Exemple #1
0
def main():
    pygame.init()
    clock = pygame.time.Clock()
    running = True
    
    commandHandler = CommandHandler()

    #Constantes
    REPEAT_DELAY = 30 #milisseconds between each KEYDOWN event (when repeating)
    KEY_TIMEOUT = 185 #MAX milisseconds between key pressings
    SCREEN_WIDTH, SCREEN_HEIGHT = (640, 256)

    screen_surface = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption("Good Intentions")

    img_fatguy = pygame.image.load('./gato.png')
    fatguy = Caracter("jonatas", img_fatguy, 5, 32, 32)

    parser = sax.make_parser()
    tmxhandler = TMXHandler()
    parser.setContentHandler(tmxhandler)
    parser.parse("fase1.tmx")

    key_timeout = -1
    
    pygame.key.set_repeat(REPEAT_DELAY*3, REPEAT_DELAY)
    while running:
        clock.tick(30)
#        pygame.draw.circle(screen_surface, color, (400,300) , 30)

#        screen_surface.fill((255,255,255))
        screen_surface.blit(tmxhandler.image, (0,0))

#        pygame.display.flip()

        screen_surface.blit(fatguy.image,  fatguy.get_pos())
        fatguy.update(pygame.time.get_ticks(), SCREEN_WIDTH, SCREEN_HEIGHT)

        if key_timeout >= 0:
            if (pygame.time.get_ticks() - key_timeout) > KEY_TIMEOUT:
                commandHandler.actual_state = 0
                key_timeout = -1

        for e in pygame.event.get():
            if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                running = False
            elif e.type == KEYDOWN:
                key_timeout = pygame.time.get_ticks()
                commandHandler.refresh_state(e.key)

        pygame.display.update()
        pygame.time.delay(10)
Exemple #2
0
    def __init__(self,stage_path,fase_timeout, fatguy_x, fatguy_y, music):
        pygame.init()
        self.clock = pygame.time.Clock()
        self.initial_clock = pygame.time.get_ticks()
        self.running = True

        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        self.fase_timeout = fase_timeout
        self.shake = (0,0)
        self.shake_amplitude = 10
        # Loading content...
        pygame.display.set_caption("Good Intentions")
        self.font = pygame.font.Font(os.path.join('', 'data', 'actionj.ttf'), 70)
        self.font_small = pygame.font.Font(os.path.join('', 'data', 'actionj.ttf'), 28)
        self.km_label_text = self.font_small.render('Km/h', 1, (200,205,215))
        self.time_display = pygame.image.load(os.path.join('', 'images', 'display.png'))
        self.speed_display = pygame.image.load(os.path.join('', 'images', 'display_speed.png'))
        self.img_fatguy = pygame.image.load(os.path.join('', 'images', 'sprite.png'))

        #Sounds
        self.bg_music = Music()
        self.bg_music.load_music(music)
        self.beep = SoundEffect()

        # Loading Rolando 
        self.fatguy = Caracter("Rolando", self.img_fatguy, 10, 115, 115, 25)
        self.commandHandler = CommandHandler(self.fatguy)
        self.fatguy_x = fatguy_x%5120
        self.fatguy_y = fatguy_y
        self.fatguy.real_x = fatguy_x
        self.fatguy.x = ROLANDO_DISTANCE
        self.fatguy.y = self.fatguy_y
        
        # Initial Speed of the camera
        self.cam_speed  = (6,0)
        
        # Loading the stage
        self.world_map = TileMapParser().parse_decode(stage_path)
        self.world_map.load(ImageLoaderPygame())
    
        # Creating list of collision objects 
        self.ground_objects = get_ground_objects(self.world_map)
        self.killer_objects = get_killer_objects(self.world_map)
        self.checkpoint_objects = get_checkpoint_objects(self.world_map)
        self.goal = get_goal_objects(self.world_map)

        self.slices = set_slices(self.world_map, SLICE_SIZE, SLICE_SIZE_PIXEL)
        self.key_timeout = -1

        # Create sprites groups for collision detection
        self.playerGroup = pygame.sprite.RenderUpdates()
        self.playerGroup.add(self.fatguy)

        #self.objectGroup = pygame.sprite.Group()
        #self.enemyGroup = pygame.sprite.Group()
        #self.sceneGroup = pygame.sprite.Group()
        
