def __init__(self, hud): super().__init__() try: fullmap = load("mario-world1-1.tmx") except Exception as e: raise SystemExit(e) bg_map = fullmap["Background"] fg_map = fullmap["Foreground"] ob_map = fullmap["Objects"] tileset = fullmap["Mario"] fg_map.do(BlinkBricks()) fg_map.set_cell_opacity(64, 5, 0) scroller = ScrollingManager() scroller.add(bg_map, z=0) scroller.add(fg_map, z=2) scroller.add(GameLayer(hud, fg_map, ob_map, tileset), z=1) scroller.scale = 2.5 self.add(ColorLayer(107, 140, 255, 255), z=0) self.add(scroller, z=1) self.add(hud, z=10)
def __init__(self, how_many): super(BoidLayer, self).__init__() self.how_many = how_many self.manager = ScrollingManager() self.manager.add(self) self.active = None self.blackboard = blackboard.Blackboard("boids") self.boids = None
def main(): director.init(800, 600, resizable=True) bg = cocos.layer.ColorLayer(0, 127, 127, 255) map_layer = load("maps/world.tmx")["tiles"] # cocos.tiles.RectMapLayer car_layer = CarLayer() scroller = ScrollingManager() # cocos.layer.scrolling.ScrollingManager scroller.add(map_layer) scroller.add(car_layer) print(scroller) # main_scene = Scene(ActionMenu(actions)) main_scene = Scene(TransitionMenu(transitions)) director.run(Scene(scroller))
def __init__(self, level_xml, speed=30, contents=None): super(GameMapBaseScene, self).__init__(contents) self.manager = ScrollingManager() self.add(self.manager) level = tiles.load(level_xml) mz = 0 mx = 0 for id, layer in level.find(tiles.MapLayer): self.manager.add(layer, z=layer.origin_z) mz = max(layer.origin_z, mz) mx = max(layer.px_width, mx) self.level = level self.px_width = mx
def __init__(self): super(Level1Scene, self).__init__() global keyboard, scroller, game_controller, map_layer scroller = ScrollingManager() keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) map_layer = load("tiles/map1/map_3.tmx")['base'] map_h = (map_layer.cells[-1][-1].y // map_layer.tw + 1) map_layer_bg_0 = load("tiles/map1/map_3.tmx")['background'] map_layer_bg_1 = load("tiles/map1/map_3.tmx")['decorations'] main_layer = MainLayer() scroller.add(map_layer_bg_0, z=-2) scroller.add(map_layer_bg_1, z=-1) scroller.add(map_layer, z=0) scroller.add(main_layer, z=1) self.add(scroller)
def __init__(self, g_c): super(Level1Scene, self).__init__() global scroller, game_controller, map_layer game_controller = g_c scroller = ScrollingManager() director.window.push_handlers(keyboard) map_layer = load("tiles/map1/map_3.tmx")['base'] map_h = (map_layer.cells[-1][-1].y // map_layer.tw + 1) map_layer_bg_0 = load("tiles/map1/map_3.tmx")['background'] map_layer_bg_1 = load("tiles/map1/map_3.tmx")['decorations'] main_layer = MainLayer((500, 500)) scroller.add(map_layer_bg_0, z=-2) scroller.add(map_layer_bg_1, z=-1) scroller.add(map_layer, z=0) scroller.add(main_layer, z=1) self.add(scroller) self.schedule_interval(main_layer.update, 1 / 30) # 30 times per second
def main(): global m director.init() m = ScrollingManager() fg = ScrollableLayer() l = Label('foreground') l.position = (100, 100) fg.add(l) m.add(fg) bg = ScrollableLayer(parallax=.5) l = Label('background, parallax=.5') l.position = (100, 100) bg.add(l) m.add(bg) if autotest: m.do( Delay(1) + CallFunc(update_focus, 100, 200) + Delay(1) + CallFunc(update_focus, 200, 100) + Delay(1) + CallFunc(update_focus, 200, 200) ) main_scene = cocos.scene.Scene(m) keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) def update(dt): m.fx += (keyboard[key.RIGHT] - keyboard[key.LEFT]) * 150 * dt m.fy += (keyboard[key.DOWN] - keyboard[key.UP]) * 150 * dt m.set_focus(m.fx, m.fy) main_scene.schedule(update) director.run (main_scene)
def __init__(self, *args, **kwargs): super(MyWitch, self).__init__(*args, **kwargs) # add a background layer self.add(ColorLayer(100, 100, 100, 255)) scroller = ScrollingManager() self.fullmap = cocos.tiles.load('maps/platformer-map.xml') # add the walls (labyrinth) self.walls = self.fullmap['walls'] scroller.add(self.walls, z=0) # add the items (bushes cauldron) self.decoration = self.fullmap['decoration'] scroller.add(self.decoration, z=1) # add the player player_layer = layer.ScrollableLayer() self.player = cocos.sprite.Sprite('img/witch-standing.png') self.player.do(MyWitchController()) player_layer.add(self.player) scroller.add(player_layer, z=2) self.add(scroller) # set the player start position using the player_start token from the map start = self.decoration.find_cells(player_start=True)[0] r = self.player.get_rect() r.midbottom = start.midbottom self.player.position = r.center # give a collision handler to the player mapcollider = cocos.mapcolliders.RectMapCollider(velocity_on_bump='slide') self.player.collision_handler = mapcolliders.make_collision_handler( mapcollider, self.walls)
def on_key_release(self, k, _): self.pressed[k] = 0 def on_mouse_press(self, x, y, buttons, modifiers): world_x, world_y = self.scroller.screen_to_world(x, y) cell = self.obstacle_layer.get_at_pixel(world_x, world_y) cell.tile = self.tileset[46] self.obstacle_layer.set_dirty() def update(self, dt): self.actor.update_position(dt, self.pressed) if __name__ == "__main__": director.init(caption="Ball Drops", width=320, height=416) map = load("map.tmx") background_layer = map["background"] obstacle_layer = map["obstacle"] objects = map["objects"] tileset = map["tileset"] scroller = ScrollingManager() scroller.add(background_layer, z=0) scroller.add(obstacle_layer, z=1) scroller.add(GameLayer(obstacle_layer, objects, tileset), z=2) scene = Scene() scene.add(scroller) director.run(scene)
if self.keys_pressed and key in self.keys_pressed: self.keys_pressed.remove(key) #def draw(self): # self.image.blit(0, 0) if __name__ == '__main__': # change the working dir to the exe temp dir # when you use pyinstaller to make a one-file exe package, you need doing this above if getattr(sys, 'frozen', False): os.chdir(sys._MEIPASS) my_game = Game() game_screen = ScrollingManager() # the tile map 'map.tmx' which has a layer called 'start' # use the editor software called 'Tiled' to make a tile map map_layer = cocos.tiles.load('./data/map.tmx')['start'] my_main = Main_Screen(my_game) my_menu = Menu_Screen(my_game) # the order of the 'add' makes sense! game_screen.add(map_layer) game_screen.add(my_main) main_scene = Scene(my_menu) #print ('game initialised') cocos.director.director.run(main_scene) #print('game end')
class GameObj: my_director = director my_director.init() map_layer = load('map01.tmx')['solid'] scroller = ScrollingManager() keyboard = key.KeyStateHandler()
## global variable for audio audiomixer = pygame.mixer audiomixer.init() clicksound = audiomixer.Sound('sounds/click.ogg') bgmplayed = False ## global list for plotting num_flowers_list = [0] * 7 volumes = [] pitches = [] time_data = [] director.init(width=WIDTH, height=HEIGHT, autoscale=False, resizable=False) #scroller for testing background scroller_test = ScrollingManager() mapLayer_test = load("assets/map/wood_blocker.tmx")["TileLayer1"] scroller_test.add(mapLayer_test) #scroller for game background scroller = ScrollingManager() mapLayer = load("assets/map/map_garden_back_01.tmx")["TileLayer1"] scroller.add(mapLayer) #scroller_menu for menu background scroller_menu = ScrollingManager() mapLayer_menu = load("assets/map/map_menu.tmx")["TileLayer1"] scroller_menu.add(mapLayer_menu) # class for testing voice
import cocos from cocos.layer import ScrollableLayer, ScrollingManager, MultiplexLayer, Layer from cocos.sprite import Sprite from cocos.actions import * from cocos.scene import Scene from Level1_Hero import Level1_Hero from pyglet.window import key from cocos.director import director from cocos.scenes.transitions import * from cocos.text import Label import PauseScene import Sound scroller_1 = ScrollingManager() class Level1_Background(ScrollableLayer): is_event_handler = True #: enable director.window events def __init__(self): super(Level1_Background, self).__init__() bg = Sprite('res/maps/Level1/level1.png') bg.position = bg.width // 2, bg.height // 2 lvl1 = Sprite('res/maps/Level1/LVL1.png') lvl1.position = (420, 500) lvl1.scale = 0.7 blink = Blink(10, 3) lvl1.do(blink)
import cocos from cocos.layer import ScrollableLayer, ScrollingManager from cocos.sprite import Sprite from cocos.scene import Scene from cocos.actions import * from Level2_Hero import Level2_Hero from pyglet.window import key from cocos.director import director from cocos.scenes.transitions import * import Sound import PauseScene scroller_2 = ScrollingManager() class Level2_Background(ScrollableLayer): is_event_handler = True #: enable director.window events def __init__(self): super(Level2_Background, self).__init__() bg = Sprite('res/maps/Level2/level2.png') bg.position = bg.width // 2, bg.height // 2 self.px_width = bg.width self.px_height = bg.height lvl2 = Sprite('res/maps/Level2/LVL2.png') lvl2.position = (420, 500) lvl2.scale = 0.7
import cocos from cocos.layer import ScrollableLayer, ScrollingManager from cocos.sprite import Sprite from cocos.scene import Scene from Level3_Hero import Level3_Hero from pyglet.window import key from cocos.actions import * from cocos.director import director from cocos.scenes.transitions import * import Sound import PauseScene scroller_3 = ScrollingManager() class Level3_Background(ScrollableLayer): is_event_handler = True #: enable director.window events def __init__(self): super(Level3_Background, self).__init__() bg = Sprite('res/maps/Level3/level3.png') bg.position = bg.width // 2, bg.height // 2 self.px_width = bg.width self.px_height = bg.height self.add(bg) lvl3 = Sprite('res/maps/Level3/LVL3.png')