Example #1
0
    def __init__(self):
        logger.info("Initializing scene: demo/basic.")
        self.camera.position = Vector(0., 0.)
        self.seg_node = Node()
        self.seg_node.shape = Segment(Vector(-2., -2.),
                                      Vector(2., 2.,))

        self.circle_node = Node()
        self.circle_node.shape = Circle(2., Vector(2., 2.))

        self.box_node = Node()
        self.box_node.shape = Polygon.from_box(Vector(1.5, 1.5))

        logger.info("Node scene before adding to tree: %s", self.seg_node.scene)
        self.root.add_child(self.seg_node)
        self.root.add_child(self.circle_node)
        self.root.add_child(self.box_node)
        logger.info("Node scene after adding to tree: %s", self.seg_node.scene)

        self.virtual_resolutions_cycle = itertools.cycle(
            [Vector(10, 10), Vector(20, 20), Vector(5, 15), Vector(15, 5)]
        )
        self.virtual_resolution_modes_cycle = itertools.cycle(
            [VirtualResolutionMode.aggresive_stretch,
             VirtualResolutionMode.no_stretch,
             VirtualResolutionMode.adaptive_stretch]
        )

        logger.info("Displays info:")
        for display in self.engine.get_displays():
            logger.info("* %r", display)
Example #2
0
    def apply_explosion_effects(self,
                                explosion_center,
                                damage_at_center=100,
                                blast_radius=200,
                                pushback_force_at_center=500,
                                pushback_radius=300):
        # play explosion sound
        registry.global_controllers.assets_controller.explosion_sound.play()
        enemies_to_remove = []
        for enemy in self.enemies:
            # get the distance to the explosion
            distance_to_explosion = enemy.position.distance(explosion_center)

            # if within pushback radius...
            if distance_to_explosion <= pushback_radius:
                # calculate pushback value, the further from the center, the smaller it is
                pushback_force_val = pushback_force_at_center * (
                    1 - (distance_to_explosion / pushback_radius))
                # apply the pushback force by resetting enemy velocity
                enemy.velocity = (enemy.position - explosion_center
                                  ).normalize() * pushback_force_val

            # if within blast radius...
            if distance_to_explosion <= blast_radius:
                # calculate damage, the further from the center, the smaller it is
                damage = damage_at_center * (
                    1 - (distance_to_explosion / blast_radius))
                # apply damage
                enemy.hp -= int(damage)
                # add the blood splatter animation over the enemy
                self.scene.root.add_child(
                    Node(z_index=900,
                         transition=NodeSpriteTransition(
                             registry.global_controllers.assets_controller.
                             blood_splatter_frames,
                             duration=140),
                         position=enemy.position,
                         rotation=(enemy.position -
                                   explosion_center).to_angle() + math.pi,
                         lifetime=140))

                if enemy.hp < 0:  # IZ DED!
                    # show the death animation (pick random sprite from few animations we have loaded from one png file)
                    self.scene.root.add_child(
                        Node(z_index=1,
                             transition=NodeSpriteTransition(random.choice(
                                 registry.global_controllers.assets_controller.
                                 enemy_death_frames),
                                                             duration=450),
                             position=enemy.position,
                             rotation=enemy.rotation,
                             origin_alignment=Alignment.right,
                             lifetime=random.randint(10000, 20000)))
                    # mark enemy for removal:
                    enemies_to_remove.append(enemy)

        # removed killed enemies
        for dead_enemy in enemies_to_remove:
            self.remove_enemy(dead_enemy)
    def on_collision_mg_bullet_enemy(self, arbiter, mg_bullet_pair,
                                     enemy_pair):
        print(
            "Detected a collision between MG bullet object {} hitbox {} and Enemy object {} hitbox {}"
            .format(mg_bullet_pair.body, mg_bullet_pair.hitbox,
                    enemy_pair.body, enemy_pair.hitbox))

        if arbiter.phase == CollisionPhase.begin:
            enemy = enemy_pair.body
            enemy.hp -= 10
            # add the blood splatter animation to the scene
            self.scene.root.add_child(
                Node(z_index=900,
                     transition=NodeSpriteTransition(
                         registry.global_controllers.assets_controller.
                         blood_splatter_frames,
                         duration=140),
                     position=enemy.position,
                     rotation=mg_bullet_pair.body.rotation + math.pi,
                     lifetime=140))
            # add a random bloodstain - make smaller ones more likely since it's a small arms hit :)
            self.scene.root.add_child(
                Node(z_index=1,
                     sprite=random.choices(registry.global_controllers.
                                           assets_controller.bloodstain_imgs,
                                           weights=[5, 3, 1, 0.5])[0],
                     position=enemy.position,
                     rotation=mg_bullet_pair.body.rotation + math.pi,
                     lifetime=random.randint(20000, 40000)))
            if enemy.hp <= 0:
                # show death animation
                self.scene.root.add_child(
                    Node(z_index=1,
                         transition=NodeSpriteTransition(random.choice(
                             registry.global_controllers.assets_controller.
                             enemy_death_frames),
                                                         duration=450),
                         position=enemy.position,
                         rotation=enemy.rotation,
                         origin_alignment=Alignment.right,
                         lifetime=random.randint(10000, 20000)))
                # remove enemy node from the scene
                self.scene.enemies_controller.remove_enemy(enemy)
            else:
                enemy.stagger()

            mg_bullet_pair.body.delete()  # remove the bullet from the scene
            return 0
Example #4
0
File: main.py Project: ylwb/kaa
    def __init__(self, sound_path, music_path):
        logger.info("Initializing scene: demo/basic.")
        self.camera.position = Vector(0., 0.)
        self.seg_node = Node()
        self.seg_node.shape = Segment(Vector(-2., -2.), Vector(
            2.,
            2.,
        ))

        self.circle_node = Node()
        self.circle_node.shape = Circle(2., Vector(2., 2.))

        self.box_node = Node()
        self.box_node.shape = Polygon.from_box(Vector(1.5, 1.5))

        print("Node scene before adding to tree: {}".format(
            self.seg_node.scene))
        self.root.add_child(self.seg_node)
        self.root.add_child(self.circle_node)
        self.root.add_child(self.box_node)
        print("Node scene after adding to tree: {}".format(
            self.seg_node.scene))

        if sound_path:
            self.sound = Sound(sound_path)
        else:
            self.sound = None

        if music_path:
            self.music = Music(music_path)
        else:
            self.music = None

        self.virtual_resolutions_cycle = itertools.cycle(
            [Vector(10, 10),
             Vector(20, 20),
             Vector(5, 15),
             Vector(15, 5)])
        self.virtual_resolution_modes_cycle = itertools.cycle([
            VirtualResolutionMode.aggresive_stretch,
            VirtualResolutionMode.no_stretch,
            VirtualResolutionMode.adaptive_stretch
        ])

        print("Displays info:")
        for display in self.engine.get_displays():
            print("* {!r}".format(display))
Example #5
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 #6
0
    def __init__(self, *, repeat_sprite, scroll_duration, z_index, **kwargs):
        self.vertical_move = repeat_sprite.dimensions.y
        super().__init__(
            transition=NodeTransition(Node.position,
                                      Vector(0., self.vertical_move),
                                      loops=0,
                                      duration=scroll_duration),
            **kwargs,
        )

