def __init__(self): self.window = sf.RenderWindow(sf.VideoMode(WIDHT, HEIGHT), TITLE, sf.Style.DEFAULT, settings) self.circle = sf.CircleShape(50) self.rectangle = sf.RectangleShape((150, 200)) self.rectangle.position = 200, 100 self.view = sf.View() self.view.reset(sf.Rectangle((0, 0), self.window.size)) self.window.view = self.view
def Init(): """This will setup the window and whatever needs setup (just once) at the start of the program.""" wind = sf.RenderWindow( sf.VideoMode(config.WINDOW_WIDTH, config.WINDOW_HEIGHT), "CS CLUB PROJECT!") #This makes the background of the screen Black. wind.clear(sf.Color.BLACK) wind.framerate_limit = 50 windView = sf.View() return wind, windView
def create_window(self): # create a new window size, bpp = sf.VideoMode.get_desktop_mode() # get bits per pixel w = sf.RenderWindow(sf.VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, bpp), "Tank Commander Panic") # set the window view v = sf.View(sf.Rect((0, 0), (VIEW_WIDTH, VIEW_HEIGHT))) v.viewport = (0.0, 0.0, 1.0, (WINDOW_HEIGHT - HUD_HEIGHT) / WINDOW_HEIGHT) w.view = v # limit the framerate to 60 fps w.framerate_limit = 60 return w
def __init__(self): # Window self.window = sf.RenderWindow(sf.VideoMode(WWIDTH, WHEIGHT), WTITLE, sf.Style.CLOSE | sf.Style.TITLEBAR, SETTINGS) self.window.framerate_limit = 60 # Clock self.clock = sf.Clock() # View self.view = sf.View(sf.Rectangle((0, 0), (WWIDTH, WHEIGHT))) self.window.view = self.view # Loading assets self.load_assets() self.backgrounds = [sf.Sprite(self.bg_texture) for i in xrange(2)] self.grounds = [sf.Sprite(self.ground_texture) for i in xrange(2)] self.grounds[0].position = 0, 409 self.grounds[1].position = 0, 409 # Plane fly_anim = Animation() fly_anim.texture = self.plane_sheet fly_anim.add_frame(sf.Rectangle((0, 0), (88, 73))) fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73))) fly_anim.add_frame(sf.Rectangle((176, 0), (88, 73))) fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73))) self.plane = AnimatedSprite(sf.seconds(0.2), False, True) self.plane.play(fly_anim) self.plane.origin = self.plane.global_bounds.width / 2.0, self.plane.global_bounds.height / 2.0 self.plane.position = sf.Vector2(150, 200) self.plane_speed = sf.Vector2(0.0, 0.0) self.jump_time = None self.plane_jumped = False # Rocks self.rocks = [] self.spawn_rocks()
def __init__(self, window): State.__init__(self, window) #self.debug = [] self.busses = [] self.creatures = [] self.lives = [] self.player = Player(WIDTH / 2, HEIGHT / 2) for i in range(0, random.randint(MIN_GRUES, MAX_GRUES)): creature = Grue(*random_point_not_near(self.player.position)) #print("New Grue at (%s)" % (creature.position)) self.creatures.append(creature) for i in range(0, random.randint(MIN_HEALS, MAX_HEALS)): heal = Lives(random.randrange(0, MAP_WIDTH), random.randrange(0, MAP_HEIGHT)) self.lives.append(heal) self.background = sf.Sprite(sf.Texture.from_file("map2.png")) self.view = sf.View() self.view.reset(sf.Rectangle((0, 0), (WIDTH, HEIGHT))) self.window.view = self.view self.overlay = Overlay(self.player) self.dark_overlay = Overlay(self.player, dark=True) self.life_point_display = PointDisplay( sf.Rectangle((10, 10), (100, 10)), self.player.health, sf.Color.RED) self.stamina_display = PointDisplay( sf.Rectangle((WIDTH - 60 - 10, 10), (60, 10)), self.player.max_stamina, sf.Color.GREEN) self.boss_time = sf.Clock() self.run_timer = sf.Clock() self.treasure_time = sf.Clock() self.stamina_regeneration_timer = sf.Clock() self.is_running = False self.is_dark = False self.has_boss = False self.has_treasure = False
def main(self): # load big resources first cardPath = os.path.join(os.getcwd(), "res", "cardData.json") allCardData = None with open(cardPath, 'r', encoding="utf-8") as f: allCardData = json.load(f) # SET UP THE GRAPHICS WINDOW window = sf.RenderWindow(sf.VideoMode(1100, 800), 'Mana Burn') window.framerate_limit = 60 window.clear() view = sf.View() view.reset(sf.Rectangle((0, 0), (1100, 850))) window.view = view window.display() # figure out the save game situation currentSavedGame = SavedGame() currentScreen = MainScreen(window, view, currentSavedGame, allCardData) # A clock runs and cleans up dead objects periodically cleanupClock = sf.Clock() # THE UPDATE AND GAME LOOP while window.is_open: for event in window.events: if type(event) is sf.CloseEvent: window.close() if type(event ) is sf.KeyEvent and event.code is sf.Keyboard.ESCAPE: window.close() if type(currentScreen) is MainScreen: if type(event) is sf.MouseButtonEvent: currentScreen.checkClicks(window, event) if type(event) is sf.MouseWheelEvent: currentScreen.checkScroll(window, event) window.clear() currentScreen.update() window.display() if cleanupClock.elapsed_time.seconds >= .5: currentScreen.cleanUp() cleanupClock.restart()
