Ejemplo n.º 1
0
def start():
    director.init(width=CONF.window_width,
                  height=CONF.window_height,
                  caption=CONF.caption)
    scene = Scene()
    scene.add(menu.MainMenu(), z=1)
    director.run(scene)
Ejemplo n.º 2
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def start_solitaire(player_name, players):
    gamescene = Scene()
    gamelayer = IncantusLayer()
    gamescene.add(gamelayer, z=0, name="table")
    director.push(gamescene)
    #director.push(ZoomTransition(gamescene, 1.5))
    gamelayer.game_start(player_name, pyglet.clock.time.time(), players)
Ejemplo n.º 3
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def get_dance(index):
    d = dances[index]
    layer = ColorLayer(0, 255, 0, 100)
    s = Scene(FontLayer(title=d[0], subtitle=d[1]), d[2](index))
    s.add(layer)
    # return Scene(FontLayer(title=d[0], subtitle=d[1]), d[2](index))
    return s
Ejemplo n.º 4
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def setup(test=False, phase_source = None, train_end_calls = []):
    director.director.init(width=1056, height=700, caption='MatchBrain')
    scene = Scene()
    scene.add(MultiplexLayer(
        MainMenu(test, phase_source, train_end_calls),
    ), z = 1)
    return scene
Ejemplo n.º 5
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def reload_solitaire(replay_file):
    gamescene = Scene()
    gamelayer = IncantusLayer()
    gamescene.add(gamelayer, z=0, name="table")
    director.push(gamescene)
    #director.push(ZoomTransition(gamescene, 1.5))
    gamelayer.game_reload(replay_file)
Ejemplo n.º 6
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def main():
    director.init(**resources.settings['window'])
    scene = Scene()
    scene.add(MultiplexLayer(
        MainMenu(scene),
        LevelSelectMenu(),
        OptionsMenu(),
        ScoresLayer(),
        HelpLayer(),
        AboutLayer()
    ),
        z=1)
    director.set_show_FPS(resources.settings["general"]["showFps"])
    w, h = director.get_window_size()

    # Music - moved to resources
    # 1st Try - doesnt play anything
    # scene.load_music("assets/music.wav")
    # scene.play_music()

    # 2nd Try - static noise louder than music
    # music = pyglet.resource.media("assets/music.wav", streaming = True)
    # music.play()

    # 3rd Try - music stops after ca. 1 min (even when piece was longer)
    # and doesnt repeat as it should
#    music_player = pyglet.media.Player()
#    music = pyglet.resource.media("assets/music.wav", streaming = False)
#    music_player.queue(music)
#    music_player.eos_action = music_player.EOS_LOOP
    director.run(scene)
Ejemplo n.º 7
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def start_solitaire(player_name, players):
    gamescene = Scene()
    gamelayer = IncantusLayer()
    gamescene.add(gamelayer, z=0, name="table")
    director.push(gamescene)
    #director.push(ZoomTransition(gamescene, 1.5))
    gamelayer.game_start(player_name, pyglet.clock.time.time(), players)
Ejemplo n.º 8
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def reload_solitaire(replay_file):
    gamescene = Scene()
    gamelayer = IncantusLayer()
    gamescene.add(gamelayer, z=0, name="table")
    director.push(gamescene)
    #director.push(ZoomTransition(gamescene, 1.5))
    gamelayer.game_reload(replay_file)
Ejemplo n.º 9
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def get_scene():
    global keyboard, scroller
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    model = Model()

    world_layer = WorldMap(2000, 2000, model)
    scroller = cocos.layer.ScrollingManager()
    scroller.add(world_layer)

    car_layer = layer.ScrollableLayer()
    car = cocos.sprite.Sprite('car.png')
    car_layer.add(car)
    car.position = (200, 100)
    # car.max_forward_speed = 200
    # car.max_reverse_speed = -100
    car.max_forward_speed = 400
    car.max_reverse_speed = -200
    car.do(DriveCar(model))
    scroller.add(car_layer)

    scene = Scene()
    scene.add(scroller)

    return scene
Ejemplo n.º 10
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def main():
    """
    test split layers
    """
    from cocos.scene import Scene
    from cocos.director import director

    director.init()

    window_size = director.get_window_size()
    window_rect = Rect(0, 0, *window_size)

    distance = window_size[0] * 3 / 4
    main_rect, rest_rect = split_horizontal(window_rect, distance)

    status_height = 80
    status_rect, menu_rect = split_vertical(rest_rect, status_height)

    main_layer = SplitLayer(main_rect)
    menu_layer = SplitLayer(menu_rect, color=(255, 255, 0, 255))
    status_layer = SplitLayer(status_rect, color=(255, 0, 255, 255))

    scene = Scene()
    scene.add(main_layer, z=0)
    scene.add(menu_layer, z=1)
    scene.add(status_layer, z=2)

    director.run(scene)
Ejemplo n.º 11
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def get_scene():
    global keyboard, scroller
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    model = Model()

    world_layer = WorldMap(2000, 2000, model)
    scroller = cocos.layer.ScrollingManager()
    scroller.add(world_layer)

    car_layer = layer.ScrollableLayer()
    car = cocos.sprite.Sprite('car.png')
    car_layer.add(car)
    car.position = (200, 100)
    # car.max_forward_speed = 200
    # car.max_reverse_speed = -100
    car.max_forward_speed = 400
    car.max_reverse_speed = -200
    car.do(DriveCar(model))
    scroller.add(car_layer)

    scene = Scene()
    scene.add(scroller)

    return scene
Ejemplo n.º 12
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class GameMenu(Menu):
    def __init__(self):
        super(GameMenu, self).__init__()
        self.scene = Scene()
        self.scene.add(MultiplexLayer(MainMenu(), OptionsMenu(), KeyBindingMenu()), z=1)

    def start_game(self):
        director.run(self.scene)
Ejemplo n.º 13
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def get_cut_scene():

    scene = Scene()
    layer = MainLayer()
    bgLayer = BackgroundLayer()
    scene.add(bgLayer)
    scene.add(layer)   
    return scene
Ejemplo n.º 14
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def new_game():
    director.init(resizable=False, width=1024, height=768)
    scene = Scene()
    scene.add(BackgroundLayer(), z=0)
    scene.add(MultiplexLayer(
        MainMenu(),
    ), z=1)
    director.run(scene)
Ejemplo n.º 15
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def menu_scene():
    scene = Scene()
    scene.add(BackgroundLayer('menu_backgroud.jpg'), z=0)
    scene.add(MultiplexLayer(
        MainMenu(),
        OptionsMenu()
    ), z=1)
    return scene
Ejemplo n.º 16
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 def start_game(self):
     scene = Scene()
     scene.add(MultiplexLayer(
                      MainMenu(),
                      OptionsMenu(),
                      HiScoresLayer(),
                      ), z=1)
     scene.add(BackgroundLayer(), z=0)
     director.push(ShuffleTransition(scene, 1.5))
Ejemplo n.º 17
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def get_hotkeys():

    scene = Scene()
    h_scene = HotkeyScene()
    hotkey = Hotkeys()
    scene.add(h_scene)
    scene.add(hotkey)

    return scene
Ejemplo n.º 18
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def get_about():

    scene = Scene()
    a_scene = AboutScene()
    about = About()

    scene.add(a_scene)
    scene.add(about)

    return scene
Ejemplo n.º 19
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def get_scene():
    scene = Scene()

    view = BuilderView(Catalog.full_catalog)
    controller = BuilderController(view)

    scene.add(controller, z=1, name="controller")
    scene.add(view, z=2, name="view")

    return scene
Ejemplo n.º 20
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def main():
    print(description)
    director.init(resizable=True, width=640, height=480)
    scene_green = Scene()
    layer_green = ColorLayer(32, 255, 0, 255)
    scene_green.add(layer_green)
    scene_green.do(ac.Delay(2.0) + ac.CallFunc(push_sequence_scene))
    # pyglet 1.1.4 needs this to timely pump actions
    pyglet.clock.schedule(lambda dt: None)
    director.run(scene_green)
Ejemplo n.º 21
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 def on_win(self):
     Objects.reset_game()
     server = Objects.get_server(self.levelName)
     server.curLevel = self.level+1
     utils.play_sound("Enter.wav")
     game = Scene(server.map, server)
     game.add(ImageLayer(os.path.join("images", "backgrounds", "notebook-paper.png")), z=BACKGROUND_Z)
     director.push(game)
     menu_player.stop()
     self.game_started = True
Ejemplo n.º 22
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    def on_join_regular(self):
        global game_controller
        game_controller = GameController()
        main_scene = Scene(game_controller.map, game_controller)
        director.push(main_scene)

