def __init__(self,fail): super(VF_Layer, self).__init__() if fail: self.count = 0 self.bg = BG(bg_name="img/fail_bg.jpg") self.fail_window=Sprite("img/f_window.png") self.fail_window.position=620,350 self.lable1 = cocos.text.Label('就', font_name='Times New Roman', font_size=200) self.lable1.position = 10, 170 self.lable2 = cocos.text.Label('这', font_name='Times New Roman', font_size=200) self.lable2.position = 900, 170 self.add(self.bg) self.add(self.fail_window) mixer.init() music.load((address_2 + r"/sound/fail.mp3").encode()) music.play() music.set_volume(1.5) else: self.count=0 self.vic_bg=BG(bg_name="img/vic_bg.jpg") self.vic_word=Sprite("img/vic_word.png") self.vic_word.position=600,400 self.A_word=Sprite("img/A_word.png") self.A_word.position=700,500 self.add(self.vic_bg) self.add(self.vic_word) self.add(self.A_word) self.mr_cai = Mr_cai() self.add(self.mr_cai) mixer.init() music.load((address_2 + r"/sound/happy_bgm.mp3").encode()) music.play() music.set_volume(0.5)
def __init__(self): mixer.init() super(Audiolayer, self).__init__() self.path = os.getcwd() os.chdir(self.path[0:-4]) self.sound = Sound('audio/test.ogg') self.sound.play(-1)
def mainloop(self, runtime): mixer.init() director.init(width=CocosView.WIDTH, height=CocosView.HEIGHT, caption=CocosView.TITLE) self._runtime = runtime self._init_interface() self._scene.schedule(self._update) self._scene.schedule_interval(self._render_dialogue, CocosView.DIALOGUE_DELAY) director.run(self._scene)
def __init__(self): #INITILIZE ALL RESOURCES HERE mixer.init() gVariables.g_RESOURCES = gameResources.Resources() #INIT MUSIC global PLAYMUSIC PLAYMUSIC = PlayMusic(gVariables.g_RESOURCES)
def __init__(self): mixer.init() conf = ConfigParser.ConfigParser() conf.read("config.conf") self.music_path = "{current_dir}/{path}{name}".format(current_dir=CURRENT_DIR, path=conf.get("music", "MUSIC"), name="Kung Fu Fighting.wav") super(musicAudio, self).__init__(self.music_path)
def __init__(self): mixer.init() conf = ConfigParser.ConfigParser() conf.read("config.conf") self.metro_sound_file = "{current_dir}/{path}{name}".format(current_dir=CURRENT_DIR, path=conf.get("path", "SCENE_BLACK_AUDIO"), name="metro.wav") super(metroAudio, self).__init__(self.metro_sound_file)
def main(): mixer.init() director.init(caption="Llama!!!", width=WIDTH, height=HEIGHT) scene = Scene() scene.add(AudioLayer()) scene.add(Background(), z=0) scene.add(Game(), z=1) director.run(scene) director.show_FPS()
def loadSound(filename, volume=1): if not Settings().sound: # print 'ignoring ', filename return if len(sounds) == 0: mixer.init() mixer.set_num_channels(32) if not filename in sounds.keys(): sounds[filename] = mixer.Sound(filename) sounds[filename].set_volume(volume) return sounds[filename]
def __init__(self): super(Player_1, self).__init__() self.skin = skeleton.BitmapSkin(animation.model2_skeleton.skeleton, animation.model2_skin.skin) self.add(self.skin, 1) # self.width,self.height = 0,0 #可能有bug self.position = 100, 100 self.skin.position = 100, 100 self.life = 100 self.protect = False img = pyglet.image.load(address + "\dot.png") self.spr = cocos.sprite.Sprite(img, opacity=0) self.spr.position = 100, 100 self.spr.velocity = (0, 0) self.mover = Mover_1() self.spr.do(self.mover) self.add(self.spr) self.life_bar = cocos.sprite.Sprite("img/yellow_bar.png") self.add(self.life_bar) self.fi = Fire() # ParticleSystem self.fi.auto_remove_on_finish = True