Commits

Richard Jones  committed 335da7d

split out the clock addition to a separate step

  • Participants
  • Parent commits 81bc50f

Comments (0)

Files changed (12)

File 04-drawing.py

 
 class Game(object):
     def main(self, screen):
-        clock = pygame.time.Clock()
-
         image = pygame.image.load('player.png')
-
         while 1:
-            clock.tick(30)
-
             for event in pygame.event.get():
                 if event.type == pygame.QUIT:
                     return

File 05-animation.py

-import pygame
-
-class Game(object):
-    def main(self, screen):
-        clock = pygame.time.Clock()
-
-        image = pygame.image.load('player.png')
-        image_x = 320
-        image_y = 240
-
-        while 1:
-            clock.tick(30)
-
-            for event in pygame.event.get():
-                if event.type == pygame.QUIT:
-                    return
-                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
-                    return
-
-            image_x += 10
-
-            screen.fill((200, 200, 200))
-            screen.blit(image, (image_x, image_y))
-            pygame.display.flip()
-
-if __name__ == '__main__':
-    pygame.init()
-    screen = pygame.display.set_mode((640, 480))
-    Game().main(screen)
-

File 05-less-cpu.py

+import pygame
+
+class Game(object):
+    def main(self, screen):
+        clock = pygame.time.Clock()
+
+        image = pygame.image.load('player.png')
+
+        while 1:
+            clock.tick(30)
+
+            for event in pygame.event.get():
+                if event.type == pygame.QUIT:
+                    return
+                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
+                    return
+
+            screen.fill((200, 200, 200))
+            screen.blit(image, (320, 240))
+            pygame.display.flip()
+
+if __name__ == '__main__':
+    pygame.init()
+    screen = pygame.display.set_mode((640, 480))
+    Game().main(screen)
+

File 06-animation.py

+import pygame
+
+class Game(object):
+    def main(self, screen):
+        clock = pygame.time.Clock()
+
+        image = pygame.image.load('player.png')
+        image_x = 320
+        image_y = 240
+
+        while 1:
+            clock.tick(30)
+
+            for event in pygame.event.get():
+                if event.type == pygame.QUIT:
+                    return
+                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
+                    return
+
+            image_x += 10
+
+            screen.fill((200, 200, 200))
+            screen.blit(image, (image_x, image_y))
+            pygame.display.flip()
+
+if __name__ == '__main__':
+    pygame.init()
+    screen = pygame.display.set_mode((640, 480))
+    Game().main(screen)
+

File 06-user-input.py

-import pygame
-
-class Game(object):
-    def main(self, screen):
-        clock = pygame.time.Clock()
-
-        image = pygame.image.load('player.png')
-        image_x = 320
-        image_y = 240
-
-        while 1:
-            clock.tick(30)
-
-            for event in pygame.event.get():
-                if event.type == pygame.QUIT:
-                    return
-                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
-                    return
-
-            key = pygame.key.get_pressed()
-            if key[pygame.K_LEFT]:
-                image_x -= 10
-            if key[pygame.K_RIGHT]:
-                image_x += 10
-            if key[pygame.K_UP]:
-                image_y -= 10
-            if key[pygame.K_DOWN]:
-                image_y += 10
-
-            screen.fill((200, 200, 200))
-            screen.blit(image, (image_x, image_y))
-            pygame.display.flip()
-
-if __name__ == '__main__':
-    pygame.init()
-    screen = pygame.display.set_mode((640, 480))
-    Game().main(screen)
-

File 07-sprite.py

-import pygame
-
-class Player(pygame.sprite.Sprite):
-    def __init__(self, *groups):
-        super(Player, self).__init__(*groups)
-        self.image = pygame.image.load('player.png')
-        self.rect = pygame.rect.Rect((320, 240), self.image.get_size())
-
-    def update(self):
-        key = pygame.key.get_pressed()
-        if key[pygame.K_LEFT]:
-            self.rect.x -= 10
-        if key[pygame.K_RIGHT]:
-            self.rect.x += 10
-        if key[pygame.K_UP]:
-            self.rect.y -= 10
-        if key[pygame.K_DOWN]:
-            self.rect.y += 10
-
-class Game(object):
-    def main(self, screen):
-        clock = pygame.time.Clock()
-
-        sprites = pygame.sprite.Group()
-        self.player = Player(sprites)
-
-        while 1:
-            clock.tick(30)
-
-            for event in pygame.event.get():
-                if event.type == pygame.QUIT:
-                    return
-                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
-                    return
-
-            sprites.update()
-            screen.fill((200, 200, 200))
-            sprites.draw(screen)
-            pygame.display.flip()
-
-if __name__ == '__main__':
-    pygame.init()
-    screen = pygame.display.set_mode((640, 480))
-    Game().main(screen)
-

