Example #1
0
    def __init__(self, *args, **kwargs):
        super(MyWitch, self).__init__(*args, **kwargs)

        self.fullmap = cocos.tiles.load('maps/platformer-map.xml')
        # add the walls (labyrinth)
        self.walls = self.fullmap['walls']
        self.add(self.walls, z=0)

        # add the items (bushes cauldron)
        self.decoration = self.fullmap['decoration']
        self.add(self.decoration, z=1)

        # add the player
        player_layer = layer.ScrollableLayer()
        self.player = cocos.sprite.Sprite('img/witch-standing.png')
        self.player.do(MyWitchController())
        player_layer.add(self.player)
        self.add(player_layer, z=2)

        # set the player start position using the player_start token from the map
        start = self.decoration.find_cells(player_start=True)[0]
        r = self.player.get_rect()
        r.midbottom = start.midbottom
        self.player.position = r.center

        # give a collision handler to the player
        mapcollider = cocos.mapcolliders.RectMapCollider(
            velocity_on_bump='slide')
        self.player.collision_handler = mapcolliders.make_collision_handler(
            mapcollider, self.walls)
def main():
    global keyboard, tilemap, scroller
    from cocos.director import director
    director.init(width=800, height=600, autoscale=False)

    print(description)
    # create a layer to put the player in
    player_layer = layer.ScrollableLayer()
    # NOTE: the anchor for this sprite is in the CENTER (the cocos default)
    # which means all positioning must be done using the center of its rect
    player = cocos.sprite.Sprite('witch-standing.png')
    player_layer.add(player)
    player.do(PlatformerController())

    # add the tilemaps and the player sprite layer to a scrolling manager
    scroller = layer.ScrollingManager()
    fullmap = tiles.load('platformer-map.xml')
    tilemap_walls = fullmap['walls']
    scroller.add(tilemap_walls, z=0)
    tilemap_decoration = fullmap['decoration']
    scroller.add(tilemap_decoration, z=1)
    scroller.add(player_layer, z=2)

    # set the player start using the player_start token from the map
    start = tilemap_decoration.find_cells(player_start=True)[0]
    r = player.get_rect()

    # align the mid bottom of the player with the mid bottom of the start cell
    r.midbottom = start.midbottom

    # player image anchor (position) is in the center of the sprite
    player.position = r.center

    # give a collision handler to the player
    mapcollider = mapcolliders.RectMapCollider(velocity_on_bump='slide')
    player.collision_handler = mapcolliders.make_collision_handler(
        mapcollider, tilemap_walls)

    # construct the scene with a background layer color and the scrolling layers
    platformer_scene = cocos.scene.Scene()
    platformer_scene.add(layer.ColorLayer(100, 120, 150, 255), z=0)
    platformer_scene.add(scroller, z=1)

    # track keyboard presses
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    # allow display info about cells / tiles
    def on_key_press(key, modifier):
        if key == pyglet.window.key.D:
            tilemap_walls.set_debug(True)

    director.window.push_handlers(on_key_press)

    # run the scene
    director.run(platformer_scene)
Example #3
0
def main():
    global keyboard, tilemap, scroller
    from cocos.director import director
    director.init(width=800, height=600, autoscale=False)

    print(description)
    # create a layer to put the player in
    player_layer = layer.ScrollableLayer()
    # NOTE: the anchor for this sprite is in the CENTER (the cocos default)
    # which means all positioning must be done using the center of its rect
    player = cocos.sprite.Sprite('witch-standing.png')
    player_layer.add(player)
    player.do(PlatformerController())

    # add the tilemaps and the player sprite layer to a scrolling manager
    scroller = layer.ScrollingManager()
    fullmap = tiles.load('platformer-map.xml')
    tilemap_walls = fullmap['walls']
    scroller.add(tilemap_walls, z=0)
    tilemap_decoration = fullmap['decoration']
    scroller.add(tilemap_decoration, z=1)
    scroller.add(player_layer, z=2)

    # set the player start using the player_start token from the map
    start = tilemap_decoration.find_cells(player_start=True)[0]
    r = player.get_rect()

    # align the mid bottom of the player with the mid bottom of the start cell
    r.midbottom = start.midbottom

    # player image anchor (position) is in the center of the sprite
    player.position = r.center

    # give a collision handler to the player
    mapcollider = mapcolliders.RectMapCollider(velocity_on_bump='slide')
    player.collision_handler = mapcolliders.make_collision_handler(
        mapcollider, tilemap_walls)

    # construct the scene with a background layer color and the scrolling layers
    platformer_scene = cocos.scene.Scene()
    platformer_scene.add(layer.ColorLayer(100, 120, 150, 255), z=0)
    platformer_scene.add(scroller, z=1)

    # track keyboard presses
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    # allow display info about cells / tiles 
    def on_key_press(key, modifier):
        if key == pyglet.window.key.D:
            tilemap.set_debug(True)
    director.window.push_handlers(on_key_press)

    # run the scene
    director.run(platformer_scene)
Example #4
0
def main():
    global keyboard, walls, scroller
    from cocos.director import director
    director.init(width=800, height=600, autoscale=False)

    print(description)
    # create the scrolling manager that will hold all game entities
    scroller = layer.ScrollingManager()

    # load the map layer of interest and add to the level
    walls = tiles.load('tmx_collision.tmx')['walls']
    assert isinstance(walls, tiles.TmxObjectLayer)
    scroller.add(walls, z=0)

    # create a layer to put the player in; it will care for player scroll
    player_layer = layer.ScrollableLayer()

    # NOTE: the anchor for this sprite is in the CENTER (the cocos default)
    # which means all positioning must be done using the center of its rect
    player = cocos.sprite.Sprite('witch-standing.png')
    player_layer.add(player)
    player.do(PlatformerController2())
    scroller.add(player_layer, z=1)

    # set the player start using the object with the 'player_start' property
    player_start = walls.find_cells(player_start=True)[0]

    # for convenience the player start was give the same dimensions as player,
    # so put player.center over player start center
    player.position = player_start.center

    # set focus so the player is in view
    scroller.set_focus(*player.position)

    # extract the player_start, which is not a wall
    walls.objects.remove(player_start)

    # give a collision handler to the player
    mapcollider = mapcolliders.TmxObjectMapCollider()
    mapcollider.on_bump_handler = mapcollider.on_bump_slide
    player.collision_handler = mapcolliders.make_collision_handler(
        mapcollider, walls)

    # construct the scene with a background layer color and the scrolling layers
    platformer_scene = cocos.scene.Scene()
    platformer_scene.add(layer.ColorLayer(100, 120, 150, 255), z=0)
    platformer_scene.add(scroller, z=1)

    # track keyboard presses
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    # run the scene
    director.run(platformer_scene)
def main():
    global keyboard, walls, scroller
    from cocos.director import director
    director.init(width=800, height=600, autoscale=False)

    print(description)
    # create the scrolling manager that will hold all game entities
    scroller = layer.ScrollingManager()

    # load the map layer of interest and add to the level
    walls = tiles.load('tmx_collision.tmx')['walls']
    assert isinstance(walls, tiles.TmxObjectLayer)
    scroller.add(walls, z=0)

    # create a layer to put the player in; it will care for player scroll
    player_layer = layer.ScrollableLayer()

    # NOTE: the anchor for this sprite is in the CENTER (the cocos default)
    # which means all positioning must be done using the center of its rect
    player = cocos.sprite.Sprite('witch-standing.png')
    player_layer.add(player)
    player.do(PlatformerController2())
    scroller.add(player_layer, z=1)

    # set the player start using the object with the 'player_start' property
    player_start = walls.find_cells(player_start=True)[0]

    # for convenience the player start was give the same dimensions as player,
    # so put player.center over player start center
    player.position = player_start.center

    # set focus so the player is in view
    scroller.set_focus(*player.position)

    # extract the player_start, which is not a wall
    walls.objects.remove(player_start)

    # give a collision handler to the player
    mapcollider = mapcolliders.TmxObjectMapCollider()
    mapcollider.on_bump_handler = mapcollider.on_bump_slide
    player.collision_handler = mapcolliders.make_collision_handler(mapcollider, walls)

    # construct the scene with a background layer color and the scrolling layers
    platformer_scene = cocos.scene.Scene()
    platformer_scene.add(layer.ColorLayer(100, 120, 150, 255), z=0)
    platformer_scene.add(scroller, z=1)

    # track keyboard presses
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    # run the scene
    director.run(platformer_scene)
def main():
    global keyboard, walls, scroller
    from cocos.director import director
    director.init(width=800, height=600, autoscale=False)

    print(description)

    # add the tilemap and the player sprite layer to a scrolling manager
    scroller = layer.ScrollingManager()
    walls = tiles.load('tmx_collision.tmx')['walls']
    assert isinstance(walls, tiles.TmxObjectLayer)
    scroller.add(walls, z=0)

    # make the function to handle collision between actors and walls
    mapcollider = TmxObjectMapCollider()
    mapcollider.on_bump_handler = mapcollider.on_bump_bounce
    fn_collision_handler = mapcolliders.make_collision_handler(
        mapcollider, walls)

    # make the function to set visual focus at position
    fn_set_focus = scroller.set_focus

    # create a layer to put the player in
    actors_layer = layer.ScrollableLayer()
    ball = Ball((300, 300), (600, 600), fn_collision_handler, fn_set_focus,
                (255, 0, 255))
    actors_layer.add(ball)

    scroller.add(actors_layer, z=1)

    # set the player start using the object with the 'player_start' property
    player_start = walls.find_cells(player_start=True)[0]
    ball.position = player_start.center

    # set focus so the player is in view
    scroller.set_focus(*ball.position)

    # extract the player_start, which is not a wall
    walls.objects.remove(player_start)

    # construct the scene with a background layer color and the scrolling layers
    platformer_scene = cocos.scene.Scene()
    platformer_scene.add(layer.ColorLayer(100, 120, 150, 255), z=0)
    platformer_scene.add(scroller, z=1)

    # track keyboard presses
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    # run the scene
    director.run(platformer_scene)
def main():
    global keyboard, walls, scroller
    from cocos.director import director
    director.init(width=800, height=600, autoscale=False)

    print(description)

    # add the tilemap and the player sprite layer to a scrolling manager
    scroller = layer.ScrollingManager()
    walls = tiles.load('tmx_collision.tmx')['walls']
    assert isinstance(walls, tiles.TmxObjectLayer)
    scroller.add(walls, z=0)

    # make the function to handle collision between actors and walls
    mapcollider = TmxObjectMapCollider()
    mapcollider.on_bump_handler = mapcollider.on_bump_bounce
    fn_collision_handler = mapcolliders.make_collision_handler(mapcollider, walls)

    # make the function to set visual focus at position
    fn_set_focus = scroller.set_focus
    
    # create a layer to put the player in
    actors_layer = layer.ScrollableLayer()
    ball = Ball((300, 300), (600, 600), fn_collision_handler, fn_set_focus, (255, 0, 255)) 
    actors_layer.add(ball)

    scroller.add(actors_layer, z=1)

    # set the player start using the object with the 'player_start' property
    player_start = walls.find_cells(player_start=True)[0]
    ball.position = player_start.center

    # set focus so the player is in view
    scroller.set_focus(*ball.position)

    # extract the player_start, which is not a wall
    walls.objects.remove(player_start)

    # construct the scene with a background layer color and the scrolling layers
    platformer_scene = cocos.scene.Scene()
    platformer_scene.add(layer.ColorLayer(100, 120, 150, 255), z=0)
    platformer_scene.add(scroller, z=1)

    # track keyboard presses
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    # run the scene
    director.run(platformer_scene)
Example #8
0
def createMPCH(collision_layers):
    # creates mapcolliders and collision handlers
    mps = []  # map colliders
    chs = []  # collision handlers for the user

    for index, layer in enumerate(collision_layers):
        mp = mapcolliders.TmxObjectMapCollider()
        mp.id = index
        mp.on_bump_handler = mp.on_bump_bounce
        mps.append(mp)

        ch = mapcolliders.make_collision_handler(mp, collision_layers[index])
        ch.id = index
        chs.append(ch)

    return (mps, chs)
def main():
    global walls, scroller, platformer_scene
    from cocos.director import director
    director.init(width=800, height=600, autoscale=False)

    print(description)

    # add the tilemap and the player sprite layer to a scrolling manager
    scroller = layer.ScrollingManager()
    walls = tiles.load('tmx_collision.tmx')['walls']
    assert isinstance(walls, tiles.TmxObjectLayer)
    scroller.add(walls, z=0)

    # make the function to handle collision between actors and walls
    mapcollider = TmxObjectMapCollider()
    mapcollider.on_bump_handler = mapcollider.on_bump_bounce
    fn_collision_handler = mapcolliders.make_collision_handler(mapcollider, walls)

    # make the function to set visual focus at position
    fn_set_focus = scroller.set_focus
    
    scroller.add(Actors(fn_collision_handler), z=1)

    # set the player start using the object with the 'player_start' property
    player_start = walls.find_cells(player_start=True)[0]

    # extract the player_start, which is not a wall
    walls.objects.remove(player_start)

    # construct the scene with a background layer color and the scrolling layers
    platformer_scene = cocos.scene.Scene()
    platformer_scene.add(layer.ColorLayer(100, 120, 150, 255), z=0)
    platformer_scene.add(scroller, z=1)

    # set focus 
    scroller.set_focus(300, 300)

    # handle zoom and pan commands
    director.window.push_handlers(on_key_press)

    # run the scene
    director.run(platformer_scene)
Example #10
0
def loadLvl(level, gamemode):
    global scroller
    global player_layer
    global player
    global fullmap
    global gamemoderun
    global start
    global r
    global mapcollider
    global tilemap_decorations, tilemap_walls
    global bgLayer
    try:
        fullmap = tiles.load(level.datapath)
        tilemap_walls = fullmap["walls"]
        tilemap_decorations = fullmap["decorations"]

        scroller.add(bgLayer, z=-2)
        scroller.add(tilemap_decorations, z=-1)
        scroller.add(tilemap_walls, z=0)
        scroller.add(player_layer, z=1)

        start = tilemap_walls.find_cells(player_start=True)[0]
        r = player.get_rect()
        r.midbottom = start.midbottom
        player.position = r.center

        mapcollider = mapcolliders.RectMapCollider(velocity_on_bump="slide")
        player.collision_handler = mapcolliders.make_collision_handler(
            mapcollider, tilemap_walls)

        gamemoderun = player.do(gamemode.main())

    except Exception as e:
        # TODO:
        if cfg.configuration["Debug"]["developer"] == "False":
            logger.addLog(
                "An error was caught rendering the level.\n" + str(e),
                logger.loglevel["error"])
        else:
            raise e