Example #1
0
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()
Example #2
0
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()
Example #3
0
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()
Example #4
0
    def update(self):
        # manage forward and backward acceleration
        if isKeyPressed(pygame.K_w):
            self.speed = self.FORWARD_SPEED
        if isKeyPressed(pygame.K_s):
            self.speed = -self.BACKWARD_SPEED
        if (not isKeyPressed(pygame.K_w) and not isKeyPressed(pygame.K_s)):
            self.speed = 0
        # if tank is turning right,
        # the way the tracks function
        # will move it forward a bit,
        # not just spin it on a dime
        if isKeyPressed(pygame.K_d):
            self.angle -= self.TURNSPEED
            if self.speed < 0:
                self.angle += self.TURNSPEED * 2
            if self.speed == 0:
                self.speed = self.FORWARD_SPEED

        if isKeyPressed(pygame.K_a):
            self.angle += self.TURNSPEED
            if self.speed < 0:
                self.angle -= self.TURNSPEED * 2
            if self.speed == 0:
                self.speed = self.FORWARD_SPEED
        # trig gives us the correct position to draw the turret
        self.y += self.speed * math.sin(math.radians(self.angle + 270))
        self.x -= self.speed * math.cos(math.radians(self.angle + 270))
        # turret moves left and right with arrow keys
        if isKeyPressed(pygame.K_RIGHT):
            self.turret_angle -= self.TURRET_TURNSPEED
        if isKeyPressed(pygame.K_LEFT):
            self.turret_angle += self.TURRET_TURNSPEED

        # GUN COOLDOWN
        if self.gun_cooldown_timer > 0:
            self.gun_cooldown_timer -= 1
        if self.gun_cooldown_timer == 0:
            self.sound_finish_reload.play()  # play a reloading sound
            self.gun_cooldown_timer = -1

        # GUN BARREL BLOWBACK
        if self.gun_length_modifier < 0:
            self.gun_length_modifier += 0.5

        # FIRE GUN
        if self.gun_shoot_delay > 0:
            self.gun_shoot_delay -= 1
        if self.gun_shoot_delay == 0:
            self.gun_length_modifier = -12
            self.gun_shoot_delay = -1

        # TRIGGER GUN TO FIRE
        if isKeyJustPressed(pygame.K_SPACE):
            if self.gun_cooldown_timer < 1:
                self.gun_cooldown_timer = self.GUN_COOLDOWN
                self.gun_shoot_delay = 10
                self.sound_shoot.play()

        # CLAMP TO WINDOW
        self.clamp()
Example #5
0
    def update(self):
        # manage forward and backward acceleration
        if isKeyPressed(pygame.K_w):
            self.speed = self.FORWARD_SPEED
        if isKeyPressed(pygame.K_s):
            self.speed = -self.BACKWARD_SPEED
        if(not isKeyPressed(pygame.K_w) and not
           isKeyPressed(pygame.K_s)):
                self.speed = 0
        # if tank is turning right,
        # the way the tracks function
        # will move it forward a bit,
        # not just spin it on a dime
        if isKeyPressed(pygame.K_d):
            self.angle -= self.TURNSPEED
            if self.speed < 0:
                self.angle += self.TURNSPEED * 2
            if self.speed == 0:
                self.speed = self.FORWARD_SPEED

        if isKeyPressed(pygame.K_a):
            self.angle += self.TURNSPEED
            if self.speed < 0:
                self.angle -= self.TURNSPEED * 2
            if self.speed == 0:
                self.speed = self.FORWARD_SPEED
        # trig gives us the correct position to draw the turret
        self.y += self.speed * math.sin(math.radians(self.angle + 270))
        self.x -= self.speed * math.cos(math.radians(self.angle + 270))
        # turret moves left and right with arrow keys
        if isKeyPressed(pygame.K_RIGHT):
            self.turret_angle -= self.TURRET_TURNSPEED
        if isKeyPressed(pygame.K_LEFT):
            self.turret_angle += self.TURRET_TURNSPEED

        # GUN COOLDOWN
        if self.gun_cooldown_timer > 0:
            self.gun_cooldown_timer -= 1
        if self.gun_cooldown_timer == 0:
            self.sound_finish_reload.play()  # play a reloading sound
            self.gun_cooldown_timer = -1

        # GUN BARREL BLOWBACK
        if self.gun_length_modifier < 0:
            self.gun_length_modifier += 0.5

        # FIRE GUN
        if self.gun_shoot_delay > 0:
            self.gun_shoot_delay -= 1
        if self.gun_shoot_delay == 0:
            self.gun_length_modifier = -12
            self.gun_shoot_delay = -1

        # TRIGGER GUN TO FIRE
        if isKeyJustPressed(pygame.K_SPACE):
            if self.gun_cooldown_timer < 1:
                self.gun_cooldown_timer = self.GUN_COOLDOWN
                self.gun_shoot_delay = 10
                self.sound_shoot.play()

        # CLAMP TO WINDOW
        self.clamp()