def main(): global MAP for x in range(10000/100): for y in range(10000/100): MAP['%s,%s' % (x*100, y*100)] = {'solid': False} events.register_event('boot', display.boot) events.register_event('boot', entities.boot) events.register_event('boot', worlds.create, world_name='game') events.register_event('boot', boot) events.register_event('boot', ui.boot) events.register_event('boot', controls.boot, display.get_window()) events.register_event('load', display.load, level_editor=False) events.register_event('input', commands) events.register_event('loop', controls.loop) events.register_event('logic', worlds.logic) events.register_event('frame', window) events.register_event('shutdown', display.shutdown) events.trigger_event('boot') events.trigger_event('load') if display.RABBYT: while not display.WINDOW.has_exit: display.lib2d.step(pyglet.clock.tick()) display.WINDOW.dispatch_events() display.WINDOW.dispatch_event('on_draw') display.WINDOW.flip() else: while not display.WINDOW.has_exit: events.trigger_event('loop') display.WINDOW.dispatch_events() display.WINDOW.dispatch_event('on_draw') display.WINDOW.flip()
def main(): events.register_event("boot", display.boot) events.register_event("boot", entities.boot) events.register_event("boot", controls.boot, display.get_window()) events.register_event("boot", worlds.create, world_name="game") events.register_event("boot", ui.boot) events.register_event("boot", menu.boot) events.register_event("boot", battlefield.boot) events.register_event("boot", clock.boot) events.register_event("load", display.load) events.register_event("load", display.load) events.register_event("load", levels.load) events.register_event("loop", clock.tick) events.register_event("loop", controls.loop) events.register_event("logic", worlds.logic) events.register_event("frame", window) events.register_event("shutdown", display.shutdown) events.trigger_event("boot") events.trigger_event("load") # clock.create_scheduled_event('world_loop', worlds.loop, 1/display.get_tps()) # clock.create_scheduled_event('window_loop', window, 1/10.0) # pyglet.clock.schedule_interval(window, 1/10.0) # pyglet.clock.schedule_interval(worlds.loop, 1/display.get_tps()) if display.RABBYT: while not display.WINDOW.has_exit: display.lib2d.step(pyglet.clock.tick()) display.WINDOW.dispatch_events() display.WINDOW.dispatch_event("on_draw") display.WINDOW.flip() else: # pyglet.app.run() while not display.WINDOW.has_exit: events.trigger_event("loop") display.WINDOW.dispatch_events() display.WINDOW.dispatch_event("on_draw") display.WINDOW.flip()