if len(full_output)>0: msg = { 'update' : full_output } for h in handlers: h.do_send(msg) for i in range(0, num_walls): x = random.randint(400, 3200) y = random.randint(400, 1800) w = random.randint(100, 200) h = random.randint(100, 200) logic.wall_list.append(pygame.Rect(x, y, w, h)) logic.wall_list.append(pygame.Rect(0, 0, map_dimensions[0], 25)) logic.wall_list.append(pygame.Rect(0, 0, 25, map_dimensions[1])) logic.wall_list.append(pygame.Rect(0, map_dimensions[1]-25, map_dimensions[0], 25)) logic.wall_list.append(pygame.Rect(map_dimensions[0]-25, 0, 25, map_dimensions[1])) port = 8888 server = Listener(port, MyHandler) clock = pygame.time.Clock() while 1: clock.tick(TICKS) logic.doLogic() poll_events() # event_log.bullet_deaths = [] # event_log.ship_deaths = [] poll(timeout=0.0125) # in seconds
x = random.randint(player_ship.location[0], 3200 - player_ship.location[0]) y = random.randint(player_ship.location[1], 1800 - player_ship.location[1]) w = random.randint(100, 200) h = random.randint(100, 200) logic.wall_list.append(pygame.Rect(x, y, w, h)) logic.wall_list.append(pygame.Rect(0, 0, map_dimensions[0], 25)) logic.wall_list.append(pygame.Rect(0, 0, 25, map_dimensions[1])) logic.wall_list.append( pygame.Rect(0, map_dimensions[1] - 25, map_dimensions[0], 25)) logic.wall_list.append( pygame.Rect(map_dimensions[0] - 25, 0, 25, map_dimensions[1])) view.wall_list = logic.wall_list view.bullet_list = logic.bullet_list view.ship_list = logic.ship_list clock = pygame.time.Clock() while 1: clock.tick(60) for event in pygame.event.get(): if event.type == QUIT: exit() logic.doLogic() read_input(controller.move_ship, controller.turn_left, controller.turn_right, controller.shoot, controller.shield_on) for bot in botControllers: bot() view.set_camera_loc(player_ship.location) view.draw_everything()