def main(options, args): """Start the engine and the game""" registerSounds() registerMusic() registerGraphics() registerEvents() # # Change theme settings if options.theme: theme.updateFromString(options.theme) # # Create the engine engine = startEngine(options) engine.linkEvent(serge.events.E_BEFORE_STOP, stoppingNow) # # Muting mute = serge.blocks.actors.MuteButton("mute-button", "ui", alpha=G("mute-button-alpha")) serge.blocks.utils.addMuteButtonToWorlds(mute, center_position=G("mute-button-position")) # if options.musicoff: mute.toggleSound() # # Initialise the main logic registerAchievements(options) mainscreen.main(options) startscreen.main(options) helpscreen.main(options) creditsscreen.main(options) # if options.debug: serge.builder.builder.main(engine, options.framerate) else: engine.run(options.framerate)
def main(options, args): """Start the engine and the game""" registerSounds() registerMusic() registerGraphics() # if options.musicoff: serge.sound.Music.pause() serge.sound.Sounds.pause() # # Create the engine engine = startEngine(options) # # Initialise the main logic mainscreen.main(options) startscreen.main(options) creditsscreen.main(options) resumescreen.main(options) tutorialscreen.main(options) levelscreen.main(options) # if options.straight: engine.setCurrentWorldByName('main-screen') if options.tutorial: engine.setCurrentWorldByName('tutorial-screen') # if options.debug: serge.builder.builder.main(engine, options.framerate) else: engine.run(options.framerate)
def main(): # # register the resources registerGraphics() # # Create the engine engine = startEngine() # # Initialize the main logic mainscreen.main() # # Run the engine engine.run(G('framerate'))
def main(): # # register the resources registerGraphics() broadcaster = serge.events.getEventBroadcaster() broadcaster.registerEventsFromModule(common) # # Create the engine engine = startEngine() # # Initialize the main logic startscreen.main() # # Run the engine engine.run(G('framerate'))
def main(options, args): """Start the engine and the game""" # # Create the high scores if options.high_score: createHighScores(options) # # Create the engine engine = startEngine(options) engine.linkEvent(serge.events.E_BEFORE_STOP, stoppingNow) # registerSounds() registerMusic() registerGraphics() registerEvents() # # Record a movie if options.movie: serge.blocks.utils.RecordDesktop(options.movie) # # Change theme settings if options.theme: theme.updateFromString(options.theme) # # Muting mute = serge.blocks.actors.MuteButton('mute-button', 'ui', alpha=G('mute-button-alpha')) serge.blocks.utils.addMuteButtonToWorlds( mute, center_position=G('mute-button-position')) # if options.musicoff: mute.toggleSound() # # Initialise the main logic registerAchievements(options) mainscreen.main(options) startscreen.main(options) helpscreen.main(options) creditsscreen.main(options) # if options.debug: serge.builder.builder.main(engine, options.framerate) else: engine.run(options.framerate)
def main(options, args): """Start the engine and the game""" # if not options.log: serge.common.logger.setLevel(logging.ERROR) # # Set rotation type for sprites - smooth_rotate seems to cause ghosting problems # so use the base one, which looks fine even though there is some aliasing serge.visual.Sprite.rotate = serge.visual.Sprite.base_rotate # # Create the engine engine = startEngine(options) # registerSounds() registerMusic() registerGraphics() # # Muting the sound if options.musicoff or options.musiconlyoff: serge.sound.Music.pause() if options.musicoff: serge.sound.Sounds.pause() # # Change theme settings if options.theme: theme.updateFromString(options.theme) # broadcaster = serge.events.getEventBroadcaster() broadcaster.registerEventsFromModule(common) # # Initialise the main logic creditsscreen.main(options) mainscreen.main(options) highscorescreen.main(options) registerAchievements(options) # if options.movie: serge.blocks.utils.RecordDesktop(options.movie) # if options.debug: serge.builder.builder.main(engine, options.framerate) else: engine.run(options.framerate)
def main(options, args): """Run the game""" # # Debug options if options.any: game.Game.check_spelling = False if options.suggest: keypad.KeyPad.can_suggest = True gamestart.Start.possible_holes = map(int, options.holes.split(',')) ### Sounds ### serge.sound.Register.setPath('sound') r = serge.sound.Register.registerItem r('start', 'start.wav') r('begin', 'begin.wav') r('letter', 'letter.wav') r('word', 'word.wav') r('hole', 'hole.wav') r('good-hole', 'good_hole.wav') r('poor-hole', 'poor_hole.wav') r('unletter', 'unletter.wav') r('error', 'error.wav') r('bad-letter', 'badletter.wav') r('end-game', 'end_game.wav') r('sand', 'sand.wav') r('water', 'water.wav') ### Graphics ### serge.visual.Register.setPath('graphics') r = serge.visual.Register.registerItem rf = serge.visual.Register.registerFromFiles r('start-bg', 'start_bg.png') r('course', 'course1.png') r('hole2', 'hole1.png') r('hole1', 'hole1.png') r('logo', 'logo.png') rf('game1', 'game1_%d.png', 2) rf('game2', 'game2_%d.png', 2) rf('game3', 'game3_%d.png', 2) rf('button', 'button%d.png', 2) r('button_back', 'button_back.png') r('big_button_back', 'big_button.png') rf('letter', 'letter_%d.png', 2) r('help-page', 'helppage.png') r('escape-page', 'helppage.png') r('scores-page', 'scorespage.png') r('end-game-page', 'endgamepage.png') r('grass', 'grass.png') r('sand', 'sand.png') r('water', 'water.png') r('hole', 'hole.png') r('past', 'past.png') r('icon', 'wordgolf.ico') # thegame = game.Game(game.holes[0], 1, 3) engine = serge.engine.Engine(title='Word Golf', icon='icon') renderer = engine.getRenderer() course = serge.render.VirtualLayer('course', 0) renderer.addLayer(course) keys = serge.render.VirtualLayer('keys', 1) renderer.addLayer(keys) ui = serge.render.VirtualLayer('ui', 2) renderer.addLayer(ui) result = serge.render.VirtualLayer('results', 3) renderer.addLayer(result) camera = renderer.getCamera() camera.setSpatial(0, 0, 640, 480) ### The main world for the game ### game_world = serge.world.World('game') main = serge.zone.Zone() main.active = True game_world.addZone(main) pad = keypad.KeyPad(game_world, thegame) game_world.addActor(pad) ### The world for the end of game display ### end_world = serge.world.World('end') main = serge.zone.Zone() main.active = True end_world.addZone(main) game_over = gameover.Results(thegame, end_world) end_world.addActor(game_over) ### The world for the start of game display ### start_world = serge.world.World('start') main = serge.zone.Zone() main.active = True start_world.addZone(main) start = gamestart.Start(thegame, start_world) start_world.addActor(start) ### The world for help ### help_world = serge.world.World('help') z = serge.zone.Zone() z.active = True help_world.addZone(z) help = helppage.HelpPage(thegame, help_world) help_world.addActor(help) ### The world for escape ### escape_world = serge.world.World('escape') z = serge.zone.Zone() z.active = True escape_world.addZone(z) escape = escapepage.EscapePage(thegame, escape_world) escape_world.addActor(escape) ### The world for high scores ### scores_world = serge.world.World('scores') z = serge.zone.Zone() z.active = True scores_world.addZone(z) scores = scorespage.ScoresPage(thegame, scores_world) scores_world.addActor(escape) scores_world.activateWorld = scores.activateWorld # Tell the keypad about the high scores table pad.score = scores pad.gamestart = start scores.gamestart = start scores.pad = pad scores.updateTable() game_over.pad = pad game_over.results.visual.pad = pad engine.addWorld(start_world) engine.addWorld(end_world) engine.addWorld(game_world) engine.addWorld(help_world) engine.addWorld(escape_world) engine.addWorld(scores_world) engine.setCurrentWorld(start_world) thegame.tryHole() #serge.builder.builder.main(engine) engine.run(options.framerate)
def main(options, args, observation): """Start the engine and the game""" # # Set the levels to use - this allows us to switch to AI testing # levels rather than the main levels if options.test: import tests theme.setProperty('start-level', 1) common.levels = tests # # Check networkx install if not serge.blocks.utils.checkNetworkXVersion(1.8): return # # Create the high scores if options.high_score: createHighScores(options) # # Create the engine engine = startEngine(options) engine.linkEvent(serge.events.E_BEFORE_STOP, stoppingNow) engine.addWorld(common.TWEENER) # registerSounds() registerMusic() registerGraphics() registerEvents() # # Record a movie if options.movie: serge.blocks.utils.RecordDesktop(options.movie) # # Change theme settings if options.theme: theme.updateFromString(options.theme) # # Muting mute = serge.blocks.actors.MuteButton('mute-button', 'ui', alpha=G('mute-button-alpha')) serge.blocks.utils.addMuteButtonToWorlds( mute, center_position=G('mute-button-position')) # if options.muted: mute.toggleSound() if options.music_off: serge.sound.Music.toggle() # # Initialise the main logic registerAchievements(options) mainscreen.main(options, observation) startscreen.main(options) helpscreen.main(options) creditsscreen.main(options) levelscreen.main(options) actionreplayscreen.main(options) randomlevelscreen.main(options) # if options.debug: serge.builder.builder.main(engine, options.framerate) else: engine.run(options.framerate)
"""Update ourself""" if self.keyboard.isClicked(pygame.K_LEFT): b.setAngle(b.getAngle()+15, True) #b1.getPhysical().body.angle += 0.2 self.log.debug('Moving angle + %d' % b.getAngle()) #list(world.zones)[0]._rtf = 0.001 if self.keyboard.isClicked(pygame.K_RIGHT): b.setAngle(b.getAngle()-15, True) #b1.getPhysical().body.angle += 0.2 self.log.debug('Moving angle + %d' % b.getAngle()) #list(world.zones)[0]._rtf = 0.001 if self.keyboard.isClicked(pygame.K_UP): b.move(20,0) self.log.debug('Moving %s' % b.x) if self.keyboard.isClicked(pygame.K_DOWN): b.move(-20,0) self.log.debug('Moving %s' % b.x) if self.keyboard.isClicked(pygame.K_SPACE): for a in b.getChildren(): self.log.debug('Added gravity to %s' % a) a.getPhysical().body.apply_force((10000,90000)) b.getPhysical().body.apply_force((10000,90000)) self.log.debug('%s, %s, (%s, %s)' % (b.getAngle(), b1.getAngle(), b.getPhysical().body.angle, b1.getPhysical().body.angle)) d = DoIt('doit', 'doit') world.addActor(d) #import pdb; pdb.set_trace() engine.run(60)
def main(options, args): """Start the engine and the game""" # # For ropes and things we typically need a higher number of iterations serge.zone.PHYSICS_ITERATIONS = 100 # # Create the engine engine = startEngine(options) engine.linkEvent(serge.events.E_BEFORE_STOP, stoppingNow) # registerSounds() registerMusic() registerGraphics() registerEvents() # # Change theme settings if options.theme: theme.updateFromString(options.theme) # # Muting mute = serge.blocks.actors.MuteButton('mute-button', 'ui', alpha=G('mute-button-alpha')) serge.blocks.utils.addMuteButtonToWorlds(mute, center_position=G('mute-button-position')) # if options.musicoff: mute.toggleSound() # # Initialise the main logic globals = serge.blocks.singletons.