Exemplo n.º 1
0
def main():
	
	screen = pygame.display.set_mode((WIDTH, HEIGHT))
	pygame.display.set_caption("Engine RPG")

	clock = pygame.time.Clock()
	#rejilla = load_image('resources/graphics/rejilla.png', True)
	
	map_loaded = Map("pruebas.tmx")
	heroe = Actor(map_loaded)
	camara = Camera(map_loaded, heroe)
	inp = Input()
	
	while True:
		time = clock.tick(40)
		inp.update()
		salir(inp.get_key_list())
		
		id = heroe.mover(map_loaded, inp)
		heroe.update(id)
		camara.update(screen, map_loaded, heroe)
		camara.show_fps(screen, clock.get_fps())
		#screen.blit(rejilla, (0, 0))
		
		pygame.display.flip()
	return 0
Exemplo n.º 2
0
 def _mainloop(self, fps):
     step = 1. / fps
     clock = pygame.time.Clock()
     while not Input.quitflag:
         Input.update()
         map(GameObject.update, GameObject._gameobjects)
         #self.scene.lateupdate()
         self._renderloop()
         PhysicsEngine.step(step * Game.scale)
         delta = clock.tick(fps)
         Game.delta = delta / 1000.
Exemplo n.º 3
0
class Game(object):

	def __init__(self, screen, width, height, debug=False, start_level=1):
		self.target_fps = 60
		self.clock = pygame.time.Clock()
		self.running = False
		self.test_text = "Hello world"
		self.font = pygame.font.Font('./assets/font/vcr.ttf', 28)
		self.screen = screen
		self.width = width
		self.height = height
		self.current_scene = None
		self.restarting = False
		self.input = Input(pygame.key, pygame.mouse)
		self.current_scene = MenuScene(self, start_level)
		self.next_scene = None
		self.debug = debug
		# self.background = Background((800, 600), 'assets/img/bgs.png')

	def run(self):
		self.running = True
		current_time = 0
		previous_time = time.time()
		while self.running:
			self.clock.tick( self.target_fps )
			self.input.update()

			if not self.next_scene is None:
				self.current_scene = copy.copy(self.next_scene)
				self.next_scene = None

			for event in pygame.event.get():
				if event.type == pygame.QUIT:
					self.running = False
					self.restarting = False

				self.input.handle_event(event)

			if game.input.is_down(pygame.K_ESCAPE):
				self.running = False
				self.restarting = False

			current_time = time.time()
			delta_time = (current_time - previous_time)
			
			self.update(delta_time)
			self.draw()

			if self.debug:
				fps = round(1.0 / delta_time)
				fps_text = 'FPS: {0}'.format(fps)
				fps_w, fps_h = self.font.size(fps_text)
				fps_text_pos = (self.width - fps_w - 40, 20)
				
				self.screen.blit(self.font.render(fps_text, 1, WHITE), fps_text_pos)

			pygame.display.update()
			previous_time = current_time

		if self.restarting:
			game.run()
		else:
			game.quit()

	def restart(self):
		self.running = False
		self.restarting = True

	def quit(self):
		pygame.quit()
		quit()

	def update(self, dt):
		self.current_scene.update(dt)

	def draw(self):
		self.current_scene.draw()
Exemplo n.º 4
0
class SceneManager(object):
    _instance2 = None
    _count2    = 0

    def __new__(cls, *args, **kwargs):
        if not cls._instance2:
            cls._instance2 = super(SceneManager, cls).__new__(
                                cls, *args, **kwargs)

#            _count += 1
            print "Created new instance of SceneManger"
        return cls._instance2

    def __init__(self):
        """ Initializes the scenemanager """
        # Display some text
        if SceneManager._count2 == 0:
            #Init
            self.initPygame()
            self.initEventReaders()
            self.initScreen()
            self.initClock()
            self.initInput()
            self.initGame()
            SceneManager._count2 += 1

    def initGame(self):
        """ Initializes the first scene """
        self.gamemode = GameModes.MENU_MAIN
        self.scene = None
        self.running = True

    def initPygame(self):
        """ Initializes pygame """
        result = pygame.init()
        return result[1]
    
    def initEventReaders(self):
        """ Initializes the event readers """
        self.eventReaders = []
        
    def initScreen(self):
        """ Initializes the screen """
        self.surface = pygame.display.set_mode([Settings.SCREEN_WIDTH, Settings.SCREEN_HEIGHT]) #retourneert Surface
        pygame.display.set_caption(Settings.GAME_TITLE)

    def initClock(self):
        """ Initializes the clock """
        self.clock = pygame.time.Clock()

    def initInput(self):
        """ Initializes the input class """
        self.input = Input()

    def run(self):
        """ Run the scene """
        while(self.running):
            self.clock.tick(90)
            self.input.update()
            #E Event
            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    self.running = False
                else:
                    for eventReader in self.eventReaders:
                        eventReader(event)

            self.scene.update(self.input)
            self.surface.fill(Settings.SCREEN_COLOR)
            self.scene.draw(self.surface)

            pygame.display.flip()
        self.scene.clean()

    def setScene(self, scene):
        """
        Change the scene
        @param scene: The new scene
        """
        if self.scene:
            self.scene.clean()
        if not scene == None:
            self.scene = scene
        else:
            self.running = False
            
    def registerEventReader(self, callback):
        """
        Register a event reader
        @param callback: The function that should be called
        """
        self.eventReaders.append(callback)
        
    def unregisterEventReader(self, callback):
        """
        Unregisters a event reader
        @param callback: The function that should be unregistered
        """
        self.eventReaders.remove(callback)