Example #1
0
 def show_game_over(self):
     self.game_over_background.visible = True
     self.game_over_background.transition = NodeTransition(
         Node.color,
         Color(0, 0, 0, 0.8),
         duration=30000,
     )
     self.game_over_text.transition = NodeTransition(
         Node.color,
         Color(1, 1, 1, 1),
         duration=3000,
     )
Example #2
0
 def flash(self):
     self.camera_shake_ticks = 15
     self.flasher.transition = [
         NodeTransition(
             Node.color,
             Color(1., 0., 0., 0.3),
             duration=200.,
         ),
         NodeTransition(
             Node.color,
             Color(0., 0., 0., 0.0),
             duration=100.,
         )
     ]
Example #3
0
    def __init__(self):
        super().__init__()
        self.frag_count = 0
        self.root.add_child(
            TextNode(
                font=registry.global_controllers.assets_controller.font_1,
                origin_alignment=Alignment.left,
                position=Vector(10, 20),
                font_size=40,
                z_index=1,
                text="WASD to move, mouse to rotate, left mouse button to shoot"
            ))
        self.root.add_child(
            TextNode(font=registry.global_controllers.assets_controller.font_1,
                     origin_alignment=Alignment.left,
                     position=Vector(10, 45),
                     font_size=40,
                     z_index=1,
                     text="1, 2, 3 - change weapons. SPACE - spawn enemy"))
        self.root.add_child(
            TextNode(font=registry.global_controllers.assets_controller.font_2,
                     origin_alignment=Alignment.right,
                     position=Vector(1910, 20),
                     font_size=30,
                     z_index=1,
                     color=Color(1, 0, 0, 1),
                     text="Press Q to quit game"))
        self.frag_count_label = TextNode(
            font=registry.global_controllers.assets_controller.font_1,
            origin_alignment=Alignment.left,
            position=Vector(10, 70),
            font_size=40,
            z_index=1,
            color=Color(1, 1, 0, 1),
            text="")
        self.root.add_child(self.frag_count_label)

        self.space = SpaceNode(damping=0.3)
        self.root.add_child(self.space)
        self.player_controller = PlayerController(self)
        self.enemies_controller = EnemiesController(self)
        self.collisions_controller = CollisionsController(self)
        self.root.add_child(
            Node(sprite=registry.global_controllers.assets_controller.
                 background_img,
                 position=Vector(settings.VIEWPORT_WIDTH / 2,
                                 settings.VIEWPORT_HEIGHT / 2),
                 z_index=0))
Example #4
0
def random_color():
    return Color.from_int(
        r=random.randint(0, 255),
        g=random.randint(0, 255),
        b=random.randint(0, 255),
        a=255
    )
Example #5
0
    def __init__(self):
        self.gravity_strength = 5.e6
        self.camera.position = Vector(0, 0)
        self.space = self.root.add_child(SpaceNode(position=Vector(0, 0)))
        image = Sprite(PYTHON_IMAGE_PATH)

        self.attractor = self.space.add_child(
            BodyNode(
                shape=Circle(50),
                body_type=BodyNodeType.static,
                color=Color.from_int(196, 196, 196, 255)
            )
        )
        self.attractor.add_child(HitboxNode(shape=self.attractor.shape))

        self.nodes = []
        for _ in range(200):
            offset = Vector(random.randrange(1, 100), random.randrange(1, 100))
            node = BodyNode(
                sprite=image,
                angular_velocity=5,
                velocity=Vector(30, 15),
                position=Vector(-512, -384) + offset,
                shape=Polygon.from_box(Vector(10, 10)),
            )
            node.add_child(HitboxNode(shape=node.shape))
            self.space.add_child(node)
            self.nodes.append(node)
Example #6
0
    def __init__(self, *, speed_mod, faded=False, **kwargs):
        assert self.SPRITE_FRAMES
        assert self.TRIGGER_ID

