Beispiel #1
0
 def Run(self):
     while self.window.IsOpened():
         event = sf.Event()
         while self.window.GetEvent(event):
             if event.Type == sf.Event.Closed:
                 self.window.Close()
             elif event.Type == sf.Event.JoyMoved:
                 id_ = event.JoyMove.JoystickId
                 sfml_axis = event.JoyMove.Axis
                 if sfml_axis in _axis_mapping:
                     axis = _axis_mapping[sfml_axis]
                     position = event.JoyMove.Position
                     if abs(position) >= _dead_zone_limit:
                         self.current.JoystickMoved(id_, axis, position)
             elif event.Type == sf.Event.JoyButtonPressed:
                 id_ = event.JoyButton.JoystickId
                 button = event.JoyButton.Button
                 if button in _button_mapping:
                     action = _button_mapping[button]
                     self.current.JoystickButtonPressed(id_, action)
             elif event.Type == sf.Event.JoyButtonReleased:
                 id_ = event.JoyButton.JoystickId
                 button = event.JoyButton.Button
                 if button in _button_mapping:
                     action = _button_mapping[button]
                     self.current.JoystickButtonReleased(id_, action)
             elif event.Type == sf.Event.KeyPressed:
                 key = event.Key.Code
                 if key in _key_mapping:
                     action = _key_mapping[key]
                     self.current.KeyPressed(action)
             elif event.Type == sf.Event.KeyReleased:
                 key = event.Key.Code
                 if key in _key_mapping:
                     action = _key_mapping[key]
                     self.current.KeyReleased(action)
         self.current.Update()
         if not self.current.alive:
             self.SwitchState(self.current.next_state)
         self.window.Clear()
         self.current.RenderTo(self.window)
         self.window.Display()
Beispiel #2
0
def Main():
    Buffer = sf.SoundBuffer()
    if not Buffer.LoadFromFile("data/fart.wav"):  # Loads the sound
        return
    Fart = sf.Sound(Buffer, False)

    WindowWidth, WindowHeight = 640, 480
    App = sf.RenderWindow(sf.VideoMode(WindowWidth, WindowHeight, 32),
                          "Sound with PySFML", sf.Style.Close,
                          sf.ContextSettings(24, 8, 0))
    App.SetFramerateLimit(30)

    EventHandler = sf.Event()
    InputHandler = App.GetInput()

    Text = sf.Text(
        "Turn the sound on.\nClick anywhere on the screen.\nMove the mouse. Click again.\nTry clicking in the corners."
    )
    Text.SetX(30.)
    Text.SetY(20.)
    Text.SetColor(sf.Color(150, 100, 10, 255))

    while App.IsOpened():  # Main loop
        while App.GetEvent(EventHandler):  # Event Handler
            if EventHandler.Type == sf.Event.Closed:
                App.Close()
            if EventHandler.Type == sf.Event.KeyPressed and EventHandler.Key.Code == sf.Key.Escape:
                App.Close()
            if EventHandler.Type == sf.Event.MouseButtonPressed and EventHandler.MouseButton.Button == sf.Mouse.Left:
                Fart.SetPitch(1.5 -
                              1. * InputHandler.GetMouseY() / WindowHeight)
                Fart.SetPosition(
                    1. * (InputHandler.GetMouseX() - WindowWidth / 2) /
                    (WindowWidth / 20), 2., -2.)
                Fart.Play()
        App.Draw(Text)
        App.Display()
        App.Clear(sf.Color.Black)
Beispiel #3
0
    def __init__(self):
        # Initialize the window
        self.win = sf.RenderWindow(sf.VideoMode(800, 600, 32), "PyWorm",
                                   sf.Style.Close)  # Creates the window
        self.win.EnableKeyRepeat(False)
        background_color = sf.Color(100, 100, 0, 255)
        self.win.SetFramerateLimit(30)
        event = sf.Event()
        self.keys = {}  # keys to watch
        self.menu_begin()

