def __init__(self):
        os.environ['SDL_VIDEO_CENTERED'] = '1'
        pygame.init()
        self.running = True
        self.screen = pygame.display.set_mode((WIDTH, HEIGHT + TILE_SIZE + 20))
        self.clock = pygame.time.Clock()

        #---------------------------------------------------------------------------------------#
        self.stateDict = {
            "MENU": Menu(),
            "PATHFINDING": PathFinding(),
            "ABOUT": About()
        }

        self.loadState("MENU")
Example #2
0
File: main.py Project: sabren/blaze
class Console(Gear):
    def __init__(self, display):
        super(Console, self).__init__(display)
        self.loadDefaultState()

    def loadDefaultState(self):
        self.state = Menu(self.display)
        self.state.kick()

    def tick(self):
        self.state.tick()
        if self.state.done:
            next = self.state.next
            if next is EXIT:
                self.done = True
            elif next is None:
                #print "no new state..."
                self.loadDefaultState()
            else:
                self.state = self.state.next
                #print "new state: %s" % self.state
                self.state.kick()
Example #3
0
WIDTH = 600
HEIGHT = 400

pygame.mixer.init()
pygame.font.init()
pygame.display.set_caption('Pong')
from states import Menu

#https://www.dl-sounds.com/royalty-free/off-limits/
pygame.mixer.music.load('assets/Off_Limits.wav')
pygame.mixer.music.play(loops=-1)

screen = pygame.display.set_mode((WIDTH, HEIGHT))
surface = pygame.display.get_surface()

state = Menu(WIDTH, HEIGHT)

keys_pressed = set()
done = False
last = 0
while not done:
    # delay until 1/60th of second
    while time.time() - last < 1 / 60:
        pass
    last = time.time()

    # pump events
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            done = True
        if event.type == pygame.KEYDOWN:
Example #4
0
File: main.py Project: sabren/blaze
 def loadDefaultState(self):
     self.state = Menu(self.display)
     self.state.kick()