class Game(object): def __init__(self): self.clock = pygame.time.Clock() self.world = World() self.world.setup(4, 3, 64) self.player = Player() self.world.addPlayer(self.player) area = AreaTest(64, 64) area2 = AreaTest2(64, 64) area3 = AreaTest3(64, 64) self.world.addArea(area) self.world.addArea(area2) self.world.addArea(area3) self.world.loadStartArea(area) self.keyPressed = None def controls(self): self.keyPressed = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == QUIT: self.quitGame() elif event.type == KEYDOWN: if event.key == K_SPACE: #Action key d = self.player.facingDirection if not self.player.direction: #return node that the player is facing towards print self.player.mover.getNeighborNode(d) def readObjectText(self): pass def pause(self): pass def quitGame(self): '''Quit the game''' exit() def gameLoop(self): while True: dt = self.clock.tick(30) / 1000.0 self.controls() self.world.update(dt, self.keyPressed) self.world.render() pygame.display.update()
from areas import * clock = pygame.time.Clock() world = World() world.setup(4, 3, 64) player = Entity() #player.setMoverMinDistance(world.tileSize) world.addPlayer(player) area = AreaTest(64, 64) #area.divideIntoSubAreas(*world.screenSize) area2 = AreaTest2(64, 64) #area2.divideIntoSubAreas(*world.screenSize) area3 = AreaTest3(64, 64) world.addArea(area) world.addArea(area2) world.addArea(area3) #for val in area.subAreas.keys(): # print area.subAreas[val].entityOffset #world.loadNewArea(area) world.loadStartArea(area, 1) while True: world.handleEvents() dt = clock.tick(30) / 1000.0 world.update(dt) world.render() pygame.display.update()