class Game(): def __init__(self): gl.glEnable(gl.GL_TEXTURE_2D) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) self.window = Window(width=640, height=360, resizable=True) self.window.config.alpha_size = 8 gl.glEnable(gl.GL_BLEND) self.window.set_caption('KeysManiac (development build)') Grid.set_factor_from_resolution(*self.window.get_size()) self.window.push_handlers(self) self.scene = None def load_scene(self, scene_class): context = None if self.scene: context = self.scene.context self.scene.unload() new_scene = scene_class(game=self, context=context) new_scene.load() self.scene = new_scene def on_draw(self): if not self.scene: logging.warning('No scene has been loaded') return self.window.clear() self.scene.draw() def on_resize(self, width, height): Grid.set_factor_from_resolution(width, height) if not self.scene: return self.scene.resize() def on_activate(self): self.on_draw() def on_key_press(self, symbol, modifiers): if not self.scene: return self.scene.on_key_press(symbol, modifiers) def on_key_release(self, symbol, modifiers): if not self.scene: return self.scene.on_key_release(symbol, modifiers)
class ImageViewer: def __init__(self, display=None, maxwidth=500): self.window = None self.isopen = False self.display = display def __del__(self): self.close() def imshow(self, arr, caption): if self.window is None: height, width, _ = arr.shape self.window = Window(width=width, height=height, display=self.display, vsync=False, resizable=True) self.width = width self.height = height self.isopen = True assert len(arr.shape) == 3 height, width, _ = arr.shape image = pyglet.image.ImageData(width, height, 'RGB', arr.tobytes(), pitch=-3 * width) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) texture = image.get_texture() texture.width = self.width texture.height = self.height self.window.clear() self.window.switch_to() self.window.dispatch_events() texture.blit(0, 0) self.window.flip() self.window.set_caption(caption) def close(self): if self.isopen: self.window.close() self.isopen = False
class NumpyTube: def __init__(self): self.window = None self.isopen = False def __del__(self): self.close() def imshow(self, img, caption=None): height, width, _ = img.shape pitch = -3 * width if self.window is None: self.window = Window(width=width, height=height, vsync=False) self.width = width self.height = height self.isopen = True data = img.tobytes() image = pyglet.image.ImageData(width, height, "RGB", data, pitch=pitch) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) texture = image.get_texture() texture.width = self.width texture.height = self.height self.window.clear() self.window.switch_to() self.window.dispatch_events() texture.blit(0, 0) self.window.flip() if caption is not None: self.window.set_caption(caption) def close(self): if self.isopen: self.window.close() self.window = None self.isopen = False
def test_caption(self): try: w1 = Window(400, 200, resizable=True) w2 = Window(400, 200, resizable=True) count = 1 w1.set_caption('Window caption %d' % count) w2.set_caption(u'\u00bfHabla espa\u00f1ol?') last_time = time.time() while not (w1.has_exit or w2.has_exit): if time.time() - last_time > 1: count += 1 w1.set_caption('Window caption %d' % count) last_time = time.time() w1.dispatch_events() w2.dispatch_events() finally: w1.close() w2.close() self.user_verify('Pass test?', take_screenshot=False)
from pyglet.clock import ClockDisplay from pyglet.clock import set_fps_limit from pyglet.clock import schedule_interval from pyglet.window import Window from client.gui import Background from client.gui import Button from client.gui import QuitButton from client.gui import TextWidget from client.gui import UILabel from client.gui import MyRectangle from client.manager import GameManager from client.view_objects import Player from game.resources import Resources game_window = Window(Resources.window_width, Resources.window_height) game_window.set_caption("Push") game_window.set_location(Resources.center_x,Resources.center_y) fps = ClockDisplay() manager = GameManager() manager.set_window(game_window) # Object Batches per state # title_batch = Resources.batches['title'] setup_batch = Resources.batches['setup'] host_batch = Resources.batches['host'] join_batch = Resources.batches['join'] game_batch = Resources.batches['game'] end_batch = Resources.batches['end'] # End of Batches
cell_size = 10 cells_high = window_height / cell_size cells_wide = window_width / cell_size grid = [1 for cell in range(cells_high)] grid = [grid[:] for cell in range(cells_wide)] working_grid = deepcopy(grid) born = {3} survives = {2, 3, 8} paused = False window = Window(window_width, window_height) window.set_caption("Cellular Automaton") @window.event def on_draw(): window.clear() color_cells() draw_grid() @window.event def on_key_press(symbol, modifiers): global paused if symbol == key.ENTER: paused = not paused elif paused:
class Client: """ While we aren't networking this game it's better to learn this structure now rather than later. Even if you never plan on learning how to network your games this is still a very good architecture to use. This Client class should be considered completely separate from the Game. It is just a way of interacting with the game. The game should not depend on anything in this class. Working like this will help you keep your code much cleaner and, as stated before, networkable. You could also make multiple clients using different technologies. In our case we are using pyglet and rabbyt libraries, but it wouldn't be difficult to make a client using pygame or even just the consol (for a text mode). """ def __init__(self, game): # While the game needs to work independently of the client the client # can't work independently of the game. The client will be sending # input to the game as well as looking up different elements (such as # all the blocks so we can draw them and tell the game when we click on # one). self.game = game # Setup our pyglet window. self.window = Window(width=self.game.size_xy[0]*20, height=self.game.size_xy[1]*20+50) self.window.set_caption("Mines") self.window.on_close = sys.exit # The default pyglet OpenGL display is setup a bit different than how # rabbyt would like, thus rabbyt.set_default_attribs rabbyt.set_default_attribs() # Using pyglet for input is really easy. When you get further down # you'll see GameContorl inherits from EventDispatcher. That's how # window.push_handlers does the magic as we'll see further down. self.ctrl = GameContorl(self) self.window.push_handlers(self.ctrl) # Here we have some sprites we are going to use for the client. For # bigger games I think it's better to separate stuff like this out; # but this is quite small and not an issue. self.smile_face = rabbyt.Sprite("data/smile.png") self.smile_face.x = self.window.width/2 self.smile_face.y = self.window.height-25 self.dead_face = rabbyt.Sprite("data/smile_dead.png") self.dead_face.xy = self.smile_face.xy self.won_face = rabbyt.Sprite("data/smile_won.png") self.won_face.xy = self.smile_face.xy # That sprite stuff was pretty self explanatory. It is also very basic. # I'm not going to be going into much depth with rabbyt in these # tutorials so you may want to check out the rabbyt documentation from # http://matthewmarshall.org/projects/rabbyt/ # Very cool and elegant stuff there. Check it out! self.clock = Clock() self.clock.set_fps_limit(20) self.window.push_handlers(self.clock) self.time = 0 self.clock.schedule(self._add_time) self.setup() def setup(self): """ Just like the setup in the Game class this one fills out the block data. But wait, why do we have to do this again? Remeber how in the GameBlock we only had stuff related to the game engine; no display stuff? Well, we need display stuff for the client - that's why we have ClientBlock! As you'll see soon the ClientBlock sorta wraps the GameBlock to provide the graphical stuff we need. """ self.blocks = {} for key,b in self.game.blocks.items(): self.blocks[key] = ClientBlock(self, b) def _add_time(self, dt): """ This is kept track of so we can pass it onto rabbyt (so animation works) """ self.time += dt def loop(self): """ And here is our main game loop! In case you are new to game programming this is what is called every frame. This is where we will handle the display and stuff. """ # clock.tick is used for keeping track of time and limiting the frame # rate. self.clock.tick() self.window.dispatch_events() # And this is where that mysterious "time" comes in. This way rabbyt # knows how much time has passed and can do the awesome animations. rabbyt.set_time(self.time) # If you are new to this sort of thing rabbyt.clear clears the screen # (erases what was drawn last loop). We pass white as the color that we # want to clear it with. rabbyt.clear((1,1,1,1)) # And now we draw our blocks and smile face. for b in self.blocks.values(): b.draw() if self.game.gameover == True: if self.game.won == False: self.dead_face.render() else: self.won_face.render() else: self.smile_face.render() # This draws the buffer onto the screen. Without this we would be # staring at a blank screen. self.window.flip() def press_block(self, block): """ This is called by the Control as we will see later. Pretty simple and even unneeded. But this is where you could add cool effects for when you click on a block if you wannted to. (That's the reasion I have it) """ self.game.press_block(block.gameblock) def retry(self): """ Re-sets up the game. """ self.game.setup() self.setup()
"""Demonstrates creation of a transparent overlay window in pyglet """ import pyglet from pyglet.graphics import Batch from pyglet.window import Window batch = Batch() window = Window(500, 500, style=Window.WINDOW_STYLE_TRANSPARENT) window.set_caption("Transparent Window") circle = pyglet.shapes.Circle(250, 250, 100, color=(255, 255, 0), batch=batch) @window.event def on_draw(): window.clear() batch.draw() pyglet.app.run()
class Client( object ): def __init__(self, app): self.app = app self.window = Window( width=self.app.size[0], height=self.app.size[1], style='dialog', resizable=False ) self.window.set_caption("ASTAR MAZE") self.window.on_close = sys.exit self.ctrl = InputHandler(self) self.window.push_handlers(self.ctrl) self.clock = Clock() self.clock.set_fps_limit(30) self.window.push_handlers(self.clock) self.grid = ClientGrid( self.app.grid ) # S q u a r e s self.entities = {} self.setup() def setup(self): glClearColor( .113, .121, .1289, 1 ) glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ) glDisable( GL_LIGHTING ) glCullFace( GL_BACK ) glDisable( GL_DEPTH_TEST ) self.runner = None self.goal = None self.isSearching = False self.found = False self.solution = [] self.prev = None self.entitiesBatch = pyglet.graphics.Batch() group = ClientGroup() for k,v in self.app.squares.iteritems(): verts = self.entitiesBatch.add( 4, GL_QUADS, group, 'v2i/static', 'c4B/dynamic' ) verts.vertices = v.vertices['positions'] verts.colors = v.vertices['colors'] self.entities[k] = ClientSquare( v, verts ) def draw(self): self.grid.draw() self.entitiesBatch.draw() if self.found: curr = None if self.prev: self.setVisited( self.entities[self.prev] ) if len(self.solution): curr = self.solution.pop() self.entities[curr].update( SquareType.RUNNER ) self.prev = curr def update(self): self.clock.tick() self.window.dispatch_events() self.window.clear() self.draw() self.window.flip() def reset(self): self.app.setup() self.setup() def astar(self): startState = ASState( self.runner.pos, self.goal.pos, self ) nodesGenerated = 1 frontier = Heap() expanded = set() frontier.push( 0, ASNode( startState ) ) while len(frontier): n = frontier.pop() if n.state.isGoal(): self.solution = n.execute() print "%d node(s) generated.\n" % nodesGenerated return True successors = n.state.expand() for succ in successors: if succ['successor'] not in expanded: nodesGenerated = nodesGenerated + 1 nprime = ASNode( succ['successor'], succ['action'], n ) frontier.push( nprime.hCost, nprime ) expanded.add( succ['successor'] ) return False def search(self): if not self.runner or not self.goal: print "You must select a start and end position on the grid" print "Press 1 and then click a square for start position (in purple)." print "Press 2 and then click a square for end position (in red)." else: self.isSearching = True print "\nRUNNING A*\n" print "Goal position: \t", self.goal.pos print "Start position: \t", self.runner.pos print "Using heuristic: \t%s\n" % SETTINGS['HEURISTIC'] if self.astar(): self.found = True else: print "Failed to solve maze." self.isSearching = False def pressSquare( self, sqr ): sqr.update( SquareType.BLOCKED ) def resetSquare( self, sqr ): sqr.update( SquareType.EMPTY ) def setStart( self, sqr ): if not self.runner: sqr.update( SquareType.START ) self.runner = sqr def setEnd( self, sqr ): if not self.goal: sqr.update( SquareType.GOAL ) self.goal = sqr def setVisited( self, sqr ): sqr.update( SquareType.TRAIL )