        # Controlling the movement of the background
        self.offset = self.initialize_slices() - ROLANDO_DISTANCE
        self.secs = int((self.fase_timeout) / 1000)
        self.transition = False
        self.checkpoint_clock = fase_timeout

        if(self.offset + SCREEN_WIDTH) > SLICE_SIZE_PIXEL:
            self.actual_slice = self.slices.pop(0)
            self.past_slice = self.actual_slice
            self.actual_slice = self.slices.pop(0)
            self.transition = True
        else:
            self.actual_slice = self.slices.pop(0)
            self.past_slice = self.actual_slice
        
        # Controlling the reset
        self.reset_delay = RESET_DELAY
Exemple #3
0
class Game:

    def __init__(self,stage_path,fase_timeout, fatguy_x, fatguy_y, music):
        pygame.init()
        self.clock = pygame.time.Clock()
        self.initial_clock = pygame.time.get_ticks()
        self.running = True

        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
        self.fase_timeout = fase_timeout
        self.shake = (0,0)
        self.shake_amplitude = 10
        # Loading content...
        pygame.display.set_caption("Good Intentions")
        self.font = pygame.font.Font(os.path.join('', 'data', 'actionj.ttf'), 70)
        self.font_small = pygame.font.Font(os.path.join('', 'data', 'actionj.ttf'), 28)
        self.km_label_text = self.font_small.render('Km/h', 1, (200,205,215))
        self.time_display = pygame.image.load(os.path.join('', 'images', 'display.png'))
        self.speed_display = pygame.image.load(os.path.join('', 'images', 'display_speed.png'))
        self.img_fatguy = pygame.image.load(os.path.join('', 'images', 'sprite.png'))

        #Sounds
        self.bg_music = Music()
        self.bg_music.load_music(music)
        self.beep = SoundEffect()

        # Loading Rolando 
        self.fatguy = Caracter("Rolando", self.img_fatguy, 10, 115, 115, 25)
        self.commandHandler = CommandHandler(self.fatguy)
        self.fatguy_x = fatguy_x%5120
        self.fatguy_y = fatguy_y
        self.fatguy.real_x = fatguy_x
        self.fatguy.x = ROLANDO_DISTANCE
        self.fatguy.y = self.fatguy_y
        
        # Initial Speed of the camera
        self.cam_speed  = (6,0)
        
        # Loading the stage
        self.world_map = TileMapParser().parse_decode(stage_path)
        self.world_map.load(ImageLoaderPygame())
    
        # Creating list of collision objects 
        self.ground_objects = get_ground_objects(self.world_map)
        self.killer_objects = get_killer_objects(self.world_map)
        self.checkpoint_objects = get_checkpoint_objects(self.world_map)
        self.goal = get_goal_objects(self.world_map)

        self.slices = set_slices(self.world_map, SLICE_SIZE, SLICE_SIZE_PIXEL)
        self.key_timeout = -1

        # Create sprites groups for collision detection
        self.playerGroup = pygame.sprite.RenderUpdates()
        self.playerGroup.add(self.fatguy)

        #self.objectGroup = pygame.sprite.Group()
        #self.enemyGroup = pygame.sprite.Group()
        #self.sceneGroup = pygame.sprite.Group()
        
        # Controlling the movement of the background
        self.offset = self.initialize_slices() - ROLANDO_DISTANCE
        self.secs = int((self.fase_timeout) / 1000)
        self.transition = False
        self.checkpoint_clock = fase_timeout

        if(self.offset + SCREEN_WIDTH) > SLICE_SIZE_PIXEL:
            self.actual_slice = self.slices.pop(0)
            self.past_slice = self.actual_slice
            self.actual_slice = self.slices.pop(0)
            self.transition = True
        else:
            self.actual_slice = self.slices.pop(0)
            self.past_slice = self.actual_slice
        
        # Controlling the reset
        self.reset_delay = RESET_DELAY
    
    # Calcule the first slice of the stage
    def initialize_slices(self):
        offset = self.fatguy.real_x
        real_x = SLICE_SIZE_PIXEL
        while(offset > SLICE_SIZE_PIXEL):
            g_object = self.ground_objects[0]
            k_object = self.killer_objects[0]
            c_object = self.checkpoint_objects[0]
            while(g_object[0] + g_object[2] < real_x):
                self.ground_objects.pop(0)
                g_object = self.ground_objects[0]
            while(k_object.rect.x + k_object.rect.width < real_x):
                self.killer_objects.pop(0)
                k_object = self.killer_objects[0]
            while(c_object[0] + c_object[2] < real_x):
                self.checkpoint_objects.pop(0)
                c_object = self.checkpoint_objects[0]
            self.slices.pop(0)
            real_x += SLICE_SIZE_PIXEL
            offset -= SLICE_SIZE_PIXEL
        return offset

    # The main function of the class
    def main_loop(self):
        self.bg_music.play_load_music(1)
        while self.running:
            self.clock.tick(90)
            self.recicle()
            self.draw_background()
            self.draw_hud()
            self.update_fatguy()
            self.killer_collision()
            self.ground_collision()
            self.checkpoint_collision()
            self.goal_collision()
            self.draw_fatguy()
            self.event_handler()
        self.bg_music.pause_music()
        # Return the position of Rolando
        if self.fatguy.dead:
            return self.fatguy_x, self.fatguy_y, self.checkpoint_clock, False #perdeu!
        else:
            return 0, 0, 0, True #ganhou!

    # Throw away utilized objects
    def recicle(self):
        g_object = self.ground_objects[0]
        try:
            k_object = self.killer_objects[0]
        except IndexError:
            running = False
#            prolog = Story('suceed01', 7)
#            prolog.play()
        c_object = self.checkpoint_objects[0]
        
        if g_object[0] + g_object[2] <= self.fatguy.real_x:
            self.ground_objects.pop(0)
            
        if k_object.rect.x + k_object.rect.width < self.fatguy.real_x:
            self.killer_objects.pop(0)
            
        if c_object[0] <= self.fatguy.real_x:
            self.checkpoint_objects.pop(0)
       
    # Calcule and Draw the Background  
    def draw_background(self):
        if self.transition:
            join_point = SLICE_SIZE_PIXEL - self.offset
            self.screen.blit(self.past_slice.subsurface(self.offset, 0, join_point, SCREEN_HEIGHT),self.shake)
            self.screen.blit(self.actual_slice.subsurface(0 ,0, (self.offset + SCREEN_WIDTH - SLICE_SIZE_PIXEL), SCREEN_HEIGHT),(join_point + self.shake[0],self.shake[1]))
            if join_point < 0:
                self.offset = 0
                self.transition = False
        else:
            try:
                self.screen.blit(self.actual_slice.subsurface((self.offset,0,SCREEN_WIDTH, SCREEN_HEIGHT)), self.shake)
            except ValueError:
                running = False
#                prolog = Story('suceed01', 7)
#                prolog.play()
        
        self.offset += self.cam_speed[0]
        if(self.offset + SCREEN_WIDTH) > SLICE_SIZE_PIXEL and self.transition == False:
            self.past_slice = self.actual_slice
            if len(self.slices) == 0: 
                return None
            self.actual_slice = self.slices.pop(0)
            self.transition = True
        
            
    # Draw the head's up display
    def draw_hud(self):      
        secs_before = self.secs
        time = int(self.fase_timeout - (pygame.time.get_ticks() - self.initial_clock))
        self.secs = time / 1000
        decs = ((time % 1000) / 10)
        if self.secs < 10:
            # Time's up
            if self.secs <= 0 and decs <= 0:
                self.fatguy.dead = True
                #FIXME: the time cannot be negative
                self.secs = 0
                decs = 0
            if secs_before > self.secs:
               self.beep.play_effect('beep.ogg', 1, 0)
            timeup_text = self.font.render('0' + str(self.secs) + ':' + str(decs), 1, (200,5,15))
        else:
            timeup_text = self.font.render(str(self.secs) + ':' + str(decs), 1, (160,200,180))
        self.screen.blit(self.time_display, (730,-3))
        self.screen.blit(timeup_text, Rect(785, 7, 300, 90))
        
        speed_m_per_s = float(self.fatguy.dx / 64.0) * 100
        speed_km_per_h = int(speed_m_per_s * 3.6)
        speed_text = self.font.render(str(speed_km_per_h), 1, (200,205,215))
        self.screen.blit(self.speed_display, (788,668))
        self.screen.blit(speed_text, Rect(820, 690, 300, 90))
        self.screen.blit(self.km_label_text, (930, 682))

