Example #1
0
def get_test_scene():
    template_action = ac.Repeat(  # repeat forever (
        ac.Delay(1.0)  # wait 1 second
        +  # and then
        ac.Rotate(360, 2.0)  # rotate 360 degrees in 2 seconds
        +  # and then
        ac.Delay(1.0)  # wait 1 second
        +  # and then
        ac.ScaleTo(2.0, 1.0)  #  zoom to 2x in 1 second
        +  # and then
        ac.ScaleTo(1.0, 1.0)  # zoom to 1x in 1 second
    )

    w, h = director.get_window_size()
    world = cocos.layer.Layer()

    # bluish square
    bluish_square = cocos.layer.ColorLayer(0,
                                           160,
                                           176,
                                           255,
                                           width=100,
                                           height=100)
    # transform_anchor set to the center position of itself
    bluish_square.transform_anchor = (bluish_square.width / 2.0,
                                      bluish_square.height / 2.0)
    bluish_square.position = (w // 3, h // 2)
    bluish_square.do(template_action)
    world.add(bluish_square, z=2)

    mark_anchor = cocos.layer.ColorLayer(161, 191, 54, 255, width=8, height=8)
    mark_anchor.position = (bluish_square.x + bluish_square.transform_anchor_x,
                            bluish_square.y + bluish_square.transform_anchor_y)
    world.add(mark_anchor, z=3)

    # redish square
    redish_square = cocos.layer.ColorLayer(201,
                                           43,
                                           0,
                                           255,
                                           width=100,
                                           height=100)
    # transform_anchor set to the bottomleft corner of itself
    redish_square.transform_anchor = (0, 0)
    redish_square.position = (w * 2 // 3, h // 2)
    redish_square.do(template_action)
    world.add(redish_square, z=2)

    mark_anchor = cocos.layer.ColorLayer(161, 191, 54, 255, width=8, height=8)
    mark_anchor.position = (redish_square.x + redish_square.transform_anchor_x,
                            redish_square.y + redish_square.transform_anchor_y)
    world.add(mark_anchor, z=3)

    scene = cocos.scene.Scene()
    scene.add(world)
    return scene
Example #2
0
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))
def main():
    director.init(resizable=True, fullscreen=False)
    main_scene = cocos.scene.Scene()

    main_scene.add(BackgroundLayer(), z=0)

    action1 = ac.ShuffleTiles(grid=(16, 8), seed=2, duration=3) + ac.StopGrid()
    action2 = (ac.Delay(0.5) + ac.CallFunc(toggle_fullscreen) + ac.Delay(2.0) +
               ac.CallFunc(toggle_fullscreen))
    combo_action = action1 | action2

    # 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
    main_scene.do(combo_action)
    director.run(main_scene)
Example #4
0
 def win(self):
     self.winSprite = cocos.sprite.Sprite('assets/winscreen.PNG',
                                          position=(g.screenWidth / 2,
                                                    g.screenHeight / 2))
     self.add(self.winSprite)
     action = ac.Delay(4) + ac.FadeOut(3)
     self.winSprite.do(action)
Example #5
0
    def show_message(self, msg, callback=None):
        w, h = director.get_window_size()

        self.msg = cocos.text.Label(msg,
                                    font_size=52,
                                    font_name=consts['view']['font_name'],
                                    anchor_y='center',
                                    anchor_x='center',
                                    width=w,
                                    multiline=True,
                                    align="center")
        self.msg.position = (w / 2.0, h)

        self.add(self.msg)

        actions = (
                ac.Show() + ac.Accelerate(ac.MoveBy((0, -h / 2.0), duration=0.1)) +
                ac.Delay(1) +
                ac.Accelerate(ac.MoveBy((0, -h / 2.0), duration=0.1)) +
                ac.Hide()
        )

        if callback:
            actions += ac.CallFunc(callback)

        self.msg.do(actions)
Example #6
0
 def enemy_actions(self, action_list):
     # Make the "anchor" action a delay of no seconds
     self._enemy_actions = ac.Delay(0)
     # Uses the overloaded + operator to make a chain of
     # actions
     for step in action_list:
         self._enemy_actions += step
def main():
    director.init(resizable=True)
    director.set_depth_test()

    main_scene = cocos.scene.Scene()
    main_scene.add(BackgroundLayer(), z=0)

    action1 = ac.WavesTiles3D(waves=2, amplitude=70, grid=(16, 16), duration=3)
    action2 = (ac.Delay(0.5) + ac.CallFunc(toggle_fullscreen) + ac.Delay(2.0) +
               ac.CallFunc(toggle_fullscreen))
    combo_action = action1 | action2

    # 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
    main_scene.do(combo_action)
    director.run(main_scene)
Example #8
0
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)
Example #9
0
def showMessage(text, duration=3.5):
    global currentAction
    if not message in director.scene.get_children():
        director.scene.add(message, z=100)
    if message.active:
        message.remove_action(currentAction)
        message.do(message.hideAction)
    message.lbl.element.text = text
    currentAction = message.do(
        actions.CallFunc(message.activate) + message.showAction +
        actions.Delay(duration) + message.hideAction +
        actions.CallFunc(message.deactivate))  # + actions.CallFunc(remove))
Example #10
0
def game_over():
    w, h = director.get_window_size()
    layer = cocos.layer.Layer()
    text = cocos.text.Label('Game Over', position=(w*0.5, h*0.5),
                            font_name='Oswald', font_size=72,
                            anchor_x='center', anchor_y='center')
    layer.add(text)
    scene = cocos.scene.Scene(layer)
    new_scene = FadeTransition(mainmenu.new_menu()) #FadeTransition轉場景特效
    func = lambda: director.replace(new_scene)
    scene.do(ac.Delay(3) + ac.CallFunc(func)) #如同在main.menu.py的self.create_menu所說,場景也可以做動作,故在3秒後才切換至新場景
    return scene
Example #11
0
        def on_page_changed(page, num):
            # XXX record non-page-changes?
            def save(num=num):
                t = time.time()
                filename = 'screenshot-%d.png' % num
                f = open(os.path.join(options.record, 'timing.txt'), 'a')
                f.write('%.1f %s\n' % (t, filename))
                filename = os.path.join(options.record, filename)
                buffer = pyglet.image.get_buffer_manager().get_color_buffer()
                buffer.save(filename)

            # delay a moment to allow rendering to complete
            page.do(actions.Delay(.1) + actions.CallFunc(save))
Example #12
0
def game_over():
    w, h = director.get_window_size()
    layer = cocos.layer.Layer()
    text = cocos.text.Label('Game Over', position=(w/2, h/2),
            font_name='Oswald', font_size=72,
            anchor_x='center',
            anchor_y='center')
    layer.add(text)
    scene = cocos.scene.Scene(layer)
    new_scene = FadeTransition(mainmenu.new_menu())
    func = lambda: director.replace(new_scene)
    scene.do(ac.Delay(3)+ac.CallFunc(func))
    return scene
Example #13
0
 def create_ghosts(self):
     ghosts_start = self.scenario.ghosts_start
     blinky_x, blinky_y = ghosts_start[0]
     clyde_x, clyde_y = ghosts_start[1]
     inky_x, inky_y = ghosts_start[2]
     pinky_x, pinky_y = ghosts_start[3]
     self.add(
         actors.Blinky(
             blinky_x, blinky_y,
             ac.Delay(5) + ac.Repeat(self.scenario.ghosts_action[0])))
     self.add(
         actors.Clyde(
             clyde_x, clyde_y,
             ac.Delay(7) + ac.Repeat(self.scenario.ghosts_action[1])))
     self.add(
         actors.Inky(
             inky_x, inky_y,
             ac.Delay(9) + ac.Repeat(self.scenario.ghosts_action[2])))
     self.add(
         actors.Pinky(
             pinky_x, pinky_y,
             ac.Delay(11) + ac.Repeat(self.scenario.ghosts_action[3])))
Example #14
0
    def __init__(self, line: Line):
        class Qwq(cac.IntervalAction):
            def init(self, width, duration):
                self._width = width
                self.duration = duration

            def start(self):
                self._cur = self.target.scale_y

            def update(self, t):
                self.target.scale_y = (self._cur - self._width) * (1 - t) + self._width

        def p(state: Line.LineState):
            res = copy.copy(state)
            res.x *= settings.size
            res.x += (settings.width - settings.size) / 2
            res.y *= settings.size
            res.y += (settings.height - settings.size) / 2
            return res

        states = list(map(p, sorted(line.states, key=lambda e: e.sec)))
        super().__init__('line_empty.png', (states[0].x, states[0].y), states[0].angle)
        for note in line.notes:
            self.add(NoteSprite(note))
        line_sprite = cocos.sprite.Sprite('line.png')

        self.add(line_sprite)
        action = None
        pre = states[0]
        for i in states[1:]:
            act = cac.MoveTo((i.x, i.y), i.sec - pre.sec) | cac.RotateBy(i.angle - pre.angle, i.sec - pre.sec)
            if i.rev != pre.rev:
                act |= cac.Delay(i.sec - pre.sec) + cac.FlipY(duration=0.01)
            if not action:
                action = act
            else:
                action += act
            pre = i
        if action:
            self.do(action)
        action = None
        sec = 0
        for i in states:
            act = Qwq(i.width, i.sec - sec)
            if not action:
                action = act
            else:
                action += act
            sec = i.sec
        if action:
            line_sprite.do(action)
Example #15
0
def game_over():
    w, h = director.get_window_size()
    layer = cocos.layer.Layer()
    text = cocos.text.Label('Game Over',
                            position=(w * 0.5, h * 0.5),
                            font_name=constants.OSWALD,
                            font_size=72,
                            anchor_x=constants.CENTER,
                            anchor_y=constants.CENTER)
    layer.add(text)
    scene = cocos.scene.Scene(layer)
    new_scene = FadeTransition(mainmenu.new_menu())
    replace_scene = lambda: director.replace(new_scene)
    scene.do(ac.Delay(3) + ac.CallFunc(replace_scene))
    return scene
Example #16
0
    def __onTie(self):
        u"""
        Execução dos efeitos quando houver empate
        """
        # Para o jogo para execução dos efeitos
        self.ableToPlay = False

        # Definição dos efeitos
        fade = actions.FadeOut(1)

        for i in xrange(9):
            # Faz todos sprites desaparecerem
            self.sprites[i].do(fade)

        # Define um atraso de 1 segundo pro jogo reiniciar
        self.do(actions.Delay(1) + actions.CallFunc(self.newGame))
def game_over():
    # create a text label
    w, h = director.get_window_size()
    layer = cocos.layer.Layer()
    text = cocos.text.Label('Game Over',
                            position=(w * 0.5, h * 0.5),
                            font_name='Oswald',
                            font_size=72,
                            anchor_x='center',
                            anchor_y='center')
    layer.add(text)
    scene = cocos.scene.Scene(layer)

    menu_scene = FadeTransition(mainmenu.new_menu())
    show_menu = lambda: director.replace(menu_scene)
    scene.do(ac.Delay(3) + ac.CallFunc(show_menu))
    return scene
Example #18
0
def run_opponent_hero_power_animations(layer, event):
    assert isinstance(event, std_e.HeroPowerPhase)

    owner, player_id = event.owner, event.player_id
    i = layer.player_id_to_i(player_id)

    # Only show for opponent hero power events.
    if i == 0:
        return

    spr_kw = {
        'position': pos(*layer.ShowXY), 'scale': 0.6,
        'selected_effect': None, 'unselected_effect': None}
    copied_sprite = HeroPowerFullArtSprite(owner, **spr_kw)
    copied_sprite.add_to_layer(layer)

    layer.do_animation(
        actions.Delay(C.UI.Cocos.Animation.OpponentShowTime) + remove_myself_action(),
        target=copied_sprite)
Example #19
0
    def __init__(self, x, y, orientation, target, machine, delay, image):
        # using universal delay calculate animation speed accordingly
        self.delay = delay / 2.38
        self.num_frames = 7
        self.target = target
        self.machine = machine
        animation = self.load_animation(image, self.delay)

        # depending on direction, rotate image accordingly
        if orientation == 'horizontal':
            animation = animation.get_transform(rotate=90)

        # now create actual instance
        pos = eu.Vector2(x, y)
        super().__init__(animation, pos)

        self.do(
            ac.CallFunc(self.target.replace) +
            ac.Delay(self.num_frames * self.delay) +
            ac.CallFunc(self.machine.begin_reload) + ac.CallFunc(self.kill))
Example #20
0
def run_opponent_play_animations(layer, event):
    assert isinstance(event, std_e.OnPlay)

    owner, player_id = event.owner, event.player_id
    i = layer.player_id_to_i(player_id)

    # Only show for opponent play events.
    if i == 0:
        return

    spr_kw = {
        'position': pos(*layer.ShowXY),
        'is_front': True, 'scale': 0.6,
        'sel_mgr_kwargs': {'set_default': False}, 'selected_effect': None, 'unselected_effect': None}
    copied_sprite = HandSprite(owner, **spr_kw)
    copied_sprite.add_to_layer(layer)

    layer.do_animation(
        actions.Delay(C.UI.Cocos.Animation.OpponentShowTime) + remove_myself_action(),
        target=copied_sprite)
Example #21
0
def game_over(over=True):
    #print("game_over")
    w, h = director.get_window_size()
    layer = cocos.layer.Layer()
    if over:
        label_txt = "Game Over"
    else:
        label_txt = "Game Pass"
    text = cocos.text.Label(label_txt,
                            position=(w * 0.5, h * 0.5),
                            font_name='Oswald',
                            font_size=72,
                            anchor_x='center',
                            anchor_y='center')
    layer.add(text)
    scene = cocos.scene.Scene(layer)
    new_scene = FadeTransition(mainmenu.new_menu())
    func = lambda: director.replace(new_scene)
    scene.do(ac.Delay(3) + ac.CallFunc(func))
    return scene
Example #22
0
    def __onWin(self):
        u"""
        Execução dos efeitos quando alguém ganhar
        """
        # Para o jogo para execução dos efeitos
        self.ableToPlay = False

        # Definição dos efeitos
        blink = actions.Blink(10, 1.5)
        fade = actions.FadeOut(1)

        for i in xrange(9):
            if self.game.values[i] == self.game.lastTurn:
                # Se o sprite é do jogador vencedor então fazer ele piscar
                self.sprites[i].do(blink)
            else:
                # Se o sprite é do jogador perdedor então fazer ele desaparecer
                self.sprites[i].do(fade)

        # Define um atraso de 2 segundos pro jogo reiniciar
        self.do(actions.Delay(1.5) + actions.CallFunc(self.newGame))
Example #23
0
 def e_burn(self):
     self.state = 'burning'
     self.color = (180, 0, 0)
     template_action = ac.Delay(2.0) + ac.CallFunc(self.e_free)
     self.do(template_action)
Example #24
0
enemyWeapons = {}
helperWeapons = {}
playerShips = tuple()
playerGuns = tuple()
playerWeapons = tuple()
playerDevices = tuple()
playerShields = tuple()
playerEngines = tuple()
playerReactors = tuple()

currents = {'avatarObject': None, 'layerObject': None}

adata = {
    None: None,
    'aMove': actions.Move(),
    'aDelay01': actions.Delay(0.1),
    'aDelay03': actions.Delay(0.3),
    'aDelay1': actions.Delay(1),
    'aDown5': actions.MoveBy((0, -900), duration=5),
    'aDown6': actions.MoveBy((0, -900), duration=6),
    'aDown9': actions.MoveBy((0, -900), duration=9),
    'aFloat60': actions.MoveBy((0, 60), duration=1),
    'aFloat100': actions.MoveBy((0, 100), duration=1)
}
effectsData = {None: None}
'''
HELPERS
'''


def rel(xRel, yRel):
Example #25
0
 def create_player(self):
     player_start = self.scenario.player_start
     x, y = player_start
     self.add(actors.Player(x, y, ac.Delay(5)))
Example #26
0
 def fire(self,x,y):
   self.do(actions.MoveTo((x,y),0.5) | actions.ScaleTo(0.5,0.5) + actions.Delay(0.5) + actions.CallFunc(self.explode))
Example #27
0
 def replace(self):
     self.do(ac.Delay(0.15) + ac.CallFunc(self.load_product))
     self.processed = True
 def __init__(self, pos):
     super(Explosion, self).__init__(EXPLOSION_IMG, pos)
     self.do(ac.Delay(1) + ac.CallFunc(self.kill))
Example #29
0
 def __init__(self, pos):
     die_img = load_animation('assets/Player/pacman_die.png', 1, 11, False)
     super(Die, self).__init__(die_img, pos)
     self.do(ac.Delay(1) + ac.CallFunc(self.kill))
Example #30
0
 def __init__(self, pos):
     super(Explosion, self).__init__(explosion_img, pos)
     self.do(ac.Delay(1) + ac.CallFunc(self.kill))