def update(self): dt = pyglet.clock.tick() camera.update(dt) for window in pyglet.app.windows: window.switch_to() window.dispatch_events() window.dispatch_event('on_draw') window.flip()
def update(dtime): for obj_uuid in loaded_world.objects: loaded_world.objects[obj_uuid]._update(dtime) camera.update(dtime) player._update(dtime) labels['fps'].text = f'FPS: {pyglet.clock.get_fps():.0f}' labels['scale'].text = f'scale: {camera.scale:.2f}' labels['x'].text = f'x: {player.x:.3f}' labels['y'].text = f'y: {player.y:.3f}'
def update(): player.update() current_screen.update() for enemy in current_screen.enemies: if player.rect.colliderect(enemy): load_screen(checkpoint[2]) player.x = checkpoint[0] player.y = checkpoint[1] camera.update()
def update_camera_information(sim_id: int = None, target_x: float = None, target_y: float = None, target_z: float = None, camera_x: float = None, camera_y: float = None, camera_z: float = None, follow_mode: bool = None, _connection=None): camera.update(sim_id=sim_id, target_position=sims4.math.Vector3(target_x, target_y, target_z), camera_position=sims4.math.Vector3(camera_x, camera_y, camera_z), follow_mode=follow_mode)
def update(): global curCannonPrepareTime if enemyBase.update(): worldObjManager.addObject(enemyCharacter.HammerOrk(1600, 100), 2) worldObjManager.addObject(enemyCharacter.AxeOrk(1600, 100), 2) worldObjManager.addObject(enemyCharacter.SwordOrk(1600, 100), 2) worldObjManager.update() camera.update() coin.update() spearRespawnButton.update() axeRespawnButton.update() swordRespawnButton.update() if curCannonPrepareTime >= 0.0: curCannonPrepareTime -= gameFramework.frameTime
def update(): global player, bg, player_ui collision.collide_check(player) player_ui.set_count(player) gfw.world.update() bg.speed = player.dx * 5 p_draw_x, p_draw_y, left_gab, bottom_gab = camera.update(player) player.set_draw_pos((p_draw_x, p_draw_y)) objects.LEFT_GAB = left_gab objects.BOTTOM_GAB = bottom_gab effect.LEFT_GAB = left_gab effect.BOTTOM_GAB = bottom_gab p_x, p_y = player.draw_pos for i in gfw.world.objects_at(gfw.layer.whip): i.pos = (p_x, p_y) if player.life == 0: main_bgm.stop() if player.death_time < 0: main_bgm.repeat_play() player.life = 4 player.boom_count = 4 player.rope_count = 4 player.death_time = 8 fade_out_sound.play() reset() fade_in_out()
def update(self, source, target): for camera in self.cameras: camera.update(source, target)
def render(self): for camera in self.cameras: camera.update()
def update(): camera.update()
if e.key == pygame.K_UP: up = False elif e.key == pygame.K_DOWN: down = False elif e.key == pygame.K_RIGHT: right = False elif e.key == pygame.K_LEFT: left = False # clear/erase the last drawn sprites display.blit(background, (0, 0)) # update all the sprites all.update() #RenderUpdates hero.update(left, right, up, down, blocks) # передвижение camera.update(hero) for e in all: # display.blit(e.image,[0,0]) # display.blit(e.image,e.rect) display.blit(e.image, camera.apply(e)) display.blit(hero.image, camera.apply(hero)) if hero.weapon.visible: x0 = hero.rect.x + hero.rect.width / 2 y0 = hero.rect.y - hero.rect.width / 2 hero.weapon.update(x0, y0, blocks) display.blit(hero.weapon.image, camera.apply(hero.weapon)) # dirty = all.draw(display) #RenderUpdates
#camerainit camera = camera.Camera(screen, pixAr, walls) # Event Loop running = True while running: #pygame.time.delay(10) #exit for event in pygame.event.get(): if event.type == pygame.QUIT: running = False #pixAr[10,10] = (255, 255, 255) screen.fill((255, 255, 255)) player.update() Wall.drawWalls() camera.update(player.x, player.y, player.rotation) pygame.display.update() # Done! Time to quit. pygame.quit()