    # Draw the fatguy
    def draw_fatguy(self):
        self.screen.blit(self.fatguy.image,  self.fatguy.get_pos())
        
    # Update the fatguy's variables and change his animation
    def update_fatguy(self):
        self.fatguy.update(pygame.time.get_ticks(), SCREEN_WIDTH, SCREEN_HEIGHT, self.cam_speed)
        if self.key_timeout >= 0:
            if (pygame.time.get_ticks() - self.key_timeout) > KEY_TIMEOUT:
                self.commandHandler.actual_state = 0
                self.key_timeout = -1
                
        adjust = 0
        # Check if the Fatguy's too high
        if self.fatguy.falling and self.ground_objects[0][1] - self.fatguy.apex_height > 335:
           print self.fatguy.apex_height, self.ground_objects[0][1]
           self.fatguy.doTooHigh()
        
        # Rolando's falling in the hole
        if self.fatguy.y > SCREEN_HEIGHT:
            self.fatguy.dead = True
        
        if not self.fatguy.dead:
            if self.fatguy.sprinting:
                adjust = -4
            if self.fatguy.x > 100:
                adjust += 2
            else:
                adjust = 0
            self.cam_speed = (self.fatguy.dx + adjust,0)
        else:
            self.reset_delay -= 1
            if self.reset_delay == 0:
                fade_out(self.screen,self.clock)
                self.running = False


    # Collides with Killer Objects
    def killer_collision(self):
        obj, col_type = self.fatguy.collides_with_objects(self.killer_objects)
        if col_type == 1:
            if not self.fatguy.dead:
                if pygame.sprite.collide_mask(self.fatguy, obj):
                    print self.fatguy.real_x , obj.rect, obj.rect.left, self.fatguy.real_x > obj.rect.left
                    if self.fatguy.real_x > obj.rect.left:
                        self.fatguy.doCrashDown()
                    else:
                        self.fatguy.doCrashSide(obj.rect.x)
                    self.fatguy.sprinting = False
                    self.fatguy.onGround = True
                    self.fatguy.dead = True
                    self.fatguy.crash.play_effect('crash.wav', 1, 1)
            else:
                if self.shake_amplitude > 0:
                    self.shake = (randrange(-self.shake_amplitude,self.shake_amplitude),randrange(-self.shake_amplitude,self.shake_amplitude) + random())
                    self.shake_amplitude -= 1
                    
    # Collides with the ground
    def ground_collision(self):
        obj, col_type = self.fatguy.collides_with_objects(self.ground_objects)
        if  col_type == 1:
            self.fatguy.put_on_ground_running(obj[1])
            if self.fatguy.broken_legs:
                if self.shake_amplitude > 0:
                        self.shake = (randrange(-self.shake_amplitude,self.shake_amplitude),randrange(-self.shake_amplitude,self.shake_amplitude) + random())
                        self.shake_amplitude -= 1
        else:
            self.fatguy.onGround = False

    # Collides with the goal 
    def goal_collision(self):
        if self.fatguy.rect.colliderect(Rect(self.goal[0],self.goal[1],self.goal[2],self.goal[3])):
            print("Colidiu com o goal!")
            self.running = False
        #else: print 'NAO COLIDIU'

    # Collides with the checkpoint 
    def checkpoint_collision(self):
        check_obj, check_collision = self.fatguy.collides_with_objects(self.checkpoint_objects)
        if check_collision == 1:
            self.fatguy_x = check_obj[0]
            self.fatguy_y = check_obj[1] + check_obj[3] -115
            self.checkpoint_clock = self.secs*1000 + 10000 # 5 segundos a mais


            
    def event_handler(self):
        for e in pygame.event.get():
            if e.type == QUIT:
                sys.exit()
            elif (e.type == KEYDOWN and e.key == K_ESCAPE):
                self.running = False
            elif e.type == KEYDOWN:
                if not self.fatguy.dead:
                    self.key_timeout = pygame.time.get_ticks()
                    self.fatguy.state = self.commandHandler.refresh_state(e.key)
            elif e.type == KEYUP:
                if not self.fatguy.dead:
                    if e.key == K_UP:
                        self.fatguy.stopJump()
                if e.key == K_DOWN:
                    if not self.fatguy.onGround:
                        self.fatguy.pendingGetDown = False
                    if self.fatguy.sliding: self.fatguy.stopGetDown()
        pygame.display.flip()
        
    def __del__(self):
        self = None
        del self
Exemple #4
0
def main():
    pygame.init()
    clock = pygame.time.Clock()
    running = True

