コード例 #1
0
 def timer_init(self):
     t = to_ns({})
     t.ticks = 0
     t.frames = 0
     t.ticks_per_sec = self.GAME.ticks_per_sec
     t.tick_len = 1e6 / (t.ticks_per_sec)  # [us]
     t.prev_sec, t.prev_usec = 0, 0
     t.sec, t.usec = 0, 0
     t.us_elapsed = 0
     self.timer = t
コード例 #2
0
ファイル: handlers.py プロジェクト: Jakub21/Disk-Game
 def make_regions(self):
     '''Creates screen regions'''
     v = self.ui_vars
     self.regions = to_ns({})
     self.regions.board = pg.Rect(0, 0, v.disp_w, v.disp_h - v.cns_ss)
     self.regions.notch = pg.Rect(v.cns_ss, v.disp_h - v.cns_ss,
                                  v.disp_w - 2 * v.cns_ss,
                                  v.cns_ss - v.cns_ch)
     self.regions.cmnds = pg.Rect(v.ccmd_ofx, v.ccmd_ofy,
                                  v.ccmd_cols * (v.cicos + v.cspc),
                                  v.ccmd_rows * (v.cicos + v.cspc))
コード例 #3
0
ファイル: launcher.py プロジェクト: Jakub21/Disk-Game
 def load_config(self):
     '''Loads configuration files'''
     Log.debug('Loading config files')
     self.CORE = internal.to_ns(yaml.load(open('cnf/core.yml', 'r')))
     self.TEXT = internal.to_ns(yaml.load(open('cnf/text.yml', 'r')))
     self.CLRS = internal.to_ns(yaml.load(open('cnf/clrs.yml', 'r')))
     self.GAME = internal.to_ns(yaml.load(open('cnf/game.yml', 'r')))
     self.LNCH = internal.to_ns(yaml.load(open('cnf/lnch.yml', 'r')))
     self.USER = internal.to_ns(yaml.load(open('cnf/user.yml', 'r')))
     self.KBDS = internal.to_ns(yaml.load(open('cnf/kbds.yml', 'r')))
コード例 #4
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 def make_ui_vars(self):
     self.ui_vars = to_ns({})
     v = self.ui_vars
     disp = pg.display.Info()
     brd = self.session.board
     home = self.player.home_cc_pos
     c = self.CORE
     # Constants
     v.subc_px = c.pix_per_sub                   #SubCell:Size
     v.cell_px = v.subc_px*c.sub_per_cell        #Cell:Size
     # Interface (Constants)
     v.rsr_icos = 30                             #Resources:Icons:Size
     v.rsr_spc = 10                              #Resources:Spacing
     v.cns_ch = 200                              #Console:Center:Size:Y
     v.cns_ss = 320                              #Console:Sides:Size
     v.ccap_crty = -28                           #Console:Cap:Correction:Y
     v.ccap_crtx = -48                           #Console:Cap:R:Correction:X
     v.cicos = 40                                #Console:Icons:Size
     v.cspc = 2                                  #Console:Spacing
     v.csel_th = 32                              #Console:Selection:Text:Y
     v.csel_cols = 8                             #Console:Selection:Columns
     v.csel_rows = 3                             #Console:Selection:Rows
     v.csel_spc = 8                              #Console:Selection:Spacing
     v.ccmd_cols = 5                             #Console:Commands:Columns
     v.ccmd_rows = 5                             #Console:Commands:Rows
     v.ccmd_crtx = 20                            #Console:Commands:Correction
     v.ccmd_crty = 20                            #Console:Commands:Correction
     # Session- or Device- specific
     v.disp_w = disp.current_w                   #Display:Size:X
     v.disp_h = disp.current_h                   #Display:Size:Y
     v.disp_cx = v.disp_w//2                     #Display:Center:X
     v.disp_cy = v.disp_h//2                     #Display:Center:Y
     v.db_w = disp.current_w                     #Display:Board:Size:X
     v.db_h = disp.current_h-v.cns_ch            #Display:Board:Size:Y
     v.db_cx = v.db_w//2                         #Display:Board:Center:X
     v.db_cy = v.db_h//2                         #Display:Board:Center:Y
     v.brd_w = brd.size[0]*v.cell_px             #Board:Size:X[px]
     v.brd_h = brd.size[1]*v.cell_px             #Board:Size:Y[px]
     # Current view
     v.v_sx = home.x*v.cell_px-v.db_cx           #View:Shift:X
     v.v_sy = home.y*v.cell_px-v.db_cy           #View:Shift:Y
     v.bidx = ceil(v.db_w/v.cell_px)             #View:CellsInDisplay:X
     v.bidy = ceil(v.db_h/v.cell_px)             #View:CellsInDisplay:Y
     v.b_sx = v.v_sx//v.cell_px                  #Board:Shift:X
     v.b_sy = v.v_sy//v.cell_px                  #Board:Shift:Y
     # Interface (Calculated)
     v.csel_ofx = v.disp_w//2 -2*v.cicos         #Console:Selection:Offxet:X
     v.csel_ofy = v.csel_th+v.disp_h-v.cns_ch    #Console:Selection:Offset:Y
     v.ccmd_ofx = v.ccmd_crtx+v.disp_w-v.cns_ss  #Console:Selection:Offxet:X
     v.ccmd_ofy = v.ccmd_crty+v.disp_h-v.cns_ss  #Console:Selection:Offset:Y
コード例 #5
0
 def load_gfx(self, vr):
     '''Loads graphics (vr parameter is terrain textures variant)'''
     v = self.ui_vars
     self.gfx = to_ns({})
     self.gfx.terrain = self.get_all_gfx('img/terrain/{}/'.format(vr), '.png')
     self.gfx.ui = self.get_all_gfx('img/ui/', '.png')
     self.gfx.icons = self.get_all_gfx('img/icons/', '.png')
     self.gfx.objs = self.get_all_gfx('img/objects/', '.png', pil=True)
     for key, image in self.gfx.objs.items():
         Log.debug('Creating color variants of {} texture'.format(key))
         self.gfx.objs[key] = self.make_clr_variants(image)
     self.gfx.grayed = self.get_all_gfx('img/objects/', '.png', pil=True)
     for key, image in self.gfx.grayed.items():
         gray = image.convert('L')
         gray = gray.resize((v.cicos,v.cicos))
         self.gfx.grayed[key] = self.pil_to_srf(gray.convert('RGB'))
コード例 #6
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 def make_colors(self):
     self.colors = to_ns({})
     self.colors.white = pg.Color(255,255,255)
     self.colors.gdark = pg.Color( 46, 46, 46) # Standard dark gray
     self.colors.vdark = pg.Color( 35, 35, 35)
     self.colors.black = pg.Color(  0,  0,  0)