def __init__(self, scene, width, height, segments=3, fill=True, x=0, y=0, layer=0, colours=[]): # type: (Scene, int, int, int, bool, int, int, int, list[str]) -> None GameObject.__init__(self, scene=scene) points = [] x += scene.window.width / 2 y += scene.window.height / 2 for i in range(segments): angle = math.radians(float(i) / segments * 360) _x = width * math.cos(angle) + x _y = height * math.sin(angle) + y points.append(_x) points.append(_y) Polygon.__init__(self, scene, fill, segments, x, y, layer, points, colours=colours)
def __init__(self, scene, image, scale=1, layer=0): # type: (Scene, pyglet.image.AbstractImage) -> None GameObject.__init__(self, scene) self.layer = layer pyglet.sprite.Sprite.__init__(self, img=image, batch=scene.batch, group=scene.layers[self.layer]) self.scene = scene self.image = image self.scale = scale
def __init__(self, scene, widget, x=0, y=0): GameObject.__init__(self, scene, -1) self.widget = widget self.widget.id = Globals.WIDGETS Globals.WIDGETS += 1 Dialog.__init__(self, content=GridLayout(content=[ [self.widget] ]), window=Globals.WINDOW, batch=scene.batch, group=scene.layers[-1], offset=(x, y), theme=felyne_dark)
def __init__(self, scene, width, height, fill=True, x=0, y=0, layer=0, colours=[]): # type: (Scene, int, int, bool, int, int, int, list[str]) -> None GameObject.__init__(self, scene=scene) x += scene.window.width / 2 y += scene.window.height / 2 points = [x, y + (height // 2), # Bottom left x + (width // 2), y, # Bottom right x + width, y + (height // 2), # Top right x + (width // 2), y + height] # Top left Polygon.__init__(self, scene, fill, 4, x, y, layer, points, colours=colours)
def __init__(self, scene, title, content, x=0, y=0): GameObject.__init__(self, scene, -1) KWindow.__init__(self, title, content, window=Globals.WINDOW, batch=scene.batch, group=scene.layers[-1], offset=(x, y), theme=felyne_dark, anchor=ANCHOR_TOP_LEFT)
def __init__(self, scene, size, fill=True, x=0, y=0, layer=0, colours=[]): # type: (Scene, int, bool, int, int, int, list[str]) -> None GameObject.__init__(self, scene=scene) Rectangle.__init__(self, scene, size, size, fill, x, y, layer, colours=colours)
def __init__(self, scene, text="", x=0, y=0, layer=0): # type: (Scene, str, int, int) -> None GameObject.__init__(self, scene=scene) self._layer = layer pyglet.text.Label.__init__(self, text=text, x=x, y=y, batch=scene.batch, group=scene.layers[self._layer]) self._scene = scene self._text = text self._x = x self._y = y
def __init__(self, scene, width, height, expand, expand_direction="out", fill=True, x=0, y=0, layer=0, colours=[]): # type: (Scene, int, int, int, str, bool, int, int, int, list[str]) -> None GameObject.__init__(self, scene=scene) x += scene.window.width / 2 y += scene.window.height / 2 if expand_direction == "out": tl = x bl = x + width + expand tr = x + width br = x + expand elif expand_direction == "in": tl = x bl = x + width - expand tr = x + width br = x - expand points = [ tl, y, # Bottom left bl, y, # Bottom right tr, y + height, # Top right br, y + height ] # Top left Polygon.__init__(self, scene, fill, 4, x, y, layer, points, colours=colours)
def __init__(self, scene, fill=True, point_total=0, x=0, y=0, layer=0, points=[], colours=[]): # type: (Scene, bool, int, int, int, int, list[int], list[str]) -> None GameObject.__init__(self, scene=scene) self.layer = layer self.scene = scene self.point_total = point_total self.points = points self.colours = self._colour_handler(colours) self.x_points = [] self.y_points = [] for i in range(0, len(self.points)): # If even if i & 1: self.y_points.append(self.points[i]) else: self.x_points.append(self.points[i]) self.size = (max(self.x_points) - min(self.x_points), max(self.y_points) - min(self.y_points)) self.center = (self.size[0] / 2, self.size[1] / 2) if fill: mode = pyglet.gl.GL_POLYGON else: mode = pyglet.gl.GL_LINE_LOOP self.batch = pyglet.graphics.Batch() self.shape = self.batch.add(point_total, mode, None, ('v2f', self.points), ('c3B', self.colours)) self.scene.batch_list.append(self.batch) self.scene.object_list.append(self)
def __init__(self, scene, width, height, skew, skew_direction="right", fill=True, x=0, y=0, layer=0, colours=[]): # type: (Scene, int, int, int, str, bool, int, int, int, list[str]) -> None GameObject.__init__(self, scene=scene) x += scene.window.width / 2 y += scene.window.height / 2 if skew_direction == "left": tl = x + skew bl = x + width + skew tr = x + width - skew br = x - skew elif skew_direction == "right": tl = x - skew bl = x + width - skew tr = x + width + skew br = x + skew points = [tl, y, # Bottom left bl, y, # Bottom right tr, y + height, # Top right br, y + height] # Top left Polygon.__init__(self, scene, fill, 4, x, y, layer, points, colours=colours)
def __init__(self, scene, width, height, tip_placement="center", fill=True, x=0, y=0, layer=0, colours=[]): # type: (Scene, int, int, str, bool, int, int, int, list[str]) -> None GameObject.__init__(self, scene=scene) x += scene.window.width / 2 y += scene.window.height / 2 if tip_placement == "center": tip = (width // 2) elif tip_placement == "left": tip = 0 elif tip_placement == "right": tip = width points = [ x, y, # Bottom left x + width, y, # Bottom right x + tip, y + height ] # Tip Polygon.__init__(self, scene, fill, 3, x, y, layer, points, colours=colours)
def __init__(self, scene, height, thickness=1, x=0, y=0, layer=0, colours=[]): # type: (Scene, int, int, int, int, int, list[str]) -> None GameObject.__init__(self, scene=scene) Rectangle.__init__(self, scene, thickness, height, True, x, y, layer, colours=colours)