def main(): ancho = 800 alto = 600 init(ancho, alto, "titulo") p = Jugador(Vector(180 + 12, 50 + 70)) r = Reloj(Vector(50, 450)) fondo = Fondo(Vector(0, 0)) camara = Camara(p) piedra = PlataformaPiedra(Vector(200, 50)) liana = PlataformaLiana(Vector(400, 150)) madera = PlataformaMadera(Vector(650, 250)) liana2 = PlataformaLiana(Vector(500, 400)) piedra2 = PlataformaPiedra(Vector(200, 500)) muro = Muros(Vector(0, 0)) elementos = [fondo, piedra, liana, madera, liana2, piedra2, muro, p, r] plataformas = [piedra, liana, madera, liana2, piedra2] run = True while run: pygame.event.pump() for event in pygame.event.get(): if event.type == pygame.QUIT: # cerrar ventana run = False if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE: pass if event.key == pygame.K_RIGHT: p.pos += Vector(20, 0) if event.key == pygame.K_LEFT: p.pos -= Vector(20, 0) if event.key == pygame.K_UP: p.pos += Vector(0, 20) if event.key == pygame.K_DOWN: p.pos -= Vector(0, 20) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # limpiar buffers # dibujar figuras p.update(plataformas, camara) r.update(fps) for elem in elementos: elem.dibujar() pygame.display.flip() # actualizar pantalla clock.tick(fps) pygame.quit()
def camera_click_event(self, event): camara = Camara() camara.open()