Beispiel #1
0
    def create(self):
        w = Gdx.graphics.getWidth()
        h = Gdx.graphics.getHeight()

        self.camera = OrthographicCamera()
        self.camera.setToOrtho(False, (w / h) * 320, 320)
        self.camera.update()

        self.cameraController = OrthoCamController(self.camera)
        Gdx.input.setInputProcessor(self.cameraController)

        self.font = BitmapFont()
        self.batch = SpriteBatch()

        self.tiles = Texture(
            Gdx.files.internal('../../data/maps/tiled/tiles.png'))
        splitTiles = TextureRegion.split(self.tiles, 32, 32)
        self.map = TiledMap()
        layers = self.map.getLayers()
        for l in range(20):
            layer = TiledMapTileLayer(150, 100, 32, 32)
            for x in range(150):
                for y in range(100):
                    ty = int(Math.random() * len(splitTiles))
                    tx = int(Math.random() * len(splitTiles[ty]))
                    cell = Cell()
                    cell.setTile(StaticTiledMapTile(splitTiles[ty][tx]))
                    layer.setCell(x, y, cell)
            layers.add(layer)

        self.renderer = OrthogonalTiledMapRenderer(self.map)
Beispiel #2
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class TiledMapBench(GdxTest):
    def __init__(self):
        self.map = None
        self.renderer = None
        self.camera = None
        self.cameraController = None
        self.assetManager = None
        self.tiles = None
        self.texture = None
        self.font = None
        self.batch = None

    def create(self):
        w = Gdx.graphics.getWidth()
        h = Gdx.graphics.getHeight()

        self.camera = OrthographicCamera()
        self.camera.setToOrtho(False, (w / h) * 320, 320)
        self.camera.update()

        self.cameraController = OrthoCamController(self.camera)
        Gdx.input.setInputProcessor(self.cameraController)

        self.font = BitmapFont()
        self.batch = SpriteBatch()

        self.tiles = Texture(
            Gdx.files.internal('../../data/maps/tiled/tiles.png'))
        splitTiles = TextureRegion.split(self.tiles, 32, 32)
        self.map = TiledMap()
        layers = self.map.getLayers()
        for l in range(20):
            layer = TiledMapTileLayer(150, 100, 32, 32)
            for x in range(150):
                for y in range(100):
                    ty = int(Math.random() * len(splitTiles))
                    tx = int(Math.random() * len(splitTiles[ty]))
                    cell = Cell()
                    cell.setTile(StaticTiledMapTile(splitTiles[ty][tx]))
                    layer.setCell(x, y, cell)
            layers.add(layer)

        self.renderer = OrthogonalTiledMapRenderer(self.map)

    def render(self):
        Gdx.gl.glClearColor(100.0 / 255.0, 100.0 / 255.0, 250.0 / 255.0, 1.0)
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
        self.camera.update()
        self.renderer.setView(self.camera)
        self.renderer.render()
        self.batch.begin()
        self.font.draw(self.batch,
                       'FPS: ' + str(Gdx.graphics.getFramesPerSecond()), 10,
                       20)
        self.batch.end()
    def create(self):
        '''
        setup the camera. In Box2D we operate on a
        meter scale, pixels won't do it. So we use
        an orthographic camera with a viewport of
        48 meters in width and 32 meters in height.
        we also position the camera so that it
        looks at (0, 16) (that's where the middle of the
        screen will be located).
        '''
        self.camera = OrthographicCamera(48, 32)
        self.camera.position.set(0, 15, 0)

        # create the debug renderer
        self.renderer = Box2DDebugRenderer()

        # create the world
        self.world = World(Vector2(0, -10), True)

        # we also need an invisible zero size ground body
        # to which we can connect the mouse joint
        bodyDef = BodyDef()
        self.groundBody = self.world.createBody(bodyDef)

        # call abstract method to populate the world
        self.createWorld(self.world)

        self.batch = SpriteBatch()
        self.font = BitmapFont(Gdx.files.internal('../data/arial-15.fnt'), False)

        Gdx.input.setInputProcessor(self)
Beispiel #4
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class DropGame(Game):

    def __init__(self):
        self.batch = None
        self.font = None

    def create(self):
        self.batch = SpriteBatch()
        self.font = BitmapFont()
        self.setScreen(MainMenuScreen(self))

   # def render(self):
    #    super(Game, self).render() # needs more python3!

    def dispose(self):
        self.batch.dispose()
        self.font.dispose()
Beispiel #5
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class MainGame:
	def __init__(self):
		self.batch = SpriteBatch()
		self.img = Texture("badlogic.jpg")

	def render(self):
		Gdx.gl.glClearColor(1, 0, 0, 1)
		Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)
		self.batch.begin()
		self.batch.draw(self.img, 0, 0)
		self.batch.end()

	def dispose(self):
		self.batch.dispose()
		self.img.dispose()
Beispiel #6
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    def create(self):
        self.input = SmashInput()
        Gdx.input.setInputProcessor(self.input)

        self.camera = OrthographicCamera()
        self.camera.setToOrtho(False, WIDTH, HEIGHT)
        self.batch = SpriteBatch()
        self.state = PLAYING

        self.background = Texture("assets/swahili.png")
        self.ball = Ball(Texture("assets/red_ball_16_16.png"),
                         BALL_SPEED, Circle(), Rectangle())
        self.dropimg = Texture("assets/red_rectangle.png")
        self.textures = {
            "r": Texture("assets/red_rectangle.png"),
            "b": Texture("assets/blue_rectangle.png"),
            "g": Texture("assets/green_rectangle.png"),
        }
        self.hud_font = BitmapFont()
        self.power_ups = {
            "r": (FireBall(2, Texture("assets/fire_ball.png")), 0.9),
            "b": (None, 1),
            "g": (LargeBall(2, Texture("assets/red_ball_32_32.png")), 0.9)
            }

        paddle_width = 100
        paddle_height = 50
        self.paddle = Paddle(Texture("assets/paddle.png"),
                             Rectangle((WIDTH - paddle_width) / 2, 0,
                                       paddle_width, paddle_height), self)
        self.drop_sound = Gdx.audio.newSound(
            Gdx.files.internal("assets/drop.wav"))
        self.rain_music = Gdx.audio.newSound(
            Gdx.files.internal("assets/rain.mp3"))

        with open("assets/checker_board.level") as f:
            blockLayout = f.read().split("\n")
        self.blocks = Blocks(blockLayout=blockLayout,
                             textures=self.textures,
                             hit_sound=self.drop_sound,
                             power_ups=self.power_ups)

        self.broken_blocks = 0
        self.delta_acc = 0
        self.play_time = 0
Beispiel #7
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 def create(self):        
     self.camera = OrthographicCamera()
     self.camera.setToOrtho(False, self.width, self.height)
     self.batch = SpriteBatch()
     self.dropimg = Texture("assets/droplet.png")
     self.bucketimg = Texture("assets/bucket.png")
     self.dropsound = Gdx.audio.newSound(Gdx.files.internal("assets/drop.wav"))
     self.rainmusic = Gdx.audio.newSound(Gdx.files.internal("assets/rain.mp3"))
     
     self.bucket = Rectangle()
     self.bucket.x = (self.width / 2) - (64 / 2)
     self.bucket.y = 20
     self.bucket.width = 64
     self.bucket.height = 64
     
     self.raindrops = Array()
     self.spawndrop()
     
     self.rainmusic.setLooping(True, True)
     self.rainmusic.play()
Beispiel #8
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 def create(self):
     self.batch = SpriteBatch()
     self.font = BitmapFont()
     self.setScreen(MainMenuScreen(self))
Beispiel #9
0
class PyGDX(ApplicationAdapter):
    def __init__(self):
        self.camera = None
        self.batch = None
        self.texture = None
        self.bucketimg = None
        self.dropsound = None
        self.rainmusic = None
        self.bucket = None
        self.raindrops = None

