# Level screen GAME.level_screen(LEVEL, LIVES, POINTS) KEYS.flush() KEYS.get_ch() # Game loop executes as time remains while GAME.get_t_remain() > 0: # FRAME stores the time remaining at the start of rendering # a frame, so as to calculate how long actually rendering it # took, and to maintain a framerate FRAME = GAME.get_t_remain() # repaint screen GAME.repaint() # poll for INPUT INPUT = '' if KEYS.kb_hit(): INPUT = KEYS.get_ch() # process INPUT CIN = keypress(INPUT) if CIN == -1: STATUS = 2 break # run game mechanics for each cycle STATUS = GAME.change_state(CIN) if STATUS != 0:
# Level screen game.levelScreen(level, lives, points) keys.flush() keys.getCh() # Game loop executes as time remains while game.getTRemain() > 0: # frame stores the time remaining at the start of rendering # a frame, so as to calculate how long actually rendering it # took, and to maintain a framerate frame = game.getTRemain() # repaint screen game.repaint() # poll for input input = '' if keys.kbHit(): input = keys.getCh() # process input cin = keypress(input) if cin == -1: status = 2 break # run game mechanics for each cycle status = game.changeState(cin) if status != 0: