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authorKshitij Kumar <kshitijakumar@gmail.com>2013-01-07 14:41:13 (GMT)
committer Kshitij Kumar <kshitijakumar@gmail.com>2013-01-07 14:41:13 (GMT)
commitdb1083c3b39dcfdd98e40be57f1e795b20a219d1 (patch)
tree8c6388c3ba85fef797cd31743a3bd846babad813
parentcbad12f7154a40fcce8c3be1b696cd2cf4904078 (diff)
game.py fixes
-rw-r--r--game.py29
1 files changed, 4 insertions, 25 deletions
diff --git a/game.py b/game.py
index 4f904d5..882385a 100644
--- a/game.py
+++ b/game.py
@@ -80,7 +80,7 @@ class MazeGame:
GOAL_COLOR = (0x00, 0xff, 0x00)
WIN_COLOR = (0xff, 0xff, 0x00)
- def __init__(self, screen):
+ def __init__(self, activity):
# note what time it was when we first launched
self.game_start_time = time.time()
@@ -427,30 +427,9 @@ class MazeGame:
return False
def run(self):
- """Run the main loop of the game."""
- # lets draw once before we enter the event loop
-
- clock = pygame.time.Clock()
- pygame.display.flip()
-
- while self.running:
- clock.tick(25)
- a, b, c, d = pygame.cursors.load_xbm('my_cursor.xbm',
- 'my_cursor_mask.xbm')
- pygame.mouse.set_cursor(a, b, c, d)
- self.frame += 1
- # process all queued events
- for event in pausescreen.get_events(sleep_timeout=30):
- self.processEvent(event)
-
- self.animate()
- self.draw()
-
- pygame.display.update()
- # don't animate faster than about 20 frames per second
- # this keeps the speed reasonable and limits cpu usage
- clock.tick(25)
-
+ self.screen = pygame.display.get_surface()
+ pygame.display.init()
+
def harder(self):
"""Make a new maze that is harder than the current one."""
# both width and height must be odd