def __init__(self): pygame.init() self.size = (1024, 600) self.surface = pygame.display.set_mode(self.size) self.clock = pygame.time.Clock() self.gameboard = Gameboard() self.player = Player(self.gameboard) self.level = Level(self.gameboard) self.level.update(0, self.gameboard) self.player.screenshot = self.printscreen self.view = Gameview(self.surface, self) self.time = 0 while not (self.player.quit or self.player.hasLost()): self.clock.tick(Game.FPS) unit = self.gameboard.units.getSelected() if unit is None: continue if (int(self.time) is not int(self.gameboard.units.time)): self.level.update(int(self.gameboard.units.time), self.gameboard) self.gameboard.update() self.time = self.gameboard.units.time unit.owner.turn(self, unit) self.view.draw() self.gameboard.update()
def __init__(self): pygame.init() self.size = (1024, 600) self.surface = pygame.display.set_mode(self.size) self.clock = pygame.time.Clock() self.gameboard = Gameboard() self.player = Player(self.gameboard) self.level = Level(self.gameboard) self.level.update(0, self.gameboard) self.player.screenshot = self.printscreen self.view = Gameview(self.surface, self) self.time = 0 while not (self.player.quit or self.player.hasLost()): self.clock.tick(Game.FPS) unit = self.gameboard.units.getSelected() if unit is None: continue if(int(self.time) is not int(self.gameboard.units.time)): self.level.update(int(self.gameboard.units.time), self.gameboard) self.gameboard.update() self.time = self.gameboard.units.time unit.owner.turn(self, unit) self.view.draw() self.gameboard.update()
class Game(object): FPS = 30 def __init__(self): pygame.init() pygame.display.set_caption("RPG Game") self.seed = 26281376 self.world = World(self.seed, SoundCache()) self.user = Player(self) self.view = Gameview(self.world, self.user, ImageCache(), self.debug) self.clock = pygame.time.Clock() self.renderTime = 0 self.processTime = 0 def run(self): while(True): self.clock.tick(Game.FPS) t = time.time() self.view.draw() self.renderTime = time.time() - t t = time.time() if not self.world.update(): continue if self.user.turn(): continue self.world.turn() self.user.save() self.processTime = time.time() - t def debug(self): msg = [] msg.append(['FPS: ' + str(int(self.clock.get_fps()))]) msg.append(['Mobs: ' + str(len(self.world.mobManager.mobs))]) msg.append(['Chunks: ' + str(len(self.world.chunkManager.chunkCache))]) msg.append(['Render: ' + str(int(self.renderTime * 1000)) + 'ms']) msg.append(['World: ' + str(int(self.processTime * 1000)) + 'ms']) msg.append(['Time: ' + str(self.world.time)]) return msg
class Game(object): FPS = 30 def __init__(self): pygame.init() self.size = (1024, 600) self.surface = pygame.display.set_mode(self.size) self.clock = pygame.time.Clock() self.gameboard = Gameboard() self.player = Player(self.gameboard) self.level = Level(self.gameboard) self.level.update(0, self.gameboard) self.player.screenshot = self.printscreen self.view = Gameview(self.surface, self) self.time = 0 while not (self.player.quit or self.player.hasLost()): self.clock.tick(Game.FPS) unit = self.gameboard.units.getSelected() if unit is None: continue if (int(self.time) is not int(self.gameboard.units.time)): self.level.update(int(self.gameboard.units.time), self.gameboard) self.gameboard.update() self.time = self.gameboard.units.time unit.owner.turn(self, unit) self.view.draw() self.gameboard.update() def printscreen(self): date = time.gmtime() fileName = "screenshot_" + \ str(date[0]) + '-' + \ str(date[1]) + '-' + \ str(date[2]) + '-' + \ str(date[3]-8) + '-' + \ str(date[4]) + '-' + \ str(date[5]) + \ '.jpg' pygame.image.save(self.surface, fileName)
class Game(object): FPS = 30 def __init__(self): pygame.init() self.size = (1024, 600) self.surface = pygame.display.set_mode(self.size) self.clock = pygame.time.Clock() self.gameboard = Gameboard() self.player = Player(self.gameboard) self.level = Level(self.gameboard) self.level.update(0, self.gameboard) self.player.screenshot = self.printscreen self.view = Gameview(self.surface, self) self.time = 0 while not (self.player.quit or self.player.hasLost()): self.clock.tick(Game.FPS) unit = self.gameboard.units.getSelected() if unit is None: continue if(int(self.time) is not int(self.gameboard.units.time)): self.level.update(int(self.gameboard.units.time), self.gameboard) self.gameboard.update() self.time = self.gameboard.units.time unit.owner.turn(self, unit) self.view.draw() self.gameboard.update() def printscreen(self): date = time.gmtime() fileName = "screenshot_" + \ str(date[0]) + '-' + \ str(date[1]) + '-' + \ str(date[2]) + '-' + \ str(date[3]-8) + '-' + \ str(date[4]) + '-' + \ str(date[5]) + \ '.jpg' pygame.image.save(self.surface, fileName)
def __init__(self): pygame.init() pygame.display.set_caption("RPG Game") self.seed = 26281376 self.world = World(self.seed, SoundCache()) self.user = Player(self) self.view = Gameview(self.world, self.user, ImageCache(), self.debug) self.clock = pygame.time.Clock() self.renderTime = 0 self.processTime = 0