Exemple #1
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def on_draw():
	window.clear()
	fps_display.draw()
	rabbyt.render_unsorted(points)
	if len(bullets)>0:
		rabbyt.render_unsorted(bullets)
	player.render()
def run(queue):
    running = True
    game = Game(1240, 780)

    while running:
        clock.tick(40)
        
        for event in pygame.event.get():
            running &= game.handle_event(event)
        
        try:
            item = queue.get(False)
            update = simplejson.loads(item)
            for (key, value) in update.iteritems():
                print Piece._items[update['id']], key, value
                current = getattr(Piece._items[update['id']], key)
                setattr(Piece._items[update['id']], key, rabbyt.lerp(current, value, dt=200))
                
        except Empty:
            pass
        
        #game.render()
        rabbyt.set_time(pygame.time.get_ticks())
        rabbyt.clear()
        rabbyt.render_unsorted(game.boards)
        rabbyt.render_unsorted(game.pieces)
        rabbyt.scheduler.pump()
        pygame.display.flip()
Exemple #3
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 def on_draw(self):
     red, green, blue = config.sky_color
     glClearColor(red, green, blue, 0)
     self.window.clear()
     glPushMatrix()
     glTranslatef(self.window.width // 2, self.window.height // 2, 0)
     scale = self.window.height / 15
     glScalef(scale, scale, scale)
     camera_position = (self.icarus.body.position +
                        b2.b2Vec2(*config.camera_offset))
     camera_position.y = clamp(camera_position.y, config.camera_min_y,
                               config.camera_max_y)
     glTranslatef(-camera_position.x, -camera_position.y, 0)
     for cloud in self.clouds:
         cloud.draw_shadow()
     self.draw_sea()
     self.island.draw()
     self.pearly_gates.render()
     rabbyt.render_unsorted(self.temples)
     self.icarus.draw()
     for cloud in self.clouds:
         cloud.draw()
     glPopMatrix()
     self.draw_fade()
     if config.fps:
         self.clock_display.draw()
     return pyglet.event.EVENT_HANDLED
Exemple #4
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def on_draw():
    window.clear()
    fps_display.draw()
    rabbyt.render_unsorted(points)
    if len(bullets) > 0:
        rabbyt.render_unsorted(bullets)
    player.render()
Exemple #5
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    def render(self):
        # pyglet.gl.glPushAttrib(pyglet.gl.GL_ALL_ATTRIB_BITS)
        # pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
        # pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE)
        rabbyt.render_unsorted(self.trail)
        # pyglet.gl.glPopAttrib()

        super(Player, self).render()
def on_draw():
	window.clear()
	fps_display.draw()
	rabbyt.render_unsorted(collides.enemies)
	if len(collides.bullets)>0:
		rabbyt.render_unsorted(collides.bullets)
	player.render()
	kills.update()
Exemple #7
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 def on_draw(self):
     rabbyt.set_time(self.time)
     self.clear()
     glPushMatrix()
     glTranslatef(self.width // 2, self.height // 2, 0)
     scale = min(self.width, self.height) / self.scale
     glScalef(scale, scale, scale)
     rabbyt.render_unsorted(self.sprites)
     glPopMatrix()
Exemple #8
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 def render(self):
     # pyglet.gl.glPushAttrib(pyglet.gl.GL_ALL_ATTRIB_BITS)
     # pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
     # pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE)
     rabbyt.render_unsorted(self.trail)
     # pyglet.gl.glPopAttrib()
     
     
     
     super(Player, self).render()
Exemple #9
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    def on_draw(self):
        if self.fullscreen: self.viewport.begin()

        rabbyt.clear()
        rabbyt.render_unsorted(sprites)

        fps_display.label.color = (0.0, 0.0, 0.0, 0.5)
        fps_display.label.draw()
        fps_display.label.color = (1.0, 1.0, 1.0, 0.5)
        fps_display.label.draw()

        if self.fullscreen: self.viewport.end()
Exemple #10
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    def on_draw(self):
        if self.scale_needed(): self.viewport.begin()

        rabbyt.clear()
        self.reset_color_hack()

        self.bg.blit(0, 0, 0)
        self.sprite.render()
        rabbyt.render_unsorted(self.factory.bullets)

        fps_display.label.draw()

        if self.scale_needed(): self.viewport.end()
Exemple #11
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 def Draw(self, x, y, width, height):
     '''
     draw the layers of the map
     '''
     on_screen = self.tiles[x:x + width, y:y + height]
     if not self.LayerDimming or self.activeLayer > on_screen.shape[2]:
         # draw the dimlayer first
         self.dimmingSprite.render()
     for z in range(on_screen.shape[2]):
         if z == self.activeLayer and self.LayerDimming:
             if self.dimmingSprite is not None:
                 self.dimmingSprite.render()
         rabbyt.render_unsorted(on_screen[:, :, z].flatten())
Exemple #12
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    def on_draw(self):
        if self.scale_needed(): self.viewport.begin()

        rabbyt.clear()
        
        self.reset_color_hack()

        self.bg.blit(0, 0, 0)

        rabbyt.render_unsorted(self.sprites)

        self.draw_fps()

        if self.scale_needed(): self.viewport.end()
Exemple #13
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    def draw(self):
        '''
        Redraw the whole window
        '''
        self.clear_window(self.world.background_color)
        self.camera.world_projection()

        # draw all entries in self.sprites
        for layer in sorted(self.sprites):
            sprites = self.sprites[layer]
            if layer == 4:
                self.draw_hud(sprites)
            else:
                rabbyt.render_unsorted(sprites)
Exemple #14
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 def time_travel_animation(self):
     warp_speed = 20
     while self.ship.y < 500:
         self.ship.y += warp_speed
         self.ship.render()
         pygame.display.flip()
     self.ship.xy = self.ship.saved_xy
     saved_y = self.ship.y
     self.ship.y = -500
     self.background.render()
     rabbyt.render_unsorted(self.masks)
     while self.ship.y < saved_y - 100:
         self.ship.y += 1
         self.ship.render()
         pygame.display.flip()
Exemple #15
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 def draw(self, width, height):
     glColor3f(1., 1., 1.)
     self.stars_texture.blit_tiled(0, 0, 0, width, height)
     glPushMatrix()
     glTranslatef(float(width // 2), float(height // 2), 0.)
     scale = float(min(width, height)) / self.camera.scale
     glScalef(scale, scale, scale)
     rabbyt.set_time(self.time)
     self.sprites.sort(key=attrgetter('z'))
     rabbyt.render_unsorted(self.sprites)
     if self.debug:
         glColor3f(0., 1., 0.)
         glDisable(GL_TEXTURE_2D)
         debug_draw(self.world)
     glPopMatrix()
Exemple #16
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    def Draw(self):
        '''
        draws the rendering batchs to render the mouse sprites to the screen
        '''
        fourCornersFlag = False
        verticalFlag = False
        horizontalFlag = False
        LRFlag = False
        TBFlag = False
        width = self.bottomRightPos[0] - self.topLeftPos[0]
        height = self.bottomRightPos[1] - self.topLeftPos[1]
        if self.singleMode or (width == 0 and height == 0):
            # draw the single tile sprite
            self.singleTileSprite.render()
        elif width != 0:
            if abs(width) > 1:
                horizontalFlag = True
            if height == 0:
                LRFlag = True
            else:
                fourCornersFlag = True
                if abs(height) > 1:
                    verticalFlag = True
        elif height != 0:
            if abs(height) > 1:
                verticalFlag = True
            if width == 0:
                TBFlag = True
            else:
                fourCornersFlag = True
                if abs(width) > 1:
                    horizontalFlag = True

        if horizontalFlag:
            # draw the horizontal sprites
            rabbyt.render_unsorted(self.horizontalSprites)
        if verticalFlag:
            # draw the vertical sprites
            rabbyt.render_unsorted(self.verticalsprites)
            # draw the top and Bottom corners in two tiles
        if TBFlag:
            rabbyt.render_unsorted(self.TBCorners)
        if LRFlag:
            # draw the left and right corners in two tiles
            rabbyt.render_unsorted(self.LRCorners)
        if fourCornersFlag:
            # draw the four corner sprites
            rabbyt.render_unsorted(self.cornerSprites)
def run():
    running = True
    game = Game(1240, 780)

    while running:
        clock.tick(40)
        
        for event in pygame.event.get():
            running &= game.handle_event(event)  
        
