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from setup import *
from colors import COLOR_WHITE
from jumper import Jumper
from splash import Splash
is_running = True
dimensions = (SCREEN_WIDTH, SCREEN_HEIGHT)
screen = pygame.display.set_mode(dimensions)
# Set the window title to Jumper
pygame.display.set_caption("Jumper")
current_scene = Splash()
previous_time = pygame.time.get_ticks()
# Main game loop
while is_running:
# Find the change in time (delta_time) since the previous frame
current_time = pygame.time.get_ticks()
delta_time = current_time - previous_time
previous_time = current_time
# Draw white background
screen.fill(COLOR_WHITE)
# Update logic and draw
# Store the status of the current scene (return value of update)
status = current_scene.update(delta_time)
current_scene.draw(screen)
# If current scene requests to exit, end the game loop
if status == COMMAND_EXIT:
is_running = False
# If the current scene requests to start (or restart) the game, set the current scene to a new
# instance of Jumper
elif status == COMMAND_START:
current_scene = Jumper()
# Update the display with the latest frame...
# This is used so that everything is displayed to the user in one step, after all instructions
# are completed. Pygame does not immediately display drawn objects, as otherwise the user would
# see them flicker out (as the screen is filled) and in (as the object is drawn). This update
# will replace the previous frame.
pygame.display.update()
pygame.quit()
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