Example #1
0
    def run(self):
        """I am called to begin the running of the game. 
        """
        running = 1
        frames = 0
        counter = 0
        lastFrame = pyui.readTimer()
        endFrame = pyui.readTimer()

        while running:
            pyui.draw()
            if pyui.update():
                interval = pyui.readTimer() - endFrame
                endFrame = pyui.readTimer()
                if self.world.update(interval) == 0:
                    running = 0
            else:
                running = 0

            # track frames per second
            frames += 1
            counter += 1

            # calculate FPS
            if endFrame - lastFrame > 1.0:
                FPS = counter
                counter = 0
                lastFrame = endFrame
                print "FPS: %2d mobiles: %d statics: %d " % (
                    FPS, len(self.world.mobiles), len(self.world.immobiles))
Example #2
0
File: run.py Project: colshag/ANW
    def run(self):
        """Run the game through a loop"""
        running = 1
        frames = 0
        counter = 0
        lastFrame = pyui.readTimer()
        endFrame = pyui.readTimer()

        while running:
            pyui.draw()
            if pyui.update():
                interval = pyui.readTimer() - endFrame
                endFrame = pyui.readTimer()
            else:
                running = 0

            # track frames per second
            frames += 1
            counter += 1

            # calculate FPS
            if endFrame - lastFrame > 1.0:
                FPS = counter
                counter = 0
                lastFrame = endFrame
                print 'FPS: %2d' % (FPS)
Example #3
0
    def run(self):
        """I am called to begin running the game. 
        """
        running = 1
        frames = 0
        counter = 0
        lastFrame = pyui.readTimer()
        endFrame = pyui.readTimer()
        
        while running:
            pyui.draw()
            if pyui.update():
                interval = pyui.readTimer() - endFrame
                endFrame = pyui.readTimer()
                if self.client.update(interval) == 0:
                    running = 0
            else:
                running = 0
            
            # track frames per second
            frames += 1
            counter += 1
            
            # calculate FPS
            if endFrame - lastFrame > 1.0:
                FPS = counter
                counter = 0
                lastFrame = endFrame
                print "FPS: %2d" % (FPS )

            time.sleep(0.03)
    def run(self):
        """I am called to begin the running of the game. 
        """
        running = 1
        frames = 0
        counter = 0
        lastFrame = pyui.readTimer()
        endFrame = pyui.readTimer()
        
        while running:
            pyui.draw()
            if pyui.update():
                interval = pyui.readTimer() - endFrame
                endFrame = pyui.readTimer()
                if self.world.update(interval) == 0:
                    running = 0
            else:
                running = 0

            # track frames per second
            frames += 1
            counter += 1
            
            # calculate FPS
            if endFrame - lastFrame > 1.0:
                FPS = counter
                counter = 0
                lastFrame = endFrame
                print "FPS: %2d mobiles: %d statics: %d " % (FPS, len(self.world.mobiles), len(self.world.immobiles) )
Example #5
0
    def run(self):
        running = 1
        frames = 0
        counter = 0
        lastFrame = pyui.readTimer()
        endFrame = pyui.readTimer()

        while running:
            pyui.draw()
            if pyui.update():
                interval = pyui.readTimer() - endFrame
                self.world.update(interval)
                endFrame = pyui.readTimer()
            else:
                running = 0

            # track frames per second
            frames += 1
            counter += 1

            # calculate FPS
            if endFrame - lastFrame > 1.0:
                FPS = counter
                counter = 0
                lastFrame = endFrame
                print "FPS: %2d" % (FPS)
 def run(self):
     running = 1
     frames = 0
     counter = 0
     lastFrame = pyui.readTimer()
     endFrame = pyui.readTimer()
     
     while running:
         pyui.draw()
         if pyui.update():
             interval = pyui.readTimer() - endFrame
             self.world.update(interval)
             endFrame = pyui.readTimer()
         else:
             running = 0
         
         # track frames per second
         frames += 1
         counter += 1
         
         # calculate FPS
         if endFrame - lastFrame > 1.0:
             FPS = counter
             counter = 0
             lastFrame = endFrame
             print "FPS: %2d" % (FPS )
 def setInitialState(self, stateName, layerName):
     """Set the initial state of a layer.
     """
     layer = StateManager.layers.get(layerName, None)
     if layer:
         state = layer.get(stateName)
         if state:
             interval = state.enter(self.actor)
             self.currentStates[layerName] = state
             self.updateTimes[layerName] = pyui.readTimer() + interval
             return 1
     raise StateException("No state %s or layer %s" % (stateName, layerName) )
Example #8
0
 def setInitialState(self, stateName, layerName):
     """Set the initial state of a layer.
     """
     layer = StateManager.layers.get(layerName, None)
     if layer:
         state = layer.get(stateName)
         if state:
             interval = state.enter(self.actor)
             self.currentStates[layerName] = state
             self.updateTimes[layerName] = pyui.readTimer() + interval
             return 1
     raise StateException("No state %s or layer %s" %
                          (stateName, layerName))
Example #9
0
 def gotoState(self, newStateName, layerName):
     """Set a layer to a state.
     """
     layer = StateManager.layers.get(layerName)
     if not layer:
         raise StateException("No layer %s" % layerName)
     currentState = self.currentStates.get(layerName)
     if not currentState:
         raise StateException("No curreState for layer  %s" % layerName)
     newState = layer.get(newStateName, None)
     if not newState:
         raise StateException("New state %s doesnt exist" % newStateName)
     currentState.leave(self.actor)
     self.currentStates[layerName] = newState
     interval = newState.enter(self.actor)
     self.updateTimes[layerName] = pyui.readTimer() + interval
     return 1
 def gotoState(self, newStateName, layerName):
     """Set a layer to a state.
     """
     layer = StateManager.layers.get(layerName)
     if not layer:
         raise StateException("No layer %s" % layerName) 
     currentState = self.currentStates.get(layerName)
     if not currentState:
         raise StateException("No curreState for layer  %s" % layerName)
     newState = layer.get(newStateName, None)
     if not newState:
         raise StateException("New state %s doesnt exist" % newStateName)                        
     currentState.leave(self.actor)
     self.currentStates[layerName] = newState
     interval = newState.enter(self.actor)
     self.updateTimes[layerName] = pyui.readTimer() + interval
     return 1
Example #11
0
 def updateStates(self):
     now = pyui.readTimer()
     for layerName, updateTime in self.updateTimes.items():
         if now >= updateTime:
             interval = self.currentStates[layerName].update(self.actor)
             self.updateTimes[layerName] = now + interval
 def updateStates(self):
     now = pyui.readTimer()
     for layerName, updateTime in self.updateTimes.items():
         if now >= updateTime:
             interval = self.currentStates[layerName].update(self.actor)
             self.updateTimes[layerName] = now + interval