Here are the examples of the python api pygame.time.get_ticks taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
43 Examples
3
Example 1
@property
def now(self):
"""Represents a notion of time for this scheduler. Tasks being scheduled
on a scheduler will adhere to the time denoted by this property."""
return self.to_datetime(pygame.time.get_ticks())
3
Example 2
Project: MonitorDarkly Source File: cnc_display.py
def display_packet(packet, screen):
screen.fill((255, 255, 255))
# display the pixel for as many frames it takes to read it
start = pg.time.get_ticks()
blue = 0
for bytes in group(8, map(ord, packet), fillvalue=255):
screen.set_at((675, 641), (bytes[0], bytes[1], blue))
screen.set_at((676, 641), (bytes[2], bytes[3], bytes[4]))
screen.set_at((677, 641), (bytes[5], bytes[6], bytes[7]))
for _ in xrange(3):
display_frame()
pg.time.delay(20 * 3)
blue = 1 - blue
end = pg.time.get_ticks()
3
Example 3
@property
def image(self):
"""Get a Surface containing this bird's image.
This will decide whether to return an image where the bird's
visible wing is pointing upward or where it is pointing downward
based on pygame.time.get_ticks(). This will animate the flapping
bird, even though pygame doesn't support animated GIFs.
"""
if pygame.time.get_ticks() % 500 >= 250:
return self._img_wingup
else:
return self._img_wingdown
3
Example 4
@property
def mask(self):
"""Get a bitmask for use in collision detection.
The bitmask excludes all pixels in self.image with a
transparency greater than 127."""
if pygame.time.get_ticks() % 500 >= 250:
return self._mask_wingup
else:
return self._mask_wingdown
3
Example 5
Project: pi-tracking-telescope Source File: mainscreen.py
def update(self, screenSurface, fpsClock):
if pygame.time.get_ticks() - self.timer > 100:
self.focusText.setText("Focus: %d" % self.focus.focus)
self.timer = pygame.time.get_ticks()
self.trackingText.setText("Track: %s" % self.tracker.getStatus())
if (self.image != None):
screenSurface.blit(self.image,
# placement of preview window
(100, 100),
# area of image to display
Rect(100, 100, self.image.get_width(), self.image.get_height()))
3
Example 6
Project: pi-tracking-telescope Source File: screen.py
def getDeltaTime(self, fpsClock):
"""
Return the amount of time in milliseconds since last frame
"""
t = pygame.time.get_ticks()
deltaTime = (t - self.lastFrameTicks)
self.lastFrameTicks = t
return deltaTime
3
Example 7
Project: pygame_cffi Source File: run_benchmark.py
def sample_fps(clock, warmup_time, stats_all, stats_warmup, stats_postwarmup):
fps = clock.get_fps()
stats_all.add_sample(fps)
if pygame.time.get_ticks() < warmup_time:
stats_warmup.add_sample(fps)
else:
stats_postwarmup.add_sample(fps)
3
Example 8
def update(self):
now = pygame.time.get_ticks()/1000.0
self.elapsed = now - self.timer
if self.intro:
if self.elapsed > 2:
self.intro = False
else:
self.entities.update()
3
Example 9
def load_next(self):
# Fix looping levels ASAP
self.level_index += 1
if self.level_index >= len(self.levels):
self.level_index = 0
i = self.level_index
self.level = self.levels[i]
self.level.timer = pygame.time.get_ticks()/1000.0
3
Example 10
Project: pygameui Source File: textfield.py
def draw(self):
if not view.View.draw(self) or not self.has_focus():
return False
if (not self.blink_cursor or
pygame.time.get_ticks() / self.cursor_blink_duration % 2 == 0):
size = self.label.font.size(self.text)
rect = pygame.Rect(
self.label.frame.left + self.label.padding[0] + size[0],
self.label.frame.bottom - self.label.padding[1],
10, 2)
pygame.draw.rect(self.surface, self.text_color, rect)
return True
3
Example 11
def stopwatch(message = None):
"simple routine to time python code"
global timer
if not message:
timer = pygame.time.get_ticks()
return
now = pygame.time.get_ticks()
runtime = (now - timer)/1000.0 + .001
print ("%s %s %s" %
(message, runtime, ('seconds\t(%.2ffps)'%(1.0/runtime))))
timer = now
3
Example 12
def update(self):
self.current_time = pg.time.get_ticks()
if self.state.quit:
self.done = True
elif self.state.done:
self.flip_state()
self.state.update(self.screen, self.keys, self.current_time)
3
Example 13
def Play(self):
self.doPlay()
if manager.options.dump:
self.setupDump()
else:
self.PlayStartTime = pygame.time.get_ticks()
self.State = STATE_PLAYING
3
Example 14
def __init__(self,fps):
if fps == 0:
self.tick = self._blank
return
self.wait = 1000/fps
self.nt = pygame.time.get_ticks()
pygame.time.wait(0)
3
Example 15
def tick(self):
"""Wait correct amount of time each frame. Call this once per frame."""
self.ct = pygame.time.get_ticks()
if self.ct < self.nt:
pygame.time.wait(self.nt-self.ct)
self.nt+=self.wait
else:
self.nt = pygame.time.get_ticks()+self.wait
3
Example 16
def tick(self):
""" Call this once per frame."""
r = None
self.frames += 1
self.ct = pygame.time.get_ticks()
if (self.ct - self.st) >= 1000:
r = self.fps = self.frames
#print "%s: %d fps"%(self.__class__.__name__,self.fps)
self.frames = 0
self.st += 1000
pygame.time.wait(0) #NOTE: not sure why, but you gotta call this now and again
return r
2
Example 17
def get_color():
col = Color('white');
hue = pygame.time.get_ticks() / 50 % 360
col.hsva = (hue, 100, 100, 50)
return Color(col.r, col.g, col.b)
2
Example 18
def run(self):
"""Handles the actual video playback."""
# Log the onset time of the item
self.set_item_onset()
t = pygame.time.get_ticks()
start_t = t
# Loop until a key is pressed
go = True
while go:
# Get the frame
self.src = cv.QueryFrame(self.video)
# Check for the end of the video
if self.src is None:
break
# Resize if requested and convert the resulting image to
# RGB format, which is compatible with PyGame
if self._fullscreen:
cv.Resize(self.src, self.src_tmp)
cv.CvtColor(self.src_tmp, self.src_rgb, cv.CV_BGR2RGB)
else:
cv.CvtColor(self.src, self.src_rgb, cv.CV_BGR2RGB)
# Convert the image to PyGame format
pg_img = pygame.image.frombuffer(self.src_rgb.tostring(), \
cv.GetSize(self.src_rgb), u"RGB")
# Show the video frame!
self.experiment.surface.blit(pg_img, (self._x, self._y))
pygame.display.flip()
# Pause before jumping to the next frame
pygame.time.wait(
self.var.get(u'frame_dur') - pygame.time.get_ticks() + t)
t = pygame.time.get_ticks()
if type(self.var.get(u'duration')) == int:
# Wait for a specified duration
if t - start_t >= self.var.get(u'duration'):
go = False
# Catch escape presses
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.experiment.pause()
if self.var.get(u'duration') == u"keypress":
go = False
if event.type == MOUSEBUTTONDOWN and self.var.get(u'duration') == \
u"mouseclick":
go = False
2
Example 19
Project: ultimate-smash-friends Source File: main.py
def manage_menu(self):
""" manage input and update menu if we are in the menu state
"""
# return of the menu update function may contain a new game
# instance to switch to.
start_loop = pygame.time.get_ticks()
menu_was = self.menu.current_screen
newgame, game_ = self.menu.update()
if menu_was == 'keyboard' and self.menu.current_screen != 'keyboard':
self.controls.load_keys()
self.controls.load_sequences()
if newgame:
self.state = 'game'
if game_ is not self.game:
print "starting game"
self.ai_instance = AI()
del(self.game)
self.game = game_
max_fps = 1000/CONFIG.general.MAX_GUI_FPS
if self.menu.current_screen == 'about':
self.music_state = 'credits'
else:
self.music_state = self.state
if pygame.time.get_ticks() < max_fps + start_loop:
pygame.time.wait(max_fps + start_loop - pygame.time.get_ticks())
2
Example 20
def start(self):
self.appStart = pygame.time.get_ticks()
self.heldStartTicks = self.appStart
manager.OpenCPUControl()
manager.setCpuSpeed('startup')
self.numSongInfoLines = 1
self.setupSplashScreen()
manager.InitPlayer(self)
self.setupScrollWindow()
self.screenDirty = True
needsSave = False
if manager.options.scan_dir:
# Replace the old scan list.
self.songDb.Settings.FolderList = [ manager.options.scan_dir ]
needsSave = True
if manager.options.scan_dirs:
# Add one or more new directories to the list.
self.songDb.Settings.FolderList += manager.options.scan_dirs
needsSave = True
if manager.options.scan:
# Re-scan the files.
self.songDb.BuildSearchDatabase(pykdb.AppYielder(), MiniBusyCancelDialog(self))
needsSave = True
else:
# Read the existing database.
self.songDb.LoadDatabase(self.errorPopupCallback)
if needsSave:
self.songDb.SaveSettings()
self.songDb.SaveDatabase()
if not self.songDb.FullSongList:
# No files.
self.errorPopupCallback("No songs in catalog.")
return
if manager.options.validate:
manager.ValidateDatabase(self.songDb)
return
if self.songDb.GotTitles:
self.numSongInfoLines += 1
if self.songDb.GotArtists:
self.numSongInfoLines += 1
self.setupScrollWindow()
self.readMarkedSongs()
if self.songDb.GotTitles:
self.songDb.SelectSort('title')
elif self.songDb.GotArtists:
self.songDb.SelectSort('artist')
else:
self.songDb.SelectSort('filename')
self.currentRow = 0
self.searchString = ''
self.heldKey = None
self.heldStartTicks = 0
self.heldRepeat = 0
manager.setCpuSpeed('wait')
# Now that we've finished loading, wait up a second and give
# the user a chance to view the splash screen, in case we
# loaded too fast.
if self.splashStart != None:
splashTime = pygame.time.get_ticks() - self.splashStart
remainingTime = 2500 - splashTime
if remainingTime > 0:
pygame.time.wait(remainingTime)
self.running = True
manager.setCpuSpeed('menu_fast')
self.heldStartTicks = pygame.time.get_ticks()
while self.running:
manager.Poll()
self.writeMarkedSongs()
manager.CloseDisplay()
2
Example 21
def Pause(self):
if self.State == STATE_PLAYING:
self.doPause()
self.PlayTime = pygame.time.get_ticks() - self.PlayStartTime
self.State = STATE_PAUSED
elif self.State == STATE_PAUSED:
self.doUnpause()
self.PlayStartTime = pygame.time.get_ticks() - self.PlayTime
self.State = STATE_PLAYING
2
Example 22
def run( self ):
try:
self.init_pygame()
self.before_gameloop()
self.fps = 0
frame_count = 0
next_game_tick = pygame.time.get_ticks()
next_half_second = pygame.time.get_ticks()
# main loop
self.game_is_done = False
while not self.game_is_done:
# events
self.handle_events()
# game tick
loop_count = 0
while pygame.time.get_ticks() > next_game_tick and loop_count < 4:
x, y = pygame.mouse.get_pos()
self.userinput.mouse.feed_pos( Vec2D(x, y) )
self.do_tick( self.userinput )
self.userinput.update()
next_game_tick += GAMETICKS
loop_count += 1
## gc.collect()
if loop_count >= 4: # don't overdo the ticks
next_game_tick = pygame.time.get_ticks()
# render
time_sec = pygame.time.get_ticks() * 0.001
interpol = 1 - ((next_game_tick - pygame.time.get_ticks()) / float(GAMETICKS))
self.render(pygame.display.get_surface(), interpol, time_sec )
pygame.display.flip()
frame_count += 1
if pygame.time.get_ticks() > next_half_second:
self.fps = 2 * frame_count
frame_count = 0
next_half_second += 500
self.after_gameloop()
self.deinit_pygame()
except:
self.deinit_pygame()
print "Unexpected error:", sys.exc_info()[0]
raise
2
Example 23
def run( self, timeout = None ):
try:
self.init_pygame()
self.before_gameloop()
self.fps = 0
frame_count = 0
next_game_tick = pygame.time.get_ticks()
next_half_second = pygame.time.get_ticks()
if timeout is not None:
end_game_tick = pygame.time.get_ticks() + timeout * 1000
# main loop
self.game_is_done = False
while not self.game_is_done:
# events
self.handle_events()
# game tick
loop_count = 0
while loop_count < 1:
self.do_tick( self.userinput )
self.userinput.update()
next_game_tick += GAMETICKS
loop_count += 1
# render
time_sec = pygame.time.get_ticks() * 0.001
interpol = 1 - ((next_game_tick - pygame.time.get_ticks()) / GAMETICKS)
self.render(pygame.display.get_surface(), interpol, time_sec )
pygame.display.flip()
frame_count += 1
if pygame.time.get_ticks() > next_half_second:
self.fps = 2 * frame_count
frame_count = 0
next_half_second += 500
if timeout is not None and \
pygame.time.get_ticks() > end_game_tick:
self.game_is_done = True
self.after_gameloop()
self.deinit_pygame()
self.replay_file.close()
if self.record or not self.user_exit:
os.remove(self.replay_filename)
except Exception, ex:
print "exceptje"
self.deinit_pygame()
self.replay_file.close()
if self.record:
shutil.move("monkeyTemp", self.create_failed())
raise
0
Example 24
def main_loop(self):
while not GameState.end_game:
while not GameState.start_screen:
GameState.game_time = pygame.time.get_ticks()
GameState.alien_time = pygame.time.get_ticks()
self.control()
self.make_missile()
self.calc_collisions()
self.refresh_screen()
if self.is_dead() or self.defenses_breached():
GameState.start_screen = True
for actor in [self.player_group, self.bullet_group,
self.alien_group, self.missile_group]:
for i in actor:
i.update()
if GameState.shoot_bullet:
self.make_bullet()
if self.win_round():
self.next_round()
self.splash_screen()
pygame.quit()
0
Example 25
def time(self):
return float(pygame.time.get_ticks())
0
Example 26
@configurable
def get_key(self):
if not self.persistent_virtual_keyboard and android is not None:
android.show_keyboard()
start_time = pygame.time.get_ticks()
time = start_time
keylist = self.keylist
timeout = self.timeout
while True:
time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type != pygame.KEYDOWN:
continue
if event.key == pygame.K_ESCAPE:
self.experiment.pause()
# TODO The unicode mechanism that ensures compatibility between
# keyboard layouts doesn't work for Android, so we use key
# names. I'm not sure what effect this will have on non-QWERTY
# virtual keyboards.
if android is not None:
key = pygame.key.name(event.key)
if len(key) == 1 and (event.mod & pygame.KMOD_LSHIFT or \
event.mod & pygame.KMOD_RSHIFT):
key = key.upper()
else:
# If we're not on Android, simply use the same logic as the
# legacy back-end.
if event.unicode in invalid_unicode:
key = self.key_name(event.key)
else:
key = event.unicode
if keylist is None or key in keylist:
if not self.persistent_virtual_keyboard and android is not None:
android.hide_keyboard()
return key, time
if timeout is not None and time-start_time >= timeout:
break
# Allow Android interrupt
if android is not None and android.check_pause():
android.wait_for_resume()
if not self.persistent_virtual_keyboard and android is not None:
android.hide_keyboard()
return None, time
0
Example 27
@configurable
def get_key(self):
start_time = pygame.time.get_ticks()
time = start_time
keylist = self.keylist
timeout = self.timeout
while True:
time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type != pygame.KEYDOWN:
continue
if event.key == pygame.K_ESCAPE:
self.experiment.pause()
if event.unicode in invalid_unicode:
key = self.key_name(event.key)
else:
key = event.unicode
if keylist is None or key in keylist:
return key, time
if timeout is not None and time-start_time >= timeout:
break
return None, time
0
Example 28
def get_joybutton(self, joybuttonlist=None, timeout=None):
"""See _libjoystick.basejoystick"""
if joybuttonlist is None or joybuttonlist == []:
joybuttonlist = self._joybuttonlist
if timeout is None:
timeout = self.timeout
start_time = pygame.time.get_ticks()
time = start_time
while timeout is None or time - start_time <= timeout:
time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.experiment.pause()
if event.type == JOYBUTTONDOWN:
if joybuttonlist is None or event.button + 1 in \
joybuttonlist:
bpress = event.button + 1
return bpress, time
return None, time
0
Example 29
def get_joyaxes(self, timeout=None):
"""See _libjoystick.basejoystick"""
if timeout is None:
timeout = self.timeout
pos = []
start_time = pygame.time.get_ticks()
time = start_time
while timeout is None or time - start_time < timeout:
time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.experiment.pause()
if event.type == JOYAXISMOTION:
for axis in range(self.js.get_numaxes()):
pos.append(self.js.get_axis(axis))
return pos, time
return None, time
0
Example 30
def get_joyballs(self, timeout=None):
"""See _libjoystick.basejoystick"""
if timeout is None:
timeout = self.timeout
ballpos = []
start_time = pygame.time.get_ticks()
time = start_time
while timeout is None or time - start_time < timeout:
time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.experiment.pause()
if event.type == JOYBALLMOTION:
for ball in range(self.js.get_numballs()):
ballpos.append(self.js.get_ball(ball))
return ballpos, time
return None, time
0
Example 31
def get_joyhats(self, timeout=None):
"""See _libjoystick.basejoystick"""
if timeout is None:
timeout = self.timeout
hatpos = []
start_time = pygame.time.get_ticks()
time = start_time
while timeout is None or time - start_time < timeout:
time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.experiment.pause()
if event.type == JOYHATMOTION:
for hat in range(self.js.get_numhats()):
hatpos.append(self.js.get_hat(hat))
return hatpos, time
return None, time
0
Example 32
def get_joyinput(self, joybuttonlist=None, timeout=None):
"""See _libjoystick.basejoystick"""
if joybuttonlist is None or joybuttonlist == []:
joybuttonlist = self._joybuttonlist
if timeout is None:
timeout = self.timeout
pos = []
ballpos = []
hatpos = []
eventtype = None
start_time = pygame.time.get_ticks()
time = start_time
while timeout is None or time - start_time <= timeout:
time = pygame.time.get_ticks()
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.experiment.pause()
if event.type == JOYBUTTONDOWN:
if joybuttonlist is None or event.button + 1 in \
joybuttonlist:
eventtype = u'joybuttonpress'
bpress = event.button + 1
return eventtype, bpress, time
if event.type == JOYAXISMOTION:
eventtype = u'joyaxismotion'
for axis in range(self.js.get_numaxes()):
pos.append(self.js.get_axis(axis))
return eventtype, pos, time
if event.type == JOYBALLMOTION:
eventtype = u'joyballmotion'
for ball in range(self.js.get_numballs()):
ballpos.append(self.js.get_ball(ball))
return eventtype, ballpos, time
if event.type == JOYHATMOTION:
eventtype = u'joyhatmotion'
for hat in range(self.js.get_numhats()):
hatpos.append(self.js.get_hat(hat))
return eventtype, hatpos, time
return eventtype, None, time
0
Example 33
def update(self, screenSurface, fpsClock):
if pygame.time.get_ticks() - self.lastClockUpdate > 1000:
self.stardate.setText("STAR DATE {}".format(datetime.now().strftime("%d%m.%y %H:%M:%S")))
self.lastClockUpdate = pygame.time.get_ticks()
LcarsScreen.update(self, screenSurface, fpsClock)
0
Example 34
def update(self, dt):
"""Checks if a state is done or has called for a game quit.