        # Boucle principale
        while self.win.IsOpened():
            while self.win.GetEvent(event):  # Event Handler
                if event.Type == sf.Event.Closed:
                    self.win.Close()
                elif event.Type == sf.Event.KeyPressed or event.Type == sf.Event.KeyReleased:
                    if event.Key.Code in self.keys:
                        self.keys[event.Key.Code](
                            event.Type == sf.Event.KeyPressed)
            self.win.Display()
            self.win.Clear(background_color)
            self.next_frame(self.win)
Beispiel #4
0
def main(json_file, animation_folder, image_folder):
    # IO preparations
    animation_folder_full = os.path.join(image_folder, animation_folder)
    if not os.path.exists(animation_folder_full):
        msg = '"%s" folder does not exist' % animation_folder_full
        raise RuntimeError(msg)
    image_files = os.listdir(animation_folder_full)

    # main window
    window = sf.RenderWindow(sf.VideoMode.GetMode(0), \
            'HitboxMaker', sf.Style.Close | sf.Style.Resize)
    window_center = window.GetWidth() / 2., window.GetHeight() / 2.

    # mouse start click
    start = None

    # current hitbox semantic
    semantic = None

    # currently selected hitboxes
    selected = []

    # currently copied hitboxes
    copied = []

    # hitbox semantic key mapping
    semantic_mapping = {
            sf.Key.A : Semantics.ATTACK,
            sf.Key.Z : Semantics.DEFENSE,
            sf.Key.E : Semantics.FOOT,
            sf.Key.R : Semantics.GRABABLE,
            sf.Key.T : Semantics.GRAB,
            sf.Key.Y : None
            }

    # lambdas for more explicit calls
    is_image_filename = lambda x: x in ('png', 'jpeg', 'jpg', 'bmp')
    get_clean_extension = lambda x: os.path.splitext(x)[1][1:].lower()
    is_readable = lambda x: x.mode[0] == 'r'

    # image list
    image_frames = []
    if is_readable(json_file):
        animation = load_hitboxes(animation_folder, image_folder,
                json_file, *window_center)
    else:
        for x in image_files:
            if is_image_filename(get_clean_extension(x)):
                df = DrawableFrame(x, animation_folder, image_folder, \
                        *window_center)
                image_frames.append(df)
        if len(image_frames) == 0:
            msg = 'No images found in "%s"' % animation_folder_full
            raise RuntimeError(msg)
        image_frames = sorted(image_frames, key=lambda x: x.filename)
        animation = DrawableAnimation(image_frames)

    # camera setup
    camera = sf.View()
    camera.SetCenter(*window_center)
    camera.SetHalfSize(*window_center)

    # helper for mouse querying
    real_mouse_position = lambda x, y: window.ConvertCoords(x, y)

    # helper for zooming
    def zoomBy(delta):
        assert delta != 0, 'Cannot zoom by 0'
        zoom_ratio = 1.2
        if delta > 0:
            zoom_factor = zoom_ratio
        else:
            zoom_factor = 1. / zoom_ratio
        camera.Zoom(zoom_factor)

    # program loop
    while window.IsOpened():
        # continuous input
        input_ = window.GetInput()

        # event based input
        event = sf.Event()
        while window.GetEvent(event):
            if event.Type == sf.Event.Closed: # close window when requested
                window.Close()
            elif event.Type == sf.Event.Resized: # resize view when requested
                width, height = window.GetWidth(), window.GetHeight()
                camera.SetHalfSize(width / 2., height / 2.)
            else:
                # mouse events
                if event.Type == sf.Event.MouseButtonPressed:
                    button = event.MouseButton.Button
                    pos = event.MouseButton.X, event.MouseButton.Y
                    x, y = real_mouse_position(*pos)
                    if button == sf.Mouse.Left:
                        if input_.IsKeyDown(sf.Key.LControl) \
                                or input_.IsKeyDown(sf.Key.RControl):
                            drawable_list = animation.current().drawable_list
                            selected = drawable_list.toggle_select(x, y)
                        elif semantic is not None:
                            start = x, y
                elif event.Type == sf.Event.MouseButtonReleased:
                    button = event.MouseButton.Button
                    pos = event.MouseButton.X, event.MouseButton.Y
                    x, y = real_mouse_position(*pos)
                    if button == sf.Mouse.Left:
                        if semantic is not None and start is not None:
                            hitbox = make_hitbox(start, (x, y), semantic)
                            if hitbox is not None:
                                dhb = DrawableHitbox(hitbox)
                                cur = animation.current()
                                drawable_list = cur.drawable_list
                                drawable_list.append(dhb)
                            semantic = None
                            start = None
                elif event.Type == sf.Event.MouseWheelMoved \
                        and input_.IsKeyDown(sf.Key.LControl) \
                        or input_.IsKeyDown(sf.Key.RControl):
                    zoomBy(event.MouseWheel.Delta)

