def on_key_press(symbol, modifiers): global evolving, fps_limit, grid, show_help if show_help: show_help = False return if symbol == key.H: # show help screen show_help = True if symbol == key.SPACE: # toggle evolving evolving = not evolving if symbol == key.R: # reseed grid seed_grid() if symbol == key.C: # clear grid grid = [[(0,0)]*50 for i in range(50)] if symbol == key.UP: fps_limit += 2 if fps_limit > 40: fps_limit = 40 clock.set_fps_limit(fps_limit) if symbol == key.DOWN: fps_limit -= 2 if fps_limit < 2: fps_limit = 2 clock.set_fps_limit(fps_limit)
def __init__(self, input_file_path): self.window = Window(1200, 800, input_file_path, title='OpenGL Micromegas Event Viewer') clock.set_fps_limit(60) pyglet.app.run()
def instructionScreen(windowSurface, WWIDTH, FRAMES, background_image, background_position): while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() windowSurface.blit(background_image, background_position) displayText(windowSurface, 128, WWIDTH / 2, 125, 'MEGA', RED) displayText(windowSurface, 128, WWIDTH / 2, 275, 'JUMP!', GREEN) displayText(windowSurface, 20, WWIDTH / 2, 400, 'Space to jump (+ down arrow for small jump, M for MegaJump)', GREEN) displayText(windowSurface, 20, WWIDTH / 2, 450, 'Left & Right arrows to move (+ up arrow to move faster)', GREEN) displayText(windowSurface, 20, WWIDTH / 2, 500, 'Q to quit, R to reset', GREEN) displayText(windowSurface, 20, WWIDTH / 2, 550, 'Only 1 MegaJump per game!', RED) displayText(windowSurface, 20, WWIDTH / 2, 600, 'Press ESC to return to main screen', GREEN) pygame.draw.circle(windowSurface, GOLD, (510, 550), 10, 0) if pygame.key.get_pressed()[K_ESCAPE]: return pygame.display.flip() clock.set_fps_limit(FRAMES) clock.tick()
def test_sprite(self): w = pyglet.window.Window(width=320, height=320) image = Image2d.load(ball_png) ball1 = BouncySprite(0, 0, 64, 64, image, properties=dict(dx=10, dy=5)) ball2 = BouncySprite(288, 0, 64, 64, image, properties=dict(dx=-10, dy=5)) view = FlatView(0, 0, 320, 320, sprites=[ball1, ball2]) view.fx, view.fy = 160, 160 clock.set_fps_limit(60) e = TintEffect((.5, 1, .5, 1)) while not w.has_exit: clock.tick() w.dispatch_events() ball1.update() ball2.update() if ball1.overlaps(ball2): if 'overlap' not in ball2.properties: ball2.properties['overlap'] = e ball2.add_effect(e) elif 'overlap' in ball2.properties: ball2.remove_effect(e) del ball2.properties['overlap'] view.clear() view.draw() w.flip() w.close()
def main(): win = pyglet.window.Window( width=800, height=600 ) anims = [] @win.event def on_key_press(symbol, modifiers): #print 'Flipping', anims for anim in anims: anim.flip() anims.append( Anim('subWalkNorm', 5) ) anims.append( BeerThrowAnim() ) while not win.has_exit: done = False clock.set_fps_limit(FRAMES_PER_SECOND) while not done: timeChange = clock.tick() win.dispatch_events() for anim in anims: anim.update( timeChange ) win.clear() if done or win.has_exit: break for anim in anims: anim.draw() win.flip()
def __init__(self, config): super().__init__(config=config, width=self.WINDOW_WIDTH, height=self.WINDOW_HEIGHT, visible=False) self.background_colour = tuple(self.BACKGROUND_RGB * 4) self.img_base = ImageBase() self.card_width, self.card_height = self.WINDOW_WIDTH / 12, self.WINDOW_HEIGHT / 4 self.cards = [] self.btn_width, self.btn_height = self.WINDOW_WIDTH / 10, self.WINDOW_HEIGHT / 8 self.set_location(200, 30) self.btn_tints = [255, 255, 255, 255, 255, 255] if random.random() < .1: self.ACTIONS.append("nice") self.card_paddding = self.card_width / 4 self.background_batch = pyglet.graphics.Batch() self.background_batch.add( 4, pyglet.gl.GL_QUADS, None, ('v2i', (0, 0, self.width, 0, self.width, self.height, 0, self.height)), ('c3B', self.background_colour)) self.batch = pyglet.graphics.Batch() self.btns = [] self.model = Mod.Model(self) clock.set_fps_limit(1.0 / 60) pyglet.clock.schedule_interval(self.tick, 1.0 / 60) self.txt, self.money_lbl, self.lbl = "", None, None self.notify("Welcome to BlackJack!") self.update_frame() self.set_visible(True) if self.MUSIC_ON: self.play_music()
def __init__(self, window): self.win = window self.world = World() self.camera = Camera(self.win, zoom=100.0) self.hud = Hud(self.win) clock.set_fps_limit(settings.WINDOW['framerate'])
def __init__(self, *args, **kwargs): super(MainWindow, self).__init__(*args, **kwargs) self.keys = window.key.KeyStateHandler() self.push_handlers(self.keys) # self.set_exclusive_mouse() self.width, self.height, self.rat3d, self.ratex = 640, 480, 1.05, 0.5 self.zoom, self.expand, self.mapping, self.blend = 0, 0, 0, 1 self.fgc, self.bgc = (1.0, 1.0, 1.0, 0.9), (0.1, 0.1, 0.1, 0.1) self.loadfgc, self.loadbgc = (0.4, 0.2, 0.4, 0.3), (0.6, 0.3, 0.6, 0.9) self.instfgc, self.instbgc = (0.1, 0.1, 0.5, 0.9), (0.5, 0.9, 0.9, 0.8) self.instbkwidth, self.instbkheight = 480, 400 bmplen = (self.instbkwidth / 8) * self.instbkheight self.instbkbmp = (ctypes.c_ubyte * bmplen)(*([255] * bmplen)) self.ticktimer, self.tick, self.insttimer, self.inst = 0.5, 0.0, 30, 1 self.printing, self.solver = 1, deque() self.stat = [None, 0, Queue.Queue(512)] # (key(1-9), direc), count, queue self.cmax, self.tanim = 18, [6, 3, 1, 3] # frames in rotate moving, speeds self.tcos, self.tsin = [1.0] * (self.cmax + 1), [0.0] * (self.cmax + 1) for i in xrange(1, self.cmax): t = i * math.pi / (2.0 * self.cmax) # 0 < t < pi/2 self.tcos[i], self.tsin[i] = math.cos(t), math.sin(t) self.tcos[self.cmax], self.tsin[self.cmax] = 0.0, 1.0 # pi/2 regulation self.InitRot() self.InitAxis() self.InitGL(self.width, self.height) self.textures = [None] * (len(self.ary_norm) * 2 + 1 + len(TEXIMG_CHAR)) self.loading, self.dat = 0, [('', 0, 0)] * len(self.textures) resource.add_font(FONT_FILE) self.font = font.load(FONT_FACE, 20) self.fontcolor = (0.5, 0.8, 0.5, 0.9) self.fps_display = clock.ClockDisplay(font=self.font, color=self.fontcolor) self.fps_pos = (-60.0, 30.0, -60.0) clock.set_fps_limit(60) clock.schedule_interval(self.update, 1.0 / 60.0)
def main(): win = pyglet.window.Window(width=800, height=600) anims = [] @win.event def on_key_press(symbol, modifiers): #print 'Flipping', anims for anim in anims: anim.flip() anims.append(Anim('subWalkNorm', 5)) anims.append(BeerThrowAnim()) while not win.has_exit: done = False clock.set_fps_limit(FRAMES_PER_SECOND) while not done: timeChange = clock.tick() win.dispatch_events() for anim in anims: anim.update(timeChange) win.clear() if done or win.has_exit: break for anim in anims: anim.draw() win.flip()
def test_sprite(self): w = pyglet.window.Window(width=320, height=320) image = Image2d.load(ball_png) ball1 = BouncySprite(0, 0, 64, 64, image, properties=dict(dx=10, dy=5)) ball2 = BouncySprite(288, 0, 64, 64, image, properties=dict(dx=-10, dy=5)) view = FlatView(0, 0, 320, 320, sprites=[ball1, ball2]) view.fx, view.fy = 160, 160 clock.set_fps_limit(60) e = TintEffect((0.5, 1, 0.5, 1)) while not w.has_exit: clock.tick() w.dispatch_events() ball1.update() ball2.update() if ball1.overlaps(ball2): if "overlap" not in ball2.properties: ball2.properties["overlap"] = e ball2.add_effect(e) elif "overlap" in ball2.properties: ball2.remove_effect(e) del ball2.properties["overlap"] view.clear() view.draw() w.flip() w.close()