def Init(): """This will setup the window and whatever needs setup (just once) at the start of the program.""" config.window = sf.RenderWindow( sf.VideoMode(config.WINDOW_WIDTH, config.WINDOW_HEIGHT), "TileGame") #This makes the background of the screen Black. config.window.clear(sf.Color.BLACK) config.windowView = sf.View() config.windowView.reset( sf.FloatRect(0, 0, config.WINDOW_WIDTH, config.WINDOW_HEIGHT)) #This is required for allowing importlib to import modules within these directories. sys.path.append(os.getcwd() + '\\Components\\') sys.path.append(os.getcwd() + '\\Systems\\') sys.path.append(os.getcwd() + '\\Entities\\')
def init(): global window_View, window_Width, window_Height #Convert the #of chunks into pixel lengths and use that as the window dimensions window = sf.RenderWindow( sf.VideoMode(config.WINDOW_WIDTH, config.WINDOW_HEIGHT), "CS CLUB MAP EDITOR!") window.clear(sf.Color(0, 0, 0)) #Make background black window.framerate_limit = 50 #Just doubled the game update rate window_View = sf.View() window_View.reset( (0, \ 0, \ config.WINDOW_WIDTH, \ config.WINDOW_HEIGHT) ) return window
def __init__(self): # Window self.window = sf.RenderWindow(sf.VideoMode(WWIDTH, WHEIGHT), WTITLE, sf.Style.CLOSE | sf.Style.TITLEBAR, SETTINGS) self.window.framerate_limit = 60 SoundManager.play_background_music() # Clock self.clock = sf.Clock() # View self.view = sf.View(sf.Rectangle((0, 0), (WWIDTH, WHEIGHT))) self.window.view = self.view # Loading assets self.textures = self.load_assets() self.bg = create_sprite(self.textures['bg'], WWIDTH, WHEIGHT, (0, 0)) self.collision_manager = CollisionManager() self.bonus_manager = BonusManager( self.window, { 'life': sf.Texture.from_file("assets/images/red03.png"), 'bullet': sf.Texture.from_file("assets/images/bulletBonus.png"), 'immortality': sf.Texture.from_file("assets/images/heart.png") }, self.collision_manager) self.obstacles = self.create_obstacles() self.bases = self.create_bases() self.player_manager = PlayerManager(self.window.size, DIST_FROM_BASE, self.textures['plane'], self.textures['human'], SPEED) self.obstacles = list(self.create_obstacles()) self.stopped = False self.gameover = create_sprite(self.textures['aliens_win'], self.window.width, self.window.height, (0, 0))
def __init__(self, window): State.__init__(self, window) self.sprite = sf.Sprite(sf.Texture.from_file("endtext.png")) self.view = sf.View() self.view.reset(sf.Rectangle((0, 0), (WIDTH, HEIGHT)))
globalTime = 0 winner = None extinct = False array = np.zeros((50,50)) foodList = [] antList = [] window = sf.RenderWindow(sf.VideoMode(500, 500), "anthill") window.view = sf.View(sf.Rectangle((0, 0), (500, -500))) window.view.center = (250, 250) running = True arraysize = int(array.size ** 0.5) shape = sf.RectangleShape((10, 10)) startup() show = input("Display? ") while running:
MAX_ZOOM = 15 MAP_SIZE_X = 130 MAP_SIZE_Y = 9 SIZE_X_SCALE = int(SIZE_X * 0.75) SIZE_Y_SCALE = int(SIZE_Y * 0.75) DEFAULT_ZOOM = 3 START_LEVEL = "00" LEVEL_INT = 0 w = sf.RenderWindow(sf.VideoMode(SIZE_X, SIZE_Y), "Magic Wizard level editor") #default_view = w.defaultView; view = sf.View() view.reset(sf.Rectangle((0, 0), (SIZE_X_SCALE, SIZE_Y_SCALE))) view.viewport = (0, 0, 0.75, 0.75) view.move(0, TILE_SIZE * 2) edit_rectangle = sf.RectangleShape((SIZE_X_SCALE, SIZE_Y_SCALE)) edit_rectangle.fill_color = sf.Color(255, 0, 0, 200) mouse_select = -1 hud_view = sf.View() hud_view.reset(sf.Rectangle((0, 0), (SIZE_X, SIZE_Y))) hud_view.viewport = (0.75, 0, 1, 1) hud_rectangle = sf.RectangleShape((SIZE_X - SIZE_X_SCALE, SIZE_Y)) hud_rectangle.fill_color = sf.Color(25, 20, 250, 120)