Source code for ezpygame.application

import pygame

[docs]class Application: """A simple wrapper around :mod:`pygame` for running games easily. Also makes scene management seamless together with the :class:`.Scene` class. :param str|None title: title to display in the window's title bar :param tuple[int,int]|None resolution: resolution of the game window :param int|None update_rate: how many times per second to update If any parameters are left to ``None``, these settings must be defined either manually through ``application.<setting> = value`` or via :class:`.Scene`'s class variable settings. Example usage: .. code-block:: python class Menu(ezpygame.Scene): ... class Game(ezpygame.Scene): ... app = ezpygame.Application( title='My First EzPyGame Application', resolution=(1280, 720), update_rate=60, ) main_menu = Menu() """ def __init__(self, title=None, resolution=None, update_rate=None): pygame.init() self.update_rate = update_rate self._scene = None # Trigger property setters self.title = title self.resolution = resolution @property def title(self): return pygame.display.get_caption() @title.setter def title(self, value): pygame.display.set_caption(value) @property def resolution(self): return self._screen.get_size() @resolution.setter def resolution(self, value): self._screen = pygame.display.set_mode(value) @property def active_scene(self): """The currently active scene. Can be ``None``.""" return self._scene
[docs] def change_scene(self, scene): """Change the currently active scene. This will invoke :meth:`.Scene.on_exit` and :meth:`.Scene.on_enter` methods on the switching scenes. If ``None`` is provided, the application's execution will end. :param Scene|None scene: the scene to change into """ if self.active_scene is not None: self.active_scene.on_exit(next_scene=scene) self.active_scene._application = None self._scene, old_scene = scene, self.active_scene if self.active_scene is not None: self.active_scene._application = self self.active_scene.on_enter(previous_scene=old_scene)
[docs] def run(self, scene=None): """Execute the application. :param scene.Scene|None scene: scene to start the execution from """ if scene is None: if self.active_scene is None: raise ValueError('No scene provided') else: self.change_scene(scene) clock = pygame.time.Clock() while self.active_scene is not None: for event in pygame.event.get(): self.active_scene.handle_event(event) if event.type == pygame.QUIT: self.change_scene(None) # Trigger Scene.on_exit() return dt = clock.tick(self.update_rate) self.active_scene.update(dt) self.active_scene.draw(self._screen) pygame.display.update()