def main(): pygame.init() # pygameの初期化 game = Game() game.get_scene_manager().set_scenes({ 'logo':LogoScene(), 'game':GameScene(), 'mainmenu':MainMenuScene(), 'keysetting':KeySettingScene(), }) if settings.DEBUG: game.get_scene_manager().change_scene('game') else: game.get_scene_manager().change_scene('logo') while 1: game._clock.tick(settings.FPS) Key.poll() scene = game.current_scene() if not scene: return game.update() rects = game.draw() pygame.display.update(rects) # 画面を反映 for event in pygame.event.get(): # イベントチェック if event.type == QUIT: return if (event.type == KEYDOWN and event.key == K_ESCAPE): return
def main(): pygame.mixer.pre_init(44100, -16, 2, 1024*3) pygame.init() # pygameの初期化 game = Game() game.get_scene_manager().set_scenes({'logo':LogoScene(),'game':GameScene(), 'title':TitleScene()}) if settings.DEBUG: game.get_scene_manager().change_scene('game',False,True) else: game.get_scene_manager().change_scene('logo') while 1: game._clock.tick(settings.FPS) Key.poll() scene = game.current_scene() if not scene: return scene.sprites.clear(game.get_screen(), scene.BACKGROUND_SURFACE) game.update() rects = game.draw() pygame.display.update(rects) # 画面を反映 for event in pygame.event.get(): # イベントチェック if event.type == QUIT: return if (event.type == KEYDOWN and event.key == K_ESCAPE): return