def __init__(self): """initializer""" Scene.__init__(self) self.config = Config() self.gallery = Gallery() # creating map raw_map = tiles.load("{}/{}.{}".format(self.config.resources, "combat", self.config.map_format) ) self.tw = self.config.tile_width = raw_map.contents["combat"].tw snow_base = ColorLayer( 250, 250, 250, 255, director.window.width, director.window.height) self.add(snow_base, name="display_worldmap_snow") cz = 1 self.add(DisplayCombatMapscroll(0), z=cz, name="display_combat_mapscroll") cz +=1 padding_x, padding_y = self.get_initial_padding(raw_map) print('e') for layer_name in [ "combat"]: # TODO remove this hardcoded stuff, where is the Z value? cz += 1 self.get("display_combat_mapscroll").add(raw_map.contents[layer_name], z=cz, name=layer_name) #z=len(self.children), name=layer_name) self.get("display_combat_mapscroll").get(layer_name).set_view(padding_x, padding_y, director.window.width + padding_x, director.window.height + padding_y) print('e') cz +=1 self.get("display_combat_mapscroll").init_tactical_map() print('e') # self.add(DisplayWorldmapLauncher(), z=cz, name="display_worldmap_launcher") # cz +=1 self.MapInZoom=True print('e') self.display_combat_mapscroll=self.get("display_combat_mapscroll") print('e')
def __init__(self): Scene.__init__(self) self.add( Sprite(image=pyglet.resource.image('background.png'), position=(self.anchor_x, self.anchor_y))) # Background Image black_fade = ColorLayer(0, 0, 0, 0) black_fade.opacity = 120 self.add(black_fade) menu = Menu("TETRIS") menu.position = (0, -60) menu.font_title["font_name"] = "Tetrominoes" menu.font_title["color"] = (214, 178, 152, 255) menu.font_item["font_name"] = "Ravie" menu.font_item_selected["font_name"] = "Ravie" menu_items = [ MenuItem('Start Game', game_controller.game_controller.init_new_game), MenuItem('Ranking', self.show_ranking), MenuItem('Quit', game_controller.game_controller.close_scene) ] menu.menu_hmargin = 10 menu.create_menu(menu_items) menu.on_quit = self.on_quit self.menu_lyr = Layer() self.menu_lyr.add(menu) self.rank = Ranking() self.multi_layer = MultiplexLayer(self.menu_lyr, self.rank) self.add(self.multi_layer)
def __init__(self): """initializer""" Scene.__init__(self) self.config = Config() self.gallery = Gallery() self.add_displays() self.active_display = "NA"
def __init__(self, track): Scene.__init__(self) self.text = 'Loading...' self.track = track self.layer = Layer() self.label = Label(self.text + '0%', position=(100, 100)) self.layer.add(self.label) self.add(self.layer) self.schedule(self.load_track) self.images_loaded = False self.overlay_loaded = False
def __init__(self): Scene.__init__(self) self.anchor = Vector2()
def __init__(self, track, cars): Scene.__init__(self) # This is set to true once countdown is complete. self.started = False self.player_finished = False self.results = [] self.track_layer = ScrollableLayer() self.track_layer.px_width = track.get_size()[0] self.track_layer.px_height = track.get_size()[1] self.track_layer.add(track) self.track = track self.cars = cars self.cars_layer = ScrollableLayer() self.scroller = ScrollingManager() self.scroller.add(self.track_layer, z=-1) self.scroller.add(self.cars_layer) num_player_cars = 0 self.stats = {} # define start grid i = 0 grid = track.get_start() for car in self.cars: # Add the car to the cars layer. self.cars_layer.add(car) # Reset the car's state. car.reset() car.resume_sounds() # Set the car's position. car.position = grid[i][0] car.rotation = grid[i][1] i += 1 # Add the track to the car car.track = track if isinstance(car, PlayerCar): num_player_cars += 1 self.scroller.set_focus(*car.position) self.player_car = car self.stats[car] = Stats(car) assert num_player_cars == 1 self.hud = HUD(self.track.get_laps()) self.add(self.scroller, z=0) self.add(self.hud, z=1) self.menu = None self.add_traffic_lights() self.scroller.is_event_handler = True self.scroller.on_key_press = self.on_key_press
def __init__(self): """initializer""" Scene.__init__(self) self.add(DisplayMainMenu(), z=1, name="display_mainmenu") events.push_handlers(switch_sound_switch=self.switch_sound_switch)