    #Constantes
    SLICE_SIZE_PIXEL = 5120
    SLICE_SIZE = 80
    REPEAT_DELAY = 50 #milisseconds between each KEYDOWN event (when repeating)
    KEY_TIMEOUT = 185 #MAX milisseconds between key pressings
    SCREEN_WIDTH, SCREEN_HEIGHT = (1024, 640)

    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption("Good Intentions")
    img_fatguy = pygame.image.load(os.path.join('', 'images', 'sprite.png'))
    fatguy = Caracter("jonatas", img_fatguy, 10, 115, 115, 25)
    commandHandler = CommandHandler(fatguy)
    cam_speed  = (4,0)
    
    fatguy.set_pos(200,200)
    
    
    world_map = TileMapParser().parse_decode("huge_objects.tmx")
    world_map.load(ImageLoaderPygame())
    
    ground_objects = get_ground_objects(world_map)
    killer_objects = get_killer_objects(world_map)
    print killer_objects
    slices = set_slices(world_map, SLICE_SIZE, SLICE_SIZE_PIXEL)

    key_timeout = -1

    #create sprites groups for collision detection
    playerGroup = pygame.sprite.RenderUpdates()
    playerGroup.add(fatguy)

    objectGroup = pygame.sprite.Group()
    enemyGroup = pygame.sprite.Group()
    sceneGroup = pygame.sprite.Group()

    pygame.key.set_repeat(REPEAT_DELAY, REPEAT_DELAY)
    
    offset = 0
    actual_slice = slices.pop(0)
    past_slice = actual_slice
    transition = False
    while running:
        clock.tick(90)
        
        #blit level----------------------------------------------------------------------------------
        if transition:
            join_point = SLICE_SIZE_PIXEL - offset
            screen.blit(past_slice.subsurface(offset, 0, join_point, SCREEN_HEIGHT),(0,0))
            screen.blit(actual_slice.subsurface(0 ,0, (offset + SCREEN_WIDTH - SLICE_SIZE_PIXEL), SCREEN_HEIGHT),(join_point,0))
            if join_point < 0:
                offset = 0
                transition = False
        else:
            screen.blit(actual_slice.subsurface((offset,0,SCREEN_WIDTH, SCREEN_HEIGHT)), (0, 0))
        
        offset += cam_speed[0]
        if(offset + SCREEN_WIDTH) > SLICE_SIZE_PIXEL and transition == False:
            past_slice = actual_slice
            if len(slices) == 0: break
            actual_slice = slices.pop(0)
            transition = True
        #----------------------------------------------------------------------------------------------
	    
	    
        screen.blit(fatguy.image,  fatguy.get_pos())
        fatguy.update(pygame.time.get_ticks(), SCREEN_WIDTH, SCREEN_HEIGHT, cam_speed)
        
        obj, col_type = fatguy.collides_with_objects(ground_objects)
        if  col_type == 1:
            fatguy.put_on_ground_running(obj[1])
        elif col_type ==  2:
            running = False
        
        obj, col_type = fatguy.collides_with_objects(killer_objects)
        if  col_type != -1:
            running = False

        if key_timeout >= 0:
            if (pygame.time.get_ticks() - key_timeout) > KEY_TIMEOUT:
                commandHandler.actual_state = 0
                key_timeout = -1

        for e in pygame.event.get():
            if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                running = False
            elif e.type == KEYDOWN:
                key_timeout = pygame.time.get_ticks()
                fatguy.state = commandHandler.refresh_state(e.key)
            if not fatguy.alive():
                print 'Game Over'
                pygame.time.wait(2000)
                sys.exit()

#        pygame.display.update()
        pygame.display.flip()
Exemple #5
0
def demo_pygame(file_name):
    SLICE_SIZE = 80
    SLICE_SIZE_PIXEL = 5120

    pygame = __import__("pygame")

