Ejemplo n.º 1
0
    def save_screenshot (self, directory):
        # -- create a standard-sized view to capture a screenshot
        mv = mapview (640, 480)
        # -- get the real map view to obtain the location for our view 
        actual_view = area_manager.get_mapview()
        # -- this makes sure that the view is at proper Z coordinate
        mv.set_position (actual_view.get_x(), actual_view.get_y(), actual_view.get_z())
        # -- now actually ensure that the x and y are in the center of the view
        mv.center_on (actual_view.get_x(), actual_view.get_y())
        
        # -- create a surface onto which to render the map
        surf = gfx.create_surface()
        surf.resize (640, 480)

        # -- render the view onto the surface
        mv.draw (0, 0, None, surf)

        # -- save the surface to disk
        surf.save_png(directory + "/screenshot.png")
        
        # -- cleanup
        surf = None
        mv = None
Ejemplo n.º 2
0
    def worldtest(self):
        global handle_keys
        # -- need gfx backend for graphics
        self.init_modules(self.GFX | self.INPUT)

        # -- add data directory to python search path
        sys.path.insert(0, "data")

        # -- need this for SDL backend to work
        #gfx.screen.set_video_mode (640, 480)
        #gfx.screen.set_video_mode (1024, 768)
        gfx.screen.set_video_mode(1280, 1024)

        ## Create our input_listener and connect the callback
        ## to handle keyboard events
        il = input.listener()
        il.connect_keyboard_function(handle_keys)

        ## Add the listener to the manager
        input.manager.add(il)

        # -- create world
        wrld = world.area()

        # -- create character
        chr = wrld.add_character("Player")

        # -- load character model from file
        chr.load("data/models/char/npc/ng.xml")

        # -- set character attributes
        chr.set_position(160, 160)
        chr.set_altitude(5)
        chr.set_speed(1.0)

        # -- set character location in world
        wrld.place_entity(0, chr)

        # -- create a ground tile
        tile = wrld.add_object()

        # -- load tile data
        tile.load("data/models/map/ground/outside/wood-1.xml")

        # -- place tile in world
        pos = world.coordinates(160, 160, 0)
        wrld.place_entity(1, pos)

        # -- create mapview
        view = world.mapview(640, 480)

        # -- set map to show
        view.set_map(wrld)

        # -- set schedule of view
        view.set_schedule("focus_on_character", ("Player", ))

        mov = {
            0: chr.EAST,
            20: chr.SOUTH,
            60: chr.WEST,
            100: chr.NORTH,
            140: chr.EAST
        }
        i = 0
        cur_mov = 0

        # -- main loop
        while not letsexit:
            if i in mov:
                # -- let character walk
                chr.remove_direction(cur_mov)
                cur_mov = mov[i]
                chr.add_direction(cur_mov)

            # -- update game clock
            event.date.update()

            # -- process world
            wrld.update()

            # -- process map view
            view.update()
            view.draw(0, 0)

            # update keys
            input.manager.update()

            # -- debugging
            chr.debug_collision(0, 0)
            print chr.x(), chr.y(), chr.z()

            # -- process gfx output
            gfx.screen.update()
            gfx.screen.clear()

            # -- keep framerate stable
            base.Timer.update()

            i = (i + 1) % 160

        return 0
Ejemplo n.º 3
0
    def worldtest (self):
        global handle_keys
        # -- need gfx backend for graphics
        self.init_modules (self.GFX| self.INPUT)
        
        # -- add data directory to python search path
        sys.path.insert (0, "data")
        
        # -- need this for SDL backend to work
        #gfx.screen.set_video_mode (640, 480)
        #gfx.screen.set_video_mode (1024, 768)
        gfx.screen.set_video_mode (1280, 1024)

    
        ## Create our input_listener and connect the callback
        ## to handle keyboard events
        il = input.listener()
        il.connect_keyboard_function(handle_keys)

        ## Add the listener to the manager
        input.manager.add(il)


        # -- create world
        wrld = world.area ()
        
        # -- create character
        chr = wrld.add_character ("Player")
        
        # -- load character model from file
        chr.load ("data/models/char/npc/ng.xml")

        # -- set character attributes
        chr.set_position (160, 160)
        chr.set_altitude (5)
        chr.set_speed (1.0);

        # -- set character location in world
        wrld.place_entity (0, chr)

        # -- create a ground tile
        tile = wrld.add_object ()
        
        # -- load tile data
        tile.load ("data/models/map/ground/outside/wood-1.xml")
        
        # -- place tile in world
        pos = world.coordinates (160, 160, 0)
        wrld.place_entity (1, pos)

        # -- create mapview
        view = world.mapview (640, 480)
        
        # -- set map to show
        view.set_map (wrld)

        # -- set schedule of view
        view.set_schedule ("focus_on_character", ("Player",))

        mov = { 0:chr.EAST, 20:chr.SOUTH, 60:chr.WEST, 100:chr.NORTH, 140:chr.EAST }
        i = 0
        cur_mov = 0        

        # -- main loop
        while not letsexit:
           if i in mov:
               # -- let character walk
               chr.remove_direction(cur_mov)
               cur_mov = mov[i]
               chr.add_direction(cur_mov)

           # -- update game clock
           event.date.update ()
        
           # -- process world
           wrld.update ()
        
           # -- process map view
           view.update ()
           view.draw (0, 0)

           # update keys
           input.manager.update() 

           # -- debugging
           chr.debug_collision(0, 0)
           print chr.x(), chr.y(), chr.z()
           
           # -- process gfx output
           gfx.screen.update()
           gfx.screen.clear()
           
           # -- keep framerate stable
           base.Timer.update()
        
           i = (i + 1) % 160

        return 0