for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close done = True # Flag that we are done so we exit this loop if counter == 0: # only update once per second (n ticks) for drone in drones: # give the drones the new map (or maybe don't) and then update # the map based on the drones' movement drone.setMap(data) # move 'em direction = drone.nextStep() # drone.setLocation(drone.x + direction[0], drone.y + direction[1]) # maybe don't update map based on drone (denied comms) # TODO this *should* be simultaneous data = drone.update() data.update() # update the map (steps all of the diff. eqs. forward one) view.update(data, drones) counter = (counter+1) % (fps/10) clock.tick(fps) # max fps pygame.quit()
for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close done = True # Flag that we are done so we exit this loop if counter == 0: # only update once per second (n ticks) for drone in drones: # give the drones the new map (or maybe don't) and then update # the map based on the drones' movement drone.setMap(data) # move 'em direction = drone.nextStep() # drone.setLocation(drone.x + direction[0], drone.y + direction[1]) # maybe don't update map based on drone (denied comms) # TODO this *should* be simultaneous data = drone.update() data.update( ) # update the map (steps all of the diff. eqs. forward one) view.update(data, drones) counter = (counter + 1) % (fps / 10) clock.tick(fps) # max fps pygame.quit()