示例#1
0
def main():
   random.seed()
   pygame.init()
   #generates a random world seed and initializes pygame
   
   screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
   #generates a display window
   
   i_store = image_store.load_images(IMAGE_LIST_FILE_NAME,
      TILE_WIDTH, TILE_HEIGHT)
   #Acquires all the images?

   num_cols = SCREEN_WIDTH // TILE_WIDTH * WORLD_WIDTH_SCALE
   num_rows = SCREEN_HEIGHT // TILE_HEIGHT * WORLD_HEIGHT_SCALE
   #Sets a number of vertical and horizontal tiles

   default_background = create_default_background(
      image_store.get_images(i_store, image_store.DEFAULT_IMAGE_NAME))
   #Sets the default background to an instance of the Background class

   world = worldmodel.WorldModel(num_rows, num_cols, default_background)
   #Sets world to an instance of the WorldModel class
   
   view = worldview.WorldView(SCREEN_WIDTH // TILE_WIDTH,
      SCREEN_HEIGHT // TILE_HEIGHT, screen, world, TILE_WIDTH, TILE_HEIGHT)
   #Sets view to an instance of the WorldView class

   load_world(world, i_store, WORLD_FILE)
   #Loads the world

   view.update_view()
   #Updates the image on-screen

   controller.activity_loop(view, world)
def main():
   random.seed()
   pygame.init()
   screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
   i_store = image_store.load_images(IMAGE_LIST_FILE_NAME,
      TILE_WIDTH, TILE_HEIGHT)

   num_cols = SCREEN_WIDTH // TILE_WIDTH * WORLD_WIDTH_SCALE
   num_rows = SCREEN_HEIGHT // TILE_HEIGHT * WORLD_HEIGHT_SCALE

   default_background = create_default_background(
      image_store.get_images(i_store, image_store.DEFAULT_IMAGE_NAME))

   world = worldmodel.WorldModel(num_rows, num_cols, default_background)
   view = worldview.WorldView(SCREEN_WIDTH // TILE_WIDTH,
      SCREEN_HEIGHT // TILE_HEIGHT, screen, world, TILE_WIDTH, TILE_HEIGHT)

   view.update_view()

   builder_controller.activity_loop(view, world, i_store)
示例#3
0
def main():
   random.seed()
   pygame.init()
   screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
   i_store = image_store.load_images(IMAGE_LIST_FILE_NAME,
      TILE_WIDTH, TILE_HEIGHT)

   num_cols = SCREEN_WIDTH // TILE_WIDTH * WORLD_WIDTH_SCALE
   num_rows = SCREEN_HEIGHT // TILE_HEIGHT * WORLD_HEIGHT_SCALE

   default_background = create_default_background(
      image_store.get_images(i_store, image_store.DEFAULT_IMAGE_NAME))

   world = worldmodel.WorldModel(num_rows, num_cols, default_background)
   view = worldview.WorldView(SCREEN_WIDTH // TILE_WIDTH,
      SCREEN_HEIGHT // TILE_HEIGHT, screen, world, TILE_WIDTH, TILE_HEIGHT)

   view.update_view()

   world.activity_loop(view, i_store)
示例#4
0
def main(): # this is what starts the game, wouldn't leave that up to a class.
   random.seed() //dont need
   pygame.init()
   screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
   i_store = image_store.load_images(IMAGE_LIST_FILE_NAME,
      TILE_WIDTH, TILE_HEIGHT)

   num_cols = SCREEN_WIDTH // TILE_WIDTH * WORLD_WIDTH_SCALE
   num_rows = SCREEN_HEIGHT // TILE_HEIGHT * WORLD_HEIGHT_SCALE

   default_background = create_default_background(
      image_store.get_images(i_store, image_store.DEFAULT_IMAGE_NAME))

   world = worldmodel.WorldModel(num_rows, num_cols, default_background)
   view = worldview.WorldView(SCREEN_WIDTH // TILE_WIDTH,
      SCREEN_HEIGHT // TILE_HEIGHT, screen, world, TILE_WIDTH, TILE_HEIGHT)

   load_world(world, i_store, WORLD_FILE)

   view.update_view()

   controller.activity_loop(view, world)