def initScreen(self): self.game.update(0, False) self.panel.update(False) lives = initScreen(*self.panel.screenSize()) for player in self.game.players: player.lives = lives fade(1000) self.panel.resetScreen() self.panel.writeNames() self.panel.update(flip=False) self.game.redraw(update=False) fade(2500, reverse=True)
def initScreen(self): self.game.update(0, False) self.panel.update(False) lives = initScreen(*self.panel.screenSize()) for player in self.game.players: player.lives = lives fade(1000) self.panel.resetScreen() self.panel.writeNames() self.panel.update(flip = False) self.game.redraw(update = False) fade(2500, reverse = True)
def tick(self): t = self.clock.tick(50) self.game.processEvents(t) if self.game.update(t, False) and not self.game.map.thingsLeft(): fade(1500) for player in self.game.players: player.toNeutralCorner() self.game.map.resetMap(regen=True) self.game.redraw(update=False) fade(1500, reverse=True) self.clock.tick(100) self.panel.update() return t
def tick(self): t = self.clock.tick(50) self.game.processEvents(t) if self.game.update(t, False) and not self.game.map.thingsLeft(): fade(1500) for player in self.game.players: player.toNeutralCorner() self.game.map.resetMap(regen = True) self.game.redraw(update = False) fade(1500, reverse = True) self.clock.tick(100) self.panel.update() return t