def main(): """The mainloop which is specified in the activity.py file "main" is the assumed function name """ size = (800,600) if olpcgames.ACTIVITY: size = olpcgames.ACTIVITY.game_size screen = pygame.display.set_mode(size) clock = pygame.time.Clock() running = True while running: screen.fill( (0,0,128)) milliseconds = clock.tick(25) # maximum number of frames per second # Event-management loop with support for pausing after X seconds (20 here) events = pausescreen.get_events() # Now the main event-processing loop if events: for event in events: log.debug( "Event: %s", event ) if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False pygame.display.flip()
def process_events(self): #events = pygame.event.get() events = pausescreen.get_events() if events: for event in events: if event.type == pygame.QUIT: self.running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: self.running = False elif event.type == pygame.MOUSEBUTTONUP: if event.button == 1: if self.btn_jugar.is_over(): self.starting_game = True elif self.btn_jugar_mac.is_over(): self.starting_mac_game = True elif self.btn_jugar_red.is_over(): self.starting_net_game = True elif self.btn_salir.is_over(): self.running = False elif self.btn_creditos.is_over(): self.starting_creditos = True elif self.btn_ayuda.is_over(): self.starting_ayuda = True elif self.conn.process_event(event): self.update_conn_dependents()
def main(): """The mainloop which is specified in the activity.py file "main" is the assumed function name """ size = (800, 600) if olpcgames.ACTIVITY: size = olpcgames.ACTIVITY.game_size screen = pygame.display.set_mode(size) clock = pygame.time.Clock() running = True while running: screen.fill((0, 0, 128)) milliseconds = clock.tick(25) # maximum number of frames per second # Event-management loop with support for pausing after X seconds (20 here) events = pausescreen.get_events() # Now the main event-processing loop if events: for event in events: log.debug("Event: %s", event) if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False pygame.display.flip()
def runloop(self): "main game loop" clock = pygame.time.Clock() imgcnt = 0 self.music_player.playLoop(now()) while self.running: events = (pausescreen.get_events(sleep_timeout=43200) if platform == 'Sugar' else pygame.event.get()) for event in events: self.eventAction(event) for act in self.keyActions: self.interfaceAction(act) if self.feedbackgroundImage: self.setbackgroundImage(self.feedbackgroundImage) self.feedbackgroundImage = None self.updateInspos() self.updatePanel() if platform == 'Sugar': currentcnt = len(self.snap_store) else: currentcnt = 0 if imgcnt == currentcnt: pass else: self.music_player.picture_cycle = [self, True] imgcnt = currentcnt pygame.display.flip() clock.tick(25)
def run(self): clock = pygame.time.Clock() while True: milliseconds = clock.tick(25) # maximum number of frames per second # Event-management loop with support for pausing after X seconds (20 here) events = pausescreen.get_events(sleep_timeout=60) # Now the main event-processing loop if events: for event in events: self.__warn(event) pygame.display.update()
def run(self): clock = pygame.time.Clock() while True: milliseconds = clock.tick( 25) # maximum number of frames per second # Event-management loop with support for pausing after X seconds (20 here) events = pausescreen.get_events(sleep_timeout=60) # Now the main event-processing loop if events: for event in events: self.__warn(event) pygame.display.update()
def mostrarImagen(imagen, duracion): screen.blit(imagen, imagen.get_rect(center=screen.get_rect().center)) ticks_final = pygame.time.get_ticks() + duracion * 1000 while pygame.time.get_ticks() < ticks_final: for e in pausescreen.get_events(config.DEMORA_PAUSA): if e.type == KEYDOWN: if e.key in [K_ESCAPE, K_SPACE, K_RETURN]: sonido_menu.play() return pygame.display.flip() clock.tick(10)
