def __init__(self, event_manager): evtman.SingleListener.__init__(self, event_manager) views.setupEntityViewFactories() # self._world_model, self._fox_spawner, self._carrot_spawner = gen.GenerateWorld(event_manager, (64, 64)) self._player_controller = PlayerController(event_manager) self._game_loop_controller = GameLoopController(event_manager) self._keyboard_controller = StartScreenKeyboardController(event_manager) self._area_view = None self._time_spent_view = None self._health_view = None self._carrot_counter_view = None self._stats_view = None self._status_text_view = None self._game_over_view = None self._time = 0 # with pygame_.Pygame(): self._pygame_view = pygame_.PygameView(event_manager, u"Apocalypse Bunny", (800, 480)) assets.load() self._title_view = views.StartScreenView(event_manager) self._pygame_view.addView(self._title_view) self._pygame_controller = pygame_.PygameController(event_manager) # Here I select the bunny and show its area. It's a bit of a hack # since I know their entity_id and area_id. But I don't care, this # game is supposed to be quick and dirty. # Run the game until a QuitEvent is posted. self._game_loop_controller.run() LOGGER.info("Stopping...")
def __init__(self, event_manager): evtman.SingleListener.__init__(self, event_manager) views.setupEntityViewFactories() # self._world_model, self._fox_spawner, self._carrot_spawner = gen.GenerateWorld( event_manager, (64, 64)) self._player_controller = PlayerController(event_manager) self._game_loop_controller = GameLoopController(event_manager) self._keyboard_controller = StartScreenKeyboardController( event_manager) self._area_view = None self._time_spent_view = None self._health_view = None self._carrot_counter_view = None self._stats_view = None self._status_text_view = None self._game_over_view = None self._time = 0 # with pygame_.Pygame(): self._pygame_view = pygame_.PygameView(event_manager, u"Apocalypse Bunny", (800, 480)) assets.load() self._title_view = views.StartScreenView(event_manager) self._pygame_view.addView(self._title_view) self._pygame_controller = pygame_.PygameController(event_manager) # Here I select the bunny and show its area. It's a bit of a hack # since I know their entity_id and area_id. But I don't care, this # game is supposed to be quick and dirty. # Run the game until a QuitEvent is posted. self._game_loop_controller.run() LOGGER.info("Stopping...")
def loadSpriteAnim(self, filename): """Loads sprite animation from file.""" self.sequences = {} file = assets.load(filename) tmp = json.load(file) file.close() # Graphics for animation img_list = assets.getImageList(tmp["image"], tmp["columns"], tmp["rows"]) # Create the animation sequences from the file's data for sequence in tmp["sequences"]: frames = [] for cell,duration in sequence["frames"]: frames.append((img_list[cell], duration)) self.sequences[sequence["name"]] = Sequence(sequence["looping"], frames)
tw, th = texture.image.size return { 'w': fw, 'h': fh, 'px': image.px - trimx, 'py': image.py - trimy, 'u': atlas_image.x / float(tw), 'v': atlas_image.y / float(th), 'du': fw / float(tw), 'dv': fh / float(th), 'transposed': atlas_image.transposed } # print '----------' # print str(json.dumps({ # 'textures': dict((t.id,export_json_texture(t)) for t in assetGroup.textures) # })) # print '----------' with open(outpath, 'w') as f: f.write( json.dumps({ 'textures': dict((t.id, export_json_texture(t)) for t in assetGroup.textures) })) if __name__ == '__main__': export_json_assets(assets.load('assets.xml'), 'assets.json')