                # key events
                if event.Type == sf.Event.KeyPressed:
                    key = event.Key.Code
                    if input_.IsKeyDown(sf.Key.LControl) \
                            or input_.IsKeyDown(sf.Key.RControl): # Ctrl + key
                        if key == sf.Key.A: # select all
                            print 'Selecting all hitboxes for current frame'
                            drawable_list = animation.current().drawable_list
                            selected = drawable_list.select_all()
                        elif key == sf.Key.C: # copy
                            print 'Copying selected hitboxes'
                            drawable_list = animation.current().drawable_list
                            copied = drawable_list.get_selected()
                        elif key == sf.Key.V: # paste
                            print 'Pasting selected hitboxes'
                            drawable_list = animation.current().drawable_list
                            for c in copied:
                                cp = c.copy()
                                print 'Pasting hitbox', repr(cp.hitbox)
                                drawable_list.append(cp)
                    elif key in semantic_mapping: # change semantic
                        new_semantic = semantic_mapping[key]
                        if len(selected) > 0 and new_semantic is not None:
                            print "Changing selected hitboxes' semantic to", \
                                    new_semantic
                            for s in selected:
                                s.set_semantic(new_semantic)
                        else:
                            print 'Switching to semantic', new_semantic
                            semantic = new_semantic
                    elif key == sf.Key.Delete: # delete selected
                        print 'Deleting selected hitboxes'
                        for s in selected:
                            drawable_list = animation.current().drawable_list
                            drawable_list.remove(s)
                        selected = []
                    elif key == sf.Key.Escape: # unselect
                        print 'Unselecting selected hitboxes'
                        drawable_list = animation.current().drawable_list
                        selected = drawable_list.clear_selection()
                    elif key == sf.Key.B: # previous frame
                        print 'Previous frame'
                        drawable_list = animation.current().drawable_list
                        animation.advance(-1)
                        selected = drawable_list.clear_selection()
                    elif key == sf.Key.N: # next frame
                        print 'Next frame'
                        drawable_list = animation.current().drawable_list
                        animation.advance(1)
                        selected = drawable_list.clear_selection()
        window.Clear()

        # get mouse position (relative to window)
        mouse = input_.GetMouseX(), input_.GetMouseY()
        mouse = real_mouse_position(*mouse)

        # move camera by continuous input
        camera_motion = [0, 0]
        if input_.IsKeyDown(sf.Key.Left):  camera_motion[0] -= 1
        if input_.IsKeyDown(sf.Key.Right): camera_motion[0] += 1
        if input_.IsKeyDown(sf.Key.Up):    camera_motion[1] -= 1
        if input_.IsKeyDown(sf.Key.Down):  camera_motion[1] += 1
        camera_motion = map(lambda x: x * 5, camera_motion)
        camera.Move(*camera_motion)

        # apply view
        window.SetView(camera)

        # draw animation
        window.Draw(animation)

        # draw current rect
        if start is not None and input_.IsMouseButtonDown(sf.Mouse.Left):
            rect = sfml_make_rect_from_corners(mouse, start)
            rect.EnableOutline(True)
            rect.EnableFill(False)
            rect.SetOutlineWidth(1)
            rect = sfml_set_rect_outline_color(rect, sf.Color.White)
            window.Draw(rect)

        # display window
        window.Display()

    # produce filename -> hitboxes dict for JSON serialization
    save_hitboxes(animation, json_file)
Beispiel #5
0
def boucle_de_rendu():
    app = sf.RenderWindow(sf.VideoMode(APPW, APPH),
                          "")  #, sf.Style.Fullscreen)
    view = sf.View(sf.FloatRect(0, 0, APPW, APPH))
    app.SetView(view)
    e = sf.Event()