        super().__init__(
            body_type=BodyNodeType.kinematic,
            position=random.choice(LANE_ENEMY_SLOTS),
            velocity=Vector(0, random.uniform(300, 300 + speed_mod)),
            angular_velocity_degrees=random.uniform(-20, 20),
            **kwargs,
        )
        self._is_destroying = False

        self.hitbox = self.add_child(
            HitboxNode(
                trigger_id=self.TRIGGER_ID,
                shape=Circle(48.),
                # color=Color(1., 0., 0., 0.5),
                z_index=100,
            ))

        self.transitions_manager.set(
            'animation',
            NodeSpriteTransition(self.SPRITE_FRAMES,
                                 loops=0,
                                 duration=len(self.SPRITE_FRAMES) *
                                 self.FRAME_DURATION),
        )

        if faded:
            self.color = Color(0.5, 0.5, 0.5, 1.)
Example #7
0
File: main.py Project: labuzm/kaa
 def _perform_shape_query(self):
     results = self.space.query_shape_overlaps(
         self.pointer.shape | Transformation(translate=self.pointer.position),
         collision_mask=QueryMask.clickable,
     )
     print("Shape query results count: {}".format(len(results)))
     for r in results:
         r.hitbox.color = Color(0., 1., 1., 1.)
         r.body.velocity = Vector(0, 0)
         for cp in r.contact_points:
             self.space.add_child(Node(
                 position=cp.point_b,
                 shape=Circle(0.5),
                 color=Color(1., 0., 0., 1.),
                 lifetime=0.2,
                 z_index=3,
             ))
Example #8
0
 def __init__(self, *, root_node, camera):
     self.camera = camera
     self.flasher = root_node.add_child(
         Node(
             shape=Polygon.from_box(Vector(1400, 800)),
             color=Color(0., 0., 0., 0.),
             z_index=100,
         ))
     self.camera_shake_ticks = 0
Example #9
0
 def update_count(self, new_count: int):
     if new_count < self.current_count:
         for powerup in self.single_powerups[new_count:self.current_count]:
             powerup.transition = NodeTransitionsParallel([
                 NodeTransition(Node.scale, Vector(0., 0.), duration=400),
                 NodeTransition(Node.color,
                                Color(1., 1., 1., 0.),
                                duration=400),
             ])
     elif new_count > self.current_count:
         for powerup in self.single_powerups[self.current_count:new_count]:
             powerup.transition = NodeTransitionsParallel([
                 NodeTransition(Node.scale, Vector(1., 1.), duration=400),
                 NodeTransition(Node.color,
                                Color(1., 1., 1., 1.),
                                duration=400),
             ])
     self.current_count = new_count
Example #10
0
    def __init__(self, position):
        super().__init__(
            position=position,
            velocity=Vector(random.uniform(-20, 20), 0.),
            rotation_degrees=random.uniform(0, 360),
            scale=Vector(0.2, 0.2) +
            Vector.xy(math.fabs(random.gauss(0.0, 1.0)), ),
            lifetime=60000.,  # 60 seconds
        )

        self.hitbox = self.add_child(
            HitboxNode(shape=random.choice(PIECE_SHAPES), ))

        if random.randint(0, 1):
            self.hitbox.color = Color(0.0, 1.0, 0.0, 1.)
            self.hitbox.mask = QueryMask.clickable
        else:
            self.hitbox.color = Color(1.0, 1.0, 0.0, 1.)
            self.hitbox.mask = QueryMask.not_clickable
Example #11
0
File: main.py Project: ylwb/kaa
    def __init__(self):
        self.camera.position = Vector(0., 0.)
        snake_image = Sprite(PYTHON_IMAGE_PATH)

        minimap_view = self.views[1]
        minimap_view.origin = Vector(600, 0)
        minimap_view.dimensions = Vector(200, 600)
        minimap_view.camera.position = Vector.xy(0)
        minimap_view.camera.scale = Vector.xy(200 / 800)
        minimap_view.clear_color = Color(0.5, 0.5, 0.5, 1)