        self.IMGLEN = 64 # width and height of bucket and drop
        self.SPEED = 200

        self.lastdrop = 0
        self.width = 800
        self.height = 480

    def spawndrop(self):
        raindrop = Rectangle()
        raindrop.x = MathUtils.random(0, self.width - self.IMGLEN) # can't be outside screen
        raindrop.y = self.height
        raindrop.width = self.IMGLEN
        raindrop.height = self.IMGLEN
        self.raindrops.add(raindrop)
        self.lastdrop = TimeUtils.nanoTime()

    def create(self):
        self.camera = OrthographicCamera()
        self.camera.setToOrtho(False, self.width, self.height)
        self.batch = SpriteBatch()

        self.dropimg = Texture("assets/droplet.png")
        self.bucketimg = Texture("assets/bucket.png")
        self.dropsound = Gdx.audio.newSound(Gdx.files.internal("assets/drop.wav"))
        self.rainmusic = Gdx.audio.newSound(Gdx.files.internal("assets/rain.mp3"))

        self.bucket = Rectangle()
        self.bucket.x = (self.width / 2) - (self.IMGLEN / 2) # center of screen
        self.bucket.y = 20 # how far up it is
        self.bucket.width = self.IMGLEN
        self.bucket.height = self.IMGLEN

        self.raindrops = Array()
        self.spawndrop()

        self.rainmusic.setLooping(True, True)
        self.rainmusic.play()

    def render(self):
        SECOND = 1000000000
        DROPTIME = SECOND / 6
        Gdx.gl.glClearColor(0, 0, 0.2, 0)
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT)

        self.camera.update()

        self.batch.setProjectionMatrix(self.camera.combined)
        self.batch.begin()
        self.batch.draw(self.bucketimg, self.bucket.x, self.bucket.y)
        for drop in self.raindrops:
            self.batch.draw(self.dropimg, drop.x, drop.y)
        self.batch.end()

        if Gdx.input.isTouched():
            touchpos = Vector3()
            touchpos.set(Gdx.input.getX(), Gdx.input.getY(), 0)
            self.camera.unproject(touchpos)
            self.bucket.x = touchpos.x - (self.IMGLEN / 2)
        if Gdx.input.isKeyPressed(Input.Keys.LEFT):
            self.bucket.x -= self.SPEED * Gdx.graphics.getDeltaTime()
        if Gdx.input.isKeyPressed(Input.Keys.RIGHT):
            self.bucket.x += self.SPEED * Gdx.graphics.getDeltaTime()

        if self.bucket.x < 0: self.bucket.x = 0
        if self.bucket.x > (self.width - self.IMGLEN): self.bucket.x = self.width - self.IMGLEN

        if (TimeUtils.nanoTime() - self.lastdrop) > DROPTIME: self.spawndrop()


        # rip from java, don't hate me ;)
        iterator = self.raindrops.iterator()
        while iterator.hasNext():
            raindrop = iterator.next()
            raindrop.y -= self.SPEED * Gdx.graphics.getDeltaTime();
            if (raindrop.y + self.IMGLEN) < 0: iterator.remove()
            if raindrop.overlaps(self.bucket):
                self.dropsound.play()
                iterator.remove()


    def dispose(self):
        self.batch.dispose()
        self.dropimg.dispose()
        self.bucketimg.dispose()
        self.dropsound.dispose()
        self.rainmusic.dispose()
Beispiel #10
0
class SmashGame(ApplicationListener):
    def __init__(self):
        super(SmashGame, self).__init__()
        self.camera = None
        self.batch = None
        self.textures = None
        self.paddle = None
        self.drop_sound = None
        self.rain_music = None
        self.blocks = None
        self.background = None
        self.state = None
        self.ball = None
        self.dropimg = None
        self.hud_font = None
        self.input = None
        self.power_ups = None
        self.broken_blocks = 0
        self.delta_acc = 0
        self.play_time = 0

    def screen_width(self):
        return WIDTH

    def screen_height(self):
        return HEIGHT

    def create(self):
        self.input = SmashInput()
        Gdx.input.setInputProcessor(self.input)