    #son
    sound = random.choice(['ds1', 'ds2', 'ds3', 'elf'])
    son.sounds[sound].SetLoop(True)
    son.sounds[sound].Play()

    # animations statiques
    nbanim = 0
    for anim in animenv.ANIMS:
        nbanim -= 1
        GLOB['objets'][nbanim] = persoclient.PersoClient(anim)

    while app.IsOpened():
        t0 = time.time()
        #print "window is still opened"
        while app.GetEvent(e):
            if e.Type == sf.Event.Closed:
                app.Close()
            elif e.Type == sf.Event.KeyPressed:
                if e.Key.Code == sf.Key.Escape:
                    app.Close()
                    reactor.stop()
                else:
                    k = e.Key.Code
                    if k in KEYS:
                        if 'sock' in GLOB:
                            GLOB['sock'].send_input(KEYS[k], True)
            elif e.Type == sf.Event.KeyReleased:
                if e.Key.Code == sf.Key.Escape:
                    app.Close()
                else:
                    k = e.Key.Code
                    if k in KEYS:
                        if 'sock' in GLOB:
                            GLOB['sock'].send_input(KEYS[k], False)
            elif e.Type == sf.Event.MouseButtonPressed:
                x = e.MouseButton.Button
                if x == sf.Mouse.Left:
                    x = 'cg'
                else:
                    x = 'cd'
                if 'sock' in GLOB: GLOB['sock'].send_input(x, True)
            elif e.Type == sf.Event.MouseButtonReleased:
                x = e.MouseButton.Button
                if x == sf.Mouse.Left:
                    x = 'cg'
                else:
                    x = 'cd'
                if 'sock' in GLOB: GLOB['sock'].send_input(x, False)
            elif e.Type == sf.Event.MouseMoved:
                x, y = app.ConvertCoords(e.MouseMove.X, e.MouseMove.Y)
                if 'sock' in GLOB and 'moi' in GLOB:
                    GLOB['sock'].send_mousemove(x, y)

        # dessin
        app.Clear()  # effacement
        app.Draw(FOND)  # blit du fond
        if 'objets' in GLOB:
            for obj in GLOB['objets'].values():
                obj.fuckdrawon(app)
                print obj.id
        app.Display()  # affichage !

        # attente :
        deltat = time.time() - t0
        try:  # au cas ou on rame
            time.sleep(1 / FREQ - deltat)
        except:
            pass
Beispiel #6
0
def Main():

    fm = FilesManager()

    fm.add('index', '<h1>PySFML index</h1>\n')

    fm.add('index', '<h2>Classes</h2>\n')

    module_methods = ""
    module_constants = ""