window_width = 640 window_height = 480 cell_size = 2 cells_high = window_height // cell_size cells_wide = window_width // cell_size grid = [1 for cell in range(cells_high)] grid = [grid[:] for cell in range(cells_wide)] working_grid = grid[:] born = {3} survives = {2, 3, 8} window = Window(window_width, window_height) window.set_caption("Cellular Automaton") @window.event def on_draw(): window.clear() color_cells() @window.event def on_key_press(symbol, modifiers): if symbol == key.I: for x in range(cells_wide): for y in range(cells_high): grid[x][y] = 0 elif symbol == key.O:
"""Demonstrates creation of a transparent overlay window in pyglet """ import pyglet from pyglet.graphics import Batch from pyglet.window import Window batch = Batch() window = Window(500, 500, style=Window.WINDOW_STYLE_OVERLAY) window.set_caption("Overlay Window") circle = pyglet.shapes.Circle(250, 250, 100, color=(255, 255, 0), batch=batch) @window.event def on_draw(): window.clear() batch.draw() pyglet.app.run()
class Game(object): INITIAL_UPDATE_INTERVAL = UPDATE_INTERVAL def __init__(self): impl.funcs.load_resources() self.gameInfo = GameInfo() self.win = Window(FIELD_WIDTH, FIELD_HEIGHT) self.win.set_caption("snake") impl.funcs.setup_background_color() impl.funcs.setup_opengl_blend_func() self.gameField = GameField(self.gameInfo, self.win) self.menu = Menu(FIELD_WIDTH//2, FIELD_HEIGHT//2, self.game_start_callback, self.game_exit_callback, self.win) self._overlay = None self._update_interval = Game.INITIAL_UPDATE_INTERVAL @self.gameField.event def on_restart_snake(): unschedule(func=self.update) self._setup_overlay("restart") schedule_once(func=self.run_snake, delay=DELAY_FOR_NEW_RUN) @self.gameField.event def on_rerun_menu(): unschedule(func=self.update) #reset current handler self.win.pop_handlers() #and setup update handler self.win.push_handlers(self.menu) self.menu.start_bgrn_animation() @self.gameField.event def on_game_over(): unschedule(func=self.update) self._setup_overlay('game over...') schedule_once(func=self.game_exit_callback, delay=DELAY_FOR_EXIT) @self.gameField.event def on_score_up(): if self._update_interval > MAX_UPDATE_SPEED_INTERVAL: self._update_interval -= UPDATE_INTERVAL_SPEED_DX unschedule(func=self.update) schedule_interval(func=self.update,interval=self._update_interval) def _setup_overlay(self, text): self._overlay = BouncingLabel(FIELD_WIDTH//2,FIELD_HEIGHT//2,text,DEFAULT_OVERLAY_COLOR) self.win.pop_handlers() def on_draw(): self.win.clear() self._overlay.draw() self.win.push_handlers(on_draw) schedule_interval(func=self._overlay.update, interval=OVERLAY_UPDATE_INTERVAL) def game_start_callback(self): self._setup_overlay("start") schedule_once(func=self.run_snake, delay=DELAY_FOR_NEW_RUN) def game_exit_callback(self, *args): if self._overlay: unschedule(self._overlay.update) self._overlay = None self.win.pop_handlers() self.win.close() def start(self): self.win.push_handlers(self.menu) pyglet.app.run() def update(self, dt): if not self.gameInfo.pause: self.gameField.update(dt) def run_snake(self, *args): if self._overlay: unschedule(self._overlay.update) self._overlay = None #reset current handlers self.win.pop_handlers() self.gameInfo.pause = False self.gameField.reset() #setup new handlers self.win.push_handlers(self.gameField) #and setup update handler self._update_interval = Game.INITIAL_UPDATE_INTERVAL schedule_interval(func=self.update,interval=self._update_interval)
from pyglet.clock import ClockDisplay from pyglet.clock import set_fps_limit from pyglet.clock import schedule_interval from pyglet.window import Window from client.gui import Background from client.gui import Button from client.gui import QuitButton from client.gui import TextWidget from client.gui import UILabel from client.gui import MyRectangle from client.manager import GameManager from client.view_objects import Player from game.resources import Resources game_window = Window(Resources.window_width, Resources.window_height) game_window.set_caption("Push") game_window.set_location(Resources.center_x, Resources.center_y) fps = ClockDisplay() manager = GameManager() manager.set_window(game_window) # Object Batches per state # title_batch = Resources.batches["title"] setup_batch = Resources.batches["setup"] host_batch = Resources.batches["host"] join_batch = Resources.batches["join"] game_batch = Resources.batches["game"] end_batch = Resources.batches["end"] # End of Batches
