pygame / examples / stars.py

Diff from to

examples/stars.py

 
 
 def init_star():
-	"creates new star values"
-	dir = random.randrange(100000)
-	velmult = random.random()*.6+.4
-	vel = [math.sin(dir) * velmult, math.cos(dir) * velmult]
-	return vel, WINCENTER[:]
+    "creates new star values"
+    dir = random.randrange(100000)
+    velmult = random.random()*.6+.4
+    vel = [math.sin(dir) * velmult, math.cos(dir) * velmult]
+    return vel, WINCENTER[:]
 
 
 def initialize_stars():
-	"creates a new starfield"
-	stars = []
-	for x in range(NUMSTARS):
-		star = init_star()
-		vel, pos = star
-		steps = random.randint(0, WINCENTER[0])
-		pos[0] = pos[0] + (vel[0] * steps)
-		pos[1] = pos[1] + (vel[1] * steps)
-		vel[0] = vel[0] * (steps * .09)
-		vel[1] = vel[1] * (steps * .09)
-		stars.append(star)
-	move_stars(stars)
-	return stars
-	
+    "creates a new starfield"
+    stars = []
+    for x in range(NUMSTARS):
+        star = init_star()
+        vel, pos = star
+        steps = random.randint(0, WINCENTER[0])
+        pos[0] = pos[0] + (vel[0] * steps)
+        pos[1] = pos[1] + (vel[1] * steps)
+        vel[0] = vel[0] * (steps * .09)
+        vel[1] = vel[1] * (steps * .09)
+        stars.append(star)
+    move_stars(stars)
+    return stars
+  
 
 def draw_stars(surface, stars, color):
-	"used to draw (and clear) the stars"
-	for vel, pos in stars:
-                pos = (int(pos[0]), int(pos[1]))
-		surface.set_at(pos, color)
+    "used to draw (and clear) the stars"
+    for vel, pos in stars:
+        pos = (int(pos[0]), int(pos[1]))
+        surface.set_at(pos, color)
 
 
 def move_stars(stars):
-	"animate the star values"
-	for vel, pos in stars:
-		pos[0] = pos[0] + vel[0]
-		pos[1] = pos[1] + vel[1]
-		if not 0 <= pos[0] <= WINSIZE[0] or not 0 <= pos[1] <= WINSIZE[1]:
-			vel[:], pos[:] = init_star()
-		else:
-			vel[0] = vel[0] * 1.05
-			vel[1] = vel[1] * 1.05
-	
+    "animate the star values"
+    for vel, pos in stars:
+        pos[0] = pos[0] + vel[0]
+        pos[1] = pos[1] + vel[1]
+        if not 0 <= pos[0] <= WINSIZE[0] or not 0 <= pos[1] <= WINSIZE[1]:
+            vel[:], pos[:] = init_star()
+        else:
+            vel[0] = vel[0] * 1.05
+            vel[1] = vel[1] * 1.05
+  
 
 def main():
-	"This is the starfield code"
-	#create our starfield
-	random.seed()
-	stars = initialize_stars()
-        clock = pygame.time.Clock()
-	#initialize and prepare screen
-	pygame.init()
-	screen = pygame.display.set_mode(WINSIZE)
-	pygame.display.set_caption('pygame Stars Example')
-	white = 255, 240, 200
-	black = 20, 20, 40
-	screen.fill(black)
+    "This is the starfield code"
+    #create our starfield
+    random.seed()
+    stars = initialize_stars()
+    clock = pygame.time.Clock()
+    #initialize and prepare screen
+    pygame.init()
+    screen = pygame.display.set_mode(WINSIZE)
+    pygame.display.set_caption('pygame Stars Example')
+    white = 255, 240, 200
+    black = 20, 20, 40
+    screen.fill(black)
 
-	#main game loop
-	done = 0
-	while not done:
-		draw_stars(screen, stars, black)
-		move_stars(stars)
-		draw_stars(screen, stars, white)
-		pygame.display.update()
-		for e in pygame.event.get():
-			if e.type == QUIT or (e.type == KEYUP and e.key == K_ESCAPE):
-				done = 1
-				break
-			elif e.type == MOUSEBUTTONDOWN and e.button == 1:
-				WINCENTER[:] = list(e.pos)
-                clock.tick(50)
+    #main game loop
+    done = 0
+    while not done:
+        draw_stars(screen, stars, black)
+        move_stars(stars)
+        draw_stars(screen, stars, white)
+        pygame.display.update()
+        for e in pygame.event.get():
+            if e.type == QUIT or (e.type == KEYUP and e.key == K_ESCAPE):
+                done = 1
+                break
+            elif e.type == MOUSEBUTTONDOWN and e.button == 1:
+                WINCENTER[:] = list(e.pos)
+        clock.tick(50)
 
 
 # if python says run, then we should run
 if __name__ == '__main__':
-	main()
+    main()
 
 
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