def main(): pygame.init() globals.pygame = pygame update_display_mode() clock = pygame.time.Clock() entities = [] entities.append(Tank(100, 100)) loop = True while(loop): clock.tick(60) # 60 FPS globals.window.fill((255, 255, 255)) # Fill window white globals.events = pygame.event.get() for entitiy in entities: entitiy.update() for entitiy in entities: entitiy.draw() if isKeyJustPressed(pygame.K_RETURN): toggle_fullscreen() if isKeyJustPressed(pygame.K_ESCAPE): globals.pygame.quit() loop = False # Flip the buffer pygame.display.flip()
def main(): pygame.init() globals.pygame = pygame # assign global pygame for other modules to reference globals.inputs = Inputs(pygame) # assign global inputs for other modules to reference update_display_mode() # now that the global display properties have been set up, update the display clock = pygame.time.Clock() # clock to tick / manage delta entities = [] # contains every object that will be drawn in the game entities.append(Entity()) # our testing entity will be the default entity loop = True # for controlling the game loop while(loop): clock.tick(60) # tick the clock with a target 60 fps globals.window.fill((255, 255, 255)) globals.inputs.update() # refresh inputs update(entities) # update all entities render(entities) # draw all entities if(globals.inputs.isKeyDown("space")): toggle_fullscreen() # space bar toggles fullscreen if(globals.inputs.isKeyDown("escape")): loop = False # escape key exits game if(globals.inputs.isQuitPressed()): loop = False # red 'x' button exits game pygame.display.flip() # flip the display, which finally shows our render pygame.quit() # unload pygame modules
def main(): pygame.init() globals.pygame = pygame update_display_mode() clock = pygame.time.Clock() entities = [] entities.append(Tank(100, 100)) loop = True while (loop): clock.tick(60) # 60 FPS globals.window.fill((255, 255, 255)) # Fill window white globals.events = pygame.event.get() for entitiy in entities: entitiy.update() for entitiy in entities: entitiy.draw() if isKeyJustPressed(pygame.K_RETURN): toggle_fullscreen() if isKeyJustPressed(pygame.K_ESCAPE): globals.pygame.quit() loop = False # Flip the buffer pygame.display.flip()
def main(): # Initialize pygame pygame.init() pygame.mixer.init() clock = pygame.time.Clock() globals.window = pygame.display.set_mode((globals.WIDTH, globals.HEIGHT), False) sound_correct = pygame.mixer.Sound("res/correct.wav") sound_incorrect = pygame.mixer.Sound("res/incorrect.wav") load_cards() loop = True timer = 1 space_pressed = False score = 0 while(loop): clock.tick(60) timer += 1 if timer >= 50: timer = 0 new_card() space_pressed = False # Check if the escape key has been pressed for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: if(is_double_or_sandwich(cards) and not space_pressed): score += 1 print("Correct: Score is " + str(score)) space_pressed = True sound_correct.play() elif(not space_pressed): score -= 1 print("Incorrect: Score is " + str(score)) space_pressed = True sound_incorrect.play() if event.key == pygame.K_RETURN: toggle_fullscreen() if event.key == pygame.K_ESCAPE: pygame.quit() quit() pygame.display.flip()
def main(): pygame.init() update_display_mode() clock = pygame.time.Clock() entities = [] for i in range(1000): entities.append( Ball(globals.width / 2, globals.height / 2, numpy.random.normal(-10, 10), numpy.random.normal(-10, 10), (random.randint(0, 255), random.randint( 0, 255), random.randint(0, 255)))) running = True globals.window.fill((255, 255, 255)) while (running): # Set FPS limit clock.tick(globals.fps) # Fill window white globals.window.fill((255, 255, 255)) globals.events = pygame.event.get() for entitiy in entities: entitiy.update() for entitiy in entities: entitiy.draw() if isKeyJustPressed(pygame.K_RETURN): toggle_fullscreen() if isKeyJustPressed(pygame.K_ESCAPE): globals.pygame.quit() loop = False # Flip the buffer pygame.display.flip()
def main(): pygame.init() globals.pygame = pygame # assign global pygame for other modules to reference globals.inputs = Inputs( pygame) # assign global inputs for other modules to reference update_display_mode( ) # now that the global display properties have been set up, update the display clock = pygame.time.Clock() # clock to tick / manage delta entities = [] # contains every object that will be drawn in the game entities.append(Entity()) # our testing entity will be the default entity loop = True # for controlling the game loop while (loop): clock.tick(60) # tick the clock with a target 60 fps globals.window.fill((255, 255, 255)) globals.inputs.update() # refresh inputs update(entities) # update all entities render(entities) # draw all entities if (globals.inputs.isKeyDown("space")): toggle_fullscreen() # space bar toggles fullscreen if (globals.inputs.isKeyDown("escape")): loop = False # escape key exits game if (globals.inputs.isQuitPressed()): loop = False # red 'x' button exits game pygame.display.flip( ) # flip the display, which finally shows our render pygame.quit() # unload pygame modules
def __init__(self): super().__init__() self.back_btn = gui.Button(_("Go Back"), f.MAIN, callback=lambda *_: setattr(self, 'done', True), layout_gravity=gui.Gravity.BOTTOMRIGHT) self.fullscreen_btn = gui.CheckBox(_("Toggle Fullscreen"), f.MAIN, callback=lambda *_: display.toggle_fullscreen(), padding=25) def res_setter(res): return lambda *_: display.set_resolution(res) resolutions = [("{0[0]}x{0[1]}".format(res), res_setter(res)) for res in pygame.display.list_modes()] self.resolutions_menu = gui.Menu(resolutions, f.MAIN, die_when_done=False) self.add_children(self.back_btn, self.fullscreen_btn, self.resolutions_menu)