class DivineOasis: def __init__(self, debug: bool = False): self.debug = debug if self.debug: if platform.system() == "Windows": # Set larger console os.system("mode con: cols=200 lines=9999") if platform.system() != "Linux": import pyglet_ffmpeg pyglet_ffmpeg.load_ffmpeg() # Enable Colours using black magic os.system("") # Setup Logging self.game_logger = self.setup_logging(debug) # Get basic system information self.system_data = {} self.system_info() # Basic classes self.game_config = Config() self.game_config.load() self.game_assets = Assets(self.game_config.get("language.lang")) # setup Pyglet pyglet.options['audio'] = ('openal', 'pulse', 'directsound', 'silent') vsync_enabled = self.game_config.get("graphics.vsync") self.window = Window(1280, 720) self.window.set_vsync(vsync_enabled) # TODO: Fix fullscreen mode # self.window.set_fullscreen(self.game_config.get("fullscreen")) self.window.set_caption(self.game_assets.get("lang.title.main_title")) fps_limit = self.game_config.get("graphics.fps") self.scene_manager = SceneManager(self.game_assets, self.window) if vsync_enabled: pyglet.clock.schedule(self.scene_manager.update) else: pyglet.clock.schedule_interval(self.scene_manager.update, 1.0 / fps_limit) def start(self): self.game_logger.info( f"Starting Divine Oasis { divineoasis.__version__ }") # Start Pyglet loop pyglet.app.run() @staticmethod def setup_logging(debug: bool): if debug: level = "DEBUG" else: level = "INFO" logging.config.dictConfig({ "version": 1, "disable_existing_loggers": False, "formatters": { "standard": { "format": "%(asctime)s [%(levelname)s] %(name)s: %(message)s" } }, "handlers": { "default": { "class": "logging.StreamHandler", "formatter": "standard" } }, "loggers": { "": { "handlers": ["default"], "propagate": True, "level": level } } }) logging.addLevelName( logging.DEBUG, Colours.BOLD + Colours.BRIGHT_CYAN + "DEBUG" + Colours.RESET) logging.addLevelName( logging.INFO, Colours.BOLD + Colours.BRIGHT_BLUE + "INFO" + Colours.RESET) logging.addLevelName( logging.WARNING, Colours.BOLD + Colours.BRIGHT_YELLOW + "WARNING" + Colours.RESET) logging.addLevelName( logging.ERROR, Colours.BOLD + Colours.BRIGHT_RED + "ERROR" + Colours.RESET) logging.addLevelName( logging.CRITICAL, Colours.BOLD + Colours.BRIGHT_RED + Colours.BLINK + "CRITICAL" + Colours.RESET) return logging.getLogger(__name__) def system_info(self): self.system_data = { "arguments": sys.argv, "python_version": sys.version, "os": platform.system(), "os_release": platform.release(), "os_version": platform.version(), "os_arch": platform.machine(), "os_platform": platform.platform() } self.game_logger.debug( "=*=*=*=*=*=*=*=*=*=*=*= Debug Information =*=*=*=*=*=*=*=*=*=*=*=" ) self.game_logger.debug( f" Arguments: { self.system_data['arguments'] }") self.game_logger.debug( f" Python Version: { self.system_data['python_version'] }") self.game_logger.debug( f" OS: { self.system_data['os'] }") self.game_logger.debug( f" OS Version: { self.system_data['os_version'] }") self.game_logger.debug( f" OS Release: { self.system_data['os_release'] }") self.game_logger.debug( f" OS Architecture: { self.system_data['os_arch'] }") self.game_logger.debug( f" OS Platform: { self.system_data['os_platform'] }") self.game_logger.debug( "=*=*=*=*=*=*=*=*=*=*=*=*=* Directories *=*=*=*=*=*=*=*=*=*=*=*=*=" ) self.game_logger.debug( f" Application Root: { Directories().application_root }") self.game_logger.debug( f" Assets Directory: { Directories().assets_directory }") self.game_logger.debug( f" Data Directory: { Directories().data_directory }") self.game_logger.debug( f" Config Location: { Directories().config_location }") self.game_logger.debug( "=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=*=" )