State is flipped if neccessary and State.update is called. This
also calls the currently active state's "update" function each
frame.
The screen will be drawn here as well.
:param dt: Time delta - Amount of time passed since last frame.
:type dt: Float
:rtype: None
:returns: None
**Example:**
>>> dt
0.031
"""
# TODO: phase out use of this attribute
self.current_time = pg.time.get_ticks()
# only the top most state gets updates
state = self.current_state
# handle case where the top state has been dismissed
if state is None:
self.exit = True
if state in self._state_resume_set:
state.resume()
self._state_resume_set.remove(state)
# iterate through layers and determine optimal drawing strategy
# this is a big performance boost for states covering other states
# force_draw is used for transitions, mostly
to_draw = list()
full_screen = self.screen.get_rect()
for state in self.active_states:
state.update(dt)
to_draw.append(state)
if state.rect == full_screen and not state.force_draw:
break
# draw from bottom up for proper layering
for state in reversed(to_draw):
# might not be in draw if it has been removed for some reason
if state in self.active_states:
state.draw(self.screen)
if self.config.controller_overlay == "1":
self.controller.draw(self)
0
Example 35
def log_data(self):
"""
Structure of logfile
Word Letter TrialNr Speller Fix_condition Trigger Time targetx targety currentx currenty Duration Invalid(-> added at flush)
"""
#print self.et.x, self.et.y, self.et.duration
if self.state == self.STIM_START_FLASH:
word = self.words[self.current_word]
items = []
items.append(word)
items.append(word[self.current_letter])
items.append(str(self.trial_nr))
items.append("hex")
if self.et_fixate_center:
items.append("center")
else:
items.append("target")
items.append(str(self.flash_sequence[self.current_flash]))
items.append(str(pygame.time.get_ticks()))
if self.use_eyetracker:
items.append(str(self.et_targetxy[0]))
items.append(str(self.et_targetxy[1]))
items.append(str(self.et_currentxy[0]))
items.append(str(self.et_currentxy[1]))
items.append(str(self.et_duration))
#items.append(str(self.et_outside))
line = "\t".join(items)
self.datalines.append(line)
0
Example 36
def log_data(self):
"""
Structure of logfile
Word Letter Trial Speller Fix_condition Trigger Time targetx targety currentx currenty Duration FlashCount Invalid(->added at flush)
"""
#print self.et.x, self.et.y, self.et.duration
if self.state == self.STIM_START_FLASH:
word = self.words[self.current_word]
items = []
items.append(word)
items.append(word[self.current_letter])
items.append(str(self.trial_nr))
items.append("matrix")
if self.et_fixate_center:
items.append("center")
else:
items.append("target")
items.append(str(self.flash_sequence[self.current_flash]))
items.append(str(pygame.time.get_ticks()))
if self.use_eyetracker:
items.append(str(self.et_targetxy[0]))
items.append(str(self.et_targetxy[1]))
items.append(str(self.et_currentxy[0]))
items.append(str(self.et_currentxy[1]))
items.append(str(self.et_duration))
#items.append(str(self.et_outside))
line = "\t".join(items)
self.datalines.append(line)
0
Example 37
def render(self):
then = pygame.time.get_ticks()
vertices = self.vertices
# Draw all 6 faces of the cube
glBegin(GL_QUADS)
for face_no in xrange(self.num_faces):
if face_no == 1:
glColor(1.0, 0.0, 0.0)
else:
glColor(self.color)
glNormal3dv(self.normals[face_no])
v1, v2, v3, v4 = self.vertex_indices[face_no]
glVertex(vertices[v1])
glVertex(vertices[v2])
glVertex(vertices[v3])
glVertex(vertices[v4])
glEnd()
0
Example 38
def accessed(self):
self.lastUse = pygame.time.get_ticks()
0
Example 39
def run(self):
# Perhapse this could be implemented in a better way...
# Play the intro video if it is present, we have the capability, and
# we are not in one-shot mode.
if not self.engine.cmdPlay:
themename = Config.get("coffee", "themename")
vidSource = os.path.join(Version.dataPath(), 'themes', themename, 'menu', 'intro.ogv')
if os.path.isfile(vidSource):
try:
vidPlayer = VideoLayer(self.engine, vidSource, cancellable=True)
except (IOError, VideoPlayerError):
log.error("Error loading intro video:")
else:
vidPlayer.play()
self.engine.view.pushLayer(vidPlayer)
self.videoLayer = True
self.engine.ticksAtStart = pygame.time.get_ticks()
while not vidPlayer.finished:
self.engine.run()
self.engine.view.popLayer(vidPlayer)
self.engine.view.pushLayer(MainMenu(self.engine))
if not self.videoLayer:
self.engine.setStartupLayer(MainMenu(self.engine))
# Run the main game loop.
try:
self.engine.ticksAtStart = pygame.time.get_ticks()
while self.engine.run():
pass
except KeyboardInterrupt:
log.notice("Left mainloop due to KeyboardInterrupt.")
# don't reraise
# Restart the program if the engine is asking that we do so.
if self.engine.restartRequested:
self.restart()
# evilynux - MainMenu class already calls this - useless?
self.engine.quit()
0
Example 40
Project: mapengine Source File: base.py
def simpleloop(scene, size, godmode=False):
controller = Controller(size, scene)
try:
controller = Controller(size, scene)
continue_ = True
while continue_:
try:
while True:
frame_start = pygame.time.get_ticks()
pygame.event.pump()
controller.update()
if controller.inside_cut:
continue
pygame.display.flip()
delay = max(0, FRAME_DELAY - (pygame.time.get_ticks() - frame_start))
pygame.time.delay(delay)
keys = pygame.key.get_pressed()
if keys[pygame.K_ESCAPE]:
raise GameOver
main_character = (controller.protagonist) if not godmode else None
for direction_name in "RIGHT LEFT UP DOWN".split():
if keys[getattr(pygame, "K_" + direction_name)]:
direction = getattr(Directions, direction_name)
if godmode:
scene.move(direction)
else:
main_character.move(direction)
if keys[pygame.K_SPACE] and not godmode:
main_character.on_fire()
except GameOver:
continue_ = False
except RestartGame:
scene.top = scene.left = 0
controller.load_scene(scene)
try:
controller.hard_reset()
except Reset:
pass
finally:
controller.quit()
0
Example 41
def doStuff(self):
pykPlayer.doStuff(self)
if self.screenDirty:
self.paintWindow()
self.screenDirty = False
if self.heldKey:
elapsed = pygame.time.get_ticks() - self.heldStartTicks
repeat = 0
if elapsed > 4000:
repeat = int((elapsed - 4000) / 5.) + 256
else:
repeat = int(math.pow((elapsed / 1000.), 4))
if elapsed > 1000:
manager.setCpuSpeed('menu_fast')
elif manager.cpuSpeed != 'menu_fast':
manager.setCpuSpeed('menu_slow')
if repeat > self.heldRepeat:
self.handleRepeatable(self.heldKey[0], self.heldKey[1],
self.heldKey[2], repeat - self.heldRepeat)
self.heldRepeat = repeat
else:
elapsed = pygame.time.get_ticks() - self.heldStartTicks
if elapsed > 20000:
manager.setCpuSpeed('menu_idle')
elif elapsed > 2000:
manager.setCpuSpeed('menu_slow')
0
Example 42
def GetPos(self):
if self.State == STATE_PLAYING:
return pygame.time.get_ticks() - self.PlayStartTime
else:
return self.PlayTime
0
Example 43
def __init__(self):
self.frames = 0
self.st = pygame.time.get_ticks()
self.fps = 0