def CalcFps(): global current_fps Background.CalcPositions() while is_game_running: if Player.is_player_moving: Background.CalcPositions() Background.Display(screen) Player.Display(screen) Display.Display(screen) pygame.display.flip() current_fps+=1 if is_game_paused == True: while ResumeGame() == None: timing.tick()
def Fps(): global current_fps #Initialisation des modules: while is_tps_init_finished == False: time.sleep(0.01) Player.DisplayInit(screen_size) Background.Init(screen_size) World.PostInit(Background.GetBackgroundBlockNumber()) Display.Init() while is_game_running: if Player.is_player_moving: Background.CalcPositions() Background.Display(screen) Player.Display(screen) Display.Display(screen, screen_size) pygame.display.flip() current_fps += 1 if is_game_paused == True: while ResumeGame() == None: timing.tick()
#while datetime.timestamp(datetime.now()) < next_tick: # timing.tick() time.sleep(next_tick - datetime.timestamp(datetime.now()) - tick_time_fix) calc_perf() #DoTick() timer_tick = threading.Timer(0.1, DoTick) timer_tick.start() #Boucle principale while is_game_running: #On définit le fond de l'écran #screen.fill(screen_color) Background.Display(screen) Player.Display(screen) #Lecture des évènements d'entrée for event in pygame.event.get(): if event.type == pygame.QUIT: is_game_running = False elif event.type == pygame.KEYDOWN: Player.EventManager(event) Background.EventManager(event) if event.key == pygame.K_p: ShowMessage("Jeu en pause", 100, "arial", "red", 500, 200) ShowMessage("Appuyez sur une touche pour continuer...", 20, "arial", "red", 500, 300) is_game_paused = True elif event.type == pygame.KEYUP: