Beispiel #1
0
    def updateInitials(self, entity):
        # no checking for which one is updated
        # just draws them all again
        colors = (
            px_graphics.Color(1, 1, 0, 1),
            px_graphics.Color(0, 1, 1, 1),
            px_graphics.Color(1, 0, 1, 1),
        )

        for i in range(0, 3):
            self.render_layer.replaceImageFromString(
                old_image=self.initial_images[i],
                string=entity.controller_data.initials[i],
                font=self.font,
                color=colors[i])
Beispiel #2
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	def updatePlay(self, dt): # kill
		# draw score
		self.renlayer.setColorCast(px_graphics.Color(1, 1, 1, 1))
		if self.current_score!= self.old_score:
			# update score since it's changed
			self.overlay_renlayer.replaceImageFromString(old_image=self.score_image, string="{0:0=4d}".format(self.current_score), font=self.score_font, color=px_graphics.Color(1, 1, 1, 1))
			self.old_score = self.current_score
Beispiel #3
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    def __init__(self, game, data):
        super(NewScore, self).__init__(game)
        self.render_layer = data["RenderLayer"]
        self.font = self.render_layer.addFont("Fonts/Silom/Silom.ttf", 48)
        self.initial_images = []
        colors = (
            px_graphics.Color(1, 1, 0, 1),
            px_graphics.Color(0, 1, 1, 1),
            px_graphics.Color(1, 0, 1, 1),
        )

        for i in range(0, 3):
            self.initial_images.append(
                self.render_layer.addImageFromString(string="A",
                                                     font=self.font,
                                                     color=colors[i]))
Beispiel #4
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 def withRender(cls,
                font_manager,
                string,
                font=0,
                color=px_graphics.Color(1, 1, 1, 1),
                size=12):
     message = Message(font_manager, string, font, color, size)
     message.renderToTexture()
     return message
Beispiel #5
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 def updateScores(self, entity):
     for i in range(0, 10):
         score, r, g, b = self.formatScore(i, entity.scores_data[i][0],
                                           entity.scores_data[i][1])
         self.render_layer.replaceImageFromString(entity.images[i],
                                                  string=score,
                                                  font=self.font,
                                                  color=px_graphics.Color(
                                                      r, g, b, 255))
Beispiel #6
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def director_bunny_select(game):
    return [
        SetRenderLayerColor('game', Color(0, 0, 0, 0)),
        SetRenderLayerColor('overlay', Color(0, 0, 0, 0)),
        FadeToClearColor(Color.fromInts(0, 0, 0), 1),
        Message("Choose your bunny:", Vec3(240, 220, 0), Color(1, 1, 1, 1), -1,
                px_graphics.eAlign.centre),
        MakeEntity('pacbun choose',
                   data={
                       'pos': Vec3(210, 160, 0),
                       'parent': 'bunny choice',
                       'bun num': 0,
                       'bun name': 'Pac-Bun',
                       'message color': px_graphics.Color(1, 1, 0, 1),
                   }),
        MakeEntity('pinkie choose',
                   data={
                       'pos': Vec3(230, 160, 0),
                       'parent': 'bunny choice',
                       'bun num': 1,
                       'bun name': 'Pinkie',
                       'message color': px_graphics.Color(1, 0.8, 0.8, 1),
                   }),
        MakeEntity('blue choose',
                   data={
                       'pos': Vec3(250, 160, 0),
                       'parent': 'bunny choice',
                       'bun num': 2,
                       'bun name': 'Blue',
                       'message color': px_graphics.Color(0.5, 0.5, 1.0, 1),
                   }),
        MakeEntity('bowie choose',
                   data={
                       'pos': Vec3(270, 160, 0),
                       'parent': 'bunny choice',
                       'bun num': 3,
                       'bun name': 'Bowie',
                       'message color': px_graphics.Color(1, 1, 1.0, 1),
                   }),
        FadeRenderLayer('overlay', Color(1, 1, 1, 1), 1),
        FadeRenderLayer('game', Color(1, 1, 1, 1), 1),
        WaitForFlag('next_scene'),
        MakeDirector('fade_to_mode', 'play')
    ]
Beispiel #7
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 def __init__(self,
              font_manager,
              string,
              font=0,
              color=px_graphics.Color(1, 1, 1, 1),
              size=12):
     self.string = string
     self.font_manager = font_manager
     self.font = font
     self.color = color
     self.size = size
Beispiel #8
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 def renderTextToSurfaceAndSave(self,
                                file,
                                string,
                                font=False,
                                color=px_graphics.Color(1, 1, 1, 1)):
     surf = sdl2.sdlttf.TTF_RenderUTF8_Solid(self.sdl_fonts[font].font,
                                             string.encode('utf-8'), color)
     if surf is None:
         log(f"TTF_RenderText failed: {string}")
     width = surf.contents.w
     height = surf.contents.h
     return width, height
Beispiel #9
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def init(entity):
    entity.images = []
    for i in range(0, 10):
        score, r, g, b = formatScore(i, entity.scores_data[i][0],
                                     entity.scores_data[i][1])
        # todo: make this a little less hacky
        graphics = entity.getComponent('graphics')
        entity.images.append(
            graphics.render_layer.addImageFromString(string=score,
                                                     font=graphics.font,
                                                     color=px_graphics.Color(
                                                         r, g, b, 1)))
Beispiel #10
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    def update(self, entity, dt):
        current_color = entity.game.getClearColor()
        if not self.step_color:
            # get the incremental color, effectively the vector towards the final color
            # only calculate this once - but has to be when fade starts, not when instance created
            # (director creates instances of Events when director is created)
            self.step_color = px_graphics.Color(
                (self.color.r - current_color.r) / self.time,
                (self.color.g - current_color.g) / self.time,
                (self.color.b - current_color.b) / self.time,
                (self.color.a - current_color.a) / self.time,
            )
        # check when to stop
        self.time -= dt
        if self.time <= 0:
            entity.game.setClearColor(
                self.color)  # make sure completely get to color desired
            return eEventStates.dead

