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main.py
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61 lines (52 loc) · 1.65 KB
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import sys
from settings import *
from cache import Cache
from player import Player
from scene import Scene
class App:
def __init__(self):
self.screen = pg.display.set_mode(RES)
self.clock = pg.time.Clock()
self.time = 0
self.delta_time = 0.01
self.anim_trigger = False
self.anim_event = pg.USEREVENT + 0
pg.time.set_timer(self.anim_event, 100)
# groups
self.main_group = pg.sprite.LayeredUpdates()
self.collision_group = pg.sprite.Group()
self.transparent_objects = []
# game objects
self.cache = Cache()
self.player = Player(self)
self.scene = Scene(self)
def update(self):
self.scene.update()
self.main_group.update()
pg.display.set_caption(f'{self.clock.get_fps(): .1f}')
self.delta_time = self.clock.tick()
def draw(self):
self.screen.fill(BG_COLOR)
self.main_group.draw(self.screen)
pg.display.flip()
def check_events(self):
self.anim_trigger = False
for e in pg.event.get():
if e.type == pg.QUIT or (e.type == pg.KEYDOWN and e.key == pg.K_ESCAPE):
pg.quit()
sys.exit()
elif e.type == self.anim_event:
self.anim_trigger = True
elif e.type == pg.KEYDOWN:
self.player.single_fire(event=e)
def get_time(self):
self.time = pg.time.get_ticks() * 0.001
def run(self):
while True:
self.check_events()
self.get_time()
self.update()
self.draw()
if __name__ == '__main__':
app = App()
app.run()