def run(self): self.salir = False while not self.salir: for e in pausescreen.get_events(config.DEMORA_PAUSA): if e.type == QUIT: salir = True if e.type == KEYDOWN: if e.key in [K_UP, K_KP8]: self.moverSeleccion(-1) elif e.key in [K_DOWN, K_KP2]: self.moverSeleccion(1) elif e.key in [K_RETURN, K_KP7, K_KP1, K_KP3, K_KP9]: sonido_menu.play() titulo, funcion = self.opciones[self.seleccionado] funcion() self.actualizar() break pygame.display.flip() clock.tick(10)
def process_events(self): #events = pygame.event.get() events = pausescreen.get_events() for event in events: #log.debug("Event: %s", event) if event.type == pygame.QUIT: self.stop() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: self.stop() elif event.type == pygame.MOUSEBUTTONUP: if event.button == 1: self.mouse_button_up() elif event.type == self.TIMER_SHOW_CARDS_MIN_EVENT: pygame.time.set_timer(self.TIMER_SHOW_CARDS_MIN_EVENT, 0) self._showing_cards_min = True elif event.type == self.TIMER_SHOW_CARDS_EVENT: pygame.time.set_timer(self.TIMER_SHOW_CARDS_EVENT, 0) self.finish_show_cards() elif event.type == self.TIMER_MACHINE_OPEN_CARDS_EVENT: pygame.time.set_timer(self.TIMER_MACHINE_OPEN_CARDS_EVENT, 0) ## Machine open cards self.open_cards() #Timer callback for computer player to choose attribute pygame.time.set_timer( self.TIMER_MACHINE_SELECT_ATTRIBUTE_EVENT, self.TIME_MACHINE_SELECT_ATTRIBUTE) elif event.type == self.TIMER_MACHINE_SELECT_ATTRIBUTE_EVENT: pygame.time.set_timer( self.TIMER_MACHINE_SELECT_ATTRIBUTE_EVENT, 0) ## Machine select attribute self.op_card.choose_attribute( random.randint(0, len(self.op_card.btn_atrs) - 1)) self.attribute_selected(self.op_card.chosen_attribute) elif event.type == self.TIMER_SHOW_WINNER_EVENT: pygame.time.set_timer(self.TIMER_SHOW_WINNER_EVENT, 0) self.end() elif self.conn.process_event(event): self.update_conn_dependents()
def main(language="bra"): import paladict dic = paladict.PalaDict(language) global display display = Display( area_barra.subsurface((50, 50), (screen_width - 100, 100))) global estado estado = Estado(dic) #Comienza el juego playing = True clock = pygame.time.Clock() #musica.play(-1) while playing: clock.tick(20) for event in pausescreen.get_events(DEMORA_PAUSA): if event.type == QUIT: playing = False elif event.type == KEYDOWN: if event.key == K_ESCAPE: playing = False elif event.key in [K_UP, K_KP8, K_KP9]: estado.grossini.mirar("arriba") elif event.key in [K_DOWN, K_KP2, K_KP3]: estado.grossini.mirar("abajo") elif event.key in [K_LEFT, K_KP4, K_KP7]: estado.grossini.mirar("izquierda") elif event.key in [K_RIGHT, K_KP6, K_KP1]: estado.grossini.mirar("derecha") try: estado.step() except EndOfGame, e: e.accion() break estado.dibujar(playing_area) pygame.display.flip()
def run(self): """Run the main loop of the game.""" # lets draw once before we enter the event loop self.draw() pygame.display.flip() clock = pygame.time.Clock() while self.running: a, b, c, d = pygame.cursors.load_xbm('my_cursor.xbm', 'my_cursor_mask.xbm') pygame.mouse.set_cursor(a, b, c, d) self.frame += 1 # process all queued events for event in pausescreen.get_events(sleep_timeout=30): self.processEvent(event) self.animate() self.draw() pygame.display.flip() # don't animate faster than about 20 frames per second # this keeps the speed reasonable and limits cpu usage clock.tick(20)
def run(self): """Run the main loop of the game.""" # lets draw once before we enter the event loop clock = pygame.time.Clock() pygame.display.flip() while self.running: clock.tick(25) a, b, c, d = pygame.cursors.load_xbm("my_cursor.xbm", "my_cursor_mask.xbm") pygame.mouse.set_cursor(a, b, c, d) self.frame += 1 # process all queued events for event in pausescreen.get_events(sleep_timeout=30): self.processEvent(event) self.animate() self.draw() pygame.display.update() # don't animate faster than about 20 frames per second # this keeps the speed reasonable and limits cpu usage clock.tick(25)
