Esempio n. 1
0
animTile.sprite = sprite2.loadSpriteAnimation("player_idle")
animTile.play("player_idle")

_player = objects.getObjectsOfType(player.Player)[0]
_player.sprite = sprite2.loadSpriteAnimation("eggy")
_player.play("eggy")

#####
camera = Camera(15)
camera.setTarget(player.getPlayer())

fps_delay = 60 #Show fps every second
fps_delta = 0

while True:
    inputcontrol.evaluate(pygame.event.get())
    physics.solve(objects.getObjectsOfType(Entity))
    camera.render(gameScreen)
    ui.render(gameScreen)
    scaled_display = pygame.transform.scale(gameScreen, (SCREENWIDTH * SCALEFACTOR, SCREENHEIGHT * SCALEFACTOR))
    display.blit(scaled_display, (0, 0))
    pygame.display.update()
    clock.tick(60)

    #Show FPS
    if fps_delta >= fps_delay and DEBUGGING:
        fps_delta = 0
        print("%0.2f" % clock.get_fps() + " FPS")

    fps_delta += 1
Esempio n. 2
0
background = GameObject(position=Vector2(0, 0),
                        scale=Vector2(SCREENWIDTH, SCREENHEIGHT))
background.colorize(pygame.Color(255, 255, 255))

ball = GameObject(position=Vector2(40, 40))
ball.colorize(pygame.Color(255, 0, 0))

while True:
    #TODO: Move inputs into a custom class and handle with single function call
    for event in pygame.event.get():
        if event.type == QUIT:
            print("Closing game...")
            pygame.quit()
            sys.exit(0)

        elif event.type == KEYDOWN:
            print("Key Down: ", event.key)
        elif event.type == KEYUP:
            print("Key Up: ", event.key)

    camera.render(display)
    pygame.display.update()
    clock.tick(60)

    if fps_delta >= fps_delay and DEBUGGING:
        fps_delta = 0
        print("%0.2f" % clock.get_fps() + " FPS")

    fps_delta += 1