Raspberry_Pi_Education_Manual

Notes:

def keyEvent (self, event): # event should be key event but we only move # if the key is pressed down and not released up self.keydir = (0 if event.type == pygame.KEYUP else -1 if event.key == pygame.K_LEFT else +1 if event.key == pygame.K_RIGHT else 0) # pygame library wants to do a few things before we can use it pygame.init() pygame.display.set_caption( "Ski Slalom" ) pygame.key.set_repeat(100, 5) # create something to draw on with a size of 400 wide canvas = pygame.display.set_mode([400, 500]) # we will need to have a constant time between frames clock = pygame.time.Clock() world = skiWorld() # check input, change the game world and display the new game world while (world.running): # check external events (key presses, for instance) for event in pygame.event.get(): if event.type == pygame.QUIT: # stop running the game world.running = False elif (hasattr(event, 'key' )): # process this keyboard input world.keyEvent(event) # update the game world world.updateWorld() # draw the world on the canvas world.drawWorld(canvas) # important to have a constant time between each display flip. # in this case, wait until at least 1/30th second has passed clock.tick(30) # flip the display to show the newly drawn screen pygame.display.flip() # once the game is not running, need to finish up neatly pygame.quit()

Experiments in Python

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