        #adding a background layer that lies below all layers
        background_layer = ImageLayer(
            os.path.join("images", "backgrounds", "notebook-paper.png"))
        main_scene.add(background_layer, z=-1)
Ejemplo n.º 23
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def get_newgame():
    scene = Scene()
    bg_layer = Level2_Background()
    hero = Level2_Hero()

    scroller_2.add(bg_layer)
    scroller_2.add(hero)
    Sound.play("res/audio/Level2.mp3")
    scene.add(scroller_2)
    return scene
Ejemplo n.º 24
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def get_help():

    scene = Scene()
    main_bg = MainScene()
    help = Help()

    scene.add(main_bg)
    scene.add(help)

    return scene
Ejemplo n.º 25
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def get_pause():

    scene = Scene()
    main_bg = MainScene()
    pause = PauseScene()

    scene.add(main_bg)
    scene.add(pause)

    return scene
Ejemplo n.º 26
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def main():
    print(description)
    director.init( resizable=True, width=640, height=480 )
    scene_green = Scene()
    layer_green = ColorLayer(32,255,0,255)
    scene_green.add(layer_green)
    scene_green.do(ac.Delay(2.0) + ac.CallFunc(push_sequence_scene))
    # pyglet 1.1.4 needs this to timely pump actions 
    pyglet.clock.schedule(lambda dt: None)
    director.run(scene_green)
    def previous():
        if SlidesManager.current_position == 0 or \
            SlidesManager.current_position-1 > len(SlidesManager.slides_pool):

            return

        SlidesManager.current_position-=1
        scene = Scene(Presentation())
        scene.add(SlidesManager.slides_pool[SlidesManager.current_position], z=1)
        director.push(scene)
Ejemplo n.º 28
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    def on_join_regular(self):
        global game_controller
        game_controller = GameController()
        main_scene = Scene(
            game_controller.map, game_controller)
        director.push(main_scene)

        #adding a background layer that lies below all layers
        background_layer = ImageLayer(
            os.path.join("images", "backgrounds", "notebook-paper.png"))
        main_scene.add(background_layer, z=-1)
    def next():
        if SlidesManager.current_position+1 > len(SlidesManager.slides_pool):
            return

        scene = Scene(Presentation())
        scene.add(SlidesManager.slides_pool[SlidesManager.current_position], z=1)
        SlidesManager.current_position+=1
       
        trans = [ FadeTRTransition, FlipX3DTransition, CornerMoveTransition, FlipY3DTransition ]
        t = choice(trans)
        director.replace( t(scene, duration=1))
Ejemplo n.º 30
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 def setup_board(client):
     gamelayer = IncantusLayer()
     gamescene = Scene()
     gamescene.add(gamelayer, z=0, name="table")
     #gamescene.add(chatbox, z=1, name="chat")
     director.push(gamescene)
     #director.push(ZoomTransition(gamescene, 1.5))
     gamelayer.msg_controller.prompt("Waiting for other players")
     #gamelayer.game_status.log("Waiting for other players")
     defrd = client.ready_to_start()
     defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
Ejemplo n.º 31
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 def setup_board(client):
     gamelayer = IncantusLayer()
     gamescene = Scene()
     gamescene.add(gamelayer, z=0, name="table")
     #gamescene.add(chatbox, z=1, name="chat")
     director.push(gamescene)
     #director.push(ZoomTransition(gamescene, 1.5))
     gamelayer.msg_controller.prompt("Waiting for other players")
     #gamelayer.game_status.log("Waiting for other players")
     defrd = client.ready_to_start()
     defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
Ejemplo n.º 32
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def push_sequence_scene():
    scene_blue = Scene()
    layer_blue = ColorLayer(32, 32, 255, 255)
    scene_blue.add(layer_blue, z=0)
    scene_blue.do(ac.Delay(2) + ac.CallFunc(pop_scene))

    scene_red = Scene()
    layer_red = ColorLayer(255, 32, 0, 255)
    scene_red.add(layer_red, z=0)
    scene_red.do(ac.Delay(2) + ac.CallFunc(pop_scene))

    director.push(SequenceScene(scene_blue, scene_red))
Ejemplo n.º 33
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def get_menu():

    menu = MainMenu()
    main_bg = MainScene()
    scene = Scene()
    Sound.music.set_volume(0.5)
    Sound.play("res/audio/Menu.mp3")