        self.repeat_1 = self.add_child(
            Node(
                sprite=repeat_sprite,
                z_index=z_index,
            ))
        self.repeat_2 = self.add_child(
            Node(
                sprite=repeat_sprite,
                position=Vector(0., -self.vertical_move),
                z_index=z_index,
            ))
Example #7
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 #8
0
 def __init__(self):
     super().__init__()
     self.root.add_child(Node(sprite=registry.global_controllers.assets_controller.title_screen_background_img,
                              z_index=0, position=Vector(0, 0), origin_alignment=Alignment.top_left))
     self.root.add_child(TextNode(font=registry.global_controllers.assets_controller.font_2, font_size=30,
                                  position=Vector(settings.VIEWPORT_WIDTH / 2, 500), text="Click to start the game",
                                  z_index=1, origin_alignment=Alignment.center))
     self.exit_label = TextNode(font=registry.global_controllers.assets_controller.font_2, font_size=30,
                                position=Vector(settings.VIEWPORT_WIDTH / 2, 550), text="Press ESC to exit",
                                z_index=1, origin_alignment=Alignment.center)
     self.root.add_child(self.exit_label)
     self.transitions_fun_stuff()
Example #9
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 #10
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 #11
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 #12
0
 def __init__(self):
     program = Program.from_files(
         'demos/assets/shaders/vs_default.sc',
         'demos/assets/shaders/fs_default.sc',
     )
     uniforms = {'u_blur': Uniform(UniformType.vec4)}
     self.blur_quality = 20.
     self.material = Material(program, uniforms)
     self.material.set_uniform_value('u_blur', (self.blur_quality, 0, 0, 0))
     self.node = self.root.add_child(
         Node(sprite=Sprite(PYTHON_IMAGE_PATH),
              position=Vector(400, 300),
              scale=Vector.xy(2),
              material=self.material))
Example #13
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 #14
0
File: main.py Project: labuzm/kaa
    def __init__(self):
        self.space = self.root.add_child(SpaceNode(
            gravity=Vector(0., 15.),
            sleeping_threshold=1.,
        ))

        self.pointer_shapes_gen = itertools.cycle(POINTER_SHAPES)
        self.pointer = self.root.add_child(Node(
            position=Vector(-500, -500),  # start offscreen
            shape=next(self.pointer_shapes_gen),
            color=POINTER_COLOR_NORMAL,
            z_index=10,
        ))

        self.spawn_timer = Timer(self._spawn_heartbeat)
        self.spawn_timer.start(0.02, self)
Example #15
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 #16
0
    def __init__(self):
        self.camera.position = Vector(0., 0.)
        self.python_img = Sprite(PYTHON_IMAGE_PATH)

        self.obj = self.root.add_child(Node(
            position=Vector(-50, 0),
            shape=Circle(10.),
            color=random_color(),
        ))

        self.obj.transitions_manager.set(
            'movement',
            NodeTransition(
                Node.position, Vector(100, 30), 3.,
                advance_method=AttributeTransitionMethod.add,
                loops=0, back_and_forth=True,
            )
        )
    def on_collision_grenade_enemy(self, arbiter, grenade_pair, enemy_pair):

        if arbiter.phase == CollisionPhase.begin:
            # show explosion animation
            self.scene.root.add_child(
                Node(transition=NodeSpriteTransition(
                    registry.global_controllers.assets_controller.
                    explosion_frames,
                    duration=12 * 75),
                     position=grenade_pair.body.position,
                     z_index=1000,
                     lifetime=12 * 75))
            # apply explosion effects to enemies (deal damage & push them back)
            self.scene.enemies_controller.apply_explosion_effects(
                grenade_pair.body.position)

            grenade_pair.body.delete()  # remove the grenade from the scene
            return 0
Example #18
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 #19
0
 def __init__(self):
     self.root.add_child(Node(position=Vector(100, 100),
                              sprite=Sprite(os.path.join('demos', 'assets', 'python_small.png'))))
Example #20
0
File: main.py Project: chmod555/kaa
 def __init__(self):
     self.camera.position = Vector(0., 0.)
     box_image = Sprite(BOX_IMAGE_PATH)
     self.root.add_child(
         Node(sprite=box_image, shape=Polygon.from_box(Vector(10, 10))))
Example #21
0
File: main.py Project: chmod555/kaa
 def __init__(self):
     self.camera.position = Vector(0., 0.)
     python_image = Sprite(PYTHON_IMAGE_PATH, )
     self.root.add_child(
         Node(sprite=python_image, shape=Polygon.from_box(Vector(1, 1))))
Example #22
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 #23
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 #24
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,
            ))