Exemple #1
0
def main():
    display = retro.new_display()
    
    background_image = retro.assets.load('background.jpg')
    scenario = retro.scenes.Static2DCollisions(background_image)
    scenario.destination = display
    
    normal_anim = retro.assets.load('pelusilla_*.png').loop()
    smashed_anim = normal_anim.pingpong()
    normal_anim.fps = smashed_anim.fps = 10
    punch = retro.assets.load('punch.ogg')
    pelusa_skin = retro.resources.Skin(
        animations={
            'default': normal_anim,
            'down': normal_anim,
            'left': normal_anim,
            'right': normal_anim,
            'smashed': smashed_anim
        }, sounds={
            'smashed': punch
        })
    
    pelusa1 = Pelusa(pelusa_skin.clone())
    pelusa1.moving_area = display.area
    pelusa1.down(1)
    pelusa1.right(2)
    pelusa2 = Pelusa(pelusa_skin.clone())
    pelusa2.moving_area = display.area
    pelusa2.left(1)
    pelusa2.down(2)
    scenario.spawn_actor(pelusa1, (0, 0))
    scenario.spawn_actor(pelusa2, (800, 0))
        
    for frameno in range(500):
        display.update(scenario.update())
Exemple #2
0
def main():
    display = retro.new_display()
    controller.init()
    controller.register_player(DummyPlayer())

    while not controller.user_want_to_quit():
        pass
    controller.stop()
def main():
    display = retro.new_display()

    background_image = retro.assets.load('background.jpg')
    scenario = retro.scenes.Static2DCollisions(background_image)
    scenario.destination = display

    ball_image = retro.assets.load('ball.png')
    ball1 = Movement1(ball_image)
    ball2 = Movement2(ball_image)
    scenario.spawn_actor(ball1, (-200, -200))
    scenario.spawn_actor(ball2, (800, -200))

    for frameno in range(1000):
        display.update(scenario.update())
def main():
    display = retro.new_display()

    background_image = retro.assets.load('background.jpg')
    scenario = retro.scenes.Static2DCollisions(background_image)
    scenario.destination = display

    actor_anim = retro.assets.load('pelusilla_*.png')
    actor_anim.fps = 10
    pelusa1 = Movement1(actor_anim.loop())
    pelusa2 = Movement2(actor_anim.pingpong().loop())
    scenario.spawn_actor(pelusa1, (-200, -200))
    scenario.spawn_actor(pelusa2, (800, -200))

    for frameno in range(1000):
        display.update(scenario.update())
def main():
    display = retro.new_display()
    retro.controller.init()
    background_image = retro.assets.load('background.jpg')
    scenario = retro.scenes.Static2DCollisions(background_image)
    scenario.destination = display
    
    actor_anim = retro.assets.load('pelusilla_*.png')
    actor_anim.fps = 10
    
    pelusa = MousePointer(actor_anim.loop())
    scenario.spawn_actor(pelusa, (-200, -200))

    frameno = 0
    while not retro.controller.user_want_to_quit():
        display.update(scenario.update())
        frameno += 1
        if frameno > 8000:
            break
    retro.controller.stop()
def main():
    display = retro.new_display()
    retro.controller.init()
    player = retro.puppeteers.Player()

    background_image = retro.assets.load('background.jpg')
    scenario = retro.scenes.Static2DCollisions(background_image)
    scenario.destination = display

    actor_anim = retro.assets.load('pelusilla_*.png')
    actor_anim.fps = 10
    actor_skin = retro.resources.Skin(
        animations={'default': actor_anim.loop()})
    pelusa = retro.actors.Movable(actor_skin)
    player.add_actor(pelusa)
    scenario.spawn_actor(pelusa, (200, 200))

    frameno = 0
    while not retro.controller.user_want_to_quit():
        display.update(scenario.update())
        frameno += 1
        if frameno > 8000:
            break
    retro.controller.stop()
def main():
    display = retro.new_display()

    background1 = retro.assets.load('fade_layer_background1.png')
    background2 = retro.assets.load('fade_layer_background2.png')

    scenario = retro.scenes.Static2DCollisions(background1)
    scenario.show_on(display)
    display.update(scenario.update())
    print 'Wait 2s'
    time.sleep(2.0)

    print 'Fading...'
    FADE_LENGHT = 1000  # Float=time, Int=number_of_frames

    lighted_scenario = retro.scenes.Static2DCollisions(background2)
    scenario.stack(lighted_scenario, fade_in=FADE_LENGHT)

    while lighted_scenario.is_on_fade:
        display.update(scenario.update())

    display.update(scenario.update())
    print 'Wait 2s'
    time.sleep(2.0)
def main():
    display = retro.new_display()

    background_image = retro.assets.load('background.jpg')
    scenario = retro.scenes.Static2DCollisions(background_image)
    scenario.destination = display

    normal_anim = retro.assets.load('pelusilla_*.png').loop()
    smashed_anim = normal_anim.pingpong()
    normal_anim.fps = smashed_anim.fps = 10
    pelusa_skin = retro.resources.Skin(
        animations={
            'default': normal_anim,
            'smashed': smashed_anim
        },
        sounds={'smashed': retro.assets.load('punch.ogg')})

    pelusa1 = Movement1(pelusa_skin.clone())
    pelusa2 = Movement2(pelusa_skin.clone())
    scenario.spawn_actor(pelusa1, (-10, -10))
    scenario.spawn_actor(pelusa2, (800, -10))

    for frameno in range(500):
        display.update(scenario.update())