def main(): result = play_game() # this can either be visual or textual depending on visual_mode draw.draw_game(result) # # 5. dir and help # # Just show fiddling around with help and dir in the terminal
def main(): result = play_game() draw.draw_game(result) clear_screen(result) print_role() add_role() print_role() print(sys.path)
def _toggle_camera(): """ Turns on free camera Free camera can move around and pressing enter moves to camera location """ camera_on = True x, y = config.PLAYER.x, config.PLAYER.y free_camera = entity_generator.generate_free_camera() free_camera.x = x free_camera.y = y while camera_on: events = pygame.event.get() for event in events: if event.type == pygame.QUIT: pygame.quit() sys.exit() elif event.type == pygame.KEYDOWN: if event.key == pygame.K_a: free_camera.update(-1, 0) elif event.key == pygame.K_d: free_camera.update(1, 0) elif event.key == pygame.K_w: free_camera.update(0, -1) elif event.key == pygame.K_q: free_camera.update(-1, -1) elif event.key == pygame.K_e: free_camera.update(1, -1) elif event.key == pygame.K_z: free_camera.update(-1, 1) elif event.key == pygame.K_c: free_camera.update(1, 1) elif event.key == pygame.K_s: free_camera.update(0, 1) elif event.key == pygame.K_RETURN: _move_to_free_camera(free_camera) camera_on = False elif event.key == pygame.K_TAB: camera_on = False elif event.key == pygame.K_ESCAPE: camera_on = False config.CLOCK.tick(FPS) config.CAMERA.update(free_camera) if not config.WALL_HACK: config.FOV = fov.new_fov(config.MAP_INFO) fov.ray_casting(config.MAP_INFO, config.MAP_INFO.tile_array, config.FOV, config.PLAYER) fov.change_seen(config.MAP_INFO, config.MAP_INFO.tile_array, config.FOV) draw.draw_game() draw.draw_at_camera_offset_without_image(free_camera) pygame.display.flip()
def main(): name = play_game() # Using the function "draw_game" from the file "draw.py", # or in other words, the "draw" module, # that implements the logic for drawing the game on the screen draw.draw_game(name) draw.clear_screen(name)
def update_game(): """ Updates camera and fov """ # Update what to lock camera on config.CAMERA.update(config.PLAYER) if not config.WALL_HACK: config.FOV = fov.new_fov(config.MAP_INFO) fov.ray_casting(config.MAP_INFO, config.MAP_INFO.tile_array, config.FOV, config.PLAYER) fov.change_seen(config.MAP_INFO, config.MAP_INFO.tile_array, config.FOV) draw.draw_game()
def to_image2(self, piece, img_width, img_height): hold = self.queue[0] cur = None if piece is None: preview = self.queue[1:-1] else: cur = self.queue[1] preview = self.queue[2:] if hold == piece.t: hold, cur = cur, hold board = self.board return draw_game(hold, piece.blocks if piece is not None else [], piece.t if piece is not None else None, preview, board, None, img_width, img_height)
def main(): result = play_game() draw.draw_game(result)
def main(): # "draw_game" does not precede with the name of the module it is imported from, # because we have specified the "module name" in the "import" command draw_game("ping pong")
def main(): # draw.draw_game() # this is ok draw_game( ) # this is ok too because from draw.py file, we imported the draw_game() function. main knows the function
def main(): result = play_game() # this can either be visual or textual depending on visual_mode draw.draw_game(result) pass
def main(): draw.draw_game("ping pong")
def main(): res = play_game() draw_game(res)
def main(): draw.draw_game()
def play_game(): print("Playing game") draw.draw_game() draw_game() reset_game() bar.yeah()