def __init__(self): pyglet.window.Window.__init__(self, vsync=True, fullscreen=True) self.set_mouse_visible(False) self.bgcolor = bgcolor self.size_x, self.size_y = self.get_display_size() self.center = self.size_x * 0.5, self.size_y * 0.5 self.paused = False self.camera = Camera((self.center), 0.1) self.key_actions = { key.ESCAPE: lambda: exit(), key.PAGEUP: lambda: self.camera.zoom(2), key.PAGEDOWN: lambda: self.camera.zoom(0.5), key.LEFT: lambda: self.camera.pan(self.camera.scale, -1.5708), key.RIGHT: lambda: self.camera.pan(self.camera.scale, 1.5708), key.DOWN: lambda: self.camera.pan(self.camera.scale, 3.1416), key.UP: lambda: self.camera.pan(self.camera.scale, 0), key.COMMA: lambda: self.camera.tilt(-1), key.PERIOD: lambda: self.camera.tilt(+1), key.P: lambda: self.toggle_pause(), } self.gl_setup() # schedule the update function at 'fps' times per second clock.schedule_interval(self.update, 1.0 / 100.0) clock.set_fps_limit(max_fps)
def on_key_press(symbol, modifiers): global evolving, fps_limit, grid, show_help if show_help: show_help = False return if symbol == key.H: # show help screen show_help = True if symbol == key.SPACE: # toggle evolving evolving = not evolving if symbol == key.R: # reseed grid seed_grid() if symbol == key.C: # clear grid grid = [[(0, 0)] * 50 for i in range(50)] if symbol == key.UP: fps_limit += 2 if fps_limit > 40: fps_limit = 40 clock.set_fps_limit(fps_limit) if symbol == key.DOWN: fps_limit -= 2 if fps_limit < 2: fps_limit = 2 clock.set_fps_limit(fps_limit)
def test_sprite(self): w = pyglet.window.Window(width=320, height=320) image = Image2d.load(ball_png) ball = Sprite(0, 0, 64, 64, image) view = FlatView(0, 0, 320, 320, sprites=[ball]) w.push_handlers(view.camera) dx, dy = (10, 5) clock.set_fps_limit(30) while not w.has_exit: clock.tick() w.dispatch_events() # move, check bounds ball.x += dx; ball.y += dy if ball.left < 0: ball.left = 0; dx = -dx elif ball.right > w.width: ball.right = w.width; dx = -dx if ball.bottom < 0: ball.bottom = 0; dy = -dy elif ball.top > w.height: ball.top = w.height; dy = -dy # keep our focus in the middle of the window view.fx = w.width/2 view.fy = w.height/2 view.clear() view.draw() w.flip() w.close()
def __init__(self, fullscreen=False, screen=None, width=None, height=None, visible=False, vsync=False, fps=60, show_fps=False): platform = get_platform() display = platform.get_default_display() screens = display.get_screens() screen=screens[screen] self.window = MyWindow(fullscreen=fullscreen, screen=screen, width=width, height=height, visible=visible, vsync=vsync ) # glClearColor(0., 0., 0., 0.0) # glEnable(GL_BLEND) # glEnable(GL_LINE_SMOOTH) # glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) self.clockDisplay = clock.ClockDisplay(color=(1., 1., 1., .8)) if show_fps \ else None self.paused = False clock.set_fps_limit(fps) self.window.on_draw = self.on_draw self.window.on_key_press = self.on_key_press self.window.on_mouse_drag = self.on_mouse_drag self.window.on_mouse_press = self.on_mouse_press
def test_limit_fps(self): """ Test that the clock effectively limits the frames per second to 60 Hz when set to. Because the fps are bounded, we expect a small error (1%) from the expected value. """ ticks = 20 fps_limit = 60 expected_delta_time = ticks*1./fps_limit clock.set_fps_limit(fps_limit) t1 = time.time() # Initializes the timer state. clock.tick() for i in range(ticks): clock.tick() t2 = time.time() computed_time_delta = t2 - t1 self.assertAlmostEqual(computed_time_delta, expected_delta_time, delta=0.01*expected_delta_time)
def __init__(self): pyglet.window.Window.__init__(self,vsync = True,fullscreen=True) self.set_mouse_visible(False) self.bgcolor=bgcolor self.size_x,self.size_y=self.get_display_size() self.center= self.size_x*0.5,self.size_y*0.5 self.paused=False self.camera=Camera((self.center), 0.1) self.key_actions = { key.ESCAPE: lambda: exit(), key.PAGEUP: lambda: self.camera.zoom(2), key.PAGEDOWN: lambda: self.camera.zoom(0.5), key.LEFT: lambda: self.camera.pan(self.camera.scale, -1.5708), key.RIGHT: lambda: self.camera.pan(self.camera.scale, 1.5708), key.DOWN: lambda: self.camera.pan(self.camera.scale, 3.1416), key.UP: lambda: self.camera.pan(self.camera.scale, 0), key.COMMA: lambda: self.camera.tilt(-1), key.PERIOD: lambda: self.camera.tilt(+1), key.P : lambda: self.toggle_pause(), } self.gl_setup() # schedule the update function at 'fps' times per second clock.schedule_interval(self.update, 1.0/100.0) clock.set_fps_limit(max_fps)
