예제 #1
0
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
예제 #2
0
    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()
예제 #3
0
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()