def main(): global keyboard # initialzing the director. the director creates the window for the game director.init(width=400, height= 600, autoscale=True, resizable = True) # creating a layer using the cocos2d platform # different layers are used for each aspect of the game, i.e. the main character or background game_layer = layer.Layer() #creating a Sprite for the main character heroimage = pyglet.resource.image('hero.png') player = HeroShip(heroimage) #heroShip.cshape = cm.AARectShape(eu.Vector2(heroShip.position), 32, 32) #adding the main character to the 'player_layer' layer game_layer.add(player) #initializing the main character's position and velocity #heroShip.position = (100, 100) #heroShip.velocity = (0, 0) #creating a background layer background_layer = layer.Layer() background = sprite.Sprite('space_wallpaper.png') #adding backgound image to background layer background_layer.add(background) AsteroidImage = pyglet.resource.image('asteroid.png') asteroid = Asteroid(AsteroidImage, (200, 400)) #adding asteroids to game layer game_layer.add(asteroid) game_layer.add(CollisionManager(player, asteroid)) #initializing pyglet, which allows for keyboard import for character movement keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) #assigning the movement class to the heroShip sprite player.do(HeroShipMovement()) #asteroid_1.do(actions.MoveBy( (0, -600), 4) ) #asteroid_2.do(actions.MoveBy( (100, -600), 8) ) main_scene = scene.Scene(background_layer, game_layer) director.run(main_scene)
def main(): global keyboard # Declare this as global so it can be accessed within class methods. # Initialize the window. director.init(width=500, height=300, do_not_scale=True, resizable=True) # Create a layer and add a sprite to it. player_layer = layer.Layer() me = sprite.Sprite('human-female.png') player_layer.add(me) # Set initial position and velocity. me.position = (100, 100) me.velocity = (0, 0) # Set the sprite's movement class. me.do(Me()) # Create a scene and set its initial layer. main_scene = scene.Scene(player_layer) # Attach a KeyStateHandler to the keyboard object. keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) # Play the scene in the window. director.run(main_scene)
def main(): director.director.init(width=640, height=480) layer_ = layer.Layer() # Try animation sprite. explosion = image.load('explosion.png') explosion_seq = image.ImageGrid(explosion, 1, 8) explosion_animation = image.Animation.from_image_sequence( explosion_seq, 0.1) explosion_sprite = sprite.Sprite( explosion_animation, position=(320, 240), ) layer_.add(explosion_sprite) # Try move action. # [NOTE]: Can overwrite `on_animation_end` method to implement the same thing. def move_sprite(_): explosion_sprite.position = (random.randint(0, 640), random.randint(0, 480)) explosion_sprite.schedule_interval(move_sprite, 0.1 * 8) director.director.run(scene.Scene(layer_))
def step(self, dt): super(Me, self).step(dt) # Run step function on the parent class. # Determine velocity based on keyboard inputs. if keyboard[key.RIGHT] > keyboard[key.LEFT]: direction = 0 print("up here dummy") else: direction = 1 velocity_x = 100 * (keyboard[key.RIGHT] - keyboard[key.LEFT]) velocity_y = 100 * (keyboard[key.UP] - keyboard[key.DOWN]) # Set the object's velocity. self.target.velocity = (velocity_x, velocity_y) player_layer = layer.Layer() if direction == 0: print("0") me = sprite.Sprite('standing.png', scale=1.0) else: print('1') me = sprite.Sprite('standingleft.png', scale=2.0) player_layer.add(me)
def _test(): director.director.init() main_layer = layer.Layer() main_layer.add(center_label('Click Me!', ActiveLabel)) main_scene = scene.Scene(main_layer) director.director.run(main_scene)
def __init__(self): super().__init__() pole = cocos.sprite.Sprite('pole.png', position=(300,240)) pole.scale = 1/3.2 pole.scale_x = 1.0365 # pole.scale_y = 0.936 background = layer.Layer() midle = layer.Layer() foreground = MouseInput() from cocos.text import Label self.lbl = Label('0', (50, 440), color=(255, 255, 255, 255)) background.add(pole) background.add(self.lbl) self.add(background) blue_prived = Object(2 + j, 50, 'blue.png', 50, kuda1) blue_prived.sprite.scale = 1 / 14 privedenia.append(blue_prived) for complex_number in graf.keys(): dots.append(cocos.sprite.Sprite('dot.png', position=(complex_number.real * coef + left_offset, complex_number.imag * coef + down_offset))) dots[-1].scale = 1 / 2 midle.add(dots[-1]) dots_graf.update({complex_number: dots[-1]}) dots_to_graf.update({dots[-1]: complex_number}) def callback(dt, *args, **kwargs): global Pack_c blue_prived.moving(dt, self) foreground.pacman.moving(dt, self, collide = True, pacman=True) Pack_c = foreground.pacman.vert midle.add(blue_prived.sprite) self.add(midle) self.add(foreground) self.schedule(callback)
def main(): path = os.path.join(os.path.dirname(__file__), '../Map/assets/img') resource.path.append(path) resource.reindex() director.director.init(width=640, height=480) layer_ = layer.Layer() layer_.add( MultipleSprite( Sprite('grossini.png', position=(50, 40)), Sprite('sky.gif', position=(-60, -30)), position=(320, 240), )) director.director.run(scene.Scene(layer_))