        entity.game.setClearColor(self.step_color *
                                  px_graphics.Color(dt, dt, dt, dt) +
                                  current_color)
        return eEventStates.live
Beispiel #11
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    def draw(self, entity):
        offset_x = 0
        offset_y = 0
        if entity.align == px_graphics.eAlign.centre:
            offset_x, offset_y = entity.ren_layer.getImageDimensions(
                entity.image)
            offset_x /= 2
            offset_y /= 2
        elif entity.align == px_graphics.eAlign.centre:
            offset_x, offset_y = entity.ren_layer.getImageDimensions(
                entity.image)

        return entity.ren_layer.queueImage(
            image=entity.image,
            x=entity.pos.x - offset_x,
            y=entity.pos.y - offset_y,
            z=entity.pos.z,
            color=entity.color * px_graphics.Color(1, 1, 1, entity.fade))
Beispiel #12
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    def renderText(self,
                   string,
                   font=False,
                   color=px_graphics.Color(1, 1, 1, 1)):
        #We need to first render to a surface as that's what TTF_RenderText
        #returns, then load that surface into a texture

        surf = sdl2.sdlttf.TTF_RenderUTF8_Solid(self.sdl_fonts[font].font,
                                                string.encode('utf-8'),
                                                color.toSDLColor())
        if surf is None:
            log(f"TTF_RenderText failed: {string}")
            return None
        texture = sdl2.SDL_CreateTextureFromSurface(self.ren.sdlrenderer, surf)
        if texture is None:
            print("CreateTexture")
        #Clean up the surface and font
        width = surf.contents.w
        height = surf.contents.h
        sdl2.SDL_FreeSurface(surf)
        # sdl2.sdlttf.TTF_CloseFont(font)
        return texture, width, height
Beispiel #13
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	def message(self,
							text,
							pos,
							color=px_graphics.Color(1, 1, 1, 1),
							duration=-1,	# or forever
							align=px_graphics.eAlign.left,
							fade_speed=0.5
							):
		message = self.requestNewEntity(template='message',
																		name= f"message: {text}",
																		pos=pos,
																		parent=self,
																		data={
																			'ren_layer': self.render_layers['overlay'],
																			'message': text,
																			'font': 0,
																			'color' : color,
																			'duration' : duration,
																			'align' : align,
																			'fade_speed' : fade_speed
																		}
		)
		return message