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main.py
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import pygame
from pygame.locals import *
from settings import *
from entities import *
from enums import GameScreens
'''PLAY SCREEN'''
def process_play_event(state, event):
pass
def update_play(state):
dt = state.get_timelapse()
state.horde.update()
state.cannon.update(dt)
state.tourist.update(dt)
def render_play(state):
canvas = state.canvas
canvas.fill((0, 0, 0))
state.horde.render(canvas)
state.cannon.render(canvas)
state.tourist.render(canvas)
# scale canvas to real window size before rendering
surfc = state.surface
pygame.transform.scale(canvas, surfc.get_size(), surfc)
pygame.display.flip()
'''PLAY SCREEN'''
'''
def process_play_event(state, event):
pass
def update_play(state):
state.horde.update()
state.cannon.update(state.get_timelapse())
def render_play(state):
canvas = state.canvas
canvas.fill((0, 0, 0))
state.horde.render(canvas)
state.cannon.render(canvas)
# scale canvas to real window size before rendering
surface = state.surface
pygame.transform.scale(canvas, surface.get_size(), surface)
pygame.display.flip()
'''
'''Game State'''
class Game:
def __init__(self):
self.screen = GameScreens.PLAY
# internal clock
self.time_before = 0
self.time_now = 0
self.event_await_time = 1000 // FPS
# window setup
self.surface = pygame.display.set_mode((2*WIDTH, 2*HEIGHT))
self.canvas = pygame.Surface((WIDTH, HEIGHT))
# game entities
self.horde = Horde()
self.cannon = Cannon()
self.tourist = Tourist()
def update_clock(self):
self.time_before = self.time_now
self.time_now = pygame.time.get_ticks()
def get_timelapse(self):
return self.time_now - self.time_before
def process_event(self, event):
if event.type == pygame.QUIT:
self.screen = GameScreens.NONE
else:
if self.screen == GameScreens.PLAY:
process_play_event(self, event)
def frame(self):
if self.screen == GameScreens.PLAY:
update_play(self)
render_play(self)
def loop(self):
while self.screen != GameScreens.NONE:
event = pygame.event.wait(self.event_await_time)
if event.type == pygame.NOEVENT:
self.frame()
self.update_clock()
# reset event await time
self.event_await_time = 1000 // FPS
else:
self.process_event(event)
self.update_clock()
# wait less time next iteration
self.event_await_time -= self.get_timelapse()
# pygame needs this for this game loop logic to work
if self.event_await_time <= 0:
no_event = pygame.event.Event(pygame.NOEVENT)
pygame.event.post(no_event)
'''Entrypoint'''
if __name__ == '__main__':
pygame.init()
pygame.display.set_caption('Spyce Invaders')
Game().loop()
pygame.quit()