コード例 #1
0
ファイル: worm.py プロジェクト: havenow/vbam-libretro
 def __init__(self, window_width, window_height):
     self.window_width = window_width
     self.arena_bottom, self.exit_left, self.exit_right = window_height - 80, window_width / 2 - 50, window_width / 2 + 50
     self['level_str'] = sf.String()
     self['level_str'].SetColor(sf.Color.White)
     self['level_str'].SetPosition(60., window_height - 60)
     self['score_str'] = sf.String()
     self['score_str'].SetColor(sf.Color.White)
     self['score_str'].SetPosition(260., window_height - 60)
     self.exit_rect = sf.Shape.Rectangle(self.exit_left, 0, self.exit_right,
                                         self.arena_top, sf.Color.Black)
     self.reset()
     self.update_arena_rect()
コード例 #2
0
 def __init__(self, parent = None, string = u"", *args, **kwargs):
     string = unicode (string) # HACK?
     if not isinstance(string, unicode):
         raise TypeError("tf: Error: String " + string + " is not unicode.")
     Component.__init__(self, parent)
     self._sprite = sf.String(string, *args, **kwargs)
     self._string = string
     self._recheck_size ()
コード例 #3
0
ファイル: worm.py プロジェクト: havenow/vbam-libretro
    def __init__(self, screen_width, screen_height):
        self.selection = 0
        text_color = sf.Color(220, 220, 20, 255)
        self.spacing = screen_height / 7

        self.title = sf.String("PyWorm!")
        self.title.SetColor(text_color)
        self.title.SetPosition(screen_width / 2 - 80., self.spacing)

        levels = ["Very Easy", "Easy", "Medium", "Hard"]
        x_align = [-80., -50., -70., -50.]
        self.strings = []
        for i in range(0, 4):
            string = sf.String(levels[i])
            string.SetColor(text_color)
            string.SetPosition(screen_width / 2 + x_align[i],
                               (2 + i) * self.spacing + 20)
            self.strings.append(string)

        self.rectangle = sf.Shape.Rectangle(0, 0, screen_width, 40,
                                            sf.Color(50, 50, 10))
コード例 #4
0
    def __init__(self, filename, animation_name, image_folder, x=0, y=0):
        # file name / animation_name
        self.filename = filename.rstrip(os.path.sep)
        self.animation_name = animation_name

        # background image
        self.image = sf.Image()
        fullfilename = os.path.join(image_folder, animation_name, filename)
        if not self.image.LoadFromFile(fullfilename):
            raise RuntimeError("Image '%s' couldn't be loaded" % filename)
        width, height = self.image.GetWidth(), self.image.GetHeight()

        # background sprite
        self.sprite = sf.Sprite(self.image)
        self.sprite.SetCenter(width / 2., height / 2.)
        self.sprite.SetPosition(x, y)

        # information string
        string_repr = os.path.join(self.animation_name, self.filename)
        self.string = sf.String(string_repr)
        self.string.SetCenter(self.string.GetRect().GetWidth() / 2., 0.)
        self.string.SetPosition(x, y + height / 2.)

        # sprite outline rect
        self.rect = sfml_make_rect_from_def(x - width / 2.,
                y - height / 2., width, height)
        self.rect.EnableOutline(True)
        self.rect.EnableFill(False)
        self.rect.SetOutlineWidth(1)
        self.rect = sfml_set_rect_outline_color(self.rect, sf.Color.White)

        # offset for hitboxes
        self.offsetX, self.offsetY = x, y

        # hitboxes
        self.drawable_list = DrawableHitboxList()
コード例 #5
0
#include PySFML
from PySFML import sf

#Create the main window
window = sf.RenderWindow(sf.VideoMode(1024, 768), "PySFML test")

#Create a string to display
text = sf.String("Hello SFML")

#Start the game loop
running = True
while running:
	event=sf.Event()
	while window.GetEvent(event):
		if event.Type == sf.Event.Closed:
			running = False
	
	#Clear screen, draw text, update window
	window.Clear()
	window.Draw(text)
	window.Display()
コード例 #6
0
def main():

    # Create main window
    App = sf.RenderWindow(sf.VideoMode(800, 600), "SFML OpenGL")
    App.PreserveOpenGLStates(True)

    # Create a sprite for the background
    BackgroundImage = sf.Image()
    if not BackgroundImage.LoadFromFile(
            "../../samples/bin/datas/opengl/background.jpg"):
        return
    Background = sf.Sprite(BackgroundImage)

    # Load an OpenGL texture.
    # We could directly use a sf.Image as an OpenGL texture (with its Bind() member function),
    # but here we want more control on it (generate mipmaps, ...) so we create a new one

    Image = sf.Image()
    if not Image.LoadFromFile("../../samples/bin/datas/opengl/texture.jpg"):
        return
    # The next line is a bit different from the C++ version
    Texture = glGenTextures(1)  # instead of glGenTextures(1, &Texture);
    glBindTexture(GL_TEXTURE_2D, Texture)
    # It is almost the same line there, except in C++, the last argument was Image.GetPixelsPtr().
    # In python, GetPixels simply returns a string.
    gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Image.GetWidth(),
                      Image.GetHeight(), GL_RGBA, GL_UNSIGNED_BYTE,
                      Image.GetPixels())
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                    GL_LINEAR_MIPMAP_LINEAR)

