def __init__(self, framework, fov_diag=math.radians(46.8)): super(LunarLanderWindow, self).__init__(resizable=True, visible=False, config=gl.Config(double_buffer=True, depth_size=24, stencil_size=1)) self.framework = framework self.push_handlers(framework.agent) self.simulator = framework.simulator self.dt = self.simulator.dt self.fov_diag = fov_diag self.scaleFactor = 100 self.load_resources() self.set_caption('Lunar Lander') self.fps_display = ClockDisplay() self.set_visible(True) self.start() pyglet.app.run() pyglet.clock.unschedule(self.update)
def __init__(self, window): self.window = window window.set_fullscreen(True) self.fps = ClockDisplay() self.mesh_width = 512 self.mesh_height = 512 self.width = 1024 self.height = 1024 self.shaders = {} self.framebuffer = Framebuffer() self.window.push_handlers(self) font_dir = here('style/fonts') for name in res_listdir(here('style/fonts')): font_path = os.path.join(font_dir, name) pyglet.font.add_file(res_open(font_path)) self.root = Root(self.window, here('style/style.hss')) self.file_open = FileOpen(self.root, pattern=r'.*\.lth$') self.file_open.on_file = self.open self.file_save = FileSave(self.root, pattern=r'.*\.lth$') self.file_save.on_file = self.save self.export_png_dialog = FileSave(self.root, pattern=r'.*\.png$') self.export_png_dialog.on_file = self.export_png self.work_area = Area(id='sidebar').append_to(self.root) self.workspace = Workspace().append_to(self.work_area) self.canvas = LineCanvas().append_to(self.workspace) self.processing_view = Screen(0, 0, self.width, self.height) self.terrain = Terrain(self) self.export_obj_dialog = FileSave(self.root, pattern=r'.*\.obj$') self.export_obj_dialog.on_file = self.terrain.export_obj self.export_heights_dialog = FileSave(self.root, pattern=r'.*\.farr$') self.export_heights_dialog.on_file = self.terrain.export_float_array self.viewport = View3d(self).append_to(self.root) self.toolbar = Toolbar(self) self.node_factory = NodeFactory(self) pyglet.clock.schedule_interval(self.update, 0.05) pyglet.clock.schedule(lambda delta: None) #DEBUG self.temp = self.create_texture() self.height_reset = self.shader('height_reset.frag') self.nodes = [] self.export_target = Texture(self.width, self.height, format=GL_RGB)
from pyglet.clock import schedule_interval from pyglet.window import Window from client.gui import Background from client.gui import Button from client.gui import QuitButton from client.gui import TextWidget from client.gui import UILabel from client.gui import MyRectangle from client.manager import GameManager from client.view_objects import Player from game.resources import Resources game_window = Window(Resources.window_width, Resources.window_height) game_window.set_caption("Push") game_window.set_location(Resources.center_x,Resources.center_y) fps = ClockDisplay() manager = GameManager() manager.set_window(game_window) # Object Batches per state # title_batch = Resources.batches['title'] setup_batch = Resources.batches['setup'] host_batch = Resources.batches['host'] join_batch = Resources.batches['join'] game_batch = Resources.batches['game'] end_batch = Resources.batches['end'] # End of Batches my_bg = Background(name = 'my_bg', img = Resources.sprites['title_bg'])
def init(self): self.fps_display = ClockDisplay()
from pyglet.window import key from pyglet.gl import( glLoadIdentity, glMatrixMode, gluOrtho2D, GL_MODELVIEW, GL_PROJECTION, ) from utils.cfg import WIDTH, HEIGHT, CENTX, CENTY # constants import rules import cells #--- CONSTANTS ---------------------------------------------------------------- FRAMERATE = 1.0/60 MOVIE_FRAMERATE = 1.0 / 25 # framerate for movie export CLOCKDISPLAY = ClockDisplay() # how to render bigger than screen to file with resize for display # TODO #--- GLOBALS ------------------------------------------------------------------ paused = False show_fps = False fullscr = True #--- PYGLET Window setup ------------------------------------------------------ VIEW = pyglet.window.Window(resizable=True) VIEW.set_fullscreen(fullscr) VIEW.set_mouse_visible(False) def gl_setup(): # general GL setup glMatrixMode(GL_PROJECTION) glMatrixMode(GL_MODELVIEW)