Beispiel #1
0
 def start_simon(self):
     if not self.game:
         self.game = SimonNumbers()
         self.game.quit_button.on_click = self.handle_exit
         arcade.set_window(self.game)
         self.game.game_start()
         self.set_visible(False)
Beispiel #2
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def test_window(twm):
    import arcade
    width = 800
    height = 600
    title = "My Title"
    resizable = True
    arcade.open_window(width, height, title, resizable)

    arcade.set_background_color(arcade.color.AMAZON)
    w = arcade.get_window()
    assert w is not None

    # Make sure the arguments get passed to the window
    if not twm:
        assert w.width == width
        assert w.height == height
    assert w.caption == title
    assert w.resizeable is resizable
    assert w.current_view is None

    arcade.set_window(w)

    w.background_color = 255, 255, 255, 255
    assert w.background_color == (255, 255, 255, 255)
    w.set_mouse_visible(True)
    w.set_size(width, height)

    p = arcade.get_projection()
    assert isinstance(p, np.ndarray)

    v = arcade.get_viewport()
    if not twm:
        assert v[0] == 0
        # The lines below fail. Why?
        assert v[1] == width - 1
        assert v[2] == 0
        assert v[3] == height - 1

    factor = arcade.get_scaling_factor()
    assert factor > 0
    factor = arcade.get_scaling_factor(w)
    assert factor > 0

    arcade.start_render()
    arcade.finish_render()

    def f():
        pass

    arcade.schedule(f, 1 / 60)

    arcade.pause(0.01)

    arcade.close_window()

    arcade.open_window(width, height, title, resizable)
    arcade.quick_run(0.01)
Beispiel #3
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def main() -> None:
    """
    Main function.

    Can be run for a GameView in debug mode
    """
    window = arcade.Window(title=constants.SCREEN_TITLE,
                           width=constants.SCREEN_WIDTH,
                           height=constants.SCREEN_HEIGHT)
    arcade.set_window(window)
    game = GameView(debug=True)
    window.show_view(game)
    arcade.run()
Beispiel #4
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 def on_mouse_press(self, x, y, button, modifiers):
     """
     Called whenever mouse is pressed.
     :param: key (key) - key pressed
     :param: modifiers - life cycle method
     :post: Checks to see if the mouse was pressed and advances the game state if it was
     """
     player2 = Player(DummyView.players[0].num_of_ships)
     next_player_ships_placement = AI_place(player2)
     self.window.show_view(next_player_ships_placement)
     if DummyView.iterations == 2 and not DummyView.has_ran:
         arcade.get_window().set_visible(False)
         player1 = DummyView.players[0]
         player2 = DummyView.players[1]
         GAME = aiGame(player1, player2)
         arcade.set_window(GAME.player1_other_board)
         arcade.schedule(GAME.run, 0.25)
         DummyView.has_ran = True
Beispiel #5
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def test_window():
    import arcade
    width = 800
    height = 600
    title = "My Title"
    resizable = True
    arcade.open_window(width, height, title, resizable)

    arcade.set_background_color(arcade.color.AMAZON)
    w = arcade.get_window()
    assert w is not None

    # Make sure the arguments get passed to the window
    assert w.width == width
    assert w.height == height
    assert w.caption == title
    assert w.resizeable is resizable

    arcade.set_window(w)

    p = arcade.get_projection()
    assert p is not None

    v = arcade.get_viewport()
    assert v[0] == 0
    # The lines below fail. Why?
    # assert v[1] == width - 1
    assert v[2] == 0
    # assert v[3] == height - 1

    arcade.start_render()
    arcade.finish_render()

    def f():
        pass

    arcade.schedule(f, 1 / 60)

    arcade.pause(0.01)

    arcade.close_window()

    arcade.open_window(width, height, title, resizable)
    arcade.quick_run(0.01)
def test_window():
    import arcade
    width = 800
    height = 600
    title = "My Title"
    resizable = True
    arcade.open_window(width, height, title, resizable)

    arcade.set_background_color(arcade.color.AMAZON)
    w = arcade.get_window()
    assert w is not None
    arcade.set_window(w)

    p = arcade.get_projection()
    assert p is not None

    v = arcade.get_viewport()
    assert v[0] == 0
    assert v[1] == width - 1
    assert v[2] == 0
    assert v[3] == height - 1

    arcade.start_render()
    arcade.finish_render()

    def f():
        pass

    arcade.schedule(f, 1 / 60)

    arcade.pause(0.01)

    arcade.close_window()

    arcade.open_window(width, height, title, resizable)
    arcade.quick_run(0.01)
def main():
    window = TestWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    arcade.set_window(window)
    arcade.run()
Beispiel #8
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def main():
    window = JumpWINDOW(SCREEN_WIDTH, SCREEN_HEIGHT)
    arcade.set_window(window)
    arcade.run()
def main():
    window = MyGame(SCREEN_WIDTH, SCREEN_HEIGHT)
    arcade.set_window(window)
    arcade.run()
Beispiel #10
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    def __init__(self,
                 width: int = 800,
                 height: int = 600,
                 title: str = 'Arcade Window',
                 fullscreen: bool = False,
                 resizable: bool = False,
                 update_rate: Optional[float] = 1 / 60,
                 antialiasing: bool = True,
                 screen: pyglet.canvas.Screen = None):
        """
        Construct a new window

        :param int width: Window width
        :param int height: Window height
        :param str title: Title (appears in title bar)
        :param bool fullscreen: Should this be full screen?
        :param bool resizable: Can the user resize the window?
        :param float update_rate: How frequently to update the window.
        :param bool antialiasing: Should OpenGL's anti-aliasing be enabled?
        """
        if antialiasing:
            config = pyglet.gl.Config(major_version=3,
                                      minor_version=3,
                                      double_buffer=True,
                                      sample_buffers=1,
                                      samples=4)
        else:
            config = pyglet.gl.Config(major_version=3,
                                      minor_version=3,
                                      double_buffer=True)

        try:
            super().__init__(width=width,
                             height=height,
                             caption=title,
                             resizable=resizable,
                             config=config,
                             vsync=False)
            self.register_event_type('update')
            self.register_event_type('on_update')
        except pyglet.window.NoSuchConfigException:
            raise NoOpenGLException(
                "Unable to create an OpenGL 3.3+ context. "
                "Check to make sure your system supports OpenGL 3.3 or higher."
            )

        if antialiasing:
            try:
                gl.glEnable(gl.GL_MULTISAMPLE_ARB)
            except pyglet.gl.GLException:
                print("Warning: Anti-aliasing not supported on this computer.")

        if update_rate:
            from pyglet import compat_platform
            if compat_platform == 'darwin' or compat_platform == 'linux':
                # Set vsync to false, or we'll be limited to a 1/30 sec update rate possibly
                self.context.set_vsync(False)
            self.set_update_rate(update_rate)

        super().set_fullscreen(fullscreen, screen)
        # This used to be necessary on Linux, but no longer appears to be.
        # With Pyglet 2.0+, setting this to false will not allow the screen to
        # update. It does, however, cause flickering if creating a window that
        # isn't derived from the Window class.
        # self.invalid = False
        set_window(self)

        self._current_view: Optional[View] = None
        self.textbox_time = 0.0
        self.key: Optional[int] = None
        self.ui_manager = arcade.experimental.gui.UIManager(self)

        self._ctx: ArcadeContext = ArcadeContext(self)
        set_viewport(0, self.width - 1, 0, self.height - 1)

        self._background_color: Color = (0, 0, 0, 0)

        # Required for transparency
        self._ctx.enable(self.ctx.BLEND)
        self._ctx.blend_func = self.ctx.BLEND_DEFAULT
Beispiel #11
0
                         self.height / 2 + 100, arcade.color.BLACK, 30)
        arcade.draw_text("SURVIVE TIME : " + str(int(self.world.time)),
                         self.width / 2 - 170, self.height / 2,
                         arcade.color.BLACK, 30)

    def on_draw(self):
        arcade.start_render()
        if (self.current_state == GAME_RUNNING):
            self.heart_sprite.draw()
            for sprite in self.rock_sprites:
                sprite.draw()
            self.man_sprite.draw()