    for m in dir(sf):
        if not m.startswith('__'):
            if m == 'Event':
                attr = sf.Event()
            else:
                attr = getattr(sf, m)
            if type(attr) == str:
                module_constants += '<div class="attr_name">' + m + '</div>\n<div class="desc">"' + attr + '"</div>\n'
            elif str(type(
                    attr)) == "<type 'builtin_function_or_method'>" or str(
                        type(attr)) == "<type 'method_descriptor'>":
                module_methods += function_str(attr)
            else:
                fm.add('index',
                       '<a href="' + m + '.html">' + m + '</a><br />\n')
                info = {
                    'Attributes': '',
                    'Constants': '',
                    'Methods': '',
                    'Static methods': ''
                }
                members = ""
                constants = ""
                static_methods = ""
                methods = ""
                for n in dir(attr):
                    if not n.startswith('__'):
                        attr2 = getattr(attr, n)
                        if str(type(attr2)
                               ) == "<type 'member_descriptor'>":  # member
                            info[
                                'Attributes'] += '<div class="attr_name">' + n + '</div>\n<div class="desc">' + attr2.__doc__ + '</div>\n'
                        elif type(attr2) == long:
                            info[
                                'Attributes'] += '<div class="attr_name">' + n + '</div>\n'
                        elif type(attr2) == int or type(
                                attr2) == sf.Color:  # int or color (constant)
                            info[
                                'Constants'] += '<div class="attr_name">' + n + '</div>\n'
                        elif str(
                                type(attr2)
                        ) == "<type 'builtin_function_or_method'>":  # static method
                            info['Static methods'] += function_str(attr2, m)
                        elif str(type(attr2)
                                 ) == "<type 'method_descriptor'>":  # method
                            info['Methods'] += function_str(attr2, m)
                        elif str(type(attr2)).startswith("<type 'Event."):
                            info[
                                'Attributes'] += '<div class="attr_name">' + n + '</div>\n<div class="desc">' + attr2.__doc__ + '</div>\n'
                            for o in dir(attr2):
                                if not o.startswith('__'):
                                    attr3 = getattr(attr2, o)
                                    info[
                                        'Attributes'] += '<div class="event_member"> > ' + o + '</div>\n'
                        else:
                            print "Warning : unknown type for " + n + " " + str(
                                type(attr2))
                fm.add(m, '<h1>sf.' + m + ' Class Reference</h1>\n')
                fm.add(
                    m, '<div class="class_desc">' +
                    attr.__doc__.replace('\n', '<br />\n').replace(
                        '\t', '&nbsp;&nbsp;&nbsp;&nbsp;') + '</div>\n')
                if m != 'Event':
                    base = attr.__base__.__name__
                    if base != 'object':
                        fm.add(
                            m,
                            '<div class="base_class">Base class: <a href="' +
                            base + '.html">sf.' + base + '</a>.</div>\n')
                for t in info:
                    if info[t] != '':
                        fm.add(m,
                               '<h2>' + t + '</h2>\n' + info[t] + '<br />\n')
                fm.add(m, '<br />\n<br />\n')

    fm.add('index', '<h2>Module methods</h2>\n' + module_methods)

    fm.add('index', '<h2>Module constants</h2>\n' + module_constants)
Beispiel #7
0
def main():

    # Create main window
    App = sf.RenderWindow(sf.VideoMode(800, 600), "SFML OpenGL")
    App.SetActive()

    # Create a sprite for the background
    BackgroundImage = sf.Image()
    if not BackgroundImage.LoadFromFile(
            "../../samples/bin/datas/opengl/background.jpg"):
        return
    Background = sf.Sprite(BackgroundImage)

    # Load an OpenGL texture.
    # We could directly use a sf.Image as an OpenGL texture (with its Bind() member function),
    # but here we want more control on it (generate mipmaps, ...) so we create a new one

    Image = sf.Image()
    if not Image.LoadFromFile("../../samples/bin/datas/opengl/texture.jpg"):
        return
    # The next line is a bit different from the C++ version
    Texture = glGenTextures(1)  # instead of glGenTextures(1, &Texture);
    glBindTexture(GL_TEXTURE_2D, Texture)
    # It is almost the same line there, except in C++, the last argument was Image.GetPixelsPtr().
    # In python, GetPixels simply returns a string.
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.GetWidth(),
                      Image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
                      Image.GetPixels())
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                    GL_LINEAR_MIPMAP_LINEAR)

    # Enable Z-buffer read and write
    glEnable(GL_DEPTH_TEST)
    glDepthMask(GL_TRUE)
    glClearDepth(1.)

    # Setup a perspective projection
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluPerspective(90., 1., 1., 500.)

    # Bind our texture
    glEnable(GL_TEXTURE_2D)
    glBindTexture(GL_TEXTURE_2D, Texture)
    glColor4f(1., 1., 1., 1.)

    # Create a clock for measuring the time elapsed
    Clock = sf.Clock()

    # Start game loop
    while App.IsOpened():
        # Process events
        Event = sf.Event()
        while App.GetEvent(Event):
            # Close window : exit
            if Event.Type == sf.Event.Closed:
                App.Close()

            # Escape key : exit
            if (Event.Type == sf.Event.KeyPressed) and (Event.Key.Code
                                                        == sf.Key.Escape):
                App.Close()

            # Adjust the viewport when the window is resized
            if Event.Type == sf.Event.Resized:
                glViewport(0, 0, Event.Size.Width, Event.Size.Height)