        #game.render()
        rabbyt.set_time(pygame.time.get_ticks())
        rabbyt.clear()
        rabbyt.render_unsorted(game.boards)
        rabbyt.render_unsorted(game.pieces)
        rabbyt.scheduler.pump()
        pygame.display.flip()
Exemple #18
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    def on_draw(self):
        draw_area = self.draw_area()
        static_projection = (0, draw_area[1], draw_area[0], 0)
        # Draw background
        rabbyt.set_viewport(draw_area, projection = static_projection)
        # reset opengl draw colour
        glColor(255, 255, 255, 1)
        GameScene.BACKGROUND.blit_tiled(0, 0, 0, draw_area[0], draw_area[1])

        # Draw transformed sprites
        rabbyt.set_viewport(draw_area, projection = self.camera)
        rabbyt.render_unsorted(self.entities)

        # Draw static sprites
        rabbyt.set_viewport(draw_area, projection = static_projection)
        for label in self.score_labels:
            label.draw()
Exemple #19
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    def on_draw(self):
        if self.scale_needed(): self.viewport.begin()

        rabbyt.clear()
        self.reset_color_hack()

        self.bg.blit(0, 0, 0)
        self.sprite.render()

        for shot in self.sprite.shots:
            for factory in shot.factories:
                rabbyt.render_unsorted(factory.bullets)

        self.fps_display.label.draw()
        self.coll_ctr.draw()

        if self.scale_needed(): self.viewport.end()
Exemple #20
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    def draw_hud(self, items):
        '''
        Draw any display items overlaid on the world, such as FPS counter
        '''
        self.camera.hud_projection()

        rabbyt.render_unsorted( items )
        
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)

        if self.options.fps:
            if self.clock_display is None:
                self.clock_display = clock.ClockDisplay()
            self.clock_display.draw()

        gl.glDisableClientState(gl.GL_VERTEX_ARRAY)
        gl.glDisableClientState(gl.GL_COLOR_ARRAY)
Exemple #21
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def on_draw():
	rabbyt.clear()
	gun.render()
	rabbyt.render_unsorted(aliens)
	rabbyt.render_unsorted(bullets_my)
	rabbyt.render_unsorted(bullets_alien)
	win.flip()
Exemple #22
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def on_draw():
	window.clear()
	fps_display.draw()
	rabbyt.render_unsorted(points)
Exemple #23
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def on_draw():
    screen.clear()
    rabbyt.render_unsorted(render)
    fps_display.draw()
Exemple #24
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    def on_draw(self):
        self.clear()

        rabbyt.render_unsorted(self.stars)
        self.fps_display.draw()
Exemple #25
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for i in range(2400):
    s = rabbyt.Sprite("rounded_square.png")
    s.rgba = lerp((.5, .2, 1, .2), (0, .8, 0, .6),
                  dt=3 * r() + 2,
                  extend="reverse")

    s.x = wrap([-320, 320],
               lerp(r() * 640, r() * 640, dt=2, extend="extrapolate"))
    s.y = wrap([-240, 240],
               lerp(r() * 480, r() * 480, dt=2, extend="extrapolate"))

    s.scale = lerp(.1, 1, dt=r() + .75, extend="reverse")

    s.rot = lerp(0, 360, dt=2, extend="extrapolate")

    sprites.append(s)

print "Drawing 2400 sprites..."

c = pygame.time.Clock()
last_fps = 0
while not pygame.event.get(pygame.QUIT):
    c.tick()
    if pygame.time.get_ticks() - last_fps > 1000:
        print "FPS: ", c.get_fps()
        last_fps = pygame.time.get_ticks()
    rabbyt.clear()
    rabbyt.set_time(pygame.time.get_ticks() / 1000.0)
    rabbyt.render_unsorted(sprites)
    pygame.display.flip()
Exemple #26
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 def draw(self):
     # BulletPool.batch.draw()
     pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
     pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE)
     rabbyt.render_unsorted([b.sprite for b in self.active if b.alive])
Exemple #27
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 def draw(self):
     """draw all of the photos, in stack order"""
     rabbyt.clear()
     rabbyt.render_unsorted(self)
Exemple #28
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while keep_running:
    handle_events()

    #rabbyt.clear()
    color = (0.05, 0.05, 0.20)
    #color = (1.00, 1.00, 1.00)
    #color = (1.00, 1.00, 1.00)
    rabbyt.clear(color)

    move_stars()

    #for layer in reversed(layers):
    #    rabbyt.render_unsorted(layer)
    for layer in layers:
        rabbyt.render_unsorted(layer)