    scene.add(main_bg)
    scene.add(menu)

    return scene
Ejemplo n.º 34
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def push_sequence_scene():
    scene_blue = Scene()
    layer_blue = ColorLayer(32,32,255,255)
    scene_blue.add( layer_blue, z=0 )
    scene_blue.do(ac.Delay(2) + ac.CallFunc(pop_scene))

    scene_red = Scene()
    layer_red = ColorLayer(255,32,0,255)
    scene_red.add( layer_red, z=0 )
    scene_red.do(ac.Delay(2) + ac.CallFunc(pop_scene))

    director.push( SequenceScene(scene_blue, scene_red) )
Ejemplo n.º 35
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def main():
    script_dir = os.path.dirname(os.path.realpath(__file__))

    pyglet.resource.path = [join(script_dir, '..')]
    pyglet.resource.reindex()

    director.director.init(width=800, height=650, caption="Match 3")

    scene = Scene()
    scene.add(MultiplexLayer(MainMenu()), z=1)

    director.director.run(scene)
Ejemplo n.º 36
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def get_new_game():
    scene = Scene()
    game = Game()
    hud = Hud()
    end_game = EndGame()
    game_ctrl = GameCtrl(game, hud, end_game)
    ai_interface = AIInterface(game)
    scene.add(game, z=0, name="game layer")
    scene.add(game_ctrl, z=1, name="game control layer")
    scene.add(hud, z=2, name="hud layer")
    scene.add(end_game, z=3, name="end game layer")
    scene.add(ai_interface, z=4, name="ai")
    return scene
class TestHeadsUpDisplay(TestCase):
    def setUp(self):
        self.config = Config()
        self.config.window_width = 1024
        resolution = (self.config.window_width, self.config.window_height)
        director.init(*resolution)
        self.hud = HeadsUpDisplay()
        self.scene = Scene()
        self.scene.add(self.hud)

    @skip("For manual use only.")
    def test_load_old_dashboard(self):
        director.run(self.scene)
Ejemplo n.º 38
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 def connected(client, avatar):
     client.avatar = avatar
     #client.msg_callback = chatbox.add_text
     #chatbox.set_callback(client.send_message)
     gamelayer = IncantusLayer()
     gamescene = Scene()
     gamescene.add(gamelayer, z=0, name="table")
     #gamescene.add(chatbox, z=1, name="chat")
     director.push(gamescene)
     #director.push(ZoomTransition(gamescene, 1.5))
     #gamelayer.game_status.log("Waiting for other players")
     gamelayer.msg_controller.prompt("Waiting for other players")
     defrd = client.ready_to_start()
     defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
Ejemplo n.º 39
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 def connected(client, avatar):
     client.avatar = avatar
     #client.msg_callback = chatbox.add_text
     #chatbox.set_callback(client.send_message)
     gamelayer = IncantusLayer()
     gamescene = Scene()
     gamescene.add(gamelayer, z=0, name="table")
     #gamescene.add(chatbox, z=1, name="chat")
     director.push(gamescene)
     #director.push(ZoomTransition(gamescene, 1.5))
     #gamelayer.game_status.log("Waiting for other players")
     gamelayer.msg_controller.prompt("Waiting for other players")
     defrd = client.ready_to_start()
     defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
Ejemplo n.º 40
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def get_newgame():
    '''returns the game scene'''
    scene = Scene()

    # model
    model = GameModel()

    # controller
    ctrl = GameCtrl( model )

    # view
    hud = HUD()
    view = GameView( model, hud )

    # set controller in model
    model.set_controller( ctrl )

    # add controller
    scene.add( ctrl, z=1, name="controller" )

    # add view
    scene.add( hud, z=3, name="hud" )
    scene.add( BackgroundLayer(), z=0, name="background" )
    scene.add( view, z=2, name="view" )

    return scene
Ejemplo n.º 41
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def get_new_game(start_deck, single_player=False):
    scene = Scene()

    net = None
    if single_player:
        from internet.MockNetwork import MockNetwork

        net = MockNetwork(start_deck)
    else:
        from internet.Network import Network

        net = Network(start_deck)

    # Get the model from Server
    hud = HUD()
    view = GameView(hud)
    mulligan_view = MulliganView()
    controller = GameController(net, view, mulligan_view)

    scene.add(controller, z=1, name="controller")
    scene.add(hud, z=-2, name="hud")
    scene.add(mulligan_view, z=3, name='mulligan_view')
    scene.add(view, z=4, name="view")

    return scene
Ejemplo n.º 42
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def get_newgame():
    '''returns the game scene'''
    scene = Scene()