def main(): """The mainlook which is specified in the activity.py file "main" is the assumed function name""" bullets = [] enemys = [] sp = 10 # The speed of the player pygame.mixer.init(frequency=44100, size=-16, channels=2, buffer=4096) size = (800,600) if olpcgames.ACTIVITY: size = olpcgames.ACTIVITY.game_size screen = pygame.display.set_mode(size) background = pygame.image.load(os.path.join('data', 'spacesmall.png')) # Create an 800x600 sized screen # text = Player( # text = "Hello Children of the World", # color = (255,255,255), # size = 20, # ) lasercannon = LaserCannon(bullets, offset = (-20, 0)) group = pygame.sprite.OrderedUpdates() player = FlyingSaucer(lasercannon) opponent = TheOpponent(enemys, group, lasercannon.bulletgroup, player) player.opponent_bulletgroup = opponent.opponent_bulletgroup group.add(player) group.add(lasercannon) clock = pygame.time.Clock() running = True while running: screen.blit(background, (0, 0)) # milliseconds = clock.tick(100) # maximum number of frames per second #MESS WITH THIS^^^^^^^^^^^^^^^ # Event-management loop with support for pausing after X seconds (20 here) events = pausescreen.get_events() clock.tick(25) # Now the main event-processing loop if events: for event in events: log.debug( "Event: %s", event ) if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if keys(event, 'escape'): running = False if keys(event, 'left'): player.changespeed(-sp,0) if keys(event, 'right'): player.changespeed(sp,0) if keys(event, 'up'): player.changespeed(0,-sp) if keys(event, 'down'): player.changespeed(0,sp) if keys(event, 'space'): player.shoot() if event.key == pygame.K_KP3 or event.key == pygame.K_s: opponent.spawn_badguys((400, 400), 9, 800, 100) elif event.type == pygame.KEYUP: if keys(event, 'left'): player.changespeed(sp,0) if keys(event, 'right'): player.changespeed(-sp,0) if keys(event, 'up'): player.changespeed(0,sp) if keys(event, 'down'): player.changespeed(0,-sp) group.update() lasercannon.update() lasercannon.bulletgroup.draw(screen) group.draw( screen ) opponent.update() opponent.opponent_bulletgroup.draw(screen) pygame.display.flip() # clock.tick(500) pygame.quit()
def run(self): running = True while running: milliseconds = self.clock.tick(25) # maximum number of frames per second # Event-management loop with support for pausing after X seconds (20 here) events = pausescreen.get_events() # Now the main event-processing loop if events: for event in events: log.debug( "Event: %s", event ) if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: # Si no estaba jugando, conecto y comienzo if self.estoyConectado and self.hayAmigo and not self.jugando: # inicio juego self.iniciarJuego(True, None) elif event.type==mesh.CONNECT : log.debug("CONNECT") self.estoyConectado = True if mesh.is_initiating(): self.miJugador = 1 # Cruz else: self.miJugador = -1 # Circulo elif event.type==mesh.PARTICIPANT_ADD: log.debug("PARTICIPANT_ADD") # Si no soy yo if event.handle <> mesh.my_handle(): self.hayAmigo = True self.handleAmigo = event.handle # Si soy el servidor comienzo el primer juego if mesh.is_initiating(): self.iniciarJuego(True, None) elif event.type==mesh.PARTICIPANT_REMOVE: log.debug("PARTICIPANT_REMOVE") elif event.type==mesh.MESSAGE_MULTI: log.debug("MESSAGE_MULTI") elif event.type==mesh.MESSAGE_UNI: log.debug("MESSAGE_UNI: " + event.content) toks = event.content.split(':') if toks[0] == 'configJugadores': # inicio juego self.iniciarJuego(False, toks[1] == 'True') elif toks[0] == 'registroJugada': jugada = int(toks[1]) self.juego.registroJugada(jugada, self.miJugador) self.miTurno = True self.jugadas += 1 self.evaluarJuego() #juego.printResult("Empate") #Fin chequeo de ganador pygame.display.flip() # Tomamos acciones if self.jugando and self.miTurno: jugada = self.juego.playMe(self.miJugador) self.miTurno = False self.jugadas += 1 mesh.send_to(self.handleAmigo, "registroJugada:" + str(jugada)) self.evaluarJuego()