def init_display(self, res, fullscreen = None): display = pygame.display if fullscreen != False: screen = display.set_mode(self.res, pygame.FULLSCREEN, 32) else: screen = display.set_mode(self.res, pygame.DOUBLEBUF | pygame.RESIZABLE) SharedObjects.setScreen(screen) return display
def update(self): SharedObjects.update() if self.timers.framerate.tick(self.fps): #print self.get_fps() #tick for animations etc. SharedObjects.setAnimationStep(self.timers.animation_timer.Update()) #loop through events self.eventmanager.post() #draw stuff self.rendermanager.render(self.display, self.getScreen(), self.getFlushColor(), None)
def _get_scaled_vect(self): #broken scale = SharedObjects.getScale() x0 = (self.start[0]/ scale) x1 = (self.current[0] / scale) y0 = (self.start[1]/ scale) y1 = (self.current[1]/ scale) return ((x1 - x0), (y1 - y0))
def __init__(self): super(Game, self).__init__() #setup path in a new namespace self.paths = Paths() print( '%s \t Set Up Paths') %self #read variables into this class another way to do this self.read_conf(PathToString(os.path.join(self.paths.config, 'config.txt'))) print( '%s \t Loaded Config File') %self self.timers = Timers(self.animstep) SharedObjects.setAnimationStep(self.animstep) SharedObjects.setScale(self.scale) SharedObjects.setDeltaTime(self.deltatime) print( '%s \t Set some variables') %self self.display = self.init_display(self.res, self.fullscreen) print( '%s \t Initialised Display') %self #EventManager self.eventmanager = EventManager() #RenderManager self.rendermanager = RenderManager() print( '%s \t Setup Event and Render Managers') %self