    # model
    model = GameModel()

    # controller
    ctrl = GameCtrl(model)

    # view
    hud = HUD()
    view = GameView(model, hud)

    # set controller in model
    model.set_controller(ctrl)

    # add controller
    scene.add(ctrl, z=1, name="controller")

    # add view
    scene.add(hud, z=3, name="hud")
    scene.add(BackgroundLayer(), z=0, name="background")
    scene.add(view, z=2, name="view")

    return scene
Ejemplo n.º 43
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def main():
    script_dir = os.path.dirname(os.path.realpath(__file__))

    pyglet.resource.path = [join(script_dir, '..')]
    pyglet.resource.reindex()

    director.director.init(width=800, height=650, caption="Match 3")

    scene = Scene()
    scene.add(MultiplexLayer(
        MainMenu()
    ),
        z=1)

    director.director.run(scene)
Ejemplo n.º 44
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def main():
    pyglet.resource.path.append('res')
    pyglet.resource.reindex()

    font.add_directory('res')
    from cocos.director import director
    director.init(fullscreen=True)

    scene = Scene()
    scene.add(MultiplexLayer(
        MainMenu(),
        OptionsMenu(),
    ), z=1)
    scene.add(BackgroundLayer(), z=0)
    director.run(scene)
Ejemplo n.º 45
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def get_gameover(flag):

    global game_over_flag
    game_over_flag = flag

    scene = Scene()
    main_bg = MainScene()
    over = GameOver()

    Sound.play("res/audio/GameOver.mp3")

    scene.add(main_bg)
    scene.add(over)

    return scene
Ejemplo n.º 46
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    def start_game(self):
        constants.MULTIPLAYER = True
        server = Objects.get_controller()
        server.client_start_game()
        if server.serverStarted:
            utils.play_sound("Enter.wav")
            game = Scene(server.map, server)
            menu_player.stop()
            game.add(ImageLayer(
                     os.path.join("images", "backgrounds", "notebook-paper.png")), z=BACKGROUND_Z)
            director.push(game)
            self.game_started = True

        else:
            print "start server first"
Ejemplo n.º 47
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def get_menu_scene():

    scene = Scene()
    scene.add( MultiplexLayer(
                    MainMenu(), 
                    OptionsMenu(),
                    ScoresLayer(),
                    ),
                z=2 ) 
    scene.add( BackgroundLayer(), z=0 )
    scene.add( TitleLayer(), z=2)
    game_model = GameLayer(demo=True)
    scene.add( game_model, z=1)
    scene.add( MenuControlLayer( game_model), z=0)

    return scene
def main():
    print description
    director.init( resizable=True )
    main_scene = Scene()

    red = ColorLayer(255,0,0,128)

    sprite = SpriteLayer()

    red.scale = 0.75

    main_scene.add( red, z=0 )
    main_scene.add( sprite, z=1 )

    sprite.do( Waves3D(duration=2) + Flip(duration=2) )
    director.run (main_scene)
Ejemplo n.º 49
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def main():
    print(description)
    director.init(resizable=True)
    main_scene = Scene()

    back = BackgroundLayer()
    sprite = SpriteLayer()

    main_scene.add(back, z=0)
    main_scene.add(sprite, z=1)

    # In real code after a sequence of grid actions the StopGrid() action
    # should be called. Omited here to stay in the last grid action render
    sprite.do(Waves3D(duration=4) + Flip(duration=4))
    back.do(ShuffleTiles(duration=3, grid=(16, 12)))
    director.run(main_scene)
Ejemplo n.º 50
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def main():
    print description
    director.init(resizable=True)
    main_scene = Scene()

    back = BackgroundLayer()
    sprite = SpriteLayer()

    main_scene.add(back, z=0)
    main_scene.add(sprite, z=1)