        self.camera = OrthographicCamera()
        self.camera.setToOrtho(False, WIDTH, HEIGHT)
        self.batch = SpriteBatch()
        self.state = PLAYING

        self.background = Texture("assets/swahili.png")
        self.ball = Ball(Texture("assets/red_ball_16_16.png"),
                         BALL_SPEED, Circle(), Rectangle())
        self.dropimg = Texture("assets/red_rectangle.png")
        self.textures = {
            "r": Texture("assets/red_rectangle.png"),
            "b": Texture("assets/blue_rectangle.png"),
            "g": Texture("assets/green_rectangle.png"),
        }
        self.hud_font = BitmapFont()
        self.power_ups = {
            "r": (FireBall(2, Texture("assets/fire_ball.png")), 0.9),
            "b": (None, 1),
            "g": (LargeBall(2, Texture("assets/red_ball_32_32.png")), 0.9)
            }

        paddle_width = 100
        paddle_height = 50
        self.paddle = Paddle(Texture("assets/paddle.png"),
                             Rectangle((WIDTH - paddle_width) / 2, 0,
                                       paddle_width, paddle_height), self)
        self.drop_sound = Gdx.audio.newSound(
            Gdx.files.internal("assets/drop.wav"))
        self.rain_music = Gdx.audio.newSound(
            Gdx.files.internal("assets/rain.mp3"))

        with open("assets/checker_board.level") as f:
            blockLayout = f.read().split("\n")
        self.blocks = Blocks(blockLayout=blockLayout,
                             textures=self.textures,
                             hit_sound=self.drop_sound,
                             power_ups=self.power_ups)

        self.broken_blocks = 0
        self.delta_acc = 0
        self.play_time = 0

    def score(self):
        return "Blocks %d, Time %.1f, Rating: %s" % (
            self.broken_blocks, self.play_time,
            self.ball.get_power_ups_string())

    def draw(self):
        """ Do any and all drawing. """
        self.camera.update()
        self.batch.setProjectionMatrix(self.camera.combined)
        self.batch.begin()
        self.batch.draw(self.background, 0, 0, WIDTH, HEIGHT)
        self.blocks.draw(self.batch)
        self.paddle.draw(self.batch)
        self.ball.draw(self.batch)
        self.hud_font.draw(self.batch, self.score(), 20, 20)
        if self.state == LOST:
            self.big_centered_text(self.batch, "You are lose!")
        elif self.state == WON:
            self.big_centered_text(self.batch, "A winner is you!")
        self.batch.end()

    def tick(self, delta, input):
        """ Another 1/60 seconds have passed.  Update state. """
        if self.state == PLAYING:
            self.play_time += delta

            if input.touched:
                # not tested
                self.paddle.set_x(input.touched.x - (64 / 2))
            if input.is_left_pressed():
                self.paddle.move(delta, -1)
            if input.is_right_pressed():
                self.paddle.move(delta)

            if (self.ball.rectangle.y < self.paddle.top()
                and not self.paddle.hits(self.ball)):
                self.state = LOST

            if self.blocks.blocks.size == 0:
                self.state = WON

            self.ball.tick(delta)
            self.ball.update_coordinates(
                delta, WIDTH, HEIGHT,
                check_hits_block=self.check_hits_block,
                check_hits_paddle=self.paddle.hits)

    def render(self):
        Gdx.gl.glClearColor(0, 0, 0, 0)
        Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT)

        self.delta_acc += Gdx.graphics.getDeltaTime()
        while self.delta_acc > TICK_TIME:
            input = self.input.tick(TICK_TIME, self.camera)
            self.tick(TICK_TIME, input)
            self.delta_acc -= TICK_TIME

        self.draw()

    def big_centered_text(self, batch, text):
        self.hud_font.draw(
            batch, text,
            (WIDTH - self.hud_font.getBounds(text).width) / 2,
            HEIGHT / 3 * 2)

    def check_hits_block(self, ball):
        block = self.blocks.check_hit(ball)
        if block:
            self.broken_blocks += 1
            power_up = block.get_power_up()
            if power_up:
                ball.add_power_up(power_up)
                power_up.reset_remaining()
        return block