def main(): global keyboard # This is declared as global so that it can be accessed by all class methods # Initialize director and create scene. # Arguments passed set the size of the window. # autoscale allows the graphics to be scaled according to the window being resized. # Caption sets window title. Have some fun with that! # (http://python.cocos2d.org/doc/api/cocos.director.html) director.init(width=800, height=600, caption="In the beginning everything was Kay-O", autoscale=True, resizable=True) # Create a layer and add a sprite to the layer. # Layers help to separate out different parts of a scene. # Typically, the highest layer will go to dialogue boxes and menus # Followed by the player layer with the background on the bottom player_layer = layer.Layer() # Creates an instance of a new layer player = sprite.Sprite( 'images/mr-saturn.png' ) #initializes a sprite object and includes a path to default image. player_layer.add( player) # Adds player to instance of layer we just created # Sets initial position and velocity of player player.position = (250, 150) player.velocity = (0, 0) # Set the sprite's movement class player.do(Player()) # Create a scene and set its initial layer main_scene = scene.Scene(player_layer) # Creates a KeyStateHandler on the keyboard object so we can accept input from the keyboard (KeyStateHandler is part of the pyglet library) # And pushes it to director keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) # Run the scene we've built in the window director.run(main_scene)
def main(): global keyboard # Declare this as global so it can be accessed within class methods. # Initialize the window director.init(width=size[0], height=size[1], autoscale=True, resizable=True) # Create a layer and add a sprite to it. player_layer = layer.Layer() molecule = sprite.Sprite('sprites/molecule.png') molecule.scale = 2 player_layer.add(molecule, z=1) scale = actions.ScaleBy(3, duration=2) # Add a Label, because we can. label = cocos.text.Label('Hello, world@' + str(deltaTime), font_name='Times New Roman', font_size=32, anchor_x='left', anchor_y='center') label.position = 0, size[1]/2 label.velocity = 0, 0 player_layer.add(label) # Set initial position and velocity. molecule.position = (size[0]/2, size[1]/2) molecule.velocity = (0, 0) # Set the sprite's movement class and run some actions. molecule.do(actions.Repeat(scale + actions.Reverse(scale))) label.do(Me()) # Rotate the entire player_layer (includes ALL nodes, will rotate ONCE) player_layer.do(actions.RotateBy(360, duration=10)) # Create a scene and set its initial layer. main_scene = scene.Scene(player_layer) # Set the sprite's movement class. keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) # Play the scene in the window. director.run(main_scene)
def __init__(self): self.clickable_list = [] self.misc_layer = ccly.Layer() self.misc_layer.add(name="stdout", child=cc.text.Label( text="", font_size=18, bold=True, color=(255, 255, 255, 180), anchor_x="left", anchor_y="top", position=(gui_paras["stdout-x"], gui_paras["stdout-y"]), width=gui_paras["stdout-width"], multiline=True)) self.stdout = collections.deque() enemy_cardback_sprite = ccsp.Sprite(sprite_path + "CardBacks.png", \ position = (resolution[0]/2, resolution[1]-gui_paras["margin-top"]-0.5*gui_paras["enemy-cardbacks-size"])) self.enemy_cardnum_label = cc.text.Label(text="4", font_size=50, bold=True, anchor_x="center", anchor_y="center") enemy_cardback_sprite.add(self.enemy_cardnum_label) self.misc_layer.add(enemy_cardback_sprite) action_scale = gui_paras["action-button-size"] / 200 base_height = gui_paras["margin-bottom"] + 2*gui_paras["hud-chess-size"] + \ gui_paras["battle-button-margin"] + gui_paras["battle-button-size"] + \ gui_paras["action-button-margin"] self.misc_layer.add( name="OK", child=ccsp.Sprite(sprite_path + "OK.png", scale=action_scale, anchor=(0, 0), position=(resolution[0] - 3 * gui_paras["action-button-margin"] - 2 * gui_paras["action-button-size"], base_height))) self.misc_layer.add( name="cancel", child=ccsp.Sprite( sprite_path + "Cancel.png", scale=action_scale, anchor=(0, 0), position=(resolution[0] - gui_paras["action-button-margin"] - gui_paras["action-button-size"], base_height))) self.misc_layer.add( name="end", child=ccsp.Sprite( sprite_path + "Turn.png", scale=action_scale, anchor=(0, 0), position=(resolution[0] - gui_paras["action-button-margin"] - gui_paras["action-button-size"], base_height + gui_paras["action-button-size"] + 2 * gui_paras["action-button-margin"]))) self.cards_layer = ccly.Layer() self.card_sprites = [] self.enemy_card_sprites = [] self.chesses_layer = ccly.Layer() self.chesses_sprites = [] self.enemy_chesses_layer = ccly.Layer() self.enemy_chesses_sprites = [] self.battle_button_layer = ccly.Layer() self.battle_button_sprites = []
if __name__ == "__main__": global keyboard # director init takes the same arguments as pyglet.window # cocos.director.director.init() director.init(width=640, height=480, autoscale=True, resizable=True) #initializing pyglet, which allows for keyboard import for character movement keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) #creating a background layer background_layer = layer.Layer() background = sprite.Sprite('space_wallpaper.jpeg') background.position = (350, 300) background_layer.add(background) game_layer = GameLayer() # A scene that contains the layer hello_layer # main_scene = cocos.scene.Scene(hello_layer, game_layer) main_scene = cocos.scene.Scene(background_layer, game_layer) # And now, start the application, starting with main_scene cocos.director.director.run(main_scene) # or you could have written, without so many comments: # director.run( cocos.scene.Scene( HelloWorld() ) )
def main(): director.init(width=WIN_WIDTH,height=WIN_HEIGHT) game_layer = layer.Layer() game_scene = scene.Scene(BackgroundLayer()) director.run(game_scene)