kmsvnc/vis2.py

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# Example file showing a basic pygame "game loop"
import pygame
# pygame setup
pygame.init()
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display = pygame.display.Info()
screen = pygame.display.set_mode((display.current_w, display.current_h), flags=pygame.FULLSCREEN)
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clock = pygame.time.Clock()
running = True
screen.fill("black")
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import sys
if len(sys.argv[1:3]) == 2:
XSTRIPE, YSTRIPE = [int(i) for i in sys.argv[1:3]]
else:
XSTRIPE = 128
YSTRIPE = 8
def mapsf(width=display.current_w, height=display.current_w):
for i in range(width*height):
sno = i // (XSTRIPE * YSTRIPE)
ord = i % (XSTRIPE * YSTRIPE)
base_x = sno % (width // XSTRIPE) * XSTRIPE
base_y = sno // (width // XSTRIPE) * YSTRIPE
sx = ord % XSTRIPE + base_x
sy = ord // XSTRIPE + base_y
yield sy * width + sx
maps = [(x%XSTRIPE)+1920*(x//XSTRIPE) for x in range(XSTRIPE*YSTRIPE)]
maps += [x+1*XSTRIPE for x in maps]
it = iter(mapsf())
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#for _ in range(8*8*16*16*(15*8)+18000*5):
# next(it)
#for _ in range(8*8*16*16*(15*8)):
# next(it)
while running:
# poll for events
# pygame.QUIT event means the user clicked X to close your window
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# fill the screen with a color to wipe away anything from last frame
# RENDER YOUR GAME HERE
# flip() the display to put your work on screen
i = next(it)
screen.set_at((i % 1920, i // 1920), 'white')
pygame.display.flip()
#clock.tick(120) # limits FPS to 60
pygame.quit()