            arcade.draw_text("SURVIVE TIME : " + str(int(self.world.time)),
                             self.width - 260, self.height - 40,
                             arcade.color.BURNT_SIENNA, 20)
            arcade.draw_text("HP : " + str(self.world.hp), self.width - 570,
                             self.height - 40, arcade.color.BURNT_SIENNA, 20)

        else:
            self.game_over_screen()

    def on_key_press(self, key, key_modifiers):
        self.world.on_key_press(key, key_modifiers)


if __name__ == '__main__':
    window = WallRunnerGameWindow(SCREEN_WIDTH, SCREEN_HEIGHT)
    arcade.set_window(window)
    arcade.run()
Beispiel #12
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def main():
    window = FlappyDotWindow(SCREEN_WIDTH, SCREEN_HEIGHT)
    arcade.set_window(window)
    arcade.run()
Beispiel #13
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    def __init__(self, width: int = 800, height: int = 600,
                 title: str = 'Arcade Window', fullscreen: bool = False,
                 resizable: bool = False, update_rate: Optional[float] = 1/60,
                 antialiasing: bool = True):
        """
        Construct a new window

        :param int width: Window width
        :param int height: Window height
        :param str title: Title (appears in title bar)
        :param bool fullscreen: Should this be full screen?
        :param bool resizable: Can the user resize the window?
        :param float update_rate: How frequently to update the window.
        :param bool antialiasing: Should OpenGL's anti-aliasing be enabled?
        """
        if antialiasing:
            config = pyglet.gl.Config(major_version=3,
                                      minor_version=3,
                                      double_buffer=True,
                                      sample_buffers=1,
                                      samples=4)
        else:
            config = pyglet.gl.Config(major_version=3,
                                      minor_version=3,
                                      double_buffer=True)

        try:
            super().__init__(width=width, height=height, caption=title,
                             resizable=resizable, config=config, vsync=False)
        except pyglet.window.NoSuchConfigException:
            raise NoOpenGLException("Unable to create an OpenGL 3.3+ context. "
                                    "Check to make sure your system supports OpenGL 3.3 or higher.")

        if antialiasing:
            try:
                gl.glEnable(gl.GL_MULTISAMPLE_ARB)
            except pyglet.gl.GLException:
                print("Warning: Anti-aliasing not supported on this computer.")

        # Required for transparency
        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        if update_rate:
            from pyglet import compat_platform
            if compat_platform == 'darwin' or compat_platform == 'linux':
                # Set vsync to false, or we'll be limited to a 1/30 sec update rate possibly
                self.context.set_vsync(False)
            self.set_update_rate(update_rate)

        super().set_fullscreen(fullscreen)
        self.invalid = False
        set_window(self)
        set_viewport(0, self.width, 0, self.height)

        self.current_view: Optional[View] = None
        self.button_list: List[gui.TextButton] = []
        self.dialogue_box_list: List[gui.DialogueBox] = []
        self.text_list: List[gui.Text] = []
        self.textbox_list: List[gui.TextBox] = []
        self.textbox_time = 0.0
        self.key: Optional[int] = None
Beispiel #14
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def main():
    window = GameWindow()

    arcade.set_window(window)
    arcade.run()
def main():
    window = VisualNovelWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    arcade.set_window(window)
    arcade.run()
Beispiel #16
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def main():
    window = MonsterWindow(SCREEN_WIDTH, SCREEN_HEIGHT)
    arcade.set_window(window)
    arcade.run()
Beispiel #17
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    def __init__(
            self,
            width: int = 800,
            height: int = 600,
            title: str = 'Arcade Window',
            fullscreen: bool = False,
            resizable: bool = False,
            update_rate: Optional[float] = 1 / 60,
            antialiasing: bool = True,
            gl_version: Tuple[int, int] = (3, 3),
            screen: pyglet.canvas.Screen = None,
            style: Optional[str] = pyglet.window.Window.WINDOW_STYLE_DEFAULT,
            visible: bool = True,
            vsync: bool = False,
            gc_mode: str = "context_gc",
            center_window: bool = False,
            samples: int = 4,
            enable_polling: bool = True):
        # In certain environments we can't have antialiasing/MSAA enabled.
        # Detect replit environment
        if os.environ.get("REPL_ID"):
            antialiasing = False