def __init__(self): clock.set_fps_limit(35) self.time = 0 self.window = snowui.Window((800,600)) # snowui.GUI is a Widget just like anything else; so it can have a # texture just like anything else! self.gui = snowui.GUI(texture="data/bg.png") self.window.push_handlers(self.gui) # This is a nice gradient that we put over our game. We won't in this # tutorial but we could do some pretty cool fading stuff with it to # change the mood of the game. (such as for levels) self.bg_overlay = rabbyt.Sprite("data/bg_overlay.png") self.bg_overlay.left = 0 self.bg_overlay.bottom = 0 self.bg_overlay.rgba = 0,.7,1,.1 # snowui has a pre-made Button class because it is so common. It also # makes a really good example for how to extend the Widget to do what # you want it to do. quit_button = snowui.Button(texture="data/exit_button.png", rx=5, ry=5, default_color=(1,1,1,.7), hover_color=(.7,0,0,1), callback=sys.exit) self.gui.add(quit_button) # Notice that we aren't using the snowui Button but our own. It is at # the bottom of this tutorial and you'll see how cool it is down there. restart_button = RestartButton(texture="data/restart_button.png", rx=75, ry=24, default_color=(1,1,1,.7), hover_color=(0,1,0,1), shape=(-20,20,20,-20), bounds="rect", callback=self.restart_game) self.gui.add(restart_button) # If you are unsure how all this works take a look at the Button class # in snowui/button.py # And now for our Happy Glacier icon. If you haven't seen arctic paint # you need to check it out at arcticpaint.com! Chance are you got this # tutorial from there though. hg_icon = snowui.Button(texture="data/hg_icon.png", rx=800-89, ry=600-46, hover_color=(.7,.7,1,1), fade_time=.1, bounds="rect") self.gui.add(hg_icon) # Here is where we store the running game. The Game keeps track of all # the gems on the playing field and functions for moving them around and # junk like that. You'll see soon. self.game = Game(self) self.selected_gem = None self.selection_marker = rabbyt.Sprite("data/selection_marker.png") self.selection_marker.alpha = 0
def main_loop(self): clock.set_fps_limit(self.update_fps) while not self.has_exit: self.dispatch_events() self.update_cells() self.draw_grid() clock.tick() self.flip()
def main(): @window.event def on_draw(): draw() dt = clock.tick() pyglet.clock.schedule_interval(update, 1 / 100) clock.set_fps_limit(60) pyglet.app.run()
def _update_flags(self): """Update OpenGL state based on the current flags. """ clock.set_fps_limit(self._animate_rate) glLineWidth(float(self._line_width)) clock.unschedule(SceneViewer.time_event) if self._flags['animate'] or self._flags['record']: clock.schedule_interval(SceneViewer.time_event, 1.0 / self._animate_rate, self)
def __init__(self): self.world = World() self.win = window.Window(fullscreen=False, vsync=True, width=window_dimensions[0], height=window_dimensions[1]) self.camera = Camera(self.win, zoom=200.0) self.hud = Hud(self.win) self.win.push_handlers(self.world.player.key_handler) clock.set_fps_limit(60)
def networkScreen1(windowSurface, WWIDTH, FRAMES, background_image, background_position, role): time.sleep(0.3) while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() windowSurface.blit(background_image, background_position) if role != "solo": displayText(windowSurface, 16, WWIDTH - 75, 25, 'Network Mode', GOLD) displayText(windowSurface, 128, WWIDTH / 2, 125, 'MEGA', RED) displayText(windowSurface, 128, WWIDTH / 2, 275, 'JUMP!', GREEN) displayText(windowSurface, 24, WWIDTH / 2, 400, 'Network Play:', GREEN) displayText(windowSurface, 24, WWIDTH / 2, 450, '1 = Host Game', GREEN) displayText(windowSurface, 24, WWIDTH / 2, 500, '2 = Connect to Game', GREEN) displayText(windowSurface, 24, WWIDTH / 2, 550, '3 = Exit Network Mode', GREEN) displayText(windowSurface, 20, WWIDTH / 2, 620, 'Press Esc to Return to Main Menu', RED) if pygame.key.get_pressed()[ord('1')]: clientSocket = setupServer(windowSurface, background_image, background_position) if clientSocket: role = "server" else: role = "solo" return role, clientSocket if pygame.key.get_pressed()[ord('2')]: serverSocket = setupClient(windowSurface, background_image, background_position) if serverSocket: role = "client" else: role = "solo" return role, serverSocket if pygame.key.get_pressed()[ord('3')]: role = "solo" return role, '' if pygame.key.get_pressed()[K_ESCAPE]: return role, '' pygame.display.flip() clock.set_fps_limit(FRAMES) clock.tick()
def __init__(self): self.world = World() self.win = pyglet.window.Window(fullscreen=True, vsync=True) for i in dir(self): if i.startswith('on_'): setattr(self.win, i, getattr(self, i)) self.camera = Camera(self.win, zoom=100.0) self.hud = Hud(self.win) clock.set_fps_limit(60)
def test_fps_limit(self): clock.set_default(clock.Clock()) clock.set_fps_limit(20) self.assertTrue(clock.get_fps() == 0) t1 = time.time() clock.tick() # One to get it going for i in range(20): clock.tick() t2 = time.time() self.assertTrue(abs((t2 - t1) - 1.) < 0.05)
def __init__(self): self.world = World() self.win = window.Window(fullscreen=False, vsync=True, resizable=True) self.network = Network(self.world.cube.update_quat) self.camera = Camera(self.win, z=4) self.hud = Hud() self.init_gl() clock.set_fps_limit(60)
def __init__(self): self.win = pyglet.window.Window(resizable=True, vsync=True) self.camera = Camera(self.win, zoom=10) self.setup_GL() self._setup_win_handlers() self.network = Network() self.world = World(self.network) self.hud = Hud(self) clock.set_fps_limit(60)
def test_multisample(self): self.set_window() self.angle = 0 clock.set_fps_limit(30) while not self.win.has_exit: dt = clock.tick() self.angle += dt self.render() self.win.flip() self.win.dispatch_events() self.win.close()
def savedGameScreen(savedGames, windowSurface, WWIDTH, WHEIGHT, FRAMES, background_image, background_position): time.sleep(0.3) while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() windowSurface.blit(background_image, background_position) displayTextLJ(windowSurface, 36, 50, 50, 'Saved Games List', RED) displayTextLJ(windowSurface, 24, 50, 100, "Name", RED) displayTextLJ(windowSurface, 24, 200, 100, "Difficulty", RED) displayTextLJ(windowSurface, 24, 350, 100, "Platforms", RED) displayTextLJ(windowSurface, 24, 500, 100, "Record", RED) displayTextLJ(windowSurface, 20, 50, 550, 'Press number to select game or D plus number to delete game', RED) displayTextLJ(windowSurface, 20, 50, 600, 'Escape to return to previous screen', RED) count = 1 for game in savedGames: displayTextLJ(windowSurface, 20, 50, 100 + (count * 30), str(count) + ". " + game['name'], GREEN) displayTextLJ(windowSurface, 20, 200, 100 + (count * 30), game['difficulty'], GREEN) displayTextLJ(windowSurface, 20, 350, 100 + (count * 30), game['pnumber'], GREEN) if game['difficulty'] == "INSANE": displayTextLJ(windowSurface, 20, 500, 100 + (count * 30), "Score: " + game['score'], GREEN) else: displayTime(windowSurface, int(game['record']), 500, 100 + (count * 30), GREEN, 20, "True") count += 1 if not pygame.key.get_pressed()[ord('d')]: for i in range(len(savedGames)): if pygame.key.get_pressed()[ord(str(i+1))]: return savedGames[i], i if pygame.key.get_pressed()[ord('d')]: for i in range(len(savedGames)): if pygame.key.get_pressed()[ord(str(i+1))]: del savedGames[i] saveGames(windowSurface, WWIDTH, WHEIGHT, None, savedGames, None, "Delete") time.sleep(0.5) break if pygame.key.get_pressed()[K_ESCAPE]: return None, None pygame.display.flip() clock.set_fps_limit(FRAMES) clock.tick()