        for _ in range(100):
            x = random.randrange(-400, 400)
            y = random.randrange(-1200, 1200)
            self.root.add_child(
                Node(sprite=snake_image, views={0, 1}, position=Vector(x, y)))

        self.viewport = Node(color=Color(1, 0, 0, 0.1),
                             views={1},
                             shape=Polygon.from_box(Vector(800, 600)))
        self.root.add_child(self.viewport)
Example #12
0
File: main.py Project: labuzm/kaa
 def _perform_ray_query(self, point_a, point_b):
     results = self.space.query_ray(
         point_a, point_b,
     )
     for r in results:
         self.space.add_child(Node(
             position=r.point,
             shape=Circle(0.5),
             color=Color(1., 0., 1., 1.),
             lifetime=0.2,
             z_index=3,
         ))
Example #13
0
File: main.py Project: labuzm/kaa
 def _perform_point_query(self):
     results = self.space.query_point_neighbors(
         self.pointer.position, max_distance=50.,
     )
     print("Point query results count: {}".format(len(results)))
     for r in results:
         self.space.add_child(Node(
             position=r.point,
             shape=Circle(0.5),
             color=Color(1., 1., 0., 1.),
             lifetime=0.2,
             z_index=3,
         ))
Example #14
0
File: main.py Project: labuzm/kaa
    def __init__(self):
        self.square_1 = Node(shape=Polygon.from_box(Vector(100, 100)),
                             color=Color(1, 0, 0, 1))
        self.square_2 = Node(shape=Polygon.from_box(Vector(100, 100)),
                             color=Color(0, 1, 0, 1))
        self.square_3 = Node(shape=Polygon.from_box(Vector(100, 100)),
                             color=Color(0, 0, 1, 1))

        common_trasformation = Transformation.rotate_degrees(
            45) | Transformation.translate(Vector(300, 300))

        self.square_1.transformation = Transformation.translate(Vector(
            -100, 0)) | common_trasformation
        self.square_2.transformation = Transformation.translate(Vector(
            0, 0)) | common_trasformation
        self.square_3.transformation = Transformation.translate(Vector(
            100, 0)) | common_trasformation

        self.root.add_child(self.square_1)
        self.root.add_child(self.square_2)
        self.root.add_child(self.square_3)

        MyNode(views={1}, position=Vector(200, 200))
Example #15
0
 def handle_pickup_grab(self, pickup_node):
     if isinstance(pickup_node, OilRunner):
         if not self.is_frozen:
             self.is_frozen = True
             self.soap.transitions_manager.set(
                 'frozen',
                 NodeTransitionsSequence([
                     NodeTransition(Node.color,
                                    Color(0.5, 0.5, 0.5),
                                    duration=400.,
                                    back_and_forth=True),
                     NodeTransitionCallback(self._on_end_frozen),
                 ]))
     elif isinstance(pickup_node, MiniSoapRunner):
         self.player_state.soap_meter_counter.increase(10000)
     elif isinstance(pickup_node, LiquidSoapRunner):
         self.player_state.liquid_soap_powerup_counter.increase(1)
     elif isinstance(pickup_node, AntivirusRunner):
         self.player_state.antivirus_powerup_counter.increase(1)
Example #16
0
    def transitions_fun_stuff(self):
        rotate_transition = NodeRotationTransition(2*math.pi, duration=1000) # rotate 180 degrees (2*pi radians)
        scale_transition = NodeScaleTransition(Vector(2, 2), duration=1000) # enlarge twice
        color_transition = NodeColorTransition(Color(1, 0, 0, 1), duration=1000) # change color to red

        move_transition1 = NodePositionTransition(Vector(-200, 0), duration=1000,
                                           advance_method=AttributeTransitionMethod.add)
        move_transition2 = NodePositionTransition(Vector(200, 200), duration=1000,
                                           advance_method=AttributeTransitionMethod.add)
        move_transition3 = NodePositionTransition(Vector(200, -200), duration=1000,
                                           advance_method=AttributeTransitionMethod.add)
        move_transition4 = NodePositionTransition(Vector(-200, 0), duration=1000,
                                           advance_method=AttributeTransitionMethod.add)

        move_sequence = NodeTransitionsSequence([move_transition1, move_transition2, move_transition3, move_transition4], loops=0)
        paralel_sequence = NodeTransitionsParallel([rotate_transition, scale_transition, color_transition], back_and_forth=True, loops=0)