def updateEverything(): camera.update()
def loop(): import bge cont = bge.logic.getCurrentController() owner = cont.owner fps = bge.logic.getLogicTicRate() data = codyn.data.networks[owner.name] cam = bge.logic.getCurrentScene().active_camera record = (not cam is None and 'cdn_record' in cam and cam['cdn_record']) if not record: fps /= data.nt if not data.single_step: data.single_step_cnt = 0 if data.single_step: data.single_step_cnt += 1 if data.single_step_cnt / fps > 0.01: data.single_step_cnt = 0 data.simulator.step() data.simulator.update() data.paused = True data.single_step = False if not data.paused: data.simulator.step(1.0 / fps) data.simulator.update() data.lbl_time.text = 'time: {:>6.3f}, {:>2.2f}x'.format(data.simulator.t, data.nt) if not cam is None: camera.update(cam) if key_pressed(bge.events.SPACEKEY, True): data.paused = not data.paused if key_pressed(bge.events.RIGHTARROWKEY): data.single_step = True if record: fname = '/tmp/snapshots/{0:05d}.png'.format(data.i) bge.render.makeScreenshot(fname) data.i += 1 if key_pressed(bge.events.PADPLUSKEY, True): data.nt *= 2 if key_pressed(bge.events.PADMINUS, True): data.nt /= 2 if key_pressed(bge.events.RKEY): data.simulator.reset() data.simulator.update() data.paused = True data.single_step = False data.i = 0
def run_level(level): player = level.player triggers = level.triggers entities = level.entities background_entities = level.background_entities camera = level.camera barbers = level.barbers while True: CLOCK.tick(FPS) key_presses = pygame.event.get(pygame.KEYDOWN) key_states = pygame.key.get_pressed() for event in pygame.event.get(): if event.type == pygame.QUIT: return 'quit' if key_states[pygame.K_r]: return 'restart' if key_states[pygame.K_ESCAPE]: return 'quit' if player.life_lost == True: display_life_lost_screen() player.life_lost = False player.update(key_presses, key_states, level) player.mustache.update() camera.update(player) if player.dead == True: display_death_screen() return 'dead' if player.mustache_numb == 4 and player.completed == False: display_sequence_screens(SCREENS_COMPLETED) player.completed = True # draw the background for y in range(26): for x in range(20): SCREEN.blit(IMAGES['bg_wall'], (x * TILESIZE, y * TILESIZE)) for entity in background_entities: entity.update() if entity.image.get_rect().colliderect(SCREEN.get_rect()): SCREEN.blit(entity.image, camera.apply(entity)) for entity in triggers: SCREEN.blit(entity.image, camera.apply(entity)) for barber in barbers: barber.update(level) for entity in entities: if entity.image.get_rect().colliderect(SCREEN.get_rect()): SCREEN.blit(entity.image, camera.apply(entity)) SCREEN.blit(player.mustache.image, camera.apply(player)) pygame.display.update()
if pressed_down: my_spaceship.move_back() if pressed_right: my_spaceship.move_right() if pressed_left: my_spaceship.move_left() if pressed_rotate_right: my_spaceship.rotate(True) if pressed_rotate_left: my_spaceship.rotate(False) # Draw background screen.fill(blue_color) ground = pygame.Rect(0, SCREEN_HEIGHT * .9, SCREEN_WIDTH, SCREEN_HEIGHT * .1) pygame.draw.rect(screen, green_color, ground) # Draw spaceship hero_image_active = pygame.transform.rotate(hero_image_base, (my_spaceship.orientation)) my_spaceship.update(SCREEN_WIDTH, SCREEN_HEIGHT * .9) camera.update(my_spaceship.rect) # Game display my_spaceship.render(screen) screen.blit(hero_image_active, (my_spaceship.x, my_spaceship.y)) # update canvas in window pygame.display.update() clock.tick(60) pygame.quit()