Пример #1
0
 def test_run(self):
     ccActManager.load("test_tile_scene.act.json")
     clock = pygame.time.Clock()
     time_passed = 0
     while True:
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 sys.exit()
         ccActManager.step(time_passed)
         ccGlobals.get_renderer().fill((0, 0, 0))
         ccActManager.draw()
         pygame.display.flip()
         time_passed = clock.tick(60)
 def test_run(self):
     ccKeyEventHandler.load("test.keys.json")
     ccActManager.load("test_king_scene.act.json")
     clock = pygame.time.Clock()
     time_passed = 0
     while True:
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 sys.exit()
         ccKeyEventHandler.update()
         self.update_scene_velocity()
         ccActManager.step(time_passed)
         ccGlobals.get_renderer().fill((0, 0, 0))
         ccActManager.draw()
         pygame.display.flip()
         time_passed = clock.tick(ccGlobals.frame_rate)
    def draw(self):
        contained_length = 0
        start_row_index = abs(int(self.first_tile_pos / self.tile_width))
        end_row_index = 2 + int((ccGlobals.size[0] / self.tile_width) +
                                start_row_index)
        if end_row_index > len(self.map[0]):
            contained_length = end_row_index - len(self.map[0])
            end_row_index = len(self.map[0])

        for row in self.map:
            for index in range(start_row_index, end_row_index):
                row[index].draw(ccGlobals.get_renderer())

        if self.looping is True:
            if contained_length != 0:
                for row in self.map:
                    for index in range(0, contained_length):
                        row[index].draw(ccGlobals.get_renderer())
 def test_run(self):
     keylistener = ccKeyEventHandler()
     keylistener.load("test.keys.json")
     ccActManager.load("test.act.json")
     clock = pygame.time.Clock()
     time_passed = 0
     while True:
         for event in pygame.event.get():
             if event.type == pygame.QUIT:
                 sys.exit()
         for scene in ccActManager.scenes:
             for obj in scene.object_list:
                 keylistener.update(obj)
         ccActManager.step(time_passed)
         ccGlobals.get_renderer().fill((0, 0, 0))
         ccActManager.draw()
         pygame.display.flip()
         time_passed = clock.tick(30)
 def draw(self):
     for obj in self.object_list:
         obj.draw(ccGlobals.get_renderer())
Пример #6
0
 def __init__(self):
     pygame.init()
     ccGlobals.set_renderer(pygame.display.set_mode(ccGlobals.size))
     self.renderer = ccGlobals.get_renderer()