    # Enable Z-buffer read and write
    glEnable(GL_DEPTH_TEST)
    glDepthMask(GL_TRUE)
    glClearDepth(1.)

    # Setup a perspective projection
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluPerspective(90., 1., 1., 500.)

    # Bind our texture
    glEnable(GL_TEXTURE_2D)
    glBindTexture(GL_TEXTURE_2D, Texture)
    glColor4f(1., 1., 1., 1.)

    # Create a clock for measuring the time elapsed
    Clock = sf.Clock()

    # Start game loop
    while App.IsOpened():
        # Process events
        Event = sf.Event()
        while App.GetEvent(Event):
            # Close window : exit
            if Event.Type == sf.Event.Closed:
                App.Close()

            # Escape key : exit
            if (Event.Type == sf.Event.KeyPressed) and (Event.Key.Code
                                                        == sf.Key.Escape):
                App.Close()

            # Adjust the viewport when the window is resized
            if Event.Type == sf.Event.Resized:
                glViewport(0, 0, Event.Size.Width, Event.Size.Height)

        # Draw background
        App.Draw(Background)

        # Clear depth buffer
        glClear(GL_DEPTH_BUFFER_BIT)

        # Apply some transformations
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        glTranslatef(0, 0, -200)
        glRotatef(Clock.GetElapsedTime() * 50, 1, 0, 0)
        glRotatef(Clock.GetElapsedTime() * 30, 0, 1, 0)
        glRotatef(Clock.GetElapsedTime() * 90, 0, 0, 1)

        # Draw a cube
        glBegin(GL_QUADS)

        glTexCoord2f(0, 0)
        glVertex3f(-50., -50., -50.)
        glTexCoord2f(0, 1)
        glVertex3f(-50., 50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., 50., -50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., -50., -50.)

        glTexCoord2f(0, 0)
        glVertex3f(-50., -50., 50.)
        glTexCoord2f(0, 1)
        glVertex3f(-50., 50., 50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., 50., 50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., -50., 50.)

        glTexCoord2f(0, 0)
        glVertex3f(-50., -50., -50.)
        glTexCoord2f(0, 1)
        glVertex3f(-50., 50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(-50., 50., 50.)
        glTexCoord2f(1, 0)
        glVertex3f(-50., -50., 50.)

        glTexCoord2f(0, 0)
        glVertex3f(50., -50., -50.)
        glTexCoord2f(0, 1)
        glVertex3f(50., 50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., 50., 50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., -50., 50.)

        glTexCoord2f(0, 1)
        glVertex3f(-50., -50., 50.)
        glTexCoord2f(0, 0)
        glVertex3f(-50., -50., -50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., -50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., -50., 50.)

        glTexCoord2f(0, 1)
        glVertex3f(-50., 50., 50.)
        glTexCoord2f(0, 0)
        glVertex3f(-50., 50., -50.)
        glTexCoord2f(1, 0)
        glVertex3f(50., 50., -50.)
        glTexCoord2f(1, 1)
        glVertex3f(50., 50., 50.)

        glEnd()

        # Draw some text on top of our OpenGL object
        Text = sf.String("This is a rotating cube")
        Text.SetPosition(230., 300.)
        Text.SetColor(sf.Color(128, 0, 128))
        App.Draw(Text)

        # Finally, display the rendered frame on screen
        App.Display()

# Don't forget to destroy our texture
    # In C++, the call to this function was a bit different
    glDeleteTextures(Texture)  # instead of glDeleteTextures(1, &Texture);

    return
コード例 #7
0
def main():

    nombreGentils = 100
    nombreMechants = 100

    taillex = 800.0
    tailley = 700.0

    window = sf.RenderWindow(sf.VideoMode(int(taillex), int(tailley)),
                             "Test de LU")
    running = True

    while (running):

        event = sf.Event()
        while window.GetEvent(event):
            if event.Type == sf.Event.Closed:
                running = False

        texte = sf.String()
        terre = lu.Planet(taillex, tailley)

        for i in range(nombreGentils):
            terre.newAnimal(reprod=0.95, vie=150)
        for i in range(nombreMechants):
            terre.newAnimal(1, vie=150)
        terre.newRandomFood(1)
        terre.newRandomFood(0)
        terre.newRandomFood(1)
        terre.newRandomFood(0)

        window.Clear()
        window.Display()
        a = 0
        for i in range(500):
            window.Clear()

            a += 1
            drawlist = terre.round()
            print "ROUND : " + str(a)
            pointList = []

            for t in range(len(drawlist.a) - 1):
                if drawlist.d[t] == True:
                    if drawlist.c[t] == 0:
                        rectangle = sf.Shape.Circle(drawlist.a[t],
                                                    drawlist.b[t], 1,
                                                    sf.Color.Green)

                        pointList.append(rectangle)
                    if drawlist.c[t] == 1:
                        rectangle = sf.Shape.Circle(drawlist.a[t],
                                                    drawlist.b[t], 1,
                                                    sf.Color.Blue)

                        pointList.append(rectangle)

            for f in pointList:
                window.Draw(f)

            for f in terre.foodList:
                if f.duree > 0:
                    if f.sorte == 0:
                        rectangle = sf.Shape.Circle(f.x, f.y, 3,
                                                    sf.Color.White)
                    if f.sorte == 1:
                        rectangle = sf.Shape.Circle(f.x, f.y, 3,
                                                    sf.Color.Yellow)
                    window.Draw(rectangle)

            texte.SetText(str(terre.nombreAnim))
            texte.SetSize(30)
            window.Draw(texte)

            window.Display()
        running = False