def main(): fps = 60 dt = 1. / fps # Initialize the game pygame.mixer.pre_init(frequency=44100, size=-16, channels=1, buffer=512) pygame.init() screen = pygame.display.set_mode((int(SCREEN_SIZE.x), int(SCREEN_SIZE.y))) clock = pygame.time.Clock() font = pygame.font.SysFont("Arial", 16) # Music! pygame.mixer.music.load("res/music/fight.mp3") pygame.mixer.music.play(-1) # loop forever # Load the world world = TileWorld('levels/level.tmx') player1 = Player("Player1", "res/images/cat_gun.png", up=KEYS.K_UP, left=KEYS.K_LEFT, right=KEYS.K_RIGHT, down=KEYS.K_DOWN, shoot=KEYS.K_SPACE) player2 = Player("Player2", "res/images/cat_gun.png", up=KEYS.K_w, left=KEYS.K_a, right=KEYS.K_d, down=KEYS.K_s, shoot=KEYS.K_e) players = [player1, player2] # track how long each key has been pressed pressed_keys = {} # Start the game loop running = True while running: # Input management pressed_keys = calculate_input(pressed_keys) # Update world SPACE.step(dt) world.update(dt, players) for player in players: player.update(pressed_keys) # Draw stuff screen.fill((54, 54, 54, 255)) # Dark gray color world.draw(screen) for player in players: player.draw(screen, world.camera) #import pymunk #pymunk.pygame_util.draw(screen, SPACE) # TODO: camera support screen.blit(font.render("{} FPS".format(clock.get_fps()), 1, THECOLORS["white"]), (0, 0)) # Apply the drawing to the screen pygame.display.flip() # Wait for next frame clock.tick(fps)