def __init__(self): clock.set_fps_limit(fps) self.fps_display = clock.ClockDisplay() config = pyglet.gl.Config(double_buffer=True) pyglet.window.Window.__init__(self, width=window_width, height=window_height, config=config) self.batch_draw = pyglet.graphics.Batch() x = image_spacing y = window_height - 5*(image_size+image_spacing) self.square = SquareImage(self.batch_draw, x, y, image_size) self.run = False self.schedule = pyglet.clock.schedule_interval(func=self.update, interval=1/float(fps*2))
def __init__(self, wIn, hIn, pX, pY): self.world = World(pX, pY) self.win = window.Window(width=wIn, height=hIn, fullscreen=False, vsync=True) self.camera = Camera(self.win, zoom=pX * 5 + 1) self.hud = Hud(self.win) self.pX = pX self.pY = pY clock.set_fps_limit(30) for x in range(0, pX): for y in range(0, pY): self.world.addEntity(x, pY - y - 1, pX, pY)
def run_test(self): clock.set_fps_limit(30) while not self.w.has_exit: clock.tick() self.w.dispatch_events() self.view.fx += (self.keyboard[key.RIGHT] - self.keyboard[key.LEFT]) * 5 self.view.fy += (self.keyboard[key.UP] - self.keyboard[key.DOWN]) * 5 if self.marker is not None: self.marker.x = self.view.fx self.marker.y = self.view.fy self.view.clear() self.view.draw() self.w.flip() self.w.close()
def main_loop(self): clock.set_fps_limit(30) clock.schedule_interval(self.animate_bird, 0.01) while not self.has_exit: self.dispatch_events() self.clear() self.update() self.draw() #Tick the clock clock.tick() self.flip()
def main(): title_screen() setup_screen() join_screen() host_screen() game_screen() end_screen() manager.set_media(mp) manager.add_widget(my_bg) game_window.push_handlers(manager) #Pyglet Settings schedule_interval(update, 1/120.0) set_fps_limit(120) run()
def test_multisample(self): self.set_window() try: self.angle = 0 clock.set_fps_limit(30) while not self.win.has_exit: dt = clock.tick() self.angle += dt self.render() self.win.flip() self.win.dispatch_events() finally: self.win.close() self.user_verify('Pass test?', take_screenshot=False)
def main(): title_screen() setup_screen() join_screen() host_screen() game_screen() end_screen() manager.set_media(mp) manager.add_widget(my_bg) game_window.push_handlers(manager) # Pyglet Settings schedule_interval(update, 1 / 120.0) set_fps_limit(120) run()
def __init__(self): self.Width, self.Height = 640, 480 self.Window = BannerWindow(self.Width, self.Height) self.Window.set_exclusive_mouse(False) self.Brlyt = None glClearColor(0.0, 0.0, 0.0, 0.0) glClearDepth(1.0) glDepthFunc(GL_LEQUAL) glEnable(GL_DEPTH_TEST) glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_BLEND) glEnable(GL_TEXTURE_2D) clock.set_fps_limit(60)
def __init__(self): self.Width, self.Height = 640, 480 self.Window = BannerWindow(self.Width, self.Height) self.Window.set_exclusive_mouse(False) self.Brlyt = None glClearColor(0.0, 0.0, 0.0, 0.0) glClearDepth(1.0) glDepthFunc(GL_LEQUAL) glEnable(GL_DEPTH_TEST) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_BLEND) glEnable(GL_TEXTURE_2D) clock.set_fps_limit(60)
def init(self, *args, **kwargs): # Setup a clock for frame rate clock.set_fps_limit(settings.FPS_LIMIT) # Setup updates to run once per tick if kwargs.get('noreset', True): clock.schedule(self.update) #--------------------------------------------------------- # MENU. # set up a menu system. It is a hack. # don't let anyone else tell you otherwise. self.menubatch = pyglet.graphics.Batch() self.menugroup = pyglet.graphics.OrderedGroup(1) self.bggroup = pyglet.graphics.OrderedGroup(0) theme = kytten.Theme(fp('theme')) menu_choices = { 'Play Game': self.remove_menu_load_level, 'Help!' : partial(show_help, self, self.menubatch, self.menugroup, theme), 'Quit' : pyglet.app.exit, } def on_select(choice): menu_choices.get(choice)() self.background = load(fp('background.png')) self.dialog = kytten.Dialog( kytten.TitleFrame("Altered Panda", kytten.VerticalLayout([ kytten.Menu(options=[ "Play Game", "Help!", "Quit",], on_select=on_select), ]) ), window=self, batch=self.menubatch, group=self.menugroup, anchor=kytten.ANCHOR_TOP_LEFT, theme=theme ) self.do_draw = True
