def __init__(self): super().__init__() self.clock = GameClock() try: import IPython.core shell = IPython.core.getipython.get_ipython() self._kernel = shell.kernel except ImportError: self._kernel = None
def run(self): def callback(time): self.evManager.post(TickEvent()) return clock = GameClock() clock.schedule_interval(callback, 0.042) #clock.schedule_interval(callback, 0.25) while self.keepGoing: clock.tick()
def main(): global clock, pygame_clock, screen, screen_rect, sprite_group, eraser_image global USE_PYGAME_CLOCK, DO_KILL, USE_PREDICTION, PYGAME_FPS screen = pygame.display.set_mode((800, 600)) screen.fill(BGCOLOR) screen_rect = screen.get_rect() eraser_image = screen.copy() which_settings = 0 pygame_clock = pygame.time.Clock() clock = GameClock(*SETTINGS[which_settings], update_callback=update_gameclock, frame_callback=display_gameclock) clock.schedule_interval(set_caption_gameclock, 1.0) clock.use_wait = False sprite_group = pygame.sprite.Group([Ball() for i in range(INIT_BALLS)]) # game_is_running = True while game_is_running: if USE_PYGAME_CLOCK: pygame_clock.tick(PYGAME_FPS) update_pygame() display_pygame() else: clock.tick() # for e in pygame.event.get(): if e.type == QUIT: quit() elif e.type == KEYDOWN: if e.key == K_ESCAPE: quit() elif e.key == K_TAB: which_settings += 1 if which_settings >= len(SETTINGS): which_settings = 0 (clock.max_ups, clock.max_fps) = SETTINGS[which_settings] elif e.key == K_1: sprite_group.add(Ball()) elif e.key == K_b: sprite_group.add([Ball() for i in range(25)]) elif e.key == K_k: DO_KILL = not DO_KILL elif e.key == K_l: USE_PYGAME_CLOCK = not USE_PYGAME_CLOCK elif e.key == K_m: if PYGAME_FPS == 0: PYGAME_FPS = 30 else: PYGAME_FPS = 0 elif e.key == K_p: USE_PREDICTION = not USE_PREDICTION elif e.key == K_w: clock.use_wait = not clock.use_wait
def __init__(self): self.screen = pygame.display.set_mode((800,600)) self.screen_rect = self.screen.get_rect() self.font = pygame.font.SysFont(None, 16) self.clock = GameClock( 30, 120, update_callback=self.update, frame_callback=self.draw, paused_callback=self.pause, ) self.draw_line = pygame.draw.line self.ucolor = Color('grey') self.dcolor = Color('white') self.pcolor = Color('blue') self.running = True self.paused = False self.ball = pygame.Surface((30,30)) self.ball.fill(Color(255,0,0)) self.ball_start = 300 self.ball_rect = self.ball.get_rect(x=self.ball_start) self.ball_from = self.ball_start self.ball_to = self.ball_start self.elapsed = 0. self.nupdates = 0 self.n10updates = 0 self.utime = pygame_time() self.dtime = pygame_time() self.ptime = pygame_time() self.uerror = 0 self.derror = 0 self.umax = 0 self.dmax = 0 self.ptxt = None self.msgs = [] # Recur every second self.clock.schedule_interval(self.per_second, 1.) # Recur every 10 seconds self.clock.schedule_interval(self.per_10_second, 10.) # Recur every second, for two iterations self.clock.schedule_interval(self.recur, 1., 2)
def __init__(self, kernel): self.kernel = kernel self.clock = GameClock() self.clock.frame_callback = self.frame_update
def __init__(self): self.galaxy = Galaxy() self.screen = pygame.display.set_mode((500, 500)) self.clock = GameClock(FPS, update_callback=self.update)