def handle_keydown(view, event, i_store, world, entity_select): (view_delta, entity_select) = on_keydown(event, world, entity_select, i_store) worldview.update_view(view, view_delta, image_store.get_images(i_store, entity_select)[0]) return entity_select
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) worldview.update_view(view) builder_controller.activity_loop(view, world, i_store)
def handle_keydown(view, event): view_delta = on_keydown(event) worldview.update_view(view, view_delta)