def main(): user32 = ctypes.windll.user32 screensize = user32.GetSystemMetrics(0), user32.GetSystemMetrics(1) os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % ( screensize[0] // 2 - WINDOW_SIZE[0] // 2, screensize[1] // 2 - WINDOW_SIZE[1] // 2 - 10) pygame.init() pygame.mixer.init() clock = pygame.time.Clock() state = game_state.State(True, Music()) screen = pygame.display.set_mode(WINDOW_SIZE) generator = g.Generator() while state.running: clock.tick(30) controller.handle_events(state) if state.reset: m = state.music state = game_state.State(False, m) generator = g.Generator() generator.update(state) # Has to be before state.update() state.update() graphics.update_screen(screen, state) pygame.quit()
def should_restart(self): if self.state == WAITING_FOR_RESTART: self.game_state = game_state.State() return True return False
if the_maze_question == 'y': main_grid.create_maze() pygame.init() #Set the size of pygame total_height = get_total_pixel_height(main_grid.num_of_rows) total_width = get_total_pixel_width(main_grid.num_of_cols) WINDOW_SIZE = (total_width, total_height) screen = pygame.display.set_mode(WINDOW_SIZE) #create a title pygame.display.set_caption("A* Pathfinder") # Loop until the user clicks the close button. state = game_state.State() # Used to manage how fast the screen updates clock = pygame.time.Clock() # -------- Main Program Loop ----------- while not state.done: # --- Main event loop for event in pygame.event.get(): if event.type == pygame.QUIT: state.done = True if event.type == pygame.MOUSEBUTTONDOWN: button = get_button(pygame.mouse.get_pressed()) if button == MIDDLE: state.run = True
def __init__(self): self.game_state = game_state.State() self.state = SELECT_MARBLE_TYPE self.selected_marble = None self.capture_from = None