예제 #1
0
파일: main.py 프로젝트: msarch/py
        def __init__(self, app, caption, pos, size, fullScreen, frameRate, smooth, mode) :
            """ init window acording to setup variables
            """
            Window.__init__(self, app, caption, pos, size, fullScreen, frameRate, smooth) # , mode)
            
            if sys.platform == 'win32' : # it is win
                os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % self.pos
            elif sys.platform == 'darwin':
                os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % self.pos
            
            pygame.init()
            pygame.display.init()
##            FULLSCREEN    create a fullscreen display
##            DOUBLEBUF     recommended for HWSURFACE or OPENGL
##            HWSURFACE     hardware accelereated, only in FULLSCREEN
##            OPENGL        create an opengl renderable display
##            RESIZABLE     display window should be sizeable
##            NOFRAME       display window will have no border or controls
            
            if self.fullScreen :
                for d in pygame.display.list_modes() : # match the size to the display's resolution
                    if pygame.display.mode_ok(d) :
                        self.size = self.app.size = d
                        break
                pygame.display.set_mode(self.size, HWSURFACE | FULLSCREEN | OPENGL | DOUBLEBUF) 
            else:
                self.screen = pygame.display.set_mode(self.size, OPENGL | DOUBLEBUF) # HWSURFACE

            pygame.display.set_caption(self.caption)

            self.clock = pygame.time.Clock()

            engine.start( self.size, sm=self.smooth, m=mode )
            self.events = events.PygameEventsListener(self.app)#, self.engine)
예제 #2
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def main():

    #some functions here which will check for saved game files.
    #If found, this will push saved data into the new engine instance
    #Will be developed later.

    engine.start()
예제 #3
0
파일: main.py 프로젝트: msarch/py
 def initFrameRate(self) : # THIS IS THE LAST THING TO HAPPEN, from the first loop
     """ in wx this initialises all, this is because there are problems with the order specially
     on linux
     """
     #self.engine = graphics.Engine(self.glsize, smooth=self.smooth, mode=self.mode) # init rendering engine with GLSIZE
     engine.start(self.glsize, sm=self.smooth, m=self.mode)
     self.initInputEvents() # init window, graphics engine, event system, bind events etc...
     self.t = utilities.FpsTimer(self.frameRate, self.canvas.Refresh) #  this triggers EVT_PAINT and therefore self.loop# self.refreshGL)
     self.init = True
     self.last = time.time()
     self.app.start() # call start subclass method just before entering the main loop, to initialise objects etc...
예제 #4
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 def initFrameRate(
         self):  # THIS IS THE LAST THING TO HAPPEN, from the first loop
     """ in wx this initialises all, this is because there are problems with the order specially
     on linux
     """
     #self.engine = graphics.Engine(self.glsize, smooth=self.smooth, mode=self.mode) # init rendering engine with GLSIZE
     engine.start(self.glsize, sm=self.smooth, m=self.mode)
     self.initInputEvents(
     )  # init window, graphics engine, event system, bind events etc...
     self.t = utilities.FpsTimer(
         self.frameRate, self.canvas.Refresh
     )  #  this triggers EVT_PAINT and therefore self.loop# self.refreshGL)
     self.init = True
     self.last = time.time()
     self.app.start(
     )  # call start subclass method just before entering the main loop, to initialise objects etc...
예제 #5
0
파일: main.py 프로젝트: enrike/mirra
        def __init__(self, app, frameclass, caption, pos, size, fullScreen, frameRate, smooth):
            Window.__init__(self, app, caption, pos, size, fullScreen, frameRate, smooth) #, mode) # env removed
            QtGui.QMainWindow.__init__(self, None)
    ##        QMainWindow.__init__(self, None)

            if fullScreen: self.showFullScreen()

            self.glWidget = MirraGLWidget(None, self, size)       
            self.setCentralWidget(self.glWidget)

            self.setWindowTitle(caption)
            self.resize(size[0], size[1]) # size of the whole window

            self.events = events.EventListener(self.app) #, engine) # instance of event handler
            engine.start( size ) # this is overwritten later by the resize

            render_timer = QtCore.QTimer(self)
            render_timer.timeout.connect(self.glWidget.updateGL) ## prepares for paintGL
    ##        timer.timeout.connect(self.glWidget.update)
            ms = (1./frameRate) * 1000 # FPS to msecs
            render_timer.start(ms)
예제 #6
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        def __init__(self, app, caption, pos, size, fullScreen, frameRate,
                     smooth, mode):
            """ init window acording to setup variables
            """
            Window.__init__(self, app, caption, pos, size, fullScreen,
                            frameRate, smooth)  # , mode)

            if sys.platform == 'win32':  # it is win
                os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % self.pos
            elif sys.platform == 'darwin':
                os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % self.pos

            pygame.init()
            pygame.display.init()
            ##            FULLSCREEN    create a fullscreen display
            ##            DOUBLEBUF     recommended for HWSURFACE or OPENGL
            ##            HWSURFACE     hardware accelereated, only in FULLSCREEN
            ##            OPENGL        create an opengl renderable display
            ##            RESIZABLE     display window should be sizeable
            ##            NOFRAME       display window will have no border or controls

            if self.fullScreen:
                for d in pygame.display.list_modes(
                ):  # match the size to the display's resolution
                    if pygame.display.mode_ok(d):
                        self.size = self.app.size = d
                        break
                pygame.display.set_mode(
                    self.size, HWSURFACE | FULLSCREEN | OPENGL | DOUBLEBUF)
            else:
                self.screen = pygame.display.set_mode(self.size, OPENGL
                                                      | DOUBLEBUF)  # HWSURFACE

            pygame.display.set_caption(self.caption)

            self.clock = pygame.time.Clock()

            engine.start(self.size, sm=self.smooth, m=mode)
            self.events = events.PygameEventsListener(
                self.app)  #, self.engine)
예제 #7
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def main():
    global options
    parser = OptionParser()
    parser.set_defaults(
            dbname = Config.Database.dbname,
            dbuser = Config.Database.dbuser,
            dbpasswd = Config.Database.dbpasswd,
            dbhost = Config.Database.dbhost,
            dbport = Config.Database.dbport,
            createtables = Config.Database.createtables
            )
            
    parser.add_option("--dbname", dest="dbname",
                      help="PostgreSQL database to connect the Llampex Engine", metavar="DBNAME")
    parser.add_option("--host", dest="dbhost",
                      help="PostgreSQL host to connect", metavar="DBHOST")
    parser.add_option("--port", dest="dbport", type="int",
                      help="PostgreSQL port to connect", metavar="DBPORT")
    parser.add_option("--user", dest="dbuser",
                      help="PostgreSQL User", metavar="DBUSER")
    parser.add_option("--pass", dest="dbpasswd",
                      help="PostgreSQL Password for User", metavar="DBUSER")
    parser.add_option("--createtables", dest="createtables", action="store_true",
                      help="Creates the needed tables if aren't in the database yet")
    parser.add_option("-q", "--quiet",
                      action="store_false", dest="verbose", default=True,
                      help="don't print status messages to stdout")                      

    (options, args) = parser.parse_args()
    dboptions = {}
    for key in dir(options):
        if key.startswith("db"):
            dboptions[key] = getattr(options,key)
    connect(dboptions,options.verbose)
    if options.createtables:
        create_all()
        
    engine.start(options.verbose)
    engine.wait()
예제 #8
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def run():
    engine.running = True
    engine.start()
    engine.world = world.host_or_connect(engine)

    lt = time.time()
    ticks = 0
    fr = 0
    engine.screen_refresh = 1
    engine.next_screen = engine.screen_refresh

    while engine.running:
        engine.dt = engine.clock.tick(getattr(engine, "framerate", 30))
        engine.dt = min(engine.dt * .001 * 60, 100.0)
        engine.update()
        engine.next_screen -= engine.dt
        if engine.next_screen < 0:
            engine.clear_screen()
            engine.world.draw()
            engine.draw_screen()
            engine.next_screen = engine.screen_refresh
        controller.input()
    print "quit"
예제 #9
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def run():
    engine.running = True
    engine.start()
    engine.world = world.make_world(engine)
    
    
    lt = time.time()
    ticks = 0
    fr = 0
    engine.screen_refresh = 1
    engine.next_screen = engine.screen_refresh

    while engine.running:
        engine.dt = engine.clock.tick(getattr(engine,"framerate",30))
        engine.dt = min(engine.dt*.001*60,100.0)
        engine.update()
        engine.next_screen -= engine.dt
        if engine.next_screen < 0:
            engine.clear_screen()
            engine.world.draw()
            engine.draw_screen()
            engine.next_screen = engine.screen_refresh
        controller.input()
    print "quit"
예제 #10
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 def rewind_to_start(self):
     self.board_position = engine.start()    
     self.display_board()
     self.game.set_panel_msg()
     self.gui.init_all_dnd()
예제 #11
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import engine
import maps
import control
import render

#######################################
# Initialization and main loop
#######################################
tcod.console_set_custom_font(data.font, tcod.FONT_TYPE_GREYSCALE |
                             tcod.FONT_LAYOUT_TCOD)
tcod.console_init_root(
    data.screen_width, data.screen_height, 'frogue!!', False)

maps.make_bsp_dungeon(6, 10, 30)
# maps.build_prefab()
engine.start()

recompute_field_of_view = True
render.initialize_field_of_view()

while not tcod.console_is_window_closed():
    # Render the screen...
    render.render_all()

    tcod.console_flush()

    # Clear objects from old location, before they move
    for object in data.objects:
        object.clear()

    exit = control.input()
예제 #12
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def test():
    engine.start()
예제 #13
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from engine import start, draw_world_object, load_model

box = load_model('models/box.json')
box.translate((-4, 0, 0))
box.scale(2)


def loop(canvas):
    draw_world_object(canvas, box)
    box.translate((1, 0, 0.1))


if __name__ == '__main__':
    start(loop)
예제 #14
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    #parser.add_argument("-t", "--stopwebsite", help="Stop the web site",action="store_false")
    #parser.add_argument("-e", "--fillcache", help="Fill the cache with values",action="store_true")
    #parser.add_argument("-e", "--startengine", help="Start sampling sensors",action="store_false")
    args = parser.parse_args()

    #initialize app and verify
    if args.noinit is False:
        initApp()

    if args.notest is False:
        test_cache(_pyRedis)
        listener.test_listener()
        engine.test_engine()

    #website.start()
    listener.start(_pubsub)
    engine.start(_pyRedis)

    #while True:
    #  char = util.getch()

    #  if (char == "q"):
    #    engine.stop()
    #    listener.stop()
    #    exit(0)

    #  if (char == "l"):
    #    listener.stop()

    #  if (char == "e"):
    #    engine.stop()
예제 #15
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 def test_it_runs(self, return_value):
     try:
         engine.start(lambda canvas: None)
     except:
         self.fail()
예제 #16
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import engine

if __name__ == "__main__":
    engine.start()
예제 #17
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from engine import start

if __name__ == "__main__":
    start(False)