def test_run(self): ccActManager.load("test_tile_scene.act.json") clock = pygame.time.Clock() time_passed = 0 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() ccActManager.step(time_passed) ccGlobals.get_renderer().fill((0, 0, 0)) ccActManager.draw() pygame.display.flip() time_passed = clock.tick(60)
def test_run(self): ccKeyEventHandler.load("test.keys.json") ccActManager.load("test_king_scene.act.json") clock = pygame.time.Clock() time_passed = 0 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() ccKeyEventHandler.update() self.update_scene_velocity() ccActManager.step(time_passed) ccGlobals.get_renderer().fill((0, 0, 0)) ccActManager.draw() pygame.display.flip() time_passed = clock.tick(ccGlobals.frame_rate)
def test_run(self): keylistener = ccKeyEventHandler() keylistener.load("test.keys.json") ccActManager.load("test.act.json") clock = pygame.time.Clock() time_passed = 0 while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() for scene in ccActManager.scenes: for obj in scene.object_list: keylistener.update(obj) ccActManager.step(time_passed) ccGlobals.get_renderer().fill((0, 0, 0)) ccActManager.draw() pygame.display.flip() time_passed = clock.tick(30)