self.fi.position = (100, 50) self.status = 1 # 1:stop 2:walk 3:保持态 4:attack 5:leg_attack 6 :跳跃 self.change = False self.bullet_move = False self.count = 0 self.beheat = False self.up = False self.down = False fp_1 = open((address_2 + "/animation/MOOOOVE1.anim"), "rb+") self.walk = cPickle.load(fp_1) fp_2 = open((address_2 + "/animation/gun_shot.anim"), "rb+") self.attack = cPickle.load(fp_2) fp_3 = open((address_2 + "/animation/my_frozen.anim"), "rb+") self.frozen = cPickle.load(fp_3) fp_4 = open((address_2 + "/animation/leg_attack.anim"), "rb+") self.leg_attack = cPickle.load(fp_4) fp_5 = open((address_2 + "/animation/jump.anim"), "rb+") self.jump = cPickle.load(fp_5) mixer.init() music.load((address_2 + r"/sound/bgm.mp3").encode()) music.play() music.set_volume(0.4) self.cshape = cm.AARectShape(eu.Vector2(*self.skin.position), 80, 136) self.fire() self.bullet.cshape = cm.AARectShape(eu.Vector2(*self.bullet.position), self.bullet.width / 2, self.bullet.height / 2)
def __init__( self, config: Config, terminal: Terminal, physics: Physics, read_queue_interval: float = 1 / 60.0, ): self.config = config self.logger = get_logger('Gui', config) self.physics = physics self._read_queue_interval = read_queue_interval self.terminal = terminal self.cycle_duration = self.config.resolve('core.cycle_duration') # Manager cache directory cache_dir_path = self.config.resolve('global.cache_dir_path') if not cache_dir_path: raise SynergineException( 'This code require the "global.cache_dir_path" config', ) ensure_dir_exist(cache_dir_path) cocos.director.director.init(width=640, height=480, vsync=True, resizable=False) mixer.init() self.interaction_manager = InteractionManager( config=self.config, terminal=self.terminal, ) self.layer_manager = self.layer_manager_class( self.config, middleware=self.get_layer_middleware(), interaction_manager=self.interaction_manager, gui=self, ) self.layer_manager.init() self.layer_manager.connect_layers() self.layer_manager.center() # Enable blending pyglet.gl.glEnable(pyglet.gl.GL_BLEND) pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA) # Enable transparency pyglet.gl.glEnable(pyglet.gl.GL_ALPHA_TEST) pyglet.gl.glAlphaFunc(pyglet.gl.GL_GREATER, .1) self.subject_mapper_factory = SubjectMapperFactory()
def __init__(self): super(Main_menu, self).__init__() self.items = [] self.items.append(cocos.menu.ImageMenuItem('img/start.png', self.on_start)) self.items.append(cocos.menu.ImageMenuItem('img/setting.png', self.on_setting)) self.items.append(cocos.menu.ImageMenuItem('img/help.png', self.on_help)) self.items.append(cocos.menu.MenuItem("读取武器存档", self.read_weapen)) self.items.append(cocos.menu.MenuItem("读取人物存档", self.read_char)) self.create_menu(self.items, cocos.menu.shake(), cocos.menu.shake_back()) mixer.init() music.load((address_2 + r"/sound/happy_bgm.mp3").encode()) music.play() music.set_volume(0.5)
def run(self): cocos.director.director.init(width=1300, height=700) mixer.init() # We create a new layer, an instance of HelloWorld hello_layer = TBoard() #menu_layer = My_Menu() # A scene that contains the layer hello_layer main_scene = cocos.scene.Scene(hello_layer) #, menu_layer) # And now, start the application, starting with main_scene cocos.director.director.run(main_scene)