        config = None
        # Attempt to make window with antialiasing
        if antialiasing:
            try:
                config = pyglet.gl.Config(
                    major_version=gl_version[0],
                    minor_version=gl_version[1],
                    double_buffer=True,
                    sample_buffers=1,
                    samples=samples,
                )
                display = pyglet.canvas.get_display()
                screen = display.get_default_screen()
                config = screen.get_best_config(config)
            except pyglet.window.NoSuchConfigException:
                LOG.warning(
                    "Skipping antialiasing due missing hardware/driver support"
                )
                config = None
                antialiasing = False
        # If we still don't have a config
        if not config:
            config = pyglet.gl.Config(
                major_version=3,
                minor_version=3,
                double_buffer=True,
            )
        try:
            super().__init__(width=width,
                             height=height,
                             caption=title,
                             resizable=resizable,
                             config=config,
                             vsync=vsync,
                             visible=visible,
                             style=style)
            self.register_event_type('update')
            self.register_event_type('on_update')
        except pyglet.window.NoSuchConfigException:
            raise NoOpenGLException(
                "Unable to create an OpenGL 3.3+ context. "
                "Check to make sure your system supports OpenGL 3.3 or higher."
            )
        if antialiasing:
            try:
                gl.glEnable(gl.GL_MULTISAMPLE_ARB)
            except pyglet.gl.GLException:
                LOG.warning(
                    "Warning: Anti-aliasing not supported on this computer.")

        if update_rate:
            self.set_update_rate(update_rate)

        self.set_vsync(vsync)

        super().set_fullscreen(fullscreen, screen)
        # This used to be necessary on Linux, but no longer appears to be.
        # With Pyglet 2.0+, setting this to false will not allow the screen to
        # update. It does, however, cause flickering if creating a window that
        # isn't derived from the Window class.
        # self.invalid = False
        set_window(self)

        self._current_view: Optional[View] = None
        self.current_camera: Optional[arcade.Camera] = None
        self.textbox_time = 0.0
        self.key: Optional[int] = None
        self.flip_count: int = 0
        self.static_display: bool = False

        self._ctx: ArcadeContext = ArcadeContext(self, gc_mode=gc_mode)
        set_viewport(0, self.width, 0, self.height)
        self._background_color: Color = (0, 0, 0, 0)

        # See if we should center the window
        if center_window:
            self.center_window()

        if enable_polling:
            self.keyboard = pyglet.window.key.KeyStateHandler()
            self.mouse = pyglet.window.mouse.MouseStateHandler()
            self.push_handlers(self.keyboard, self.mouse)
        else:
            self.keyboard = None
            self.mouse = None
Beispiel #18
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 def close(self):
     """ Close the Window. """
     super().close()
     # Make sure we don't reference the window any more
     set_window(None)
     pyglet.clock.unschedule(self._dispatch_updates)
Beispiel #19
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def main():
    window = FourElementsRunWindow(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
    arcade.set_window(window)
    arcade.run()
Beispiel #20
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            self.scoreboard.draw()
        else:
            self.home.draw()

    def update(self, delta_time):
        if self.status == "game":
            self.control_fruit.update()
            self.map.update()
            if not self.map.animal_C:
                self.status = "scoreboard"
                self.control_fruit.mouse.shooting = True
        elif self.status == "scoreboard":
            self.scoreboard.update()
            if self.scoreboard.status == "change":
                self.status = "home"
                self.control_fruit = Slingshot_fruit()
                self.map = Map_F(SCREEN_WIDTH, SCREEN_HEIGHT,
                                 self.control_fruit)
                self.control_fruit.sync(self.map)
                self.scoreboard = Score_F(self.map, self.control_fruit.mouse)
                self.home = Home_F(self.control_fruit.mouse)
        else:
            self.home.update()
            if self.home.status == "change":
                self.status = "game"


if __name__ == '__main__':
    runGame = GameWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "TheForest")
    arcade.set_window(runGame)
    arcade.run()
Beispiel #21
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def main():
    
    window = SnakeWindow(SCREEN_WIDTH, SCREEN_HEIGHT)
    arcade.set_window(window)
    arcade.run()
Beispiel #22
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def main():
    """ Main method """
    window = MyGame()
    window.setup()
    arcade.run()
    arcade.set_window(None)