def run(self): player = Player() Shared.groups['player'].add(player) while True: self.clock.tick(60) keys = key.get_pressed() if keys[K_DOWN]: self.camera['y'] -= 1 event_handler(Shared.groups) render(self.screen, Shared.groups, self.camera)
def get_user_input(grid): while True: render(grid) print(" ENTER ROW AND COLUMN") choice = input(" > ").split() try: row, col = map(int, choice) if row < 0 or row > size: continue if col < 0 or col > size: continue if grid[row][col] != 0: continue return row, col except: continue
async def display(processor, dashboard_queues): while True: dashboard = render(processor.nodes, processor.gateway) for queue in dashboard_queues: queue.put_nowait(dashboard) await asyncio.sleep(1.0)
def game_loop(grid): while True: # player turn row, col = get_user_input(grid) move(grid, row, col, -1) render(grid) # check if the player wins if win_player(grid, -1): print(" YOU WIN!") break # check if it's a tie if terminal(grid): print(" TIE!") break # computer turn row, col = best_move(grid) move(grid, row, col, 1) render(grid) # check if machine wins if win_player(grid, 1): print(" YOU LOSE!") break
def game_loop(fps): ''' Game loops here indefinitely ''' global CLOCK global GAME_OVER global LEVEL global WON logger.debug("Start game loop") while True: # Handle any and all events event_handler.handle_events() # Is there a reason to quit the game? if not GAME_OVER: # Update the game state update() # Render the game state to the screen objects_to_remove, exist_enemies = display.render(LEVEL) # Remove the items from the game that are dead for layer in objects_to_remove: for id in objects_to_remove[layer]: index = 0 for game_object in LEVEL["OBJECTS"][layer]: if id == game_object.id: LEVEL["OBJECTS"][layer].pop(index) break index += 1 # If there are no more enemies, the level has been beaten if not exist_enemies: event_handler.remove_all() LEVEL["OBJECTS"] = [] LEVEL["LOADED"] = False else: display.game_over(WON) # We only want the game to go as fast as fps CLOCK.tick(fps)
def splash_screen(cfg): bg = display.open(cfg["splash_screen"]) display.render(bg) sleep(5) display.render(f)
timers = [0] * 5 # ---- WELCOME SCREEN ---- # print("Welcome") if cfg["splash_screen"]: splash_screen(cfg) welcome_image = welcome(cfg) t0 = time() while time() < t0 + 5: t = time() if t - timers[4] >= 1.0 / cfg["scroll_speed"]: timers[4] = t welcome_image = display.cycle(welcome_image) image = display.add(display.blank(), welcome_image, dy=3) display.render(image) display.clear() # ---- CAVA PROCESS AND FRAMES ---- # cava_frame = display.blank() c = display.blank() blank = display.blank() cava_ps = cava.start() print(cava_ps) while True: t = time() f_last = f c_last = c # ---- CAVA ---- #
import map WIDTH = 384 HEIGHT = 384 # Event handlers def quit(e): """Event hander for quit events""" # Any shutdown code should go here sys.exit() pygame.display.init() display.init(WIDTH, HEIGHT) display.register(map.sample_map()) display.register(objects.sample_statue()) minotaur = objects.sample_minotaur() display.register(minotaur) ehandler.register("quit", quit) while True: minotaur.update() display.render() ehandler.run() pygame.quit()
def game_loop(): while not world.done: display.check_input() display.render()
states = { 'quit': s_Quit, 'menu': s_Menu, 'generate': s_WorldGen, 'play': s_Play, 'death': s_Death } for (name, s) in states.items(): s.registerStates(states) ''' Main ''' currentState = s_WorldGen while not libtcod.console_is_window_closed() : disp.render(currentState) currentState.inputHandler.handleInput() currentState.tick() newState = currentState.nextState if newState != currentState: currentState.reset() currentState = newState currentState.beforeTransition() disp.clear()
#sample the input result = ui.update(); if result: command = result[0]; # if this is a rotation... if (command < 18): rot = command / 2; reverse = command % 2; print "queuing rotation"; #grooviksCube.QueueRotation( rot, reverse ); iPixel += 1; if (iPixel == 54): iPixel = 0; #handle any display management display.loop(); #throttle the frame-rate if (time.time() - lasttime > .2): cFrames = cFrames + 1; # run the simmulation grooviksCube.Update( time.clock() ) colors = grooviksCube.GetColors(); for i in range(54): display.setPixel(i, lightboard.Pixel(int(colors[i][0] * 255), int(colors[i][1] * 255), int(colors[i][2] * 255))); display.setPixel(iPixel, lightboard.Pixel( 255, 0, 255 )); lasttime = time.time(); display.render();