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())
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())