File 07-user-input.py

+import pygame
+
+class Game(object):
+    def main(self, screen):
+        clock = pygame.time.Clock()
+
+        image = pygame.image.load('player.png')
+        image_x = 320
+        image_y = 240
+
+        while 1:
+            clock.tick(30)
+
+            for event in pygame.event.get():
+                if event.type == pygame.QUIT:
+                    return
+                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
+                    return
+
+            key = pygame.key.get_pressed()
+            if key[pygame.K_LEFT]:
+                image_x -= 10
+            if key[pygame.K_RIGHT]:
+                image_x += 10
+            if key[pygame.K_UP]:
+                image_y -= 10
+            if key[pygame.K_DOWN]:
+                image_y += 10
+
+            screen.fill((200, 200, 200))
+            screen.blit(image, (image_x, image_y))
+            pygame.display.flip()
+
+if __name__ == '__main__':
+    pygame.init()
+    screen = pygame.display.set_mode((640, 480))
+    Game().main(screen)
+

File 08-smooth.py

-import pygame
-
-class Player(pygame.sprite.Sprite):
-    def __init__(self, *groups):
-        super(Player, self).__init__(*groups)
-        self.image = pygame.image.load('player.png')
-        self.rect = pygame.rect.Rect((320, 240), self.image.get_size())
-
-    def update(self, dt):
-        key = pygame.key.get_pressed()
-        if key[pygame.K_LEFT]:
-            self.rect.x -= 300 * dt
-        if key[pygame.K_RIGHT]:
-            self.rect.x += 300 * dt
-        if key[pygame.K_UP]:
-            self.rect.y -= 300 * dt
-        if key[pygame.K_DOWN]:
-            self.rect.y += 300 * dt
-
-class Game(object):
-    def main(self, screen):
-        clock = pygame.time.Clock()
-
-        sprites = pygame.sprite.Group()
-        self.player = Player(sprites)
-
-        while 1:
-            dt = clock.tick(30)
-
-            for event in pygame.event.get():
-                if event.type == pygame.QUIT:
-                    return
-                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
-                    return
-
-            sprites.update(dt / 1000.)
-            screen.fill((200, 200, 200))
-            sprites.draw(screen)
-            pygame.display.flip()
-
-if __name__ == '__main__':
-    pygame.init()
-    screen = pygame.display.set_mode((640, 480))
-    Game().main(screen)
-

File 08-sprite.py

+import pygame
+
+class Player(pygame.sprite.Sprite):
+    def __init__(self, *groups):
+        super(Player, self).__init__(*groups)
+        self.image = pygame.image.load('player.png')
+        self.rect = pygame.rect.Rect((320, 240), self.image.get_size())
+
+    def update(self):
+        key = pygame.key.get_pressed()
+        if key[pygame.K_LEFT]:
+            self.rect.x -= 10
+        if key[pygame.K_RIGHT]:
+            self.rect.x += 10
+        if key[pygame.K_UP]:
+            self.rect.y -= 10
+        if key[pygame.K_DOWN]:
+            self.rect.y += 10
+
+class Game(object):
+    def main(self, screen):
+        clock = pygame.time.Clock()
+
+        sprites = pygame.sprite.Group()
+        self.player = Player(sprites)
+
+        while 1:
+            clock.tick(30)
+
+            for event in pygame.event.get():
+                if event.type == pygame.QUIT:
+                    return
+                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
+                    return
+
+            sprites.update()
+            screen.fill((200, 200, 200))
+            sprites.draw(screen)
+            pygame.display.flip()
+
+if __name__ == '__main__':
+    pygame.init()
+    screen = pygame.display.set_mode((640, 480))
+    Game().main(screen)
+

