def __init__(self): #super(Player, self).__init__(255,255,255,255) super(Player, self).__init__() self.sound = sound.SoundManager.instance() self.images = [] self.images.append(pyglet.resource.image("img/player_up.png")) self.images.append(pyglet.resource.image("img/player_left.png")) self.images.append(pyglet.resource.image("img/player_down.png")) self.images.append(pyglet.resource.image("img/player_right.png")) for img in self.images: glTexParameteri(img.texture.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(img.texture.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST) self.sprite = cocos.sprite.Sprite( self.images[gamelogic.DIRECTION_DOWN]) (self.cell_x, self.cell_y) = gamelogic.Game.instance().get_start_point() self.sprite.position = self._get_drawing_coors() self.add(self.sprite) self.moving = False # currently moving self.game = gamelogic.Game.instance() self.cheating = False self.controllable = True self.schedule(self.update)
def __init__(self): #super(Player, self).__init__(255,255,255,255) super(Player, self).__init__() self.sound = sound.SoundManager.instance() self.images = [] self.images.append(pyglet.resource.image("img/player_up.png")) self.images.append(pyglet.resource.image("img/player_left.png")) self.images.append(pyglet.resource.image("img/player_down.png")) self.images.append(pyglet.resource.image("img/player_right.png")) for img in self.images : glTexParameteri(img.texture.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(img.texture.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST) self.sprite = cocos.sprite.Sprite(self.images[gamelogic.DIRECTION_DOWN]) (self.cell_x,self.cell_y) = gamelogic.Game.instance().get_start_point() self.sprite.position = self._get_drawing_coors() self.add(self.sprite) self.moving = False # currently moving self.game = gamelogic.Game.instance() self.cheating = False self.controllable = True self.schedule(self.update)
def on_draw(): window.clear() gl.glEnable(gl.GL_TEXTURE_2D) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) if scene._current: scene._current.draw() fps_display.draw()
def __init__(self, maplayer): img = pyglet.resource.image("img/cloud.png") glTexParameteri(img.texture.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(img.texture.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST) super(Storm, self).__init__(img) self.scale = 3 self.maplayer = maplayer self.position = (-1000, 300)
def __init__(self) : image = pyglet.resource.image("img/bomb.png") self.sounds = sound.SoundManager.instance() glTexParameteri(image.texture.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(image.texture.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST) super(Bomb, self).__init__(image) self.position = (1000, 1000) self.game = gamelogic.Game.instance()
def __init__(self): image = pyglet.resource.image("img/bomb.png") self.sounds = sound.SoundManager.instance() glTexParameteri(image.texture.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(image.texture.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST) super(Bomb, self).__init__(image) self.position = (1000, 1000) self.game = gamelogic.Game.instance()
def compute(self): self.palette.new_palette() self.proc_img = process(self.test_image, self.palette()) self.main_image = pil_to_pyg(self.proc_img) self.main_tex = self.main_image.get_texture() gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) self.main_tex.width = 500 self.main_tex.height = 500 self.colors_widget = pil_to_pyg(colors_to_texture(self.palette())) self.colors_tex = self.colors_widget.get_texture() gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) self.colors_tex.width = 100 self.colors_tex.height = 500
def imageatlas_factory(resource, tag): filename = resource.find_file(tag.get('file')) if not filename: raise ResourceError('No file= on <imageatlas> tag') atlas = pyglet.image.load(tag.get('file')) atlas.properties = _handle_properties(tag) if tag.get('id'): atlas.id = tag.get('id') resource.add_resource(atlas.id, atlas) # figure default size if specified if tag.get('size'): d_width, d_height = map(int, tag.get('size').split('x')) else: d_width = d_height = None for child in tag: if child.tag != 'image': raise ValueError, 'invalid child' if child.get('size'): width, height = map(int, child.get('size').split('x')) elif d_width is None: raise ValueError, 'atlas or subimage must specify size' else: width, height = d_width, d_height x, y = map(int, child.get('offset').split(',')) image = atlas.get_region(x, y, width, height) # set texture clamping to avoid mis-rendering subpixel edges image.texture.id gl.glBindTexture(image.texture.target, image.texture.id) gl.glTexParameteri(image.texture.target, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE) gl.glTexParameteri(image.texture.target, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE) # save the image off and set properties id = child.get('id') resource.add_resource(id, image) image.properties = _handle_properties(child) return atlas
def imshow(self, arr): from pyglet.gl import gl if self.window is None: height, width, _channels = arr.shape if width > self.maxwidth: scale = self.maxwidth / width width = int(scale * width) height = int(scale * height) self.window = pyglet.window.Window(width=width, height=height, display=self.display, vsync=False, resizable=True, caption=self.caption) self.width = width self.height = height self.isopen = True @self.window.event def on_resize(width, height): self.width = width self.height = height @self.window.event def on_close(): self.isopen = False assert len(arr.shape ) == 3, "You passed in an image with the wrong number shape" image = pyglet.image.ImageData(arr.shape[1], arr.shape[0], 'RGB', arr.tobytes(), pitch=arr.shape[1] * -3) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) texture = image.get_texture() texture.width = self.width texture.height = self.height self.window.clear() self.window.switch_to() self.window.dispatch_events() texture.blit(0, 0) # draw self.window.flip()
def __init__(self, position) : super(Enemy, self).__init__() self.sounds = sound.SoundManager.instance() self.images = [] self.images.append(pyglet.resource.image("img/enemy_up.png")) self.images.append(pyglet.resource.image("img/enemy_left.png")) self.images.append(pyglet.resource.image("img/enemy_down.png")) self.images.append(pyglet.resource.image("img/enemy_right.png")) for img in self.images : glTexParameteri(img.texture.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(img.texture.target, GL_TEXTURE_MIN_FILTER, GL_NEAREST) self.sprite = cocos.sprite.Sprite(self.images[gamelogic.DIRECTION_DOWN]) (self.cell_x,self.cell_y) = position self.sprite.position = self._get_drawing_coors() self.add(self.sprite) self.moving = False # currently moving self.game = gamelogic.Game.instance() self.schedule(self.update) self.target = self.__get_target()
import pyglet from pyglet import resource from pyglet import sprite from pyglet.gl import gl gl.glEnable(gl.GL_TEXTURE_2D) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) pyglet.image.Texture.default_mag_filter = gl.GL_NEAREST pyglet.image.Texture.default_min_filter = gl.GL_NEAREST resource.path = ['../resources', '../resources/art', '../resources/sounds'] resource.reindex() black = resource.image('black.png') black_spr = sprite.Sprite(black, x=0, y=0) grass_tile = resource.image('tile_test.png') grass_spr = sprite.Sprite(grass_tile)