        # run both the movement sequence and rotate+scale+color sequence in paralel
        self.exit_label.transition = NodeTransitionsParallel([
            move_sequence, paralel_sequence])
Example #17
0
 def __init__(
         self,
         position: Vector,
         powerup_sprite: typing.Union[Sprite, typing.List[Sprite]],
         max_count: int,
         break_count: int = 0,
         minor_sep: Vector = Vector(0, -30),
         major_sep: Vector = Vector(100, 0),
 ):
     super().__init__(position=position)
     self.single_powerups = [
         self.add_child(
             Node(
                 position=self._calculate_position(i, break_count,
                                                   minor_sep, major_sep),
                 sprite=(random.choice(powerup_sprite) if isinstance(
                     powerup_sprite, list) else powerup_sprite),
                 z_index=50 + i,
                 # start hidden
                 scale=Vector(0., 0.),
                 color=Color(1., 1., 1., 0.),
             )) for i in range(max_count)
     ]
     self.current_count = 0
Example #18
0
    def __init__(self):
        self.camera.position = Vector(0., 0.)
        self.python_img = Sprite(PYTHON_IMAGE_PATH)
        self.collisions_enabled = True

        self.space = self.root.add_child(SpaceNode(position=Vector(0, 0), ))
        self.box = self.space.add_child(
            BodyNode(
                body_type=BodyNodeType.kinematic,
                angular_velocity=0.3,
            ))
        # create bounding collision box with segments
        self.box_seg1 = self.box.add_child(
            HitboxNode(
                shape=Segment(Vector(-4, -4), Vector(-4, 4)),
                mask=HitboxMask.side,
                collision_mask=HitboxMask.all,
                color=Color(0.5, 0.5, 0.5),
            ))
        self.box_seg2 = self.box.add_child(
            HitboxNode(
                shape=Segment(Vector(-4, 4), Vector(4, 4)),
                mask=HitboxMask.side,
                collision_mask=HitboxMask.all,
                color=Color(0.5, 0.5, 0.5),
            ))
        self.box_seg3 = self.box.add_child(
            HitboxNode(
                shape=Segment(Vector(4, 4), Vector(4, -4)),
                mask=HitboxMask.side,
                collision_mask=HitboxMask.all,
                color=Color(0.5, 0.5, 0.5),
            ))
        self.box_seg4 = self.box.add_child(
            HitboxNode(
                shape=Segment(Vector(4, -4), Vector(-4, -4)),
                mask=HitboxMask.side,
                collision_mask=HitboxMask.all,
                color=Color(0.5, 0.5, 0.5),
            ))

        self.obj1 = self.space.add_child(
            BodyNode(
                mass=1e10,
                position=Vector(0, -2),
                velocity=Vector(-3.0, 0.5),  # * 10,
                shape=Circle(0.2),
                sprite=self.python_img,
                color=Color(1., 0., 0., 1.),
            ))
        self.obj1_hitbox = self.obj1.add_child(
            HitboxNode(
                shape=Circle(0.2),
                mask=HitboxMask.snake,
                collision_mask=HitboxMask.all,
                trigger_id=CollisionTrigger.obj,
                visible=False,
            ))

