コード例 #1
0
    def __call__(self):
        self.running = True
        while self.running:
            for event in get_events():
                for listener in self.event_listeners[event.type]:
                    d = event.dict
                    if 'pos' in event.dict:
                        d['pos'] = Vector2(d['pos'])
                    listener(**d)

            self.loop()

            update_display()
            self.clock.tick()
コード例 #2
0
ファイル: app.py プロジェクト: moddedTechnic/Website-Editor
	def __call__(self):
		while self.running:
			for e in get_events():
				event: EventType = e
				if event.type == QUIT_EVENT:
					self.running = False
				else:
					self.dispatch(event.type, event.dict)

			self.surface.fill(settings.colour_scheme.background)

			[c.render() for c in self.components]
			[b.render() for b in self.buttons]
			[s.render() for s in self.sliders]

			update_display()
			self.clock.tick(60)

		pg_quit()
コード例 #3
0
ファイル: game.py プロジェクト: Anstow/TeamAwesome
 def _update (self):
     """Update worlds and draw."""
     self._update_again = True
     while self._update_again:
         self._update_again = False
         self.world.evthandler.update()
         # if a new world was created during the above call, we'll end up
         # updating twice before drawing
         if not self._update_again:
             self._update_again = False
             self.world.update()
     drawn = self.world.draw()
     if drawn is True:
         update_display()
     elif drawn:
         if len(drawn) > 60: # empirical - faster to update everything
             update_display()
         else:
             update_display(drawn)
     return True
コード例 #4
0
ファイル: client.py プロジェクト: JHECKARD/swarch
                    client.do_send({'msg_type': 'eat_player',
                                    'target': name})
    
    # check for collisions with pellets     
    if mybox:  # may have been Noned by colliding with another player        
        pe_idx = mybox.collidelist(pellets)
        if pe_idx != -1:  # ate a pellet: grow, and replace a pellet
            client.do_send({'msg_type': 'eat_pellet',
                            'pellet_index': pe_idx})
    
    # draw everything
    screen.fill((0, 0, 64))  # dark blue
    [draw_rect(screen, (0, 191, 255), b) for b in borders]  # deep sky blue 
    [draw_rect(screen, (255, 192, 203), p) for p in pellets]  # shrimp
    for name, hisbox in players.items():  # draw other players
        if name != myname and hisbox:
            if mybox and hisbox.width < mybox.width:
                color = 0, 255, 0  # smaller than me: green
            else:
                color = 255, 0, 0  # bigger or same size: red
            draw_rect(screen, color, hisbox)
            # anti-aliased, black
            text = font.render(str(hisbox.width), 1, (0, 0, 0))  
            screen.blit(text, hisbox)
    if mybox:  # draw me if I'm alive
        draw_rect(screen, (0, 191, 255), mybox)  # Deep Sky Blue
        text = font.render(str(mybox.width), 1, (0, 0, 0))  # anti-alias, black
        screen.blit(text, mybox)

    update_display()
コード例 #5
0
                    client.do_send({'msg_type': 'eat_player',
                                    'target': name})
    
    # check for collisions with pellets     
    if mybox:  # may have been Noned by colliding with another player        
        pe_idx = mybox.collidelist(pellets)
        if pe_idx != -1:  # ate a pellet: grow, and replace a pellet
            client.do_send({'msg_type': 'eat_pellet',
                            'pellet_index': pe_idx})
    
