Exemple #1
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def init(style = None):
	""" Intialise \\module{soya.pudding}. \\var{style} should be a subclass of 
	\\class{soya.pudding.style.Style} 
	"""

	global STYLE

	print "* Soya Pudding * Version: %s" % __version__
	
	STYLE = style or Style()

	# lets just turn this on whatever
	# using text inputs without unicode is really painfull unless you care about
	# using A-Z 
	soya.set_use_unicode(1)
Exemple #2
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if __name__=='__main__':
  soya.init(width=800,height=600,title="Balazar Bomber")
  
  #soya.init_audio()

  # play our music file on loop forever :D
  #music=soya.MusicFile(os.path.join(SOUNDS,'test.mod'))
  #music.play(-1)
  
  # we load this for later
  #explosion_sound=soya.AudioFile(os.path.join(SOUNDS,'explosion.wav'))
  #bonus_sound=soya.AudioFile(os.path.join(SOUNDS,'arcade.wav'))
  
  # turn on unicode key events for better text input
  soya.set_use_unicode(True)
  
  # the global state machine object
  stateMachine=StateMachine()
  
  # all our application states
  stateMachine['intro']=IntroIdler
  stateMachine['menu']=MainMenuIdler
  stateMachine['lobby']=LobbyIdler
  stateMachine['game']=GameIdler

  # run the first state
  clientplayer.state = "intro"
  stateMachine.state= clientplayer.state

Exemple #3
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    elif options.snowballz:
        import snowballz

        r = SnowballzLevelReader(options.filename, verbose=options.verbose, level=snowballz.Level)
        setModuleScene = snowballz
    else:
        r = LevelReader(options.filename, verbose=options.verbose)

    r.save(options.output)

    if not options.view:
        print "done."
    else:
        soya.init(title="LevelXML", width=1024, height=768)

        soya.set_use_unicode(1)

        scene = soya.World()

        if setModuleScene:
            setModuleScene.scene = scene

        level = soya.World.get(options.output)
        scene.add(level)

        camera = r.get_camera(scene=scene)
        camera.back = 500.0

        soya.set_root_widget(widget.Group())
        soya.root_widget.add(camera)