Esempio n. 1
0
    return rulesloop(gamestate, deltat)




#pygame init and stuff goes here
pygame.init()
pywindow = pygame.display.set_mode((config.grw, config.grh))

sprite.renderer = pywindow
bsprites['pew'] = sprite.load('bull.png')
engine.defb = bsprites['pew']

players = []
for a in range(0,3):
    players.append(engine.shooter('char/shirtdude.png', engine.phys.vector(mp.radius+128*a, mp.radius)))
for wn in players:
    wn.gun = engine.gun(wn)
    wn.gun.bsprite = bsprites['pew']
players[1].phsobj.aDir = 30
players[1].sprite = sprite.load('char/randdude.png')

settings = gamestate(mp, 2, 60, players, 5)

a=True
now = clock()
while a:
    b = clock()-now
    now += b
    a = gameloop(settings, b, pywindow)
Esempio n. 2
0
screen = pygame.display.get_surface()
pygame.mouse.set_visible(False)
pygame.joystick.Joystick(0).init()

mse = pygame.image.load("sprites/aim.png").convert()
msa = pygame.image.load("sprites/bull.png").convert()
mse.set_colorkey((0, 0, 0))
msa.set_colorkey((0, 0, 0))
msr = pygame.image.load("sprites/ret.png").convert()
msr.set_colorkey((0, 0, 0))
fonte = pygame.font.SysFont("asdf", 36)
y = 480 - fonte.size("wea")[1]
t0 = clock()

ret = vector()
wn = engine.shooter()
wn.phsobj.vPos = vector(320, 240)
wn.phsobj.maxspeed = 4900
engine.gunlist.append(engine.gun(wn))
wn.gun = engine.gunlist[1]
stick = vector()

while True:
    screen.fill((100, 50, 50))
    delta = clock() - t0
    t0 = clock()
    for event in pygame.event.get():
        if event.type == 12:
            quit()
        elif event.type == 7:
            if event.axis == 0: