def main(): # config Config.backend = 'pyglet' Config.init() # init context_manager = ContextManager() universe.context_manager = context_manager resolution = Config.resolution context = Context("context") # status text # FIXME : had a shift to center text shift_x = 90 text = Text('text', context, 4, '????', 'Times New Roman', 80) text.set_location(np.array([Config.resolution[0] / 2 - shift_x, Config.resolution[1] / 32])) text.stop() # instruction text # FIXME : had a shift to center text shift_x = 60 instr = Text('text', context, 4, 'hit SPACE bar', 'Times New Roman', 20) instr.set_location(np.array([Config.resolution[0] / 2 - shift_x, (Config.resolution[1] * 7) / 8])) instr.stop() # background bg_left = create_bg_left(context, text, resolution) bg_right = create_bg_right(context, text, resolution) player = create_player(context, resolution) # collider manager collider_manager = CollisionManager() collider_manager.add_collidable_ref_sprite(player) collider_manager.add_collidable_sprites([bg_left, bg_right]) signal = (KeyBoardDevice.constants.KEYDOWN, KeyBoardDevice.constants.K_SPACE) context.connect(signal, collider_manager, "on_collision", asynchronous=False) # context geometry = (0, 0, resolution[0], resolution[1]) screen = VirtualScreenRealCoordinates('screen', geometry) context.add_screen(screen) context_manager.add_state(context) context_manager.set_initial_state(context) context_manager.start() # start event_loop = Config.get_event_loop() event_loop.start()
def main(): # config Config.backend = 'pyglet' Config.init() # init context_manager = ContextManager() universe.context_manager = context_manager resolution = Config.resolution context = Context("context") bg = create_bg(context) # game context avatars = create_avatars(context) geometry = (0, 0, resolution[0], resolution[1]) screen = VirtualScreenWorldCoordinates('screen', geometry) context.add_screen(screen) context_manager.add_state(context) context_manager.set_initial_state(context) context_manager.start() # avatar switch switcher = AvatarSwitcher(avatars[0], avatars[1]) signal = (KeyBoardDevice.constants.KEYDOWN, KeyBoardDevice.constants.K_SPACE) context.connect(signal, switcher, "on_space_press") # instruction text # FIXME : had a shift to center text shift_x = 60 instr = Text('text', context, 4, 'hit SPACE bar', 'Times New Roman', 20) instr.set_location(np.array([Config.resolution[0] / 2 - shift_x, (Config.resolution[1] * 15) / 16])) # start event_loop = Config.get_event_loop() event_loop.start()
def main(): # config Config.backend = 'pyglet' Config.init() # init context_manager = ContextManager() universe.context_manager = context_manager resolution = Config.resolution context = Context("context") # status text # FIXME : had a shift to center text shift_x = 90 text = Text('text', context, 4, '????', 'Times New Roman', 80) text.set_location(np.array([Config.resolution[0] / 2 - shift_x, Config.resolution[1] / 32])) text.stop() # instruction text # FIXME : had a shift to center text shift_x = 60 instr = Text('text', context, 4, 'hit SPACE bar', 'Times New Roman', 20) instr.set_location(np.array([Config.resolution[0] / 2 - shift_x, (Config.resolution[1] * 15) / 16])) instr.stop() # squares squares = [] for (color, colorname) in [((64, 32, 32), 'red'), ((32, 64, 32), 'green'), ((32, 32, 64), 'blue'), ((64, 64, 32), 'yellow')]: s = create_colored_square(context, text, color, colorname, resolution) squares.append(s) for square in squares: square.add_squares(squares) init_squares_locations(resolution) move_squares_randomly(squares) # player and nurse player = create_player(context, resolution) nurse = create_nurse(context, text, resolution) # collider manager collider_manager = CollisionManager() collider_manager.add_collidable_ref_sprite(player) collider_manager.add_collidable_sprite(nurse) # first in the check list collider_manager.add_collidable_sprites(squares) signal = (KeyBoardDevice.constants.KEYDOWN, KeyBoardDevice.constants.K_SPACE) context.connect(signal, collider_manager, "on_collision", asynchronous=False) # context geometry = (0, 0, resolution[0], resolution[1]) screen = VirtualScreenRealCoordinates('screen', geometry) context.add_screen(screen) context_manager.add_state(context) context_manager.set_initial_state(context) context_manager.start() # start event_loop = Config.get_event_loop() event_loop.start()