def save_settings(): fullscreen_option = logic.getCurrentScene().objects['fullscreen_option'] post_option = logic.getCurrentScene().objects['post_option'] ssao_option = logic.getCurrentScene().objects['ssao_option'] LOD_option = logic.getCurrentScene().objects['LOD_option'] resolution_option = logic.getCurrentScene().objects['resolution_option'] difficulty_option = logic.getCurrentScene().objects['difficulty_option'] ui_scale_option = logic.getCurrentScene().objects['ui_scale_option'] cfg_fullscreen = str(fullscreen_option['option']) res = resolution_option['option'] res = res.split('x') cfg_screen_width = str(res[0]) cfg_screen_height = str(res[1]) print('Saving config file...') #print (cfg_fullscreen, cfg_screen_width, cfg_screen_height) set_settings = open('sintel_config.ini', 'w') set_settings.write(cfg_screen_width + "\n") set_settings.write(cfg_screen_height + "\n") set_settings.write(cfg_fullscreen) set_settings.close() logic.globalDict['cfg_post'] = post_option['option'] logic.globalDict['cfg_ssao'] = ssao_option['option'] logic.globalDict['cfg_LOD'] = LOD_option['option'] logic.globalDict['cfg_difficulty'] = difficulty_option['option'] logic.globalDict['cfg_UI'] = ui_scale_option['option'] print(logic.globalDict['cfg_difficulty']) logic.saveGlobalDict() render.setWindowSize(int(cfg_screen_width), int(cfg_screen_height))
def save_settings(): fullscreen_option = logic.getCurrentScene().objects['fullscreen_option'] post_option = logic.getCurrentScene().objects['post_option'] ssao_option = logic.getCurrentScene().objects['ssao_option'] LOD_option = logic.getCurrentScene().objects['LOD_option'] resolution_option = logic.getCurrentScene().objects['resolution_option'] difficulty_option = logic.getCurrentScene().objects['difficulty_option'] ui_scale_option = logic.getCurrentScene().objects['ui_scale_option'] cfg_fullscreen = str(fullscreen_option['option']) res = resolution_option['option'] res = res.split('x') cfg_screen_width = str(res[0]) cfg_screen_height = str(res[1]) print ('Saving config file...') #print (cfg_fullscreen, cfg_screen_width, cfg_screen_height) set_settings = open('sintel_config.ini', 'w') set_settings.write(cfg_screen_width+"\n") set_settings.write(cfg_screen_height+"\n") set_settings.write(cfg_fullscreen) set_settings.close() logic.globalDict['cfg_post'] = post_option['option'] logic.globalDict['cfg_ssao'] = ssao_option['option'] logic.globalDict['cfg_LOD'] = LOD_option['option'] logic.globalDict['cfg_difficulty'] = difficulty_option['option'] logic.globalDict['cfg_UI'] = ui_scale_option['option'] print (logic.globalDict['cfg_difficulty']) logic.saveGlobalDict() render.setWindowSize(int(cfg_screen_width), int(cfg_screen_height))
def main_intro(): # Aggrandissement de la fenêtre render.setWindowSize(1000, 1000) if gl.info == "": gl.all_obj["Cube"].visible = False gl.all_obj["brouillard"].visible = False gl.info = "H = Help"
def maintain_asr(ratio: float, width=None): """ Sets the window's size to be the width specified and the width divided by the desired aspect ratio as the height. You can use this to ensure you maintain a 16:9 view, or 4:3, or whatever ratio you desire. :param width:Int - Desired width of the window. If left to None, is left to the current window width. :param ratio:Float - Desired aspect ratio to maintain. :return:None """ if width is None: width = render.getWindowWidth() render.setWindowSize(int(width), int(width / ratio))
def main_music_to_shot(): """Idem music_and_letters mais sans music et idem get_shot mais sans le json get shot """ # Aggrandissement de la fenêtre render.setWindowSize(gl.shot_size, gl.shot_size) gl.all_obj['Cube'].visible = False if gl.fond == "video": gl.all_obj["Video"].visible = True gl.all_obj["brouillard"].visible = False # Avance de la video video_refresh() if gl.fond == "brouillard": gl.all_obj["Video"].visible = False gl.all_obj["brouillard"].visible = True if gl.fond == "noir": gl.all_obj["Video"].visible = False gl.all_obj["brouillard"].visible = False tempo = gl.tempo['shot'].tempo if tempo == 5: # Reset de la liste des noms d'objets blender à afficher gl.obj_name_list_to_display = [] # Affiche les notes de la frame frame_notes = get_frame_notes() notes = get_notes(frame_notes) display_frame_notes(notes) # Décalage des lettres non jouées hide_unplayed_letters() # Save position des lettres frame avant d'enreg if tempo == 10: gl.previous_datas = get_objets_position_size() # Enregistre les shots if tempo == 15: gl.png = save_music_to_shot_shot() sleep(0.01) gl.numero += 1 # Fin du json end()
def GenerateGraphicsData(): save = False file = logic.globalDict["DATA"]["GAMEPATH"]+"Graphics.cfg" data = LoadJSON(file) if data == None: print("NOTICE: No Graphics Config...") save = True data = {} dict = { "Shaders": data.get("Shaders", "HIGH"), "Vsync": data.get("Vsync", True), "Fullscreen": data.get("Fullscreen", True), "Resolution": data.get("Resolution", None), "Debug": data.get("Debug", [True, True, True, True]) } if config.EMBEDDED_FIX == False: render.setFullScreen(dict["Fullscreen"]) X = render.getWindowWidth() Y = render.getWindowHeight() if dict["Resolution"] == None: print("NOTICE: Initializing Resolution...") dict["Resolution"] = [X, Y] if dict["Resolution"][0] > X or dict["Resolution"][1] > Y or len(dict["Resolution"]) >= 3: print("WARNING: Resolution out of Range...") dict["Resolution"] = [X, Y] if config.EMBEDDED_FIX == False: if dict["Resolution"][0] % 2 != 0: dict["Resolution"][0] -= 1 print("NOTICE: Resolution Fix") if dict["Resolution"][1] % 2 != 0: dict["Resolution"][1] -= 1 print("NOTICE: Resolution Fix") render.setWindowSize(dict["Resolution"][0], dict["Resolution"][1]) if save == True: SaveJSON(file, dict) elif len(dict["Resolution"]) <= 2: dict["Resolution"].append("EMBEDDED") print("...") return dict
def resize(self, winx, winy): """ Resize the window, the new size will maintain the same aspect ratio. :param integer winx: Window width in pixels. :param integer winy: Window height in pixels. """ _winx = self.width _winy = self.height _wins = self.scale try: wins = winx/winy except: wins = 0.001 diff = _wins-wins if not (diff > 0.01 or diff < -0.01): return if winx != _winx: winy = int(winx/_wins) else: if winy != _winy: winx = int(winy*_wins) render.setWindowSize(winx, winy) self.width = winx self.height= winy
def main(): cont = logic.getCurrentController() own = cont.owner #defualt settings #cfg_screen_width = '1024' #cfg_screen_height = '768' cfg_fullscreen = 'True' try: load_settings = open('sintel_config.ini', 'r') #load screen width cfg_screen_width = load_settings.readline() cfg_screen_width = cfg_screen_width[0:-1] #screen height cfg_screen_height = load_settings.readline() cfg_screen_height = cfg_screen_height[0:-1] #fullscreen option cfg_fullscreen = load_settings.readline() cfg_fullscreen = cfg_fullscreen load_settings.close() render.setWindowSize(int(cfg_screen_width), int(cfg_screen_height)) except: print ('Creating config file') cfg_screen_width = render.getWindowWidth() cfg_screen_height = render.getWindowHeight() set_settings = open('sintel_config.ini', 'w') set_settings.write(str(cfg_screen_width)+"\n") set_settings.write(str(cfg_screen_height)+"\n") set_settings.write(cfg_fullscreen) set_settings.close() cont.activate('start_game') #print (cfg_fullscreen)
def main(): cont = logic.getCurrentController() own = cont.owner #defualt settings #cfg_screen_width = '1024' #cfg_screen_height = '768' cfg_fullscreen = 'True' try: load_settings = open('sintel_config.ini', 'r') #load screen width cfg_screen_width = load_settings.readline() cfg_screen_width = cfg_screen_width[0:-1] #screen height cfg_screen_height = load_settings.readline() cfg_screen_height = cfg_screen_height[0:-1] #fullscreen option cfg_fullscreen = load_settings.readline() cfg_fullscreen = cfg_fullscreen load_settings.close() render.setWindowSize(int(cfg_screen_width), int(cfg_screen_height)) except: print('Creating config file') cfg_screen_width = render.getWindowWidth() cfg_screen_height = render.getWindowHeight() set_settings = open('sintel_config.ini', 'w') set_settings.write(str(cfg_screen_width) + "\n") set_settings.write(str(cfg_screen_height) + "\n") set_settings.write(cfg_fullscreen) set_settings.close() cont.activate('start_game') #print (cfg_fullscreen)
def resize(self, winx, winy): """ Resize the window, the new size will maintain the same aspect ratio. :param integer winx: Window width in pixels. :param integer winy: Window height in pixels. """ _winx = self.width _winy = self.height _wins = self.scale try: wins = winx / winy except: wins = 0.001 diff = _wins - wins if not (diff > 0.01 or diff < -0.01): return if winx != _winx: winy = int(winx / _wins) else: if winy != _winy: winx = int(winy * _wins) render.setWindowSize(winx, winy) self.width = winx self.height = winy
def main_music_and_letters(): # Aggrandissement de la fenêtre if gl.conf["music_and_letters"]["fullscreen"] == 1: render.setFullScreen(True) else: render.setWindowSize(gl.music_size, gl.music_size) if gl.tempo["cube"].tempo < 120: gl.all_obj["Cube"].visible = True else: gl.all_obj["Cube"].visible = False gl.all_obj["brouillard"].visible = False # Reset de la liste des noms d'objet blender à afficher gl.obj_name_list_to_display = [] # Joue et affiche les notes de la frame frame_notes = get_frame_notes() notes = get_notes(frame_notes) display_frame_notes(notes) play_frame_notes(notes) # Décalage des lettres non jouées hide_unplayed_letters()
def RESOLUTION(args=[], kwa=None): """Set Render Resolution -x Window Width -y Window Height -f Fullscreen Toggle -l Set Recommended Low (1280x720) -m Set Recommended Medium (1600x900) -h Set Recommended High (1920x1080)""" if "f" in args: logic.globalDict["GRAPHICS"]["Fullscreen"] ^= True fs = logic.globalDict["GRAPHICS"]["Fullscreen"] logic.CLASS.NEWLINE("Fullscreen: " + str(fs) + " (Relaunch Required)", 2, 2, (1, 1, 1, 1)) X = None Y = None if "l" in args: X = 1280 Y = 720 elif "m" in args: X = 1600 Y = 900 elif "h" in args: X = 1920 Y = 1080 elif len(args) > 1: for i in args: if "x " in i: X = int(i.split(" ")[1]) if X % 2 != 0: X -= 1 if "y " in i: Y = int(i.split(" ")[1]) if Y % 2 != 0: Y -= 1 else: X = render.getWindowWidth() Y = render.getWindowHeight() logic.CLASS.NEWLINE("Resolution: " + str(X) + "x" + str(Y), 2, 2, (1, 1, 1, 1)) return if X != None and Y != None: render.setWindowSize(X, Y) X = render.getWindowWidth() Y = render.getWindowHeight() logic.globalDict["GRAPHICS"]["Resolution"] = [X, Y] logic.CLASS.NEWLINE("Resolution: " + str(X) + "x" + str(Y), 2, 2, (1, 1, 1, 1)) settings.SaveJSON(logic.globalDict["DATA"]["GAMEPATH"] + "Graphics.cfg", logic.globalDict["GRAPHICS"])
def height(self, v): render.setWindowSize(self._width, v)
def width(self, v): render.setWindowSize(v, self._height)
def main_get_shot(): """Shot tous les 20 frames 5 = reset, nouvelle image de notes affichage fixe 10 = enregistrement des positions 15 = shot affichage fixe """ # Aggrandissement de la fenêtre render.setWindowSize(gl.shot_size, gl.shot_size) # Avance de la video video_refresh() gl.all_obj["Cube"].visible = False if gl.fond == "video": gl.all_obj["Video"].visible = True gl.all_obj["brouillard"].visible = False if gl.fond == "brouillard": gl.all_obj["Video"].visible = False gl.all_obj["brouillard"].visible = True if gl.fond == "noir": gl.all_obj["Video"].visible = False gl.all_obj["brouillard"].visible = False tempo = gl.tempo['shot'].tempo if tempo == 5: # Reset de la liste des noms d'objets blender à afficher gl.obj_name_list_to_display = [] # Affiche les notes de la frame frame_notes = get_frame_notes() notes = get_notes(frame_notes) display_frame_notes(notes) # Eclairage set_sun_color_energy() # Décalage des lettres non jouées hide_unplayed_letters() # Save position des lettres frame avant d'enreg if tempo == 10: gl.previous_datas = get_objets_position_size() # Enregistre les shots if tempo == 15: sub_dir = get_sub_dir() save_txt_file(gl.previous_datas, sub_dir) sleep(0.01) save_shot(sub_dir) sleep(0.01) gl.numero += 1 if gl.numero % 100 == 0: for i in range(10): print(gl.comptage[i]) # Fin du jeu end()