def run(this): this.app.update() pygame.display.flip() this.font = pygame.font.SysFont("", 16) this.clock = timer.Clock() #pygame.time.Clock() done = False while not done: # Process events for ev in pygame.event.get(): if (ev.type == pygame.QUIT or ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE): done = True else: # Pass the event off to pgu this.app.event(ev) # Render the game rect = this.app.get_render_area() updates = [] this.disp.set_clip(rect) lst = this.render(this.disp, rect) if (lst): updates += lst this.disp.set_clip() # Cap it at 30fps this.clock.tick(30) # Give pgu a chance to update the display lst = this.app.update() if (lst): updates += lst pygame.display.update(updates) pygame.time.wait(10)
def __init__(self): self.updateables = [] self.framerateThrottle = 0 # 0 for no throttle # Get logger self.log = logging.getLogger("GameEngine") self.log.debug("Creating game clock") self.clock = timer.Clock() #pygame.time.Clock() self.log.debug("%s returning", self.__init__.__name__)
def run(self): self.app.update() pygame.display.flip() self.font = pygame.font.SysFont("", 16) self.clock = timer.Clock() #pygame.time.Clock() done = False while not done: # Process events for ev in pygame.event.get(): if (ev.type == pygame.QUIT or ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE): done = True else: # Pass the event off to pgu self.app.event(ev) # Render the game self.state = self.eng.get_next_state(self.state) self.counter += 1 rect = self.app.get_render_area() updates = [] self.disp.set_clip(rect) lst = self.render(self.disp, rect) print("c", lst) if lst: updates.append(lst) print("1", updates) print("COUNTER:", self.counter) self.disp.set_clip() # Cap it at 30fps self.clock.tick(1) # Give pgu a chance to update the display lst = self.app.update() if lst: print("2a", updates) updates += lst print("2b", updates) pygame.display.update(updates)
def run(self): """ Цикл отрисовки :return: """ self.app.update() pygame.display.flip() self.font = self.app.font self.clock = timer.Clock() done = False # self.ai.run() while not done: for ev in pygame.event.get(): if (ev.type == pygame.QUIT or ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE): done = True elif ev.type == pygame.KEYDOWN and ev.key == pygame.K_SPACE: for _ in range(self.steps): self.move_robot() else: self.app.event(ev) rect = self.app.get_render_area() updates = [] self.display.set_clip(rect) try: lst = self.render(self.display, rect) except pygame.error: lst = None if lst: updates += lst self.display.set_clip() self.clock.tick(30) lst = self.app.update() if lst: updates += lst pygame.display.update(updates) pygame.time.wait(10) self.ai.stop()
def run(this): this.app.update() pygame.display.flip() this.font = pygame.font.SysFont("", 16) this.clock = timer.Clock() #pygame.time.Clock() done = False while not done: # Process events for ev in pygame.event.get(): if (ev.type == pygame.QUIT or ev.type == pygame.KEYDOWN and ev.key == pygame.K_ESCAPE): pygame.quit() sys.exit() else: # handle MOUSEBUTTONUP if pygame.mouse.get_pressed()[0]: pos = pygame.mouse.get_pos() #print(pos) Visualize.SpawnClick(1, pos[0], pos[1]) else: Visualize.spray = False # Pass the event off to pgu this.app.event(ev) # Render the game rect = this.app.get_render_area() updates = [] this.disp.set_clip(rect) lst = Visualize.main() if (lst): updates += lst this.disp.set_clip() # Cap it at 30fps this.clock.tick(20) # Give pgu a chance to update the display lst = this.app.update()
def run(self): self.gui.update() pygame.display.flip() self.font = pygame.font.SysFont("", 16) self.clock = timer.Clock() #pygame.time.Clock() # Main program loop done = False while not done: startTime = self.clock.get_time() #Time since last loop #Update the game state if not self.clock.paused and self.virtualCore != None: ret = self.virtualCore.tick() if(ret != None): #player out if(ret.playerID != -1): print "Player " + str(ret.playerID) + " who loaded " + self.programNames[ret.playerID] + " lost. There are " + str(ret.playersLeft) + " players remaining" else: print "Time Up" #Will put this in its own method! Was experimenting! Do not delete! for event in pygame.event.get(): if (event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): done = True if event.type == pygame.VIDEORESIZE: self.display = pygame.display.set_mode(event.dict['size'],pygame.RESIZABLE) self.drawArea = pygame.Surface(event.dict['size']).convert_alpha() self.screenWidth = event.dict['size'][0] self.screenHeight = event.dict['size'][1] self.gui.updateSize(event.dict['size'])#TODO rewrite so menu is fixed height pygame.display.update() print self.screenWidth,self.screenHeight self.gui.event(event) self.doResize() else: # Pass the event off to pgu self.gui.event(event) self.rect = self.gui.get_render_area() # Render the game updates = [] self.display.set_clip(self.rect) lst = self.partRender() if (lst): updates += lst self.display.set_clip() # Give pgu a chance to update the display (menu) lst = self.gui.update() if (lst): updates += lst pygame.display.update(updates) #Poll for events and render the screen AFAP until time for next tick while (not done) and ((self.clock.get_time() - startTime) < 0.1): # Process events for event in pygame.event.get(): if (event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): done = True if event.type == pygame.VIDEORESIZE: self.display = pygame.display.set_mode(event.dict['size'],pygame.RESIZABLE) self.drawArea = pygame.Surface(event.dict['size']).convert_alpha() self.screenWidth = event.dict['size'][0] self.screenHeight = event.dict['size'][1] self.gui.updateSize(event.dict['size'])#TODO rewrite so menu is fixed height pygame.display.update() print self.screenWidth,self.screenHeight self.gui.event(event) self.doResize() else: # Pass the event off to pgu self.gui.event(event) self.rect = self.gui.get_render_area() # Render the game updates = [] self.display.set_clip(self.rect) lst = self.partRender() if (lst): updates += lst self.display.set_clip() # Give pgu a chance to update the display (menu) lst = self.gui.update() if (lst): updates += lst pygame.display.update(updates)