Exemple #1
0
 def release(self):
     """
     deactivates the reverb and calls fmod reverb release
     """
     self._reverb.active = False
     FMOD.update()  # if you dont call system.update before releasing an object, all the changes made to it are not applied
     self._reverb.release()
     self._reverb = None
Exemple #2
0
        for gameObject in gameObjects:
            handled = gameObject.handleInput(e)
            if handled:
                break

    currentTime = pygame.time.get_ticks()
    # deltaTime in seconds.
    deltaTime = (currentTime - lastFrameTime) / 1000.0
    # update
    for gameObject in gameObjects:
        gameObject.update(deltaTime)

    # render
    for gameObject in gameObjects:
        gameObject.render(screen)

    # dumps data into the screen
    lastFrameTime = currentTime
    pygame.display.update()
    FMOD.update()
    clock.tick(30)

# ------------------------------------QUIT------------------------
for gameObject in gameObjects:
    gameObject.release()
resourcesManager.release()
FMOD.release()
pygame.display.quit()
pygame.quit()
sys.exit()