def main_loop(self): clock.set_fps_limit(30) nodeSize = 5 timer = 0 while not self.has_exit: self.dispatch_events() self.clear() # White, so reset the colour glColor4f(1, 1, 1, 1) gl.glLineWidth(1) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) glColor4f(0, 0, 0, 1.0) clock.tick()
def run(self): clock.set_fps_limit(30) sim_time = 0.0 real_time = 0.0 frames_skipped = 0 while not self.has_exit: real_time += clock.tick() self.dispatch_events() media.dispatch_events() draw = sim_time >= real_time if frames_skipped >= 1: draw = True frames_skipped = 0 real_time = sim_time self.tick(draw) if not draw: frames_skipped += 1 sim_time += 1 / 30.0
def main_loop(self): #Create a font for our Steps label ft = font.load('Arial', 16) #The pyglet.font.Text object to display the steps steps_text = font.Text(ft, y=10, color=(1.0, 0.0, 0.0, 1.0)) clock.set_fps_limit(60) while not self.has_exit: self.dispatch_events() self.move() self.draw() #Tick the clock clock.tick() #Show the number of steps performed by the ant steps_text.text = "Steps: %d" % self.steps steps_text.draw() self.flip()
def clientScreen(s, windowSurface, WWIDTH, FRAMES, background_image, background_position): s.setblocking(0) serverDecision = "" while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() pygame.event.pump() windowSurface.blit(background_image, background_position) displayTextLJ(windowSurface, 24, 50, 50, "Waiting for host to start new game....", GREEN) displayTextLJ(windowSurface, 24, 50, 100, "Press ESC to quit network mode", RED) pygame.display.flip() if pygame.key.get_pressed()[K_ESCAPE]: role = "solo" return role try: serverDecision = receiveData(s) except socket.error as err: pass if serverDecision == "Starting": role = "client" sendData(s, "Received") s.setblocking(1) return role clock.set_fps_limit(FRAMES) clock.tick()
def loop(self): #limite les fps pour éviter de planter l'ordi :o clock.set_fps_limit(60) #variable pour compter les étapes steps = 0 #on fait évoluer l'automate tant que l'user n'a pas cliqué sur la croix (exit) while not self.has_exit: self.dispatch_events() #on fait bouger la fourmi et on met a jour sa case self.cells[self.ant.y][self.ant.x] = not self.cells[self.ant.y][self.ant.x] self.ant.move(not self.cells[self.ant.y][self.ant.x]) self.draw() #update la fenêtre self.flip() #update l'horloge clock.tick() #update le nombre d'étape + affichage steps += 1 print steps
def __init__(self, window): # Setup the world and the window self.world = b2World(gravity = (0,-10), doSleep=True) self.window = window self.keys = key.KeyStateHandler() self.window.push_handlers(self.keys) clock.set_fps_limit(60) self.drawables = [] # Setup some physics parameters self.timeStep = 1.0/60 self.vel_iters, self.pos_iters = 10, 10 #Create the roof self.world.CreateStaticBody( position=pixelToMeter(self.window.width/2, self.window.height), shapes=b2PolygonShape(box=pixelToMeter(self.window.width/2, 1)) ) self.board = self.world.CreateKinematicBody( position=(15,11), shapes=b2PolygonShape(box=(10,1)) ) self.board.gravityScale = 0 self.board.mass = 100 # Define the ball body = self.world.CreateDynamicBody( position=(25.5,30) ) body.CreatePolygonFixture(box=(1,1), density=1, friction=0.3, restitution=0.5) self.drawables.append(body) body.mass = 1 body.angularVelocity = 1 # Set up variables for dynamicall creating shapes self.tempPosList = [] self.tempStartPos = (0,0)
def init(self, name, version): clock.set_fps_limit(FPS_LIMIT) self.fps_display = clock.ClockDisplay() self.camera = Camera((0, 0), 800) self.renderer = Renderer(self.camera) caption = '%s v%s' % (name, version) self.window = Window( caption=caption, fullscreen=True, visible=False) self.window.on_key_press = on_key_press self.window.push_handlers(Keyboard.keystate) graphics = load_graphics() self.world = World() builder = LevelBuilder() seed(1) builder.build(self.world, 75, graphics) self.world.player = Player() self.world.player.add_to_space(self.world.space, (0, 200), 0) self.world.chunks.update(self.world.player.chunks)
def __init__(self): clock.set_fps_limit(fps) self.fps_display = clock.ClockDisplay() monitor = Monitor(1080, 1920, 13.12, 23.43) image_size = monitor.mm_to_px(42) image_spacing = monitor.mm_to_px(3.175) rows = 4 cols = 5 window_width = (cols+1)*image_spacing+cols*image_size # extra row for fps display and sync sensor window_height = (rows+2)*image_spacing+(rows+1)*image_size pyglet.window.Window.__init__(self, width=window_width, height=window_height) self.batch_draw = pyglet.graphics.Batch() squares = [] for i in range(rows + 1): for j in range(cols): x = image_spacing + (j) * (image_size + image_spacing) y = window_height - (i + 1) * (image_size + image_spacing) squares.append(SquareImage(self.batch_draw, x, y, image_size)) self.squares = squares[0:20] self.squares.append(squares[-1]) self.run = False self.schedule = pyglet.clock.schedule_interval(func=self.update, interval=1/float(fps*2))
def run(self): self.done = False clock.set_fps_limit(40) win = window.window xPos = 0 while not self.done: timeChange = clock.tick() events.ConsumeEventQueue() win.dispatch_events() for miscSprite in self.miscSprites: miscSprite.update(timeChange) win.clear() if self.done or win.has_exit: break glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glColor4f(0.65, 0.65, 0.65, 1) if self.moving_bg: for count, bbg in enumerate(self.moving_bg): bbg.blit(count * 800 + xPos, 0) glColor4f(1, 1, 1, 1) self.bg.blit(0,0) for miscSprite in self.miscSprites: miscSprite.draw() win.flip() xPos -= 1 if xPos == -800: xPos = 0 return self.getNextScene()
def __init__(self): vsync = config.IS_VSYNC if config.IS_FULLSCREEN: self.__window = window.Window(fullscreen=True, vsync=vsync) else: width, height = config.WIN_SIZE self.__window = window.Window(width=width, height=height, fullscreen=False, vsync=vsync) self.__winSize = winSize = (self.__window.width, self.__window.height) self.__camera = Camera(winSize) self.__hud = HUD(winSize) self.__inputManager = InputManager() self.__window.on_key_press = self.__inputManager.key_pressed self.__window.on_key_release = self.__inputManager.key_released if config.IS_FPS_LIMIT: clock.set_fps_limit(FPS_LIMIT) glDepthFunc(GL_LEQUAL) glEnable(GL_DEPTH_TEST) self.__world = GameWorld(self) # to musi być na końcu
def __init__(self, w=800, h=600): # leave initially invisible, load fonts, etc. then make visible. window.Window.__init__(self, visible=False) self.fps = clock.ClockDisplay() self.big_font = font_resource(FONT_NAME, size=24) self.small_font = font_resource(FONT_NAME, size=12) self.set_size(w, h) self.set_visible(True) clock.set_fps_limit(30) self.status_text = font.Text(self.small_font, '') self.status_text.y = self.height - self.status_text.height self.status_text.width = self.width # enable alpha-blending since some of our images are semi-transparent. # this must be done after creating the window (and really only once but # it doesn't matter if we have >1 window/view). glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
def main_loop(self): clock.set_fps_limit(30) while not self.has_exit and not self._over: self.dispatch_events() self.update() self.clear() self.draw() # pymunk space update. updates position of all children. self.space.step(1/30.0) clock.tick() #Gets fps and draw it self.fps_label.text = "%d" % clock.get_fps() self.fps_label.draw() try: self.flip() except ctypes.ArgumentError: pass self._window_active = False