    def updatePowerUps(self):
        self.ball.updatePowerUps()

    def resize(self, width, height):
        pass

    def pause(self):
        pass

    def resume(self):
        pass

    def dispose(self):
        """"Handle dispose event"""
        self.batch.dispose()
        for (_, texture) in self.textures.items():
            texture.dispose()
        self.paddle.texture.dispose()
        self.drop_sound.dispose()
        self.rain_music.dispose()
        self.hud_font.dispose()
Beispiel #11
0
	def __init__(self):
		self.batch = SpriteBatch()
		self.img = Texture("badlogic.jpg")
Beispiel #12
0
class PyGdx(ApplicationListener):
    def __init__(self):
        self.camera = None
        self.batch = None
        self.texture = None
        self.bucketimg = None
        self.dropsound = None
        self.rainmusic = None
        self.bucket = None
        self.raindrops = None

        self.lastdrop = 0
        self.width = 800
        self.height = 480

    def spawndrop(self):
        raindrop = Rectangle()
        raindrop.x = MathUtils.random(0, self.width - 64)
        raindrop.y = self.height
        raindrop.width = 64
        raindrop.height = 64
        self.raindrops.add(raindrop)
        self.lastdrop = TimeUtils.nanoTime()

    def create(self):        
        self.camera = OrthographicCamera()
        self.camera.setToOrtho(False, self.width, self.height)
        self.batch = SpriteBatch()

        self.dropimg = Texture("../assets/droplet.png")
        self.bucketimg = Texture("../assets/bucket.png")
        self.dropsound = Gdx.audio.newSound(Gdx.files.internal("../assets/drop.wav"))
        self.rainmusic = Gdx.audio.newSound(Gdx.files.internal("../assets/rain.mp3"))

        self.bucket = Rectangle()
        self.bucket.x = (self.width / 2) - (64 / 2)
        self.bucket.y = 20
        self.bucket.width = 64
        self.bucket.height = 64

        self.raindrops = Array()
        self.spawndrop()

        self.rainmusic.setLooping(True, True)
        self.rainmusic.play()

    def render(self):
        Gdx.gl.glClearColor(0,0,0.2,0)
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT)

        self.camera.update()

        self.batch.setProjectionMatrix(self.camera.combined)
        self.batch.begin()
        self.batch.draw(self.bucketimg, self.bucket.x, self.bucket.y)
        for drop in self.raindrops:
            self.batch.draw(self.dropimg, drop.x, drop.y)
        self.batch.end()

        if Gdx.input.isTouched():
            touchpos = Vector3()
            touchpos.set(Gdx.input.getX(), Gdx.input.getY(), 0)
            self.camera.unproject(touchpos)
            self.bucket.x = touchpos.x - (64 / 2)
        if Gdx.input.isKeyPressed(Input.Keys.LEFT): self.bucket.x -= 200 * Gdx.graphics.getDeltaTime()
        if Gdx.input.isKeyPressed(Input.Keys.RIGHT): self.bucket.x += 200 * Gdx.graphics.getDeltaTime()

        if self.bucket.x < 0: self.bucket.x = 0
        if self.bucket.x > (self.width - 64): self.bucket.x = self.width - 64

        if (TimeUtils.nanoTime() - self.lastdrop) > 1000000000: self.spawndrop()

        iterator = self.raindrops.iterator()
        while iterator.hasNext():
            raindrop = iterator.next()
            raindrop.y -= 200 * Gdx.graphics.getDeltaTime();
            if (raindrop.y + 64) < 0: iterator.remove()
            if raindrop.overlaps(self.bucket):
                self.dropsound.play()
                iterator.remove()

    def resize(self, width, height):
        pass

    def pause(self):
        pass

    def resume(self):
        pass

    def dispose(self):
        self.batch.dispose()
        self.dropimg.dispose()
        self.bucketimg.dispose()
        self.dropsound.dispose()
        self.rainmusic.dispose()