    #layers = [filter(in_range, layer) for layer in layers]

    for n, layer in enumerate(layers):
        i = 0
        while i < len(layer):
            if in_range(layer[i]):
               i += 1 
            else:
                del layer[i]
                layer.append(make_star(n))

    pygame.display.set_caption('FPS: %6.2f' % the_clock.get_fps())
    star_count = sum(map(len, layers))
    print star_count, "\r",
Exemple #29
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 def render_after_transform(self):
     rabbyt.render_unsorted(self.char_sprites)
Exemple #30
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	def draw(self):
		"""draw all of the photos, in stack order"""
		rabbyt.clear()
		rabbyt.render_unsorted(self)
Exemple #31
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    sprites.append(s)

collision_times = []
c = pygame.time.Clock()
last_fps = 0
while not pygame.event.get(pygame.QUIT):
    c.tick()
    if pygame.time.get_ticks() - last_fps > 1000:
        print "FPS: ", c.get_fps()
        last_fps = pygame.time.get_ticks()
        if collision_times:
            average = sum(collision_times)/len(collision_times)
            print "Average ms to find collisions:", average
        collision_times = []
    rabbyt.clear()
    rabbyt.set_time(pygame.time.get_ticks()/1000.0)

    start = pygame.time.get_ticks()

    collisions = rabbyt.collisions.aabb_collide(sprites)
    collision_times.append(pygame.time.get_ticks()-start)

    for group in collisions:
        for s in group:
            s.rgb = lerp((1,0,0),(1,1,1), dt=.4)
        #s2.rgb = lerp((1,0,0),(1,1,1), dt=.4)

    rabbyt.render_unsorted(sprites)
    pygame.display.flip()
Exemple #32
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 def on_draw(self):
     rabbyt.clear()
     rabbyt.render_unsorted(sprites)
     fps_display.draw()
Exemple #33
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        shot.x = player.x
        shot.y = player.y
        shot.scale = 0.25
        bullets.append(shot)

def move_bullets():
    for bullet in bullets:
        bullet.x += game_settings['bullet-speed']

while keep_running:
    handle_events()

    rabbyt.clear()

    maybe_shoot()

    move_sprites()
    move_bullets()

    bg.render()
    player.render()
    # This seems to get about 1FPS more, oh boy
    rabbyt.render_unsorted(bullets)
    rabbyt.render_unsorted(sprites)

    #pygame.display.set_caption("%i objects" % len(sprites))
    pygame.display.set_caption('FPS: %6.2f' % the_clock.get_fps())
    pygame.display.flip()
    the_clock.tick(FPS)
    #print ('FPS: %6.2f\r' % the_clock.get_fps()),
Exemple #34
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 def render_after_transform(self):
     rabbyt.render_unsorted(self.char_sprites)
Exemple #35
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                if event.key in (pygame.K_ESCAPE, pygame.K_q):
                    import sys
                    sys.exit(0)
                elif event.key == pygame.K_SPACE:
                    car1.boost()

        pressed = pygame.key.get_pressed()
        car1.accelerating = pressed[pygame.K_UP]
        car1.turning_right = pressed[pygame.K_RIGHT]
        car1.turning_left = pressed[pygame.K_LEFT]

        rabbyt.set_time(pygame.time.get_ticks()/1000.0)

        for c in cars:
            c.update()

        rabbyt.scheduler.pump()


        rabbyt.clear((.56, .3, 0, 1))

        for c in cars:
            c.render()

        rabbyt.render_unsorted(Car.dust_particles)

        rabbyt.render_unsorted(Car.boost_particles)

        pygame.display.flip()

Exemple #36
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print "Click and drag the control points."

clock = pygame.time.Clock()
running = True
while running:
    clock.tick(40)

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN:
            if event.key in (pygame.K_ESCAPE, pygame.K_q):
                running = False
        elif event.type == pygame.MOUSEBUTTONDOWN:
            for c in control_points:
                if hypot(c.x - event.pos[0], c.y - event.pos[1]) < 20:
                    grabbed_point = c
                    break
        elif event.type == pygame.MOUSEMOTION:
            if grabbed_point:
                grabbed_point.xy = event.pos
                generate_followers()
        elif event.type == pygame.MOUSEBUTTONUP:
            grabbed_point = None

    rabbyt.set_time(pygame.time.get_ticks())
    rabbyt.clear()
    rabbyt.render_unsorted(control_points)
    rabbyt.render_unsorted(path_followers)
    pygame.display.flip()