platform
import os
if platform.architecture()[0] == '32bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86"
else:
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"

import game_framework

import flight_start_state

game_framework.run(flight_start_state)
Example #27
0
import game_framework

import main_title

game_framework.run(main_title)
Example #28
0
from pico2d import *
import platform
import os

if platform.architecture()[0] == '32bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86"
else:
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"

import game_framework
import Title_State

open_canvas(450, 700)

game_framework.run(Title_State)

close_canvas()
Example #29
0
import game_framework
import menu_state
import pico2d

pico2d.open_canvas(sync=True)
game_framework.run(menu_state)
pico2d.close_canvas()
Example #30
0
import game_framework

# fill here
import pico2d

import start_state

pico2d.open_canvas()
game_framework.run(start_state)
pico2d.clear_canvas()
Example #31
0
import game_framework
import pico2d

import Title_Logo

Main_Screen_WIDTH, Main_Screen_HEIGHT = 1020, 767

pico2d.open_canvas(Main_Screen_WIDTH, Main_Screen_HEIGHT)
game_framework.run(Title_Logo)
pico2d.close_canvas()
Example #32
0
Mix_AllocateChannels(50)
# 커서 숨기기
hide_cursor()
# 커서 로딩
Cursor.init()
# 폰트 로딩
game_framework.font = load_font('resource/pf_arma_five.ttf')
# 오브젝트 데이터 로드
with open('resource/player.json', 'r') as f:
    Player.playerData = json.load(f)
with open('resource/monster.json', 'r') as f:
    Monster.monsterData = json.load(f)
with open('resource/teleporter.json', 'r') as f:
    Object.Teleporter.data = json.load(f)
with open('resource/item.json', 'r') as f:
    Item.itemData = json.load(f)
with open('resource/pistol.json', 'r') as f:
    Gun.pistolData = json.load(f)
with open('resource/machine_gun.json', 'r') as f:
    Gun.machineGunData = json.load(f)
with open('resource/sniper_rifle.json', 'r') as f:
    Gun.sniperRifleData = json.load(f)
with open('resource/boss_gun.json', 'r') as f:
    Gun.bossGunData = json.load(f)

Player.player = Player.Player()
Gun.reloadSound = load_wav('resource/reload.wav')
Gun.reloadSound.set_volume(64)
game_framework.run(StartStage)
close_canvas()
Example #33
0
def draw(frame_time):
    global running
    running = True
    global a
    global Fkeynote,Tkeynote,Hkeynote,Ukeynote,Kkeynote,bgimage,actbutton,soundmax
    global green,blue,F,T,H,U,K
    global cool,good,fail,count,coolcount,goodcount,failcount,sum,combocount,font,combo
    global Score
    green = blue = F = T = H = U = K = False
    a = sum = coolcount=goodcount=failcount=sum=combocount=0
    count =0
    while running:
        handle_events(frame_time)

        for Fkeynotes in Fkeynote:
            Fkeynotes.update(frame_time)
        for Tkeynotes in Tkeynote:
            Tkeynotes.update(frame_time)
        for Hkeynotes in Hkeynote:
            Hkeynotes.update(frame_time)
        for Ukeynotes in Ukeynote:
            Ukeynotes.update(frame_time)
        for Kkeynotes in Kkeynote:
            Kkeynotes.update(frame_time)

        for Fkeynotes in Fkeynote:
            if F==True:
                if coolcollide(actbutton,Fkeynotes)==True:
                    Fkeynote.remove(Fkeynotes)
                    cool.switch=True
                    coolcount+=1
                    combocount+=1
                    sum+=1
                elif goodcollide(actbutton,Fkeynotes)==True:
                    Fkeynote.remove(Fkeynotes)
                    good.switch=True
                    goodcount+=1
                    combocount+=1
                    sum+=1
            if misscollide(actbutton,Fkeynotes):
                Fkeynote.remove(Fkeynotes)
                fail.switch=True
                failcount+=1
                combocount=0
        for Tkeynotes in Tkeynote:
            if T==True:
                if coolcollide(actbutton,Tkeynotes)==True:
                    Tkeynote.remove(Tkeynotes)
                    cool.switch=True
                    coolcount+=1
                    combocount+=1
                    sum+=1
                elif goodcollide(actbutton,Tkeynotes)==True:
                    Tkeynote.remove(Tkeynotes)
                    good.switch=True
                    goodcount+=1
                    combocount+=1
                    sum+=1
            if misscollide(actbutton,Tkeynotes):
                Tkeynote.remove(Tkeynotes)
                fail.switch=True
                failcount+=1
                combocount=0
        for Hkeynotes in Hkeynote:
            if H==True:
                if coolcollide(actbutton,Hkeynotes)==True:
                    Hkeynote.remove(Hkeynotes)
                    cool.switch=True
                    coolcount+=1
                    combocount+=1
                    sum+=1
                elif goodcollide(actbutton,Hkeynotes)==True:
                    Hkeynote.remove(Hkeynotes)
                    good.switch=True
                    goodcount+=1
                    combocount+=1
                    sum+=1
            if misscollide(actbutton,Hkeynotes):
                Hkeynote.remove(Hkeynotes)
                fail.switch=True
                failcount+=1
                combocount=0
        for Ukeynotes in Ukeynote:
            if U==True:
                if coolcollide(actbutton,Ukeynotes)==True:
                    Ukeynote.remove(Ukeynotes)
                    cool.switch=True
                    coolcount+=1
                    combocount+=1
                    sum+=1
                elif goodcollide(actbutton,Ukeynotes)==True:
                    Ukeynote.remove(Ukeynotes)
                    good.switch=True
                    goodcount+=1
                    combocount+=1
                    sum+=1
            if misscollide(actbutton,Ukeynotes):
                Ukeynote.remove(Ukeynotes)
                fail.switch=True
                failcount+=1
                combocount=0
        for Kkeynotes in Kkeynote:
            if K==True:
                if coolcollide(actbutton,Kkeynotes)==True:
                    Kkeynote.remove(Kkeynotes)
                    cool.switch=True
                    coolcount+=1
                    combocount+=1
                    sum+=1
                elif goodcollide(actbutton,Kkeynotes)==True:
                    Kkeynote.remove(Kkeynotes)
                    good.switch=True
                    goodcount+=1
                    combocount+=1
                    sum+=1
            if misscollide(actbutton,Kkeynotes):
                Kkeynote.remove(Kkeynotes)
                fail.switch=True
                failcount+=1
                combocount=0