File 09-background.py

-import pygame
-
-class Player(pygame.sprite.Sprite):
-    def __init__(self, *groups):
-        super(Player, self).__init__(*groups)
-        self.image = pygame.image.load('player.png')
-        self.rect = pygame.rect.Rect((320, 240), self.image.get_size())
-
-    def update(self, dt):
-        key = pygame.key.get_pressed()
-        if key[pygame.K_LEFT]:
-            self.rect.x -= 300 * dt
-        if key[pygame.K_RIGHT]:
-            self.rect.x += 300 * dt
-        if key[pygame.K_UP]:
-            self.rect.y -= 300 * dt
-        if key[pygame.K_DOWN]:
-            self.rect.y += 300 * dt
-
-class Game(object):
-    def main(self, screen):
-        clock = pygame.time.Clock()
-
-        background = pygame.image.load('background.png')
-        sprites = pygame.sprite.Group()
-        self.player = Player(sprites)
-
-        while 1:
-            dt = clock.tick(30)
-
-            for event in pygame.event.get():
-                if event.type == pygame.QUIT:
-                    return
-                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
-                    return
-
-            sprites.update(dt / 1000.)
-            screen.blit(background, (0, 0))
-            sprites.draw(screen)
-            pygame.display.flip()
-
-if __name__ == '__main__':
-    pygame.init()
-    screen = pygame.display.set_mode((640, 480))
-    Game().main(screen)
-

File 09-smooth.py

+import pygame
+
+class Player(pygame.sprite.Sprite):
+    def __init__(self, *groups):
+        super(Player, self).__init__(*groups)
+        self.image = pygame.image.load('player.png')
+        self.rect = pygame.rect.Rect((320, 240), self.image.get_size())
+
+    def update(self, dt):
+        key = pygame.key.get_pressed()
+        if key[pygame.K_LEFT]:
+            self.rect.x -= 300 * dt
+        if key[pygame.K_RIGHT]:
+            self.rect.x += 300 * dt
+        if key[pygame.K_UP]:
+            self.rect.y -= 300 * dt
+        if key[pygame.K_DOWN]:
+            self.rect.y += 300 * dt
+
+class Game(object):
+    def main(self, screen):
+        clock = pygame.time.Clock()
+
+        sprites = pygame.sprite.Group()
+        self.player = Player(sprites)
+
+        while 1:
+            dt = clock.tick(30)
+
+            for event in pygame.event.get():
+                if event.type == pygame.QUIT:
+                    return
+                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
+                    return
+
+            sprites.update(dt / 1000.)
+            screen.fill((200, 200, 200))
+            sprites.draw(screen)
+            pygame.display.flip()
+
+if __name__ == '__main__':
+    pygame.init()
+    screen = pygame.display.set_mode((640, 480))
+    Game().main(screen)
+

File 10-background.py

+import pygame
+
+class Player(pygame.sprite.Sprite):
+    def __init__(self, *groups):
+        super(Player, self).__init__(*groups)
+        self.image = pygame.image.load('player.png')
+        self.rect = pygame.rect.Rect((320, 240), self.image.get_size())
+
+    def update(self, dt):
+        key = pygame.key.get_pressed()
+        if key[pygame.K_LEFT]:
+            self.rect.x -= 300 * dt
+        if key[pygame.K_RIGHT]:
+            self.rect.x += 300 * dt
+        if key[pygame.K_UP]:
+            self.rect.y -= 300 * dt
+        if key[pygame.K_DOWN]:
+            self.rect.y += 300 * dt
+
+class Game(object):
+    def main(self, screen):
+        clock = pygame.time.Clock()
+
+        background = pygame.image.load('background.png')
+        sprites = pygame.sprite.Group()
+        self.player = Player(sprites)
+
+        while 1:
+            dt = clock.tick(30)
+
+            for event in pygame.event.get():
+                if event.type == pygame.QUIT:
+                    return
+                if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
+                    return
+
+            sprites.update(dt / 1000.)
+            screen.blit(background, (0, 0))
+            sprites.draw(screen)
+            pygame.display.flip()
+
+if __name__ == '__main__':
+    pygame.init()
+    screen = pygame.display.set_mode((640, 480))
+    Game().main(screen)
+