        # Draw background
        App.Draw(Background)

        # Active window to be able to perform OpenGL commands.
        App.SetActive()

        # Clear depth buffer
        glClear(GL_DEPTH_BUFFER_BIT)

        # Apply some transformations
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glTranslatef(0, 0, -200)
        glRotatef(Clock.GetElapsedTime() * 50, 1, 0, 0)
        glRotatef(Clock.GetElapsedTime() * 30, 0, 1, 0)
        glRotatef(Clock.GetElapsedTime() * 90, 0, 0, 1)

        # Draw a cube
        glBegin(GL_QUADS)

        glTexCoord2f(0, 0)
        glVertex3f(-50., -50., -50.)
        glTexCoord2f(0, 1)
        glVertex3f(-50., 50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., 50., -50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., -50., -50.)

        glTexCoord2f(0, 0)
        glVertex3f(-50., -50., 50.)
        glTexCoord2f(0, 1)
        glVertex3f(-50., 50., 50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., 50., 50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., -50., 50.)

        glTexCoord2f(0, 0)
        glVertex3f(-50., -50., -50.)
        glTexCoord2f(0, 1)
        glVertex3f(-50., 50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(-50., 50., 50.)
        glTexCoord2f(1, 0)
        glVertex3f(-50., -50., 50.)

        glTexCoord2f(0, 0)
        glVertex3f(50., -50., -50.)
        glTexCoord2f(0, 1)
        glVertex3f(50., 50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., 50., 50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., -50., 50.)

        glTexCoord2f(0, 1)
        glVertex3f(-50., -50., 50.)
        glTexCoord2f(0, 0)
        glVertex3f(-50., -50., -50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., -50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., -50., 50.)

        glTexCoord2f(0, 1)
        glVertex3f(-50., 50., 50.)
        glTexCoord2f(0, 0)
        glVertex3f(-50., 50., -50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., 50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., 50., 50.)

        glEnd()

        # Draw some text on top of our OpenGL object
        Text = sf.Text("This is a rotating cube")
        Text.SetPosition(230., 300.)
        Text.SetColor(sf.Color(128, 0, 128))
        App.Draw(Text)

        # Finally, display the rendered frame on screen
        App.Display()

# Don't forget to destroy our texture
    # In C++, the call to this function was a bit different
    glDeleteTextures(Texture)  # instead of glDeleteTextures(1, &Texture);

    return
#include PySFML
from PySFML import sf

#Create the main window
window = sf.RenderWindow(sf.VideoMode(1024, 768), "PySFML test")

#Create a string to display
text = sf.String("Hello SFML")

#Start the game loop
running = True
while running:
	event=sf.Event()
	while window.GetEvent(event):
		if event.Type == sf.Event.Closed:
			running = False
	
	#Clear screen, draw text, update window
	window.Clear()
	window.Draw(text)
	window.Display()
Beispiel #9
0
    def _loop_once(self):
        self.thegameloop.do_game_loop()

        self.themousestate.tick(self.thegameloop)

        event = sf.Event()
        while self.mainwindow.window.GetEvent(event):
            self.signal_event.call(Event('sfml-event', ev=event))

            if event.Type == sf.Event.Closed:
                self.thegameloop.stop()

            elif event.Type == sf.Event.KeyPressed \
                   and event.Key.Code == sf.Key.I:
                tf.gfx.widget.debug.dump_information(\
                    self.mainwindow)