    # draw everything
    screen.fill((0, 0, 64))  # dark blue
    [draw_rect(screen, (0, 191, 255), b) for b in borders]  # deep sky blue 
    [draw_rect(screen, (255, 192, 203), p) for p in pellets]  # shrimp
    for name, theirbox in players.items():  # draw other players
        if name != myname and theirbox:
            if mybox and theirbox.width < mybox.width:
                color = 0, 255, 0  # smaller than me: green
            else:
                color = 255, 0, 0  # bigger or same size: red
            draw_rect(screen, color, theirbox)
            # anti-aliased, black
            text = font.render(str(theirbox.width), 1, (0, 0, 0))  
            screen.blit(text, theirbox)
    if mybox:  # draw me if I'm alive
        draw_rect(screen, (0, 191, 255), mybox)  # Deep Sky Blue
        text = font.render(str(mybox.width), 1, (0, 0, 0))  # anti-alias, black
        screen.blit(text, mybox)

    update_display()
コード例 #6
0
ファイル: affichage.py プロジェクト: bouttier/sms
def run():
    global continuer

    pygame.init()

    ecran = pygame.display.set_mode(settings.RESOLUTION, pygame.NOFRAME)
    rect = ecran.get_rect()
    rect.move_ip(500, 0)

    pygame.mouse.set_visible(0)

    #zone_aff = calibrer_ecran(ecran)
    zone_aff = ecran.get_rect()
    ecran.set_clip(zone_aff)

    if settings.FONT[-4:] == '.ttf':
        fonte = pygame.font.Font(settings.FONT, settings.FONT_SIZE)
        fonte.set_bold(settings.FONT_BOLD) 
    else:
        fonte = pygame.font.SysFont(FONTE, TAILLE_FONTE, bold=FONTE_GRAS)

    haut_fonte = fonte.size(u"ÉÇp")[1] + 5
    nb_lignes = zone_aff.height // haut_fonte - 1

    if settings.POSITION == "bottom":
        aff_rect = pygame.Rect(zone_aff.left, zone_aff.top + (nb_lignes - 1) * haut_fonte, zone_aff.width, haut_fonte)
    else: 
        aff_rect = pygame.Rect(zone_aff.left, zone_aff.top + nb_lignes * haut_fonte, zone_aff.width, haut_fonte)
    decale_rect = pygame.Rect(0, -haut_fonte, settings.RESOLUTION[0], settings.RESOLUTION[1])

    bandeau = BandeauDefilant(ecran, fonte, zone_aff)
    nettoie_bas = bandeau.afficher()

    horloge_fps = pygame.time.Clock()
    
    queue = Queue()

    RecvSMS(queue).start()

    continuer = True
    switch_color = True
    while continuer:
        pygame.event.clear()
        try:
            message = queue.get_nowait()
            if switch_color:
		        color = settings.COLOR_1
            else:
		        color = settings.COLOR_2
            switch_color = not(switch_color)
        except Empty:
            update_display(bandeau.afficher())
            horloge_fps.tick(settings.FPS_MAX)
            continue
       
        message.replace("\r", "")
        for msg_ligne in message.split("\n"):
            mots = msg_ligne.split(" ")
            while mots:
                ligne_act = None
                while mots:
                    if ligne_act == None:
                        ligne_nouv = mots[0]
                    else:
                        ligne_nouv = ligne_act + " " + mots[0]
                    
                    if fonte.size(ligne_nouv)[0] < aff_rect.width:
                        ligne_act = ligne_nouv
                        mots.pop(0)
                    elif not ligne_act: # Premier mot, et il ne rentre pas !
                        mot_long = mots[0]
                        pos = 1
                        while fonte.size(mot_long[0:pos])[0] < aff_rect.width:
                            pos += 1
                        ligne_act = mot_long[0:pos - 1]
                        mots[0] = mot_long[pos - 1:]
                        break
                    else:
                        break
                
                if ligne_act == None:
                    ligne_act = ""
                
                ecran.fill((0, 0, 0, 255), nettoie_bas)
                ecran.blit(ecran, decale_rect)
                ecran.fill((0, 0, 0, 255), aff_rect)
                for i in xrange(0, len(ligne_act) + 1):
                    surface = fonte.render(ligne_act[0:i], True, color, (0, 0, 0))
                    ecran.blit(surface, aff_rect)
                    if i == 0:
                        bandeau.afficher()
                        pygame.display.flip()
                    else:
                        update_display([aff_rect, bandeau.afficher()])
                    sleep(0.025)