def make_board_scene(self, center_frame): board_scene = SkChessBoardScene(self.game, center_frame) scene_view = sk.View(board_scene) scene_view.frame = center_frame # center_square() scene_view.shows_fps = True scene_view.shows_node_count = True scene_view.shows_physics = True return scene_view
if len(y) == 0: return for i, n in enumerate(self.v): iy = int(i / Np * len(y)) n.position = (i / Np * W, y[iy] * H + H / 2) def did_stop(self): print('stopping') #raise Error() self['n'][0].remove_all_actions() [rec.stop() for rec in r] ui.delay(cleanup, 0.25) # the scene seems to crash when restarting, unless we raise an error here raise KeyboardInterrupt #sc=Vis(dofft=True) sc = Vis(dofft=False) v = sk.View(sc) v.shows_fps = True v.shows_node_count = True v.present() def cleanup(): # required b/c beta always clears globals print('cleaning up') del globals()['r'] del globals()['sc'] del globals()['v']
def main(): game = Game() scene_view = sk.View() scene_view.run(game) scene_view.present()
def main(): clock = Clock() scene_view = sk.View() scene_view.frame_interval = 2 #30 fps scene_view.run_scene(clock) scene_view.present()
def main(): scene = ClockScene() scene_view = sk.View() scene_view.run_scene(scene) scene_view.present(orientations=['portrait'])
import ui W = ui.get_screen_size().width H = ui.get_screen_size().height import sk class Vis(sk.Scene): def __init__(self): self.v = [sk.SpriteNode() for x in xrange(int(W) * 2)] for i, sp in enumerate(self.v): sp.size = (5, 5) sp.position = (i / 2., H / 2) sp.color = (i / W / 2, (1 - i / W / 2), (0.5 + i / 800.0)) self.add_child(sp) self.a1 = sk.Action.call(self.update_y) self.a2 = sk.wait(0.1) self.a3 = sk.sequence([self.a1, self.a2]) self.a4 = sk.Action.repeat_forever(self.a3) n = sk.Node() self.add_child(n) n.run_action(self.a4) def update_y(self): y = record() for i, n in enumerate(self.v): iy = int(i / W / 2.0 * len(y)) n.position = (i / 2., y[iy] * H + H / 2) v = sk.View(Vis()) v.present()
def main(): scene = ShaderScene() scene_view = sk.View() scene_view.run_scene(scene) scene_view.present()
def main(): game = ParticleScene() scene_view = sk.View(game) scene_view.shows_fps = True scene_view.shows_node_count = True scene_view.present()
def update_camera(self): if self.game_finished: return player_pos = self.player.position center = sk.Point(self.size.w / 5 / zoom, self.size.h / 2 / zoom) cam_pos = min(0, center.x - player_pos.x), min(0, center.y - player_pos.y) cam_pos = (cam_pos[0] * zoom, cam_pos[1] * zoom) self.foreground_layer.position = cam_pos self.tiled_bg.tile_offset = ( (-self.foreground_layer.position.x * 0.75) % 512.0, 0) self.tiled_bg.position = (512, 256 + cam_pos[1] * 0.75) def show_dust_effect(self, pos): self.dust_effect.num_particles_to_emit = 5 self.dust_effect.position = pos self.dust_effect.reset_simulation() self.dust_effect.advance_simulation_time(0.2) def jump(self, strength=6.5): self.v = sk.Vector2(self.v.x, min(15, strength)) self.standing = False self.ground_t = 0 def did_stop(self): self.music.stop() scene_view = sk.View() game = Game() scene_view.run_scene(game) scene_view.present(orientations=['landscape'])