    # In real code after a sequence of grid actions the StopGrid() action
    # should be called. Omited here to stay in the last grid action render
    sprite.do(Waves3D(duration=4) + Flip(duration=4))
    back.do(ShuffleTiles(duration=3, grid=(16, 12)))
    director.run(main_scene)
Ejemplo n.º 51
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def main():
    print(description)
    director.init(resizable=True)
    main_scene = Scene()

    red = ColorLayer(255, 0, 0, 128)

    sprite = SpriteLayer()

    red.scale = 0.75

    main_scene.add(red, z=0)
    main_scene.add(sprite, z=1)

    sprite.do(Waves3D(duration=2) + Flip(duration=2))
    director.run(main_scene)
Ejemplo n.º 52
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 def test_add(self):
     positions = {
         "left": (320, 249.0),
         "right": (101, 249.0),
         "top": (254.0, 204),
         "bottom": (254.0, 240)
     }
     for side in positions:
         frame = Frame(background_color=(0, 0, 98, 255), side=side)
         frame.position = 320, 240
         layer = Layer()
         scene = Scene()
         layer.add(frame)
         scene.add(layer)
         label = Label("Hello World")
         label_new = Label("Hello World again")
         frame.add(label)
         frame.add(label_new)
Ejemplo n.º 53
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def get_new_game():
    scene = Scene()
    game = Game()
    hud = Hud()
    end_game = EndGame()
    game_ctrl = GameCtrl(game, hud, end_game)
    scene.add(game, z=0, name="game layer")
    scene.add(game_ctrl, z=1, name="game control layer")
    scene.add(hud, z=2, name="hud layer")
    scene.add(end_game, z=3, name="end game layer")
    return scene
Ejemplo n.º 54
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 def update(self, dt):
     """ Colliders update"""
     self.vaisseau.sprite.cshape.position = self.vaisseau.sprite.position
     
     for other in self.col_manager.iter_colliding(self.vaisseau.sprite):
         if other not in self.vaisseau.get_children():
             bombactive = self.vaisseau.bombClass.active
             if self.vaisseau.shieldClass.Active == 0 and  bombactive == 0 :
                 self.health -= 1
                 self.healthState.scale = self.health / self.initHealth
             # FIN DE PARTIE
             #if self.health <= 0:
                 self.player.pause()
                 music = pyglet.media.load("Song/death.wav")
                 music.play()
                 scene = Scene()
                 scene.add( MultiplexLayer( EndScreen(self.score)), z=1 )
                 scene.add( BackgroundLayer(), z=0 )
                 director.run( scene )
Ejemplo n.º 55
0
def main():
    
    #from pyglet.gl import Config as GLConfig
    from cocos.director import director
    from cocos.layer import MultiplexLayer
    from cocos.scene import Scene
    
    #gl_config = GLConfig(sample_buffers=1, samples=4)
    
    setup_resources()
    #import time
    #a = time.time()
    config = Config()
    director.init()
    scene = Scene()
    
    # TODO: Fetch.
    client_ip = 'localhost'
    client_port = 9998
    
    client = Client(config.config, client_ip, client_port)
    connect = ConnectScreen(scene, client.sender.connect, lambda: client.sender.client_id, next_layer=JoinGameMenu)
    
    layers = (
        TitleScreen(scene),
        MainMenu(config.config, scene),
        JoinGameMenu(config.config, scene, connect),
        SettingsMenu(config.config, scene),
        QuitScreen(scene),
        KickScreen(scene),
        ConnectFailedScreen(scene),
        connect,
        client,
    )
    
    scene.layer_map = {l.__class__: i for i, l in enumerate(layers)}
    
    layers = MultiplexLayer(*layers)
    scene.add(layers)
    #b = time.time()
    #print(b-a)
    director.run(scene) 
Ejemplo n.º 56
0
    def _create_location(self, force, back, player_layer):
        player_layer.connect(self)
        scene = Scene()
        scroller = player_layer.scroller
        try:
            scroller.remove("background")
            scroller.remove("foreground")
            scroller.remove("level")
        except:
            pass
        spawn_point = self.spawn_point + "_entry"

        player_layer.prepare(spawn_point, self.hero)

        scroller.add(back, z=-1, name="background")
        scroller.add(force, z=0, name="foreground")
        scroller.add(player_layer, z=1, name="level")

        scene.add(scroller, z=0)
        scene.add(hud.HUD(player_layer), z=2)
        return scene
Ejemplo n.º 57
0
def get_menu_scene():
    scene = Scene()
    scene.add(MultiplexLayer(MainMenu(), OptionsMenu(), ScoresLayer()), z=2)
    scene.add(TitleLayer(), z=2)
    scene.add(CapaNivelScrolling(demo=True), z=1)

    return scene