            elif event.Type == sf.Event.KeyPressed:
                # print "KeyPressed (code, alt, ctrl, shift)", \
                #     event.Key.Code, \
                #     event.Key.Alt, \
                #     event.Key.Control, \
                #     event.Key.Shift
                km = self.thegameloop.get_keyboardmanager()
                km.call_key(event.Key.Code, event.Key.Alt, event.Key.Control,
                            event.Key.Shift)
            elif event.Type == sf.Event.Resized:
                #print "Event: Resized"
                #recalculate_views(configuration.mainwindow)
                pass
            elif event.Type == sf.Event.LostFocus:
                pass  #print "Event: LostFocus "
            elif event.Type == sf.Event.GainedFocus:
                pass  #print "Event: GainedFocus"
            elif event.Type == sf.Event.TextEntered:
                pass  #print "Event: TextEntered"
            elif event.Type == sf.Event.KeyReleased:
                pass  #print "Event: KeyReleased"
            elif event.Type == sf.Event.MouseWheelMoved:
                pass  #print "Event: MouseWheelMoved"
            elif event.Type == sf.Event.MouseButtonPressed:
                self.themousestate.mousebutton_pressed(self.thegameloop, event)
            elif event.Type == sf.Event.MouseButtonReleased:
                self.themousestate.mousebutton_released(
                    self.thegameloop, event)
            elif event.Type == sf.Event.MouseMoved:
                self.themousestate.mouse_move(self.thegameloop, event)
            elif event.Type == sf.Event.MouseEntered:
                pass  #print "Event: MouseEntered"
            elif event.Type == sf.Event.MouseLeft:
                pass  #print "Event: MouseLeft"
            elif event.Type == sf.Event.JoyButtonPressed:
                pass  #print "Event: JoyButtonPressed"
            elif event.Type == sf.Event.JoyButtonReleased:
                pass  #print "Event: JoyButtonReleased"
            elif event.Type == sf.Event.JoyMoved:
                pass  #print "Event: JoyMoved"
            else:
                pass  #print "Unknown event", event.Type
                assert 0

        for v in self.mainwindow.views:
            v.tick(self.thegameloop)

        self.thegameloop._actionmanager.tick_actions(self.thegameloop)

        ##### DRAW GAME

        self.mainwindow.clear(sf.Color.Black)
        for v in self.mainwindow.views:
            v.draw(self.mainwindow)

        ##### BOOKKEEPING

        ImageFile.update_all_images(self.thegameloop)
        SoundFile.update_all_soundfiles(self.thegameloop)

        self.thegameloop.get_audiomanager().update_audios()

        # DISPLAY

        self.mainwindow.window.Display()
Beispiel #10
0
def main():

    nombreGentils = 100
    nombreMechants = 100

    taillex = 800.0
    tailley = 700.0

    window = sf.RenderWindow(sf.VideoMode(int(taillex), int(tailley)),
                             "Test de LU")
    running = True

    while (running):

        event = sf.Event()
        while window.GetEvent(event):
            if event.Type == sf.Event.Closed:
                running = False

        texte = sf.String()
        terre = lu.Planet(taillex, tailley)

        for i in range(nombreGentils):
            terre.newAnimal(reprod=0.95, vie=150)
        for i in range(nombreMechants):
            terre.newAnimal(1, vie=150)
        terre.newRandomFood(1)
        terre.newRandomFood(0)
        terre.newRandomFood(1)
        terre.newRandomFood(0)

        window.Clear()
        window.Display()
        a = 0
        for i in range(500):
            window.Clear()

            a += 1
            drawlist = terre.round()
            print "ROUND : " + str(a)
            pointList = []

            for t in range(len(drawlist.a) - 1):
                if drawlist.d[t] == True:
                    if drawlist.c[t] == 0:
                        rectangle = sf.Shape.Circle(drawlist.a[t],
                                                    drawlist.b[t], 1,
                                                    sf.Color.Green)

                        pointList.append(rectangle)
                    if drawlist.c[t] == 1:
                        rectangle = sf.Shape.Circle(drawlist.a[t],
                                                    drawlist.b[t], 1,
                                                    sf.Color.Blue)

                        pointList.append(rectangle)

            for f in pointList:
                window.Draw(f)

            for f in terre.foodList:
                if f.duree > 0:
                    if f.sorte == 0:
                        rectangle = sf.Shape.Circle(f.x, f.y, 3,
                                                    sf.Color.White)
                    if f.sorte == 1:
                        rectangle = sf.Shape.Circle(f.x, f.y, 3,
                                                    sf.Color.Yellow)
                    window.Draw(rectangle)

            texte.SetText(str(terre.nombreAnim))
            texte.SetSize(30)
            window.Draw(texte)

            window.Display()
        running = False