def sync_events(calendar, lessons, begin, end, service, opts): import binascii (old, deleted) = event.list(service, calendar, begin, end, opts) begin = int(begin) end = int(end) lessons = {k:v for (k,v) in lessons.items() if v['start'] < end and v['end'] > begin} # delete ids = set(old.keys()) - set(lessons.keys()) i = 1 count = len(ids) if count > 0: logs.logs('h4', 'Deleting') for id in ids: logs.logs(None, '{}/{} {}'.format(i, count, id)) event.delete(service, calendar, id) i = i + 1 # insert ids = set(lessons.keys()) - set(old.keys()) - set(deleted.keys()) i = 1 count = len(ids) if count > 0: logs.logs('h4', 'Inserting') for id in ids: logs.logs(None, '{}/{} {}'.format(i, count, id)) event.insert(service, calendar, lessons[id]) i = i + 1 # update ids = set(lessons.keys()) & set(deleted.keys()) i = 1 count = len(ids) if count > 0: logs.logs('h4', 'Updating') for id in ids: logs.logs(None, '{}/{} {}'.format(i, count, id)) event.update(service, calendar, lessons[id]) i = i + 1
def update(self, dt): # Make dt global env.dt = dt # Update physics if not paused if self.mode == PLAYING and not self.loading: if level.decoy_present > 0: level.decoy_present -= 1 physics.step(dt) # Update particle system particle.update() # Update camera position self.move_camera(dt) if self.mode == PLAYING: event.update(dt) for obj in physics.body_update_list: obj.update_physics() obj.update() env.enable_damping = True for this_unit in physics.unit_update_list: this_unit.update() particle.update()
graphics.register(george) #graphics.register(george2) def quit(e): global run if e.type == pygame.QUIT: run = False elif e.type == pygame.KEYUP: if ((e.key == pygame.K_F4) and (e.mod and pygame.KMOD_ALT)): run = False event.register(george.handler) event.register(quit) clock = pygame.time.Clock() run = True frame = 0 while (run): clock.tick(30) event.update() george.update() #george2.update() graphics.update() pygame.display.quit()