def updateObjects(): #print 'updating objects' #print box1.getCollision()[0] for objectToUpdate in WorldData.getObjectList(): objectToUpdate.update()
def Run(): frameRate = 60 global w global master def clearScreen(): w.delete(ALL) box1 = BoxObject.BoxObject() box1_Image = PhotoImage(file = 'Bin/Images/img.gif') WorldData.addToObjectList(box1, 100, 100, box1_Image) box2 = StaticBox.StaticBox() box2_Image = PhotoImage(file = 'Bin/Images/img2.gif') WorldData.addToObjectList(box2, 400, 300, box2_Image) def drawObjects(): #print 'drawing objects' for objectToDraw in WorldData.getObjectList(): w.create_image(objectToDraw.getX(), objectToDraw.getY(), image = objectToDraw.getDraw()) #w.create_line(objectToDraw.getX(), objectToDraw.getY(), 400, 300) #print objectToDraw.getDraw() def updateObjects(): #print 'updating objects' #print box1.getCollision()[0] for objectToUpdate in WorldData.getObjectList(): objectToUpdate.update() #====get key press data==================================== def pressedUp(event): WorldData.isUpPressed = True if (WorldData.debugging): t1.tag_config("up", background= "green") #print 'pressed up' def pressedDown(event): WorldData.isDownPressed = True if (WorldData.debugging): t1.tag_config("down", background= "green") #print 'pressed Down' def releasedUp(event): WorldData.isUpPressed = False if (WorldData.debugging): t1.tag_config("up", background= "red") #print 'released up' def releasedDown(event): WorldData.isDownPressed = False if (WorldData.debugging): t1.tag_config("down", background= "red") #print 'released Down' def pressedRight(event): WorldData.isRightPressed = True if (WorldData.debugging): t1.tag_config("right", background= "green") #print 'pressed Right' def pressedLeft(event): WorldData.isLeftPressed = True if (WorldData.debugging): t1.tag_config("left", background= "green") #print 'pressed Left' def releasedRight(event): WorldData.isRightPressed = False if (WorldData.debugging): t1.tag_config("right", background= "red") #print 'released Right' def releasedLeft(event): WorldData.isLeftPressed = False if (WorldData.debugging): t1.tag_config("left", background= "red") #print 'released Left' #====end key press data===================================== master.bind('<Up>', pressedUp) master.bind('<Down>', pressedDown) master.bind('<KeyRelease-Up>', releasedUp) master.bind('<KeyRelease-Down>', releasedDown) master.bind('<Right>', pressedRight) master.bind('<Left>', pressedLeft) master.bind('<KeyRelease-Right>', releasedRight) master.bind('<KeyRelease-Left>', releasedLeft) #timeOne = time.time() #print timeOne counter = 0 while(True): clearScreen() timeOne = time.time() updateObjects() drawObjects() w.update() while timeOne+(1.0/frameRate)> time.time(): time.sleep(.001)
def drawObjects(): #print 'drawing objects' for objectToDraw in WorldData.getObjectList(): w.create_image(objectToDraw.getX(), objectToDraw.getY(), image = objectToDraw.getDraw())
from Tkinter import * import time import WorldData import BoxObject import StaticBox #=====main window=========================================== master = Tk() master.title( WorldData.gameName + " - Powered by the BlackHawk Engine") w = Canvas(master, width = WorldData.getWorldWidth(), height = WorldData.getWorldHeight()) w.pack() #=========================================================== #=====debug window========================================== if(WorldData.debugging): debugWindow = Tk() debugWindow.title(WorldData.gameName + " - Debug Window") t1 = Text(debugWindow) t1.insert(INSERT, "Up Arrow Pressed\nDown Arrow Pressed\nLeft Arrow Pressed\nRight Arrow Pressed") t1.pack() t1.tag_add("up", 1.0, 1.16) t1.tag_add("down", 2.0, 2.18) t1.tag_add("left", 3.0, 3.18) t1.tag_add("right", 4.0, 4.19) #=========================================================== def getW(): return w def Run():