# Example file showing a basic pygame "game loop" import pygame # pygame setup pygame.init() display = pygame.display.Info() screen = pygame.display.set_mode((display.current_w, display.current_h), flags=pygame.FULLSCREEN) clock = pygame.time.Clock() running = True screen.fill("black") 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()) #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()