    # parser the map
    world_map = TileMapParser().parse_decode(file_name)
    # init pygame and set up a screen
    pygame.init()

    img_fatguy = pygame.image.load(os.path.join("", "images", "sprite.png"))
    fatguy = Caracter("jonatas", img_fatguy, 10, 115, 115, 20)
    fatguy.set_pos(200, 269)
    fatguy.dx = 0

    clock = pygame.time.Clock()

    pygame.display.set_caption("tiledtmxloader - " + file_name)
    screen_width = min(1024, world_map.pixel_width)
    screen_height = min(768, world_map.pixel_height)
    screen = pygame.display.set_mode((screen_width, screen_height), HWSURFACE | DOUBLEBUF)

    world_map.load(ImageLoaderPygame())

    slices = set_slices(world_map, SLICE_SIZE, SLICE_SIZE_PIXEL)

    # load the images using pygame

    # printer(world_map)

    # an example on how to access the map data and draw an orthoganl map
    # draw the map
    assert world_map.orientation == "orthogonal"

    print "slices =", slices

    running = True
    dirty = True
    # cam_offset is for scrolling
    cam_offset_x = 0
    cam_offset_y = 0

    offset = 0
    actual_slice = slices.pop(0)
    past_slice = actual_slice
    transition = False
    # mainloop
    while running:
        clock.tick(90)

        # eventhandling
        events = pygame.event.get()
        for event in events:
            dirty = True
            if event.type == pygame.QUIT:
                running = False
        if transition:
            join_point = SLICE_SIZE_PIXEL - offset
            screen.blit(past_slice.subsurface(offset, 0, join_point, screen_height), (0, 0))
            screen.blit(
                actual_slice.subsurface(0, 0, (offset + screen_width - SLICE_SIZE_PIXEL), screen_height),
                (join_point, 0),
            )
            if join_point < 0:
                offset = 0
                transition = False
        else:
            screen.blit(actual_slice.subsurface((offset, 0, screen_width, screen_height)), (0, 0))

        offset += 4
        if (offset + screen_width) > SLICE_SIZE_PIXEL and transition == False:
            past_slice = actual_slice
            if len(slices) == 0:
                break
            actual_slice = slices.pop(0)
            transition = True
        screen.blit(fatguy.image, fatguy.get_pos())
        fatguy.update(pygame.time.get_ticks(), screen_width, screen_height)
        pygame.display.flip()
Exemple #6
0
Fichier : Game.py Projet : lyadon/j
def main():
    pygame.init()
    clock = pygame.time.Clock()
    running = True
    
    commandHandler = CommandHandler()

    #Constantes
    REPEAT_DELAY = 30 #milisseconds between each KEYDOWN event (when repeating)
    KEY_TIMEOUT = 185 #MAX milisseconds between key pressings
    SCREEN_WIDTH, SCREEN_HEIGHT = (640, 480)

    screen_surface = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption("Good Intentions")
    img_fatguy = pygame.image.load(os.path.join('', 'images', 'fat.png'))
    fatguy = Caracter("jonatas", img_fatguy, 10, 115, 115, 25)
#    fatguy.set_pos(0,240)
    fatguy.set_pos(0,325)

    parser = sax.make_parser()
    tmxhandler = TMXHandler()
    parser.setContentHandler(tmxhandler)
    parser.parse("grande.tmx")

    key_timeout = -1

    #create sprites groups for collision detection
    playerGroup = pygame.sprite.RenderUpdates()
    playerGroup.add(fatguy)

    objectGroup = pygame.sprite.Group()
    enemyGroup = pygame.sprite.Group()
    sceneGroup = pygame.sprite.Group()

    pygame.key.set_repeat(REPEAT_DELAY*3, REPEAT_DELAY)
    while running:
        clock.tick(30)

        screen_surface.fill((255,255,255))

        screen_surface.blit(tmxhandler.image, (0,0))
        tmxhandler.image.scroll(-10,0)

        screen_surface.blit(fatguy.image,  fatguy.get_pos())
        fatguy.update(pygame.time.get_ticks(), SCREEN_WIDTH, SCREEN_HEIGHT)

        if key_timeout >= 0:
            if (pygame.time.get_ticks() - key_timeout) > KEY_TIMEOUT:
                commandHandler.actual_state = 0
                key_timeout = -1

        for e in pygame.event.get():
            if e.type == QUIT or (e.type == KEYDOWN and e.key == K_ESCAPE):
                running = False
            elif e.type == KEYDOWN:
                key_timeout = pygame.time.get_ticks()
                fatguy.state = commandHandler.refresh_state(e.key)
            if not fatguy.alive():
                print 'Game Over'
                pygame.time.wait(2000)
                sys.exit()

#        pygame.display.update()
        pygame.display.flip()