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def handle_input(self):
for event in pygame.event.get():
if event.type == QUIT:
self.running = False
break
elif event.type == KEYDOWN:
if event.key == K_UP:
self.camera_vector[1] -= 100
elif event.key == K_DOWN:
self.camera_vector[1] += 100
elif event.key == K_LEFT:
self.camera_vector[0] -= 100
elif event.key == K_RIGHT:
self.camera_vector[0] += 100
elif event.key == K_ESCAPE:
self.running = False
break
def draw(self): # New
screen.blit(self.image, (self.x, self.y)) # New
# Images
ship_image = pygame.image.load('icons/ship.png')
# Game objects # Changed
ship = GamePiece(150, 260, ship_image) # Changed
run = True
while run:
screen.fill(WHITE)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.KEYDOWN:
# A key has been pressed
if event.key == pygame.K_LEFT:
# Start moving the ship left
ship.move(LEFT) # Changed
elif event.key == pygame.K_RIGHT:
# Start moving the ship right
ship.move(RIGHT) # Changed
# Put the ship on the screen # Changed
ship.draw() # Changed
# Refresh the screen
pygame.display.update()
wasm_boy.exports.config(
False, False, False, False, False, False, False, False, False
)
# Run pygame loop:
pygame.mixer.pre_init(48000)
pygame.init()
print('audio settings:', pygame.mixer.get_init())
resolution = (160, 144)
screen = pygame.display.set_mode(resolution)
channel = pygame.mixer.find_channel()
clock = pygame.time.Clock()
while True:
# Handle some events:
for event in pygame.event.get():
if event.type == QUIT:
sys.exit()
# Run emulator wasm:
# 1. Check audio:
num_samples = wasm_boy.exports.getNumberOfSamplesInAudioBuffer()
if num_samples > 4096:
audio_buffer_location = wasm_boy.exports.AUDIO_BUFFER_LOCATION.read()
audio_data = wasm_boy.exports.memory[
audio_buffer_location:audio_buffer_location+num_samples*2]
wasm_boy.exports.clearAudioBuffer()
# Do some random conversions on the audio:
audio = np.array(
[(s - 127)*250 for s in audio_data],
dtype=np.int16
def eventLoop(self):
for event in pygame.event.get():
if not self.hide:
self.GUI.check_events(event)
if event.type == QUIT:
self.running = 0
pygame.quit()
elif event.type == KEYDOWN:
if event.key == 32:
if self.hide:
self.hide = False
else:
self.hide = True
if (event.type == MOUSEBUTTONDOWN and not self.constant) or (event.type == MOUSEMOTION and self.constant):
self.createParticles()
def react_temp(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
raise HotSpotQuit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_SPACE:
self.state = DEFINING_POWER
return
background.blit(write("the cross is always in the middle between snake and bird"), (10,50))
background.blit(write("the blue circle (police) moves toward the cross"),(10,70))
background.blit(write("catch the red triangle with the blue circle to win points"),(10,90))
screen.blit(background, (0,0)) # blit background on screen (overwriting all)
clock = pygame.time.Clock() # create pygame clock object
mainloop = True
FPS = 60 # desired max. framerate in frames per second.
playtime = 60.0 # seconds of playtime left
points = 0.0
gameOver = False
gameOverSound = True
while mainloop:
milliseconds = clock.tick(FPS) # milliseconds passed since last frame
seconds = milliseconds / 1000.0 # seconds passed since last frame
playtime -= seconds
for event in pygame.event.get():
if event.type == pygame.QUIT:
mainloop = False # pygame window closed by user
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
mainloop = False # user pressed ESC
pygame.display.set_caption("[FPS]: %.2f Snake: dx %i dy %i Bird:"
" dx %i dy %i police: dx %.2f dy %.2f " %
(clock.get_fps(), snakedx, snakedy,
birddx, birddy, policedx, policedy ))
if playtime < 0:
gameOver = True
if gameOver:
#background.fill((255,255,255)) # white b
screen.blit(background,(0,0))
if gameOverSound:
over.play()
SCR_WID, SCR_HEI = 640, 480
screen = pygame.display.set_mode((SCR_WID, SCR_HEI))
pygame.display.set_caption("Pong")
pygame.font.init()
clock = pygame.time.Clock()
FPS = 60
ball = Ball()
player = Player()
enemy = Enemy()
ai = AI()
while True:
#process
for event in pygame.event.get():
if event.type == pygame.QUIT:
print("Game exited by user")
exit()
#process
#logic
ball.movement()
player.movement()
ai.movement()
#logic
#draw
screen.fill((0,0,0))
ball.draw()
player.draw()
player.scoring()
ai.draw()
enemy.scoring()
def update(self):
"""Get all events and process them by calling update_on_event()"""
events = pygame.event.get()
for e in events:
self.update_on_event(e)
for wid, cond in self._widgets:
if cond():
wid.update(events)
logging.debug("eventHandler-thread started")
try:
clock = pygame.time.Clock()
# Running will be set to False if main program is shutting down
while globals.running == True:
# This limits the while loop to a max of 2 times per second.
# Leave this out and we will use all CPU we can.
clock.tick(2)
# current time for this loop:
curtime = int(time.time())
for event in pygame.event.get():
# event-handler for QUIT
if event.type == pygame.QUIT:
globals.running = False
# if touchscreen pressed
if event.type == pygame.MOUSEBUTTONDOWN:
(posX, posY) = (pygame.mouse.get_pos() [0], pygame.mouse.get_pos() [1])
#logging.debug("position: (%s, %s)", posX, posY)
# touching the screen will stop alarmSound in every case
pygame.mixer.stop()
# touching the dark display will turn it on for n sec
if globals.showDisplay == False:
logging.info("turn ON display")
globals.enableDisplayUntil = curtime + globals.config.getint("AlarmMonitor","showDisplayTime")
def run(self):
"""The mainloop"""
self.create_world()
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN: # press and release
if event.key == pygame.K_ESCAPE:
running = False
if event.key == pygame.K_SPACE: # fire forward from tux1 with 300 speed
Bullet(radius=5, x=self.tux1.x, y=self.tux1.y,
dx=-math.sin(self.tux1.angle*GRAD)*300,
dy=-math.cos(self.tux1.angle*GRAD)*300)
if event.key == pygame.K_w:
self.tux1.y -= 50
self.tux1.angle = 0
if event.key == pygame.K_s:
self.tux1.y += 50
self.tux1.angle = 180
if event.key == pygame.K_a: