def __init__(self): Scene.__init__(self) self._screen = Screen() self._player = PlayerCharacter() self._floor = CurrentFloor() self._sight = Sight(self._player) self._floor.put_monster(Monster())
def __init__(self, line_num, *args, **kwargs): self.line_num = line_num self.anim_kwargs = { "run_time" : 4.0, } self.line_num_to_method = { 0 : self.line0, 1 : self.line1, 2 : self.line2, 3 : self.line3, 4 : self.line4, 5 : self.line5, 6 : self.line6, 7 : self.line7, 8 : self.line8, 9 : self.line9, 10 : self.line10, 11 : self.line11, 12 : self.line12, 13 : self.line13, 14 : self.line14, 15 : self.line15, 16 : self.line16, 17 : self.line17, 18 : self.line18, 19 : self.line19, } Scene.__init__(self, *args, **kwargs)
def __init__(self, nextScene, text="press enter...", *a): Scene.__init__(self, *a) self.nextScene = nextScene font = data.filepath('You Are Loved.ttf') figure = leafs.TextoAlineado(text, font, size=1000, alignx=0.5, aligny=0.5) self.group.add(figure) self.accept()
def __init__(self): #Initialisation de la scene Scene.__init__(self) #Chargement de l'image de fond de la scene self.fond = fonction.charger_image("fond.jpg") #Chargement des objets self.bulles = bulles.Bulles() self.pointeur = pointeur.Pointeur(14,3) self.poisson_1 = poisson.Poisson() self.poisson_2 = poisson.Poisson() self.poisson_3 = poisson.Poisson() self.poisson_4 = poisson.Poisson() #Chargement de la musique de fond #self.musique = pygame.mixer.music.load("./sons/bouge.ogg") #self.musique.set_volume(0.5) #self.musique.fadeout(400) #Chargement des textes à afficher self.texte_titre = fonction.Texte("Aquarium", 50, constante.noir) #Menu self.texte_menu_jouer = fonction.Texte(" > Jouer [J]",30, constante.bleufonce) self.texte_menu_credis = fonction.Texte(" > Credits [C]",30, constante.noir) self.texte_menu_quitter = fonction.Texte(" > Quitter [Q]",30, constante.noir) #joystick self.nb_joysticks = pygame.joystick.get_count() if self.nb_joysticks > 0: self.texte_joystick = fonction.Texte("Joystick ok", 20, constante.gris) else: self.texte_joystick = fonction.Texte("Pas de joystick", 20, constante.gris)
def __init__(self): #Initialisation de la scene Scene.__init__(self) #Chargement de l'image de fond de la scene self.fond = fonction.charger_image("fond.jpg") #Chargement des objets self.bulles = bulles.Bulles() self.pointeur = pointeur.Pointeur(15,24) #self.pointeur.positionner(15,3) self.poisson_1 = poisson.Poisson() self.poisson_2 = poisson.Poisson() self.poisson_3 = poisson.Poisson() self.poisson_4 = poisson.Poisson() #Chargement de la musique de fond #self.musique = pygame.mixer.music.load("./sons/bouge.ogg") #self.musique.set_volume(0.5) #self.musique.fadeout(400) #Chargement des textes à afficher self.texte_titre = fonction.Texte("Aquarium", 50, constante.noir) self.texte_stitre = fonction.Texte("Credits", 20, constante.gris) self.credis = credis.lire_credis() self.texte_credis = fonction.Texte_multiligne( (self.credis) ) self.texte_credis.position(0, 0, 380, 65) self.texte_retour = fonction.Texte(" > Retour [R]",30, constante.bleufonce)
def __init__(self, world, initial_option=0): Scene.__init__(self, world) items=[] for name,level in levels.levels: items.append( (name, runner(self.game, level) ) ) items.append( ("back", self.on_back) ) self.menu = Menu(self, items, initial_option)
def __init__(self, game): Scene.__init__(self, game, ORTHOGONAL) self.centerMouse() self.ceilings = None self.lastPut = None self.horEnergy = True #riq's preferences self.world = world.World() self.ballsAtGoal = 0 self.lost = 0 self.llss = [] #limited life segments self.attractors = [] self.root_node.background_color = CELESTE_CIELO self._energy = 2000 self.cameraArea = self.CAMERA_AREA self.maxEnergy=3000 import sound sound.playRandomSong() self.setup_level() mountainsGroup = qgl.scene.Group() mountainsTexture = qgl.scene.state.Texture(data.filepath("montagnas.png")) FACTOR= 5.5 mountainsQuad = qgl.scene.state.Quad((2403/FACTOR,427/FACTOR)) mountainsGroup.scale = (self.mountainScale, self.mountainScale, 0.0) mountainsGroup.translate = (0,-55.-70.0*(self.cameraArea[3])/500.,0) mountainsGroup.add(mountainsTexture, mountainsQuad) self.group.add(mountainsGroup) self.initLineGhost() self.group.scale = (5.0,5.0,0.0) self.initScores() self.updateScores() self.accept()
def __init__(self, gurls, bg_surf=None, back_color=(234,45,30), back_pos=(40,500), back_size=(70,40), back_font=None): Scene.__init__(self) self.gurls = gurls # expect three self.bg_surf = bg_surf self.done = False self.choice = None def finish(): self.done = True self.buttons.add(BlockButton(finish, back_color, back_size, back_pos, text="Back", font=back_font)) self.gurl_sprites = pygame.sprite.Group() gurl_pos = [(100, 100), (300, 100), (500, 100)] def make_choice(gurl): self.done = True self.choice = gurl def make_gurl_sprite(gurl): pos = gurl_pos.pop(0) sprite = GurlSprite(gurl, pos) sprite.on_click = lambda: make_choice(gurl) self.gurl_sprites.add(sprite) make_gurl_sprite(Kanaya()) make_gurl_sprite(Isadora()) self.buttons.add(self.gurl_sprites) self.all_sprites.add(self.buttons, self.gurl_sprites) self.main_surface = pygame.display.get_surface()
def __init__(self, nrows, *args, **kwargs): Scene.__init__(self, *args, **kwargs) self.nrows = nrows self.diagram_height = 2*SPACE_HEIGHT - 1 self.diagram_width = 1.5*SPACE_WIDTH self.cell_height = self.diagram_height / nrows self.cell_width = self.diagram_width / nrows self.portion_to_fill = 0.7 self.bottom_left = np.array( (-self.cell_width * nrows / 2.0, -self.cell_height * nrows / 2.0, 0) ) num_to_num_mob = {} self.coords_to_mobs = {} self.coords = [(n, k) for n in range(nrows) for k in range(n+1)] for n, k in self.coords: num = choose(n, k) center = self.coords_to_center(n, k) if num not in num_to_num_mob: num_to_num_mob[num] = TexMobject(str(num)) num_mob = num_to_num_mob[num].copy() scale_factor = min( 1, self.portion_to_fill * self.cell_height / num_mob.get_height(), self.portion_to_fill * self.cell_width / num_mob.get_width(), ) num_mob.center().scale(scale_factor).shift(center) if n not in self.coords_to_mobs: self.coords_to_mobs[n] = {} self.coords_to_mobs[n][k] = num_mob self.add(*[self.coords_to_mobs[n][k] for n, k in self.coords])
def __init__(self, world): Scene.__init__(self, world) self.step = 0 self._load_background() self.name = text.AboutText() self._create_sprites() pyglet.clock.schedule_once(self.show_losersjuegos_logo, 4 + 3 * 2)
def __init__(self, world, game): Scene.__init__(self, world) self.game = game self.step = 0 self._create_sprites() self.text = text.History("Good bye robot city...") self.texts = [] pyglet.clock.schedule_once(self._create_text, 3)
def __init__(self): #Initialisation de la scene Scene.__init__(self) #Chargement de l'image de fond de la scene self.fond = fonction.charger_image("fond.jpg") #Creation des objets. self.bulles = bulles.Bulles() self.nourriture = nourriture.Nourriture() self.poissons = poissons.Poissons()
def __init__(self, game, last_option_in_main): Scene.__init__(self, game) items = [ ("Fullscreen", self.game.fullscreen), ("Return", self.on_return) ] self.menu = Menu(self, items) self.last_option_in_main = last_option_in_main
def __init__(self, world, start_music=True): Scene.__init__(self, world) self.step = 0 self._create_sprites() self.background = common.load_image('black.png') self.text = text.Text(MSG_START, 170, 10) if start_music: self.world.audio.play_music('intro')
def __init__(self, world, score=0): Scene.__init__(self, world) self.score = score self.root_node.background_color = view.CELESTE_CIELO am = self.actionManager = Manager() am.do( None, delay(10) + call(self.next) )
def __init__(self, director, page_number = False, previous = False, follow = False): ''' Constructor ''' Scene.__init__(self, director, False, page_number) self.previous = previous self.follow = follow self.prev_init = False self.buttoms = {} self.buttoms[GO_SCHEME] = Buttom(config.page_btn_go_scheme_pos, config.page_btn_size, 'go_scheme_pressed'+PNG_EXT, 'go_scheme_release'+PNG_EXT, True)
def __init__(self, director, background_hangman): ''' Constructor ''' Scene.__init__(self, director, background_hangman) self.hangman = Hangman() self.scene_winner = Sce_Winner(director, 'winner', HANGMAN_SCENE) for buttom in self.common_buttoms.itervalues(): buttom.is_visible = True
def __init__(self, director, background_name, continue_scene): ''' Constructor ''' Scene.__init__(self, director, background_name) for buttom in self.common_buttoms.itervalues(): buttom.is_visible = True self.continue_scene = continue_scene self.next_btn = Buttom((config.width/2, (config.height/2 + 150)), config.b_size, 'continue_pressed'+PNG_EXT, 'continue_release'+PNG_EXT, True)
def __init__(self, director, background_match): ''' Constructor ''' Scene.__init__(self, director, background_match) self.definitions = Definitions() for buttom in self.common_buttoms.itervalues(): buttom.is_visible = True
def __init__(self, world, game): Scene.__init__(self, world) self.game = game self.step = 0 self._load_images() self.are_showing_message = False self.texts = [] self.layer = common.load_image('game_over_layer.png') self.show_layer = False pyglet.clock.schedule_once(self._create_game_over_text, 3)
def __init__(self, world, initial_option=0): Scene.__init__(self, world) items = [ ("Start new game", self.on_new_game), ("Option", self.on_options), ("Credits", self.on_credits), ("Quit", self.on_quit), ] self.menu = Menu(self, items, initial_option)
def __init__(self, director, background_name): ''' Constructor ''' Scene.__init__(self, director, background_name) self.name = Name() self.scene_winner = Sce_Winner(director, 'winner', NAME_SCENE) self.c_fails = 0 self.name.generate_table() for buttom in self.common_buttoms.itervalues(): buttom.is_visible = True
def __init__(self, world): Scene.__init__(self, world) self.layer_x = 640 self.layer_y = 0 self._load_images() self.good_moves_combo = 0 self.sprites = [] self.upper_lights = [] self.lower_ligths = [] self.tv = tv.Tv()
def __init__(self, director, background_match): ''' Constructor ''' Scene.__init__(self, director, background_match) self.match = Match() self.scene_winner = Sce_Winner(director, 'winner', MATCH_SCENE) self.c_fails = 0 self.match.generate_table() for buttom in self.common_buttoms.itervalues(): buttom.is_visible = True
def __init__(self,gameEngine): Scene.__init__(self,gameEngine) self.particleManager = ParticleManager(self) self.gameObjects = [] self.lives = 5 self.spawn =(32,32) #coordinates that the player spawned on self.spawnTimer = 0 self.level = 1 self.loadLevel()
def __init__(self, director, background_name): ''' Constructor ''' Scene.__init__(self, director, background_name) self.functional_group = Functional_Group() self.scene_winner = Sce_Winner(director, 'winner', COTIDIAN_FUNCTION_SCENE) for buttom in self.common_buttoms.itervalues(): buttom.is_visible = True self.c_fails = 0
def __init__(self,gameEngine): Scene.__init__(self, gameEngine) self.player = None self.objects = [] self.spawn = (0,0) #spawn point of current level self.spawnTime = 0 #time until the player is respawned self.particleManager = ParticleManager(self) self.level = 1 self.loadLevel()
def __init__( self , maxt , fovy , ratio , near , far ) : Scene.__init__(self,fovy,ratio,near,far) self.maxt = maxt self.frame = Frame() self.b = np.array((-5,0,0) , np.float64 ) self.c = np.array(( 0,0,0) , np.float64 ) self.e = np.array(( 5,0,0) , np.float64 ) self.qb = tr.random_quaternion() self.qc = self.qb self.qe = tr.random_quaternion()
def __init__( self , maxt , fovy , ratio , near , far ) : Scene.__init__(self,fovy,ratio,near,far) self.maxt = maxt self.frame = Frame() self.a = 0.0 self.b = 0.0 self.c = 0.0 self.b = np.array((-5,0,0) , np.float64 ) self.c = np.array(( 0,0,0) , np.float64 ) self.e = np.array(( 5,0,0) , np.float64 ) self.ab = np.array(( 0,0,0) , np.float64 ) self.ac = self.ab self.ae = np.array((.5,.2,.1) , np.float64 )
def __init__(self, director, background_name): ''' Constructor ''' Scene.__init__(self, director, background_name) self.title_img = load_image(config.titles+'functional_groups'+PNG_EXT, True) self.title_img = pygame.transform.scale(self.title_img, (450, 150)) self.title_rect = self.title_img.get_rect() self.title_rect.centerx = config.width / 2 self.title_rect.centery = 80 self.buttoms = { DEFINITIONS_SCENE: Buttom((230, 180), config.b_size, "buttom_1_pressed"+PNG_EXT, "buttom_1_release"+PNG_EXT, True), NAME_SCENE: Buttom((580, 180), config.b_size, "buttom_2_pressed"+PNG_EXT, "buttom_2_release"+PNG_EXT, True), COTIDIAN_FUNCTION_SCENE: Buttom((230, 300), config.b_size, "buttom_3_pressed"+PNG_EXT, "buttom_3_release"+PNG_EXT, True), MATCH_SCENE: Buttom((580, 300), config.b_size, "buttom_4_pressed"+PNG_EXT, "buttom_4_release"+PNG_EXT, True), ALPHABET_SOUP_SCENE: Buttom((230, 440), config.b_size, "buttom_5_pressed"+PNG_EXT, "buttom_5_release"+PNG_EXT, True), CRUCIGRAMA_SCENE: Buttom((580, 440), config.b_size, "buttom_6_pressed"+PNG_EXT, "buttom_6_release"+PNG_EXT, True), HANGMAN_SCENE: Buttom((config.width / 2, 530), config.b_size, "buttom_7_pressed"+PNG_EXT, "buttom_7_release"+PNG_EXT, True) }
def __init__(self, game): Scene.__init__(self, game, ORTHOGONAL) self.centerMouse() self.ceilings = None self.lastPut = None self.horEnergy = True #riq's preferences self.world = world.World() self.ballsAtGoal = 0 self.lost = 0 self.llss = [] #limited life segments self.attractors = [] self.root_node.background_color = CELESTE_CIELO self._energy = 2000 self.cameraArea = self.CAMERA_AREA self.maxEnergy = 3000 import sound sound.playRandomSong() self.setup_level() mountainsGroup = qgl.scene.Group() mountainsTexture = qgl.scene.state.Texture( data.filepath("montagnas.png")) FACTOR = 5.5 mountainsQuad = qgl.scene.state.Quad((2403 / FACTOR, 427 / FACTOR)) mountainsGroup.scale = (self.mountainScale, self.mountainScale, 0.0) mountainsGroup.translate = (0, -55. - 70.0 * (self.cameraArea[3]) / 500., 0) mountainsGroup.add(mountainsTexture, mountainsQuad) self.group.add(mountainsGroup) self.initLineGhost() self.group.scale = (5.0, 5.0, 0.0) self.initScores() self.updateScores() self.accept()
def __init__(self, game): Scene.__init__(self, game) import sound self.root_node.background_color = (0, 0, 0, 0) am = self.actionManager = Manager() luz = self.create_image("dad.png") luz.translate = Point3(60, -10, 0) luz.scale = (12, 4.5, 0) dad_hi = self.createDad() dad_hi.translate = Point3(150, -150, 0) script = [ ("- hey...", 800), ("where am I?", 1800), ("this is not home!", 2000), ("my teleport spell must have failed", 2000), ("lets try again...", 2000), (" ", 2000), ("ouch!", 1700), ("this didn't work", 2000), ("I'll get help from above", 2300), ("I'm going up!", 2000), ] offset = 0 lines = [] for line, duration in script: l = self.create_line(line) lines.append((l, offset, duration)) offset += duration nube = [self.create_image("nube%i.png" % i) for i in range(1, 6)] [setattr(n, "translate", Point3(150, -150, 0)) for n in nube] dad = self.create_image("dad.gif") dad.translate = Point3(-350, -150, 0) self.accept() dad_hi.disable() luz.disable() [n.disable() for n in nube] [n.disable() for (n, a, x) in lines] def enable(what): def doit(): what.enable() return doit def disable(what): def doit(): what.disable() return doit am.do( None, delay(20000) + call(lambda: musique("grossini talking 1.ogg")) + delay(10600) + call(lambda: musique("grossini talking 2.ogg"))) am.do( dad, goto(Point3(150, -150, 0), duration=5000) + call(lambda: luz.enable()) + call(lambda: sound.playSoundFile("farol.wav", 1)) + delay(1500) + call(lambda: musique("Applause.wav")) + delay(2500) + call(lambda: dad.disable()) + call(lambda: dad_hi.enable()) + delay(6000) + call(lambda: sound.playSoundFile("MagiaOK.wav", 1)) + call(lambda: dad_hi.disable()) + delay(3000) + call(lambda: luz.disable()) + call(lambda: sound.playSoundFile("farol.wav", 1))) for (line, start, duration) in lines: am.do( line, delay(20000) + delay(start) + call(enable(line)) + delay(duration) + call(disable(line))) am.do( None, delay(20000 + 4 * 2000) + call(lambda: sound.playSoundFile("tomato.wav", 1))) am.do( None, delay(20000 + 5 * 2000) + call(lambda: setattr(self.root_node, "background_color", (1, 1, 1, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (0, 0, 0, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (1, 1, 1, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (0, 0, 0, 0))) + delay(100)) am.do( None, delay(20000 + duration + start) + call(lambda: self.game.change_scene(Intro(self.game, False)))) def enable(what): def doit(): what.enable() return doit def disable(what): def doit(): what.disable() return doit for i, n in enumerate(nube): am.do( n, delay(15500) + delay(400 * i) + call(enable(n)) + delay(400) + call(disable(n)))
def __init__(self, world, score=0): Scene.__init__(self, world) self.score = score self.root_node.background_color = view.CELESTE_CIELO self.font = filepath('You Are Loved.ttf') import sound self.initializeMusic() clouds = self.createClouds() clouds3 = self.createClouds() dad = self.createDad() clouds2 = self.createClouds() self.accept() diedline = self.diedline() scoretext = self.scoreline() scoretext.disable() diedline.disable() am = self.actionManager = Manager() am.do(clouds, place(Point3(-200, 200, 0))) dad.scale = Vector3(0.1, 0.1, 1) am.do(dad, place(Point3(0, 0, 0))) am.do(dad, repeat(rotate(360, duration=2100))) am.do( dad, scale(10, duration=10000) + spawn(call(scoretext.enable)) + delay(4000) + scale(10, duration=5000) + call(lambda: sound.playMusicSound(self.crash, 1)) + call(lambda: setattr(self.root_node, "background_color", ROJO_SANGRE)) + call(diedline.enable) + place(Point3(-2000, -2000, 0))) clouds2.scale = Vector3(20, 20, 1) am.do(clouds2, place(Point3(-5500, 3500, 0))) am.do(clouds2, goto(Point3(-600, 400, 0), duration=10000)) am.do(clouds2, scale(1.0 / 10, duration=10000) + place(Point3(-1000, -1000, 0))) clouds.scale = Vector3(2, 2, 1) am.do( clouds, place(Point3(-1000, -1000, 0)) + delay(10000) + place(Point3(-600, 400, 0)) + delay(4000) + spawn(goto(Point3(-60, 40, 0), duration=5000)) + scale(1.0 / 10, duration=5000) + place(Point3(-1000, -1000, 0))) clouds3.scale = Vector3(5, 5, 1) am.do( clouds3, place(Point3(2000, -2000, 0)) + delay(10000) + delay(4000) + spawn(goto(Point3(200, -200, 0), duration=5000)) + scale(1.0 / 10, duration=5000) + place(Point3(2000, -2000, 0))) sound.playSoundFile("freefall.ogg", 1)
def __init__(self, game): Scene.__init__(self, game) import sound self.root_node.background_color = (0, 0, 0, 0) am = self.actionManager = Manager() def enable(what): def doit(): what.enable() return doit def disable(what): def doit(): what.disable() return doit script = [ ("Divine Inspiration", "David"), ("Magic", "Great Grossini"), ("Hosting", "leito"), ("Hosting", "alecu"), ("coding", "dave"), ("coding", "riq"), ("coding", "alecu"), ("coding", "hugo"), ("coding", "lucio"), ("Music", "Ricardo Vecchio"), ] offset = 0 lines = [] for cargo, nombre in script: l1 = self.create_line(cargo) l2 = self.create_line(nombre) l2.translate = (0, -00, 0) lines.append((l1, l2)) self.accept() [(l1.disable(), l2.disable()) for (l1, l2) in lines] def make_title(line): l1, l2 = line do_title = ( delay(100) + call(lambda: sound.playSoundFile("tomato.wav", 1)) + delay(2000) + call(lambda: setattr(self.root_node, "background_color", (1, 1, 1, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (0, 0, 0, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (1, 1, 1, 0))) + delay(100) + call(lambda: setattr(self.root_node, "background_color", (0, 0, 0, 0))) + delay(100) + call(lambda: setattr(l2, 'translate', Point3(0, 00, 0))) + call(lambda: setattr(l1, 'translate', Point3(0, 100, 0))) + call(lambda: setattr(l2, 'angle', 0)) + call(lambda: setattr(l1, 'angle', 0)) + call(lambda: l1.enable()) + call(lambda: l2.enable()) + delay(1500) + spawn(move(Point3(0, -600, 0), duration=1000), target=l1) + spawn(move(Point3(0, -600, 0), duration=1000), target=l2) + spawn(rotate(45, duration=1000), target=l1) + spawn(rotate(-45, duration=1000), target=l2) + delay(2500) + call(lambda: l1.disable()) + call(lambda: l2.disable())) return do_title am.do(None, random_repeat([make_title(line) for line in lines]))
def __init__(self,gameEngine,win=False): Scene.__init__(self,gameEngine) self.win = win
def __init__(self, world, menuEnable=0): Scene.__init__(self, world) self.root_node.background_color = view.CELESTE_CIELO clouds = self.createClouds() clouds2 = self.createClouds2() clouds3 = self.createClouds3() plane = self.createAirplane() devil = self.createDevil() jesus = self.createJesus() alien = self.createAlien() dad = self.createDad() varita = self.createVarita() self.accept() self.initMenus(menuEnable) self.actionManager = Manager() # cloud (background) self.actionManager.do( clouds, delay(DADDY_FALL) + repeat( call(lambda: setattr( clouds, "translate", Point3(random.randint(-100, 100), -200, 0))) + move(Point3(0, 1600, 0), duration=18000) + random_delay(2000, 4000))) self.actionManager.do( clouds2, delay(DADDY_FALL) + repeat( call(lambda: setattr( clouds2, "translate", Point3(random.randint(-100, 100), -200, 0))) + move(Point3(0, 1600, 0), duration=24000) + random_delay(2000, 5000))) self.actionManager.do( clouds3, delay(DADDY_FALL) + repeat( random_delay(2000, 6000) + call(lambda: setattr( clouds3, "translate", Point3(random.randint(-100, 100), -200, 0))) + move(Point3(0, 1600, 0), duration=12000))) # airplane self.actionManager.do( plane, repeat( random_delay(40000, 45000) + call(lambda: setattr( plane, "translate", Point3(600, random.randint(-300, 300), 0))) + move((-1500, 0, 0), duration=3000))) # devil self.actionManager.do( devil, repeat( random_delay(50000, 80000) + call(lambda: setattr(devil, "translate", Point3(random.randint(-380, 0), -600, 0))) + call(lambda: setattr(devil, "scale", Point3(0.75, 0.75, 1))) + move((0, 1500, 0), duration=30000))) # jesus self.actionManager.do( jesus, repeat( random_delay(30000, 70000) + call( lambda: setattr(jesus, "translate", Point3(random.randint(0, 380), -600, 0))) + call(lambda: setattr(jesus, "scale", Point3(0.6, 0.6, 1))) + move((0, 1500, 0), duration=35000))) # alien self.actionManager.do( alien, repeat( random_delay(40000, 50000) + call(lambda: setattr( alien, "translate", Point3(random.randint(-400, 400), 600, 0))) + call(lambda: setattr(alien, "scale", Point3(0.9, 0.9, 1))) + move((0, -1500, 0), duration=30000))) # daddy action_fall = goto(Point3(0, 0, 0), duration=DADDY_FALL) action_rot = rotate(1080, duration=DADDY_FALL) action_rot2 = repeat(rotate(360, duration=16000 / 3)) self.actionManager.do(dad, action_fall) self.actionManager.do( dad, call(self.playFreeFall) + delay(18000) + call(self.showMenu) + move((0, -110, 0), duration=2000)) self.actionManager.do(dad, action_rot + call(self.playMusic) + action_rot2) # varita self.actionManager.do( varita, repeat( random_delay(20000, 30000) + call(lambda: setattr( varita, "translate", Point3(random.randint(-400, 400), 600, 0))) + move((0, -1200, 0), duration=15000))) self.actionManager.do(varita, repeat(rotate(-360, duration=2000)))
def __init__(self, ): Scene.__init__(self)
def __init__(self, graph, *args, **kwargs): #See CubeGraph() above for format of graph self.graph = graph Scene.__init__(self, *args, **kwargs)
def __init__(self, game): Scene.__init__(self, game) import sound self.root_node.background_color = view.CELESTE_CIELO am = self.actionManager = Manager() def enable(what): def doit(): what.enable() return doit def disable(what): def doit(): what.disable() return doit g1 = self.create_image("gift.png") g1.translate = Point3(200, -160, 0) g2 = self.create_image("gift.png") g2.translate = Point3(300, -160, 0) dad_hi = self.createDad() dad_hi.translate = Point3(250, -150, 0) dad = self.create_image("dad.gif") dad.translate = Point3(250, -150, 0) god = self.create_image("god.png") god.scale = (6, 2, 0) god.translate = Point3(-200, 145, 0) clouds = self.createClouds() clouds.translate = Point3(-540, 380, 0) clouds.scale = (3, 3, 0) clouds3 = self.createClouds2() clouds3.translate = Point3(-200, 300, 0) script = [ ("- hi god!", 2000), (" nice to see", 2000), (" you are having fun", 2000), (" help me!", 2000), (" ", 3000), (" thanks!", 2000), ] offset = 0 lines = [] for line, duration in script: l = self.create_line(line) lines.append((l, offset, duration)) offset += duration self.accept() [n.disable() for (n, a, x) in lines] dad_hi.disable() g1.disable() g2.disable() am.do( dad, delay(5000) + call(enable(dad_hi)) + call(disable(dad)) + delay(2000) + call(disable(dad_hi)) + call(enable(dad)) + delay(8000) + call(enable(g1)) + call(enable(g2))) for (line, start, duration) in lines: am.do( line, delay(5000) + delay(start) + call(enable(line)) + delay(duration) + call(disable(line)))
def __init__(self): # Init the scene Scene.__init__(self, shared=shared) self.background_circle = dict({}) self.circles = dict({}) self.dummytex = dict({}) self.dots_position = dict({}) self.dots_x = dict({}) self.dots_y = dict({}) self.t_ = [0, 0, 0, 0] for fish_index in range(number_fish): self.background_circle[fish_index] = self.create_circles( 1, edges=30) self.background_circle[fish_index].reparentTo( self.fish_nodes[fish_index]) self.background_circle[fish_index].setScale(1, 0, 1) self.background_circle[fish_index].setColor(0, 0, 0) self.background_circle[fish_index].setPos(0, 0.001, 0) filepath = os.path.join( os.path.split(__file__)[0], "circles.bam") self.circles[fish_index] = self.loader.loadModel( Filename.fromOsSpecific(filepath)) self.circles[fish_index].reparentTo( self.fish_nodes[fish_index]) self.dummytex[fish_index] = Texture("dummy texture") self.dummytex[fish_index].setup2dTexture( 10000, 1, Texture.T_float, Texture.FRgb32) self.dummytex[fish_index].setMagfilter(Texture.FTNearest) ts1 = TextureStage("part2") ts1.setSort(-100) self.circles[fish_index].setTexture(ts1, self.dummytex[fish_index]) self.circles[fish_index].setShader(self.compiled_shaders[0]) self.dots_x[fish_index] = 2 * np.random.random(10000).astype( np.float32) - 1 self.dots_y[fish_index] = 2 * np.random.random(10000).astype( np.float32) - 1 self.dots_position[fish_index] = np.empty( (1, 10000, 3)).astype(np.float32) self.dots_position[fish_index][0, :, 0] = self.dots_x[fish_index] self.dots_position[fish_index][0, :, 1] = self.dots_y[fish_index] self.dots_position[fish_index][0, :, 2] = np.random.randint( 0, 3, 10000 ).astype( np.float32 ) * 0 + 1 # 0 will be black, 1, will be white, 2 will be hidden memoryview(self.dummytex[fish_index].modify_ram_image() )[:] = self.dots_position[fish_index].tobytes()
def __init__(self, caller, msg, img): Scene.__init__(self) self.msg = msg self.caller = caller self.img = SpriteNode(Texture(img))