scene.do( Delay(3) + ripple + Delay(2) + wavestiles + Delay(1) + twirl + liquid + Delay(2) + shakyt + Delay(2) + ReuseGrid() + shuffle + Delay(4) + ReuseGrid() + turnoff + Reverse(turnoff) + Delay(1) + shatter + flip + Delay(2) + Reverse(flip) + flipx + Delay(2) + ReuseGrid() + flipy + Delay(2) + ReuseGrid() + flipx + Delay(2) + ReuseGrid() + flipy + Delay(2) + lens + ReuseGrid() + ((orbit + Reverse(orbit)) | waves3d) + Delay(1) + corners + Delay(2) + Reverse(corners) + waves + Delay(2) + ReuseGrid() + shaky + jumptiles + Delay(1) + cornerup + Delay(1) + Reverse(cornerdown) + Delay(1) + fadeout + Reverse(fadeout) + Delay(2) + quadmove + Delay(1) + Reverse(quadmove) + StopGrid()) scene.do(Delay(10) + OrbitCamera(delta_z=-360 * 3, duration=10 * 4)) firelayer.do(Delay(4) + Repeat(RotateBy(360, 10))) return scene mixer.init() def run(scene): director.run(scene) if __name__ == "__main__": init() s = start() run(s)
from cocos.audio.pygame import mixer # Our first multi-class program! Nice # First we need to create a wrapper around the SDL Sound class # We do this by creating our own object that simply initializes the parent with a file name that we pass in # You'll see this in action in a second class Audio(Sound): def __init__(self, audio_file): # As stated above, we initialize the super class with the audio file we passed in super(Audio, self).__init__(audio_file) # Here we create your standard layer class AudioLayer(Layer): def __init__(self): super(AudioLayer, self).__init__() # Now, in the layer we create an Audio object from the class we described above song = Audio("assets/sound/LatinIndustries.wav") # And lastly we make the song play when the layer is initialized song.play(-1) # Setting the parameter to -1 makes the song play indefinitely # Now we have more things to initialize than just the director director.init() # The audio mixer also needs us to tell it to get ready! mixer.init() # And lastly we run the scene like usual director.run(scene.Scene(AudioLayer()))
def __init__(self): super().__init__() self.game = None self.keys_pressed = set() self._game_status = const.GAME_STATUS_MENU self.game_mode = 3 self.StartTimer = 0 self.schedule(self.Timer_Refresh) self.TimePassed = 0 mixer.init() self.title_music = Audio(const.TITLE_MUSIC_FILE) self.main_music = None self.solved_music = None self.image = pyglet.resource.image(const.BG_IMAGE) self.Time_Label = cocos.text.Label('00:00', font_size=16, font_name='Verdana', bold=False, color=const.COLOR_BLACK, x=5, y=const.WINDOW_HEIGHT - 20) self.Version_Label = cocos.text.Label(const.VERSION, font_size=16, font_name='Verdana', bold=False, color=const.COLOR_BLACK, x=const.WINDOW_WIDTH - 50, y=const.WINDOW_HEIGHT - 20) self.add(self.Time_Label) self.add(self.Version_Label) # for gif files #_anime = pyglet.image.load_animation(const.GAME_SELECT_BOX_IMAGE) #_bin = pyglet.image.atlas.TextureBin() #_anime.add_to_texture_bin(_bin) self.game_select_sprite = cocos.sprite.Sprite( const.GAME_SELECT_BOX_IMAGE, position=(const.GAME_SELECT_BOX_START_POS[0] + self.game_mode * int(const.WINDOW_WIDTH / len(const.GAME_MODE)), const.GAME_SELECT_BOX_START_POS[1]), scale=0.8) self.add(self.game_select_sprite) self.game_select_sprite.do(actions.Blink(20, 10)) self.exit_button = cocos.sprite.Sprite( const.EXIT_IMAGE, position=(const.WINDOW_WIDTH - 80, const.WINDOW_HEIGHT - 20)) self.add(self.exit_button) self.mouse_x = None self.mouse_y = None self.game_status = const.GAME_STATUS_MENU
def startroutine(): director.init() mixer.init() print("director started") director.run(Scene(MainMenuLayer(director, None)))