Exemple #1
0
def main():
    pygame.init()
    pygame.display.set_caption("Fanorona v0.9")
    gfx.init()
    game.init()

    while not game.finished:
        game.clock.tick(60)
        gfx.update()

        for event in pygame.event.get():
            if event.type is pygame.QUIT:
                # QUIT #
                game.finished = True
                break
            if game.current == game.player:
                # player's turn
                if event.type is pygame.MOUSEBUTTONDOWN and event.button == 1:
                    game.player_move(
                        game.grid.collision(pygame.mouse.get_pos()))
                if event.type is pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
                    game.finished = True

        if game.current == game.cpu and not game.game_over():
            # computer's turn
            game.cpu_move()

        if not game.moving and game.game_over():
            game.finished = True
            if game.winner == game.player:
                gfx.text = "YOU WIN!"
            else:
                gfx.text = "YOU LOSE!"
            quitting = False
            while not quitting:
                game.clock.tick(60)
                gfx.update()
                for event in pygame.event.get():
                    if event.type is pygame.QUIT:
                        quitting = True
Exemple #2
0
def gamemain(args):
    #initialize all our code (not load resources)
    pygame.init()
    game.clock = pygame.time.Clock()

    players.load_players()
    gamepref.load_prefs()

    size = 800, 600
    full = game.display
    if '-window' in args:
        full = 0
    gfx.initialize(size, full)
    pygame.display.set_caption('SolarWolf')

    if not '-nosound' in args:
        snd.initialize()
    input.init()
    input.load_translations()

    if not txt.initialize():
        raise pygame.error, "Pygame Font Module Unable to Initialize"

    #create the starting game handler
    from gameinit import GameInit
    from gamefinish import GameFinish
    game.handler = GameInit(GameFinish(None))

    #set timer to control stars..
    pygame.time.set_timer(pygame.USEREVENT, 1000)


    #psyco.profile()
    gamestart = pygame.time.get_ticks()
    numframes = 0
    #random.seed(0)


    #main game loop
    lasthandler = None
    while game.handler:
        numframes += 1
        handler = game.handler
        if handler != lasthandler:
            lasthandler = handler
            if hasattr(handler, 'starting'):
                handler.starting()
        for event in pygame.event.get():
            if event.type == pygame.USEREVENT:
                fps = game.clock.get_fps()
                #print 'FRAMERATE: %f fps' % fps
                gfx.starobj.recalc_num_stars(fps)
                continue
            elif event.type == pygame.ACTIVEEVENT:
                if event.state == 4 and event.gain:
                    #uniconified, lets try to kick the screen
                    pygame.display.update()
                elif event.state == 2:
                    if hasattr(game.handler, 'gotfocus'):
                        if event.gain:
                            game.handler.gotfocus()
                        else:
                            game.handler.lostfocus()
                continue
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                if event.mod&pygame.KMOD_ALT:
                    # check that we aren't still loading resources, as changing
                    # resolution when we are can cause issues
                    if (not hasattr(handler, 'thread')
                            or not handler.thread.isAlive()):
                        game.display = not game.display
                        gfx.switchfullscreen()
                    continue
            inputevent = input.translate(event)
            if inputevent.normalized != None:
                inputevent = input.exclusive((input.UP, input.DOWN, input.LEFT, input.RIGHT), inputevent)
                handler.input(inputevent)
            elif event.type == pygame.QUIT:
                game.handler = None
                break
            handler.event(event)
        handler.run()
        game.clockticks = game.clock.tick(40)
        #print 'ticks=%d  rawticks=%d  fps=%.2f'%(game.clock.get_time(), game.clock.get_rawtime(), game.clock.get_fps())
        gfx.update()
        while not pygame.display.get_active():
            pygame.time.wait(100)
            pygame.event.pump()

        #pygame.time.wait(10)

    gameend = pygame.time.get_ticks()
    #runtime = (gameend - gamestart) / 1000.0
    #print "FINAL FRAMERATE: ", numframes, runtime, numframes/runtime


    #game is finished at this point, do any
    #uninitialization needed
    input.save_translations()
    players.save_players()
    gamepref.save_prefs()
Exemple #3
0
def gamemain(args):
    #initialize all our code (not load resources)
    pygame.init()
    game.clock = pygame.time.Clock()

    gamepref.load_prefs()

    gfx.initialize(game.size)
    pygame.display.set_caption('Py1945')

    #input.init()
    snd.initialize()
    if not txt.initialize():
        raise pygame.error, "Pygame Font Module Unable to Initialize"

