def main(): global win clock.schedule(rabbyt.add_time) win = pyglet.window.Window(width=SCREEN_WIDTH, height=SCREEN_HEIGHT) window.set_window(win) bgPat = pyglet.image.SolidColorImagePattern((200, 200, 255, 255)) bg = pyglet.image.create(window.game_window.width, window.game_window.height, bgPat) rabbyt.set_default_attribs() bubbles.init() bubbles.win = win storyTeller = narrative.StoryTeller() fGen = FloaterGenerator() fGen.hitRequiredStage = True fGen.active = True sGen = SourcecodeGenerator() sGen.hitRequiredStage = True sGen.active = True events.Fire("NewStage", narrative.terror) scene = sky.Background(None) while not win.has_exit: tick = clock.tick() win.dispatch_events() bubbles.bubbleMaker.update(tick) scene.update(tick) fGen.update(tick) sGen.update(tick) events.ConsumeEventQueue() rabbyt.clear((1, 1, 1)) bg.blit(0, 0) scene.draw() fGen.draw() bubbles.bubbleMaker.draw() sGen.draw() win.flip()
def main(): global win clock.schedule(rabbyt.add_time) win = pyglet.window.Window(width=SCREEN_WIDTH, height=SCREEN_HEIGHT) window.set_window(win) rabbyt.set_default_attribs() bubbles.init() bubbles.win = win storyTeller = narrative.StoryTeller() wind = Wind() leafgen = LeafGenerator() leafgen.active = True leaves = LeafGroup() #bg = sky.Background(None) objs = [leafgen, leaves] magicEventRegister(win, events, objs) while not win.has_exit: tick = clock.tick() win.dispatch_events() bubbles.bubbleMaker.update(tick) #bg.update(tick) for obj in objs: obj.update(tick) wind.update(tick) events.ConsumeEventQueue() rabbyt.clear((1, 1, 1)) #bg.draw() leaves.draw() bubbles.bubbleMaker.draw() win.flip()
def main(): clock.schedule(rabbyt.add_time) window.game_window = Window(width=SCREEN_WIDTH, height=SCREEN_HEIGHT) rabbyt.set_default_attribs() bgPat = pyglet.image.SolidColorImagePattern((200,200,200,255)) bg = pyglet.image.create(window.game_window.width, window.game_window.height, bgPat) dog = Dog() mowr = mower.Mower() guage = mower.Guage(mowr) bubbles.init() pooMaster = PooMaster() events.Fire('NewStage', narrative.foreshadowing) objs = [dog, mowr, guage] while not window.game_window.has_exit: tick = clock.tick() window.game_window.dispatch_events() bubbles.bubbleMaker.update(tick) for obj in objs: obj.update(tick) events.ConsumeEventQueue() rabbyt.clear((1, 1, 1)) bg.blit(0,0) mowr.draw() guage.draw() pooMaster.draw() dog.draw() bubbles.bubbleMaker.draw() window.game_window.flip()
def main(sound_on=True, show_fps=True): global game_window game_window = pyglet.window.Window(width=800, height=600) window.set_window(game_window) pyglet.clock.schedule(rabbyt.add_time) rabbyt.set_default_attribs() storyteller = narrative.StoryTeller() wind = leaves.Wind() leafGenerator = leaves.LeafGenerator() leafGroup = leaves.LeafGroup() bubbles.init() bubbles.win = game_window storyteller = narrative.StoryTeller() mowr = mower.Mower() guage = mower.Guage(mowr) dawg = dog.Dog() pooMaster = dog.PooMaster() floaterGenerator = glitches.FloaterGenerator() codeGenerator = glitches.SourcecodeGenerator() scene = sky.Background(mowr) game_title = title.Title() # frontload a big png blah_ = data.pngs["codesnip.png"] mini_grill = grass.MiniGrill() big_grill = grill.Grill() if show_fps: fps_display = pyglet.clock.ClockDisplay() if sound_on: soundtrack = sound.queue_soundtrack() soundtrack.play() while not game_window.has_exit: tick = pyglet.clock.tick() game_window.dispatch_events() if big_grill.active: big_grill.update(tick) scene.color = (0.2, 0.7, 0.2) else: scene.update(tick) leafGenerator.update(tick) leafGroup.update(tick) wind.update(tick) dawg.update(tick) pooMaster.update(tick) floaterGenerator.update(tick) codeGenerator.update(tick) bubbles.bubbleMaker.update(tick) mowr.update(tick) game_title.update(tick) if mini_grill.active: big_grill.active = True mini_grill.active = False rabbyt.clear((scene.color)) events.ConsumeEventQueue() if not big_grill.active: scene.draw() mini_grill.draw() mowr.draw() leafGroup.draw() pooMaster.draw() dawg.draw() floaterGenerator.draw() bubbles.bubbleMaker.draw() guage.draw() codeGenerator.draw() else: big_grill.draw() bubbles.bubbleMaker.draw() game_title.draw() if show_fps: fps_display.draw() game_window.flip()