        self.obj2 = self.space.add_child(
            BodyNode(
                mass=1e10,
                position=Vector(0, 2),
                velocity=Vector(4.0, -0.1),  # * 10,
                shape=Circle(0.2),
                sprite=self.python_img,
            ))
        self.obj2_hitbox = self.obj2.add_child(
            HitboxNode(
                shape=Circle(0.2),
                mask=HitboxMask.snake,
                collision_mask=HitboxMask.all,
                trigger_id=CollisionTrigger.obj,
                visible=False,
            ))
        self.obj3 = self.space.add_child(
            BodyNode(
                mass=1e15,
                moment=1e20,
                position=Vector(-1.5, 0.1),
                velocity=Vector(-1.0, -2.0),
                angular_velocity_degrees=35.,
                shape=Polygon([
                    Vector(-1, -1),
                    Vector(1, -1),
                    Vector(1, 1),
                    Vector(-1, 1)
                ]),
            ))
        self.obj3_hitbox = self.obj3.add_child(
            HitboxNode(
                mask=HitboxMask.box1,
                collision_mask=HitboxMask.all,
                shape=self.obj3.shape,
                visible=False,
                elasticity=0.3,
            ))
        self.obj4 = self.space.add_child(
            BodyNode(
                position=Vector(0, -2),
                velocity=Vector(1.0, 5.0),
                angular_velocity_degrees=-5.,
                shape=Polygon.from_box(Vector(0.5, 1.)),
            ))
        self.obj4_hitbox = self.obj4.add_child(
            HitboxNode(
                mask=HitboxMask.box2,
                collision_mask=HitboxMask.all,
                shape=self.obj4.shape,
                visible=False,
                elasticity=0.6,
            ))

        self.space.set_collision_handler(CollisionTrigger.obj,
                                         CollisionTrigger.obj,
                                         self.handle_collision)
Example #19
0
File: main.py Project: labuzm/kaa
    def __init__(self):
        self.camera.position = Vector(0., 0.)
        self.python_img = Sprite(PYTHON_IMAGE_PATH)

        self.transition = NodeTransitionsSequence([
            NodePositionTransition(
                Vector(-100., -100.),
                3.,
                advance_method=AttributeTransitionMethod.add,
                loops=3,
                easing=Easing.elastic_in_out),
            NodePositionTransition(
                Vector(100., 0.),
                3.,
                advance_method=AttributeTransitionMethod.add,
                easing=Easing.back_in_out),
            NodeTransitionDelay(1.5),
            NodeTransitionCallback(lambda node: setattr(node, 'sprite', None)),
            NodeTransitionsParallel([
                NodePositionTransition(
                    Vector(-50., 100.),
                    3.,
                    advance_method=AttributeTransitionMethod.add),
                NodeRotationTransition(1., 5.),
                NodeScaleTransition(Vector(2., 2.), 3.),
                NodeColorTransition(Color(0., 1., 0., 0.5), 4.),
            ],
                                    back_and_forth=True),
        ])

        self.custom_transition = NodeCustomTransition(
            prepare_func=lambda node: {
                'positions': [
                    Vector(random.uniform(-100, 100), random.uniform(
                        -100, 100)) for _ in range(10)
                ]
            },
            evaluate_func=lambda state, node, t: setattr(
                node,
                'position',
                state['positions'][min(int(t * 10), 9)],
            ),
            duration=10.,
            loops=5,
        )

        spritesheet_frames = split_spritesheet(
            Sprite(EXPLOSION_IMAGE_PATH),
            Vector(64, 64),
        )
        self.sprite_transition = NodeSpriteTransition(
            spritesheet_frames,
            1.,
            loops=0,
            back_and_forth=True,
            easing=Easing.quartic_out,
        )

        self.space = self.root.add_child(SpaceNode())

        self.obj = self.space.add_child(
            Node(
                position=Vector(50., 50.),
                sprite=self.python_img,
                transition=self.transition,
            ))

        self.custom_obj = self.space.add_child(
            Node(
                color=Color(1., 0., 0.),
                sprite=self.python_img,
                transition=self.custom_transition,
            ))

        self.phys_obj = self.space.add_child(
            BodyNode(
                color=Color(0., 1., 1.),
                position=Vector(-50., 50.),
                sprite=self.python_img,
                velocity=Vector(0., 30.),
                transition=BodyNodeVelocityTransition(Vector(0., -30.), 10.),
            ))

