Example #1
0
def main():
    win = Window(fullscreen=True)
    win.on_resize = on_resize
    try:

        try:
            install_shaders('allGreen.frag', 'zoomRotate.vert')
        except ShaderError, e:
            print str(e)
            return 2
        
        win.on_draw = lambda: on_draw(win)
        app.run()
Example #2
0
File: run.py Project: msarch/py
def main():
    win = Window(fullscreen=True, visible=False)
    camera = Camera(win.width, win.height, (0, 0), 100)
    renderer = Renderer()
    maze = Maze()
    maze.create(50, 30, 300)
    keyboard = Keyboard()
    keyboard.key_handlers[key.ESCAPE] = win.close
    keyboard.key_handlers.update(camera.key_handlers)
    clock.schedule(maze.update)
    win.on_draw = lambda: renderer.on_draw(maze, camera, win.width, win.height)
    win.on_key_press = keyboard.on_key_press
    keyboard.print_handlers()
    win.set_visible()
    app.run()
Example #3
0
File: run.py Project: msarch/py
def main():
    win = Window(fullscreen=True, visible=False)
    camera = Camera(win.width, win.height, (0, 0), 100)
    renderer = Renderer()
    maze = Maze()
    maze.create(50, 30, 300)
    keyboard = Keyboard()
    keyboard.key_handlers[key.ESCAPE] = win.close
    keyboard.key_handlers.update(camera.key_handlers)
    clock.schedule(maze.update)
    win.on_draw = lambda: renderer.on_draw(maze, camera, win.width, win.height)
    win.on_key_press = keyboard.on_key_press
    keyboard.print_handlers()
    win.set_visible()
    app.run()
Example #4
0
File: run.py Project: msarch/py
win = Window(fullscreen=True, visible=False)
camera = Camera((0, 0), 10)
renderer = Renderer()

army_shape = Army.MakeShape(400, 1500, all_ghosts)
armies = []
for i in range(20, 0, -1):
    army = Creature(army_shape, rand_point(500), uniform(-pi, pi))
    army.dx = uniform(-0.4, +0.4)
    army.dy = uniform(-0.4, +0.4)
    armies.append(army)


def update(dt):
    for army in armies:
        army.update(dt)
    camera.zoom(1.003)


clock.schedule(update)

key_handlers[key.ESCAPE] = win.close
win.on_draw = lambda: renderer.on_draw(armies, camera, win.width, win.height)
win.on_key_press = on_key_press

print "keys to try:", [symbol_string(k) for k in key_handlers.keys()]
stdout.flush()
win.set_visible()
app.run()
Example #5
0
File: run.py Project: msarch/py
def make_army(size, menagerie):
    army = []
    for col in range(size):
        for row in range(size):
            creature_type = menagerie[randint(0, len(menagerie)-1)]
            x = (col+0.5)*16 - size * 8
            y = (row+0.5)*16 - size * 8
            creature = Creature(creature_type, (x, y))
            creature.da = uniform(-0.1, +0.1)
            creature.velocity = uniform(0, +0.5)
            army.append(creature)
    return army

creatures = make_army(12, [blue_ghost, orange_ghost, pacman, pink_ghost, red_ghost])

def update(dt):
    for creature in creatures:
        creature.update(dt)

clock.schedule(update)

key_handlers[key.ESCAPE] = win.close
win.on_draw = lambda: renderer.on_draw(creatures, camera, win.width, win.height)
win.on_key_press = on_key_press

print "keys to try:", [symbol_string(k) for k in key_handlers.keys()]
stdout.flush()
win.set_visible()
app.run()

Example #6
0
File: run.py Project: msarch/py
from renderer import Renderer

win = Window(fullscreen=True, visible=False)
camera = Camera((0, 0), 10)
renderer = Renderer()

army_shape = Army.MakeShape(400, 1500, all_ghosts)
armies = []
for i in range(20, 0, -1):
    army = Creature(army_shape, rand_point(500), uniform(-pi, pi))
    army.dx = uniform(-0.4, +0.4)
    army.dy = uniform(-0.4, +0.4)
    armies.append(army)

def update(dt):
    for army in armies:
        army.update(dt)
    camera.zoom(1.003)

clock.schedule(update)

key_handlers[key.ESCAPE] = win.close
win.on_draw = lambda: renderer.on_draw(armies, camera, win.width, win.height)
win.on_key_press = on_key_press

print "keys to try:", [symbol_string(k) for k in key_handlers.keys()]
stdout.flush()
win.set_visible()
app.run()