        clear_canvas()
        bgimage.draw(400,300,800,600)
        for Fkeynotes in Fkeynote:
            Fkeynotes.draw()
        for Tkeynotes in Tkeynote:
            Tkeynotes.draw()
        for Hkeynotes in Hkeynote:
            Hkeynotes.draw()
        for Ukeynotes in Ukeynote:
            Ukeynotes.draw()
        for Kkeynotes in Kkeynote:
            Kkeynotes.draw()
        if green == True and F ==True:
            motionF.draw(43,100,47,1000)
        if green == True and H ==True:
            motionH.draw(138,100,47,1000)
        if green == True and K ==True:
            motionK.draw(232,100,47,1000)
        if blue == True and T ==True:
            motionT.draw(90,100,47,1000)
        if blue == True  and U ==True:
            motionU.draw(185,100,47,1000)
        if cool.switch:
            cool.draw()
            combo.draw()
            font.draw(312, 380, '%d' % (combocount), (255,125,0))
        if good.switch:
            good.draw()
            combo.draw()
            font.draw(312, 380, '%d' % (combocount), (255,125,0))
        if fail.switch:
            fail.draw()
        font.draw(312, 30, 'score : %d' % (coolcount*10+goodcount*5), (255,125,0))
        count+=frame_time
        Timer(frame_time)
        button.draw(200,100,400,200)
        update_canvas()
        if(count>107.5):
            ranking()
            exit()
            game_framework.run(score)





    close_canvas()


    pass
Example #34
0
import pico2d

pico2d.open_canvas()

import game_framework
import logo_state

game_framework.run(logo_state)
Example #35
0
import platform
import os
if platform.architecture()[0] == '32bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86"
else:
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"

import game_framework
import main_game

game_framework.run(main_game)
Example #36
0
import platform
import os

if platform.architecture()[0] == '32bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86"
else:
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"


import game_framework

import test_start_state
import test_stage1
import test_stage2
game_framework.run(test_start_state)
Example #37
0
import game_framework
import pico2d

import scene_start

pico2d.open_canvas(1000, 500)
game_framework.run(scene_start)
pico2d.close_canvas()
Example #38
0
#first import pico2d
from pico2d import *
#second import game_framework
import game_framework as gf
#third import next module
import logo_state

#start this module's script

gf.run(logo_state)
Example #39
0
__author__ = 'no_game'

import platform
import os

if platform.architecture()[0] == '32bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86/"
elif platform.architecture()[0] == '64bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"

# fill here

import game_framework
import title_state

game_framework.run(title_state)
Example #40
0
import game_framework
import pico2d

import start_state

# fill here
pico2d.open_canvas(800, 513)
game_framework.run(start_state) # 플레이하라고 알려 줌
pico2d.close_canvas()
Example #41
0
import game_framework
import pico2d

import main_state

#pico2d.open_canvas(1600, 600,sync=True)
pico2d.open_canvas(1600, 600)
game_framework.run(main_state)
pico2d.close_canvas()
Example #42
0
from pico2d import *
import game_framework
open_canvas()
import scroll_state

game_framework.run(scroll_state)
close_canvas()
Example #43
0
import game_framework
import pico2d
import title_state
import main_state

pico2d.open_canvas(1280, 720)
game_framework.run(title_state)
pico2d.close_canvas()
Example #44
0
import platform
import os

if platform.architecture()[0] == '32bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86"
else:
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"


import game_framework
import Start_Scene
game_framework.run(Start_Scene)
Example #45
0

import platform
import os

if platform.architecture()[0] == '32bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86"
else:
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"


import game_framework
import logo_state


# logo state
game_framework.run(logo_state)
Example #46
0
import platform
import os

if platform.architecture()[0] == '32bit':
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x86"
else:
    os.environ["PYSDL2_DLL_PATH"] = "./SDL2/x64"

import game_framework
import game_title

game_framework.run(game_title)
def resume():
    pass


def handle_events():
    events = get_events()
    for event in events:
        if event.type == SDL_QUIT:
            gf.quit()
        elif event.type == SDL_KEYDOWN:
            gf.quit()
        else:
            boy.handle_event(event)


def update():
    boy.update()


def draw():
    clear_canvas()
    grass.draw()
    boy.draw()


if __name__ == '__main__':
    glCurrentModule = sys.modules[__name__]
    open_canvas()
    gf.run(glCurrentModule)
    close_canvas()
Example #48
0
import game_framework
import main_state
game_framework.run(main_state)
# fill here