    #create the starting game handler
    from gameinit import GameInit
    from gamefinish import GameFinish
    game.handler = GameInit(GameFinish(None))

    gamestart = pygame.time.get_ticks()
    numframes = 0

    #main game loop
    lasthandler = None
    while game.handler:
        numframes += 1
        handler = game.handler
        if handler != lasthandler:
            lasthandler = handler
            if hasattr(handler, 'starting'):
                handler.starting()
        for event in pygame.event.get():
            if event.type == pygame.USEREVENT:
                fps = game.clock.get_fps()
                continue
            elif event.type == pygame.ACTIVEEVENT:
                if event.state == 4 and event.gain:
                    #uniconified, lets try to kick the screen
                    pygame.display.update()
                elif event.state == 2:
                    if hasattr(game.handler, 'gotfocus'):
                        if event.gain:
                            game.handler.gotfocus()
                        else:
                            game.handler.lostfocus()
                continue
            elif event.type == pygame.KEYUP or event.type == pygame.KEYDOWN:
                handler.input(event)
            elif event.type == pygame.QUIT:
                game.handler = None
                break
            handler.event(event)
        handler.run()
        game.clockticks = game.clock.tick(40)
        gfx.update()

        while not pygame.display.get_active():
            pygame.time.wait(100)
            pygame.event.pump()

    gameend = pygame.time.get_ticks()

    runtime = (gameend - gamestart) / 1000.0

    #game is finished at this point, do any
    #uninitialization needed
    gamepref.save_prefs()
    pygame.quit()
Exemple #4
0
def gamemain(args):
    #initialize all our code (not load resources)
    pygame.init()
    game.clock = pygame.time.Clock()

    players.load_players()
    input.load_translations()
    gamepref.load_prefs()

    size = 800, 600
    full = game.display
    if '-window' in args:
        full = 0
    gfx.initialize(size, full)
    pygame.display.set_caption('SolarWolf')

    if not '-nosound' in args:
        snd.initialize()
    input.init()

    if not txt.initialize():
        raise pygame.error, "Pygame Font Module Unable to Initialize"

    #create the starting game handler
    from gameinit import GameInit
    from gamefinish import GameFinish
    game.handler = GameInit(GameFinish(None))

    #set timer to control stars..
    pygame.time.set_timer(pygame.USEREVENT, 1000)


    #psyco.full()
    gamestart = pygame.time.get_ticks()
    numframes = 0
    #random.seed(0)


    #main game loop
    lasthandler = None
    while game.handler:
        numframes += 1
        handler = game.handler
        if handler != lasthandler:
            lasthandler = handler
            if hasattr(handler, 'starting'):
                handler.starting()
        for event in pygame.event.get():
            if event.type == pygame.USEREVENT:
                fps = game.clock.get_fps()
                #print 'FRAMERATE: %f fps' % fps
                gfx.starobj.recalc_num_stars(fps)
                continue
            elif event.type == pygame.ACTIVEEVENT:
                if event.state == 4 and event.gain:
                    #uniconified, lets try to kick the screen
                    pygame.display.update()
                elif event.state == 2:
                    if hasattr(game.handler, 'gotfocus'):
                        if event.gain:
                            game.handler.gotfocus()
                        else:
                            game.handler.lostfocus()
                continue
            if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
                if event.mod&pygame.KMOD_ALT:
                    game.display = not game.display
                    gfx.switchfullscreen()
                    continue
            inputevent = input.translate(event)
            if inputevent.normalized != None:
                inputevent = input.exclusive((input.UP, input.DOWN, input.LEFT, input.RIGHT), inputevent)
                handler.input(inputevent)
            elif event.type == pygame.QUIT:
                game.handler = None
                break
            handler.event(event)
        handler.run()
        game.clockticks = game.clock.tick(40)
        #print 'ticks=%d  rawticks=%d  fps=%.2f'%(game.clock.get_time(), game.clock.get_rawtime(), game.clock.get_fps())
        gfx.update()
        while not pygame.display.get_active():
            pygame.time.wait(100)
            pygame.event.pump()

        #pygame.time.wait(10)

    gameend = pygame.time.get_ticks()
    runtime = (gameend - gamestart) / 1000.0
    #print "FINAL FRAMERATE: ", numframes, runtime, numframes/runtime


    #game is finished at this point, do any
    #uninitialization needed
    input.save_translations()
    players.save_players()
    gamepref.save_prefs()
    pygame.quit()