        self.animated_obj = self.space.add_child(
            Node(
                position=Vector(-20., 10.),
                transition=self.sprite_transition,
            ))
Example #20
0
File: main.py Project: chmod555/kaa
    def __init__(self):
        self.camera.position = Vector(0., 0.)
        self.python_img = Sprite(PYTHON_IMAGE_PATH)

        self.transition = NodeTransitionsSequence([
            NodePositionTransition(
                Vector(-100., -100.),
                3000.,
                advance_method=AttributeTransitionMethod.add,
                loops=3),
            NodePositionTransition(
                Vector(100., 0.),
                3000.,
                advance_method=AttributeTransitionMethod.add),
            NodeTransitionDelay(1500.),
            NodeTransitionCallback(lambda node: setattr(node, 'sprite', None)),
            NodeTransitionsParallel([
                NodePositionTransition(
                    Vector(-50., 100.),
                    3000.,
                    advance_method=AttributeTransitionMethod.add),
                NodeRotationTransition(1., 5000.),
                NodeScaleTransition(Vector(2., 2.), 3000.),
                NodeColorTransition(Color(0., 1., 0., 0.5), 4000.),
            ],
                                    back_and_forth=True),
        ])

        self.custom_transition = NodeCustomTransition(
            lambda node: {
                'positions': [
                    Vector(random.uniform(-100, 100), random.uniform(
                        -100, 100)) for _ in range(10)
                ]
            },
            lambda state, node, t: setattr(
                node,
                'position',
                state['positions'][min(int(t * 10), 9)],
            ),
            10000.,
            loops=5,
        )

        self.space = self.root.add_child(SpaceNode())

        self.obj = self.space.add_child(
            Node(
                position=Vector(50., 50.),
                sprite=self.python_img,
                transition=self.transition,
            ))

        self.custom_obj = self.space.add_child(
            Node(
                color=Color(1., 0., 0.),
                sprite=self.python_img,
                transition=self.custom_transition,
            ))

        self.phys_obj = self.space.add_child(
            BodyNode(
                color=Color(0., 1., 1.),
                position=Vector(-50., 50.),
                sprite=self.python_img,
                velocity=Vector(0., 30.),
                transition=BodyNodeVelocityTransition(Vector(0., -30.),
                                                      10000.),
            ))
Example #21
0
from kaa.engine import Engine, Scene, get_engine
from kaa.geometry import Vector, Alignment
from kaa.audio import Sound, SoundPlayback
from kaa.fonts import TextNode, Font
from kaa.colors import Color
from kaa.input import Keycode


FONT_PATH = os.path.join('kaacore', 'demos', 'assets', 'fonts',
                         'Roboto', 'Roboto-Regular.ttf')

SampleEntry = namedtuple('SampleEntry',
                         ['name', 'playback', 'ui_node', 'index'])


ENTRY_INACTIVE_COLOR = Color(1., 1., 1.)
ENTRY_ACTIVE_COLOR = Color(1., 0.5, 0.5)


class SamplePlayerDemoScene(Scene):
    def __init__(self, samples_paths):
        self.font = Font(FONT_PATH)
        self.samples = []
        for idx, path in enumerate(samples_paths):
            print("Loading... {}".format(path))
            name = os.path.basename(path)
            playback = SoundPlayback(Sound(path))
            ui_node = self.root.add_child(
                TextNode(
                    font_size=5.,
                    font=self.font,
Example #22
0
    def __init__(self, player_state, root_node):
        self.player_state = player_state
        self.ui_root = root_node.add_child(Node(position=Vector(0, 240), ))
        self.soap_meter = self.ui_root.add_child(
            Node(
                position=Vector(320, 20),
                origin_alignment=Alignment.left,
                sprite=SPRITE_SOAP_METER,
                z_index=50,
            ))

        self.soap_meter_label = self.ui_root.add_child(
            TextNode(
                # scale=Vector(1.1, 1),
                position=Vector(320, -15),
                origin_alignment=Alignment.top_left,
                font=Font('hope_in_soap/assets/Pixeled_0.ttf'),
                font_size=42.,
                text="Soap-o-meter",
                z_index=50,
            ))

        self.score = self.ui_root.add_child(
            TextNode(
                # scale=Vector(1.1, 1),
                position=Vector(-470, -15),
                origin_alignment=Alignment.top_left,
                font=Font('hope_in_soap/assets/Pixeled_0.ttf'),
                font_size=36.,
                text="Score: 123",
                z_index=50,
            ))

        self.liquid_soap_powerup_status = self.ui_root.add_child(
            CounterStatusUINode(
                position=Vector(450, -130),
                powerup_sprite=SPRITE_LIQUID_SOAP,
                max_count=3,
            ))

        self.antivirus_powerup_status = self.ui_root.add_child(
            CounterStatusUINode(
                position=Vector(530, -130),
                powerup_sprite=SPRITE_ANTIVIRUS,
                max_count=3,
            ))
        self.people_label = self.ui_root.add_child(
            TextNode(
                # scale=Vector(1.1, 1),
                position=Vector(-620, -15),
                origin_alignment=Alignment.top_left,
                font=Font('hope_in_soap/assets/Pixeled_0.ttf'),
                font_size=36.,
                text="People:",
                z_index=50,
            ))
        self.people_status = self.ui_root.add_child(
            CounterStatusUINode(
                position=Vector(-620, 10),
                powerup_sprite=SPRITE_FRAMES_PEOPLE,
                max_count=500,
                break_count=40,
                minor_sep=Vector(7, 0),
                major_sep=Vector(0, 12),
            ))

        self.game_over_background = root_node.add_child(
            Node(
                shape=Polygon.from_box(Vector(1400, 1000)),
                color=Color(0, 0, 0, 0),
                visible=False,
                z_index=150,
            ))
        self.game_over_text = self.game_over_background.add_child(
            TextNode(
                font_size=56.,
                font=Font('hope_in_soap/assets/Pixeled_0.ttf'),
                text="GAME OVER",
                color=Color(0, 0, 0, 0),
                z_index=151,
            ))
Example #23
0
 def kill(self):
     self.soap.transition = NodeTransitionsParallel([
         NodeTransition(Node.scale, Vector.xy(0.0), duration=1500),
         NodeTransition(Node.color, Color(1., 0., 0., 0.), duration=1500),
     ])
     self.soap.lifetime = 1500
Example #24
0
File: main.py Project: labuzm/kaa
import itertools
import math
import enum

from kaa.engine import Engine, Scene
from kaa.geometry import (
    Vector, Circle, Polygon, BoundingBox, Transformation,
)
from kaa.nodes import Node
from kaa.physics import SpaceNode, BodyNode, HitboxNode
from kaa.timers import Timer
from kaa.input import Keycode, MouseButton
from kaa.colors import Color


POINTER_COLOR_NORMAL = Color(1., 1., 1., 0.3)
POINTER_COLOR_ACTIVE = Color(1., 1., 1., 0.7)

PIECE_SHAPES = [
    Polygon.from_box(Vector(10, 10)),
    Polygon.from_box(Vector(15, 5)),
    Circle(8.),
    Polygon([Vector(0, 0), Vector(10, 0), Vector(0, 10)]),
]

POINTER_SHAPES = [
    Polygon.from_box(Vector(40, 30)),
    Circle(10.), Circle(25.),
    Polygon([Vector(-35, -35), Vector(0, -40), Vector(35, -35),
            Vector(40, 0), Vector(35, 35)]),
]
Example #25
0
File: main.py Project: chmod555/kaa
 def on_enter(self):
     print(f'{self.__class__.__name__} on_enter')
     self.engine.renderer.clear_color = Color(0.5, 0.25, 0.75, 1)
Example #26
0
def random_color():
    return Color(random.random(), random.random(), random.random())
Example #27
0
 def fade(self):
     self.transitions_manager.set(
         'fade',
         NodeTransition(Node.color, Color(0.5, 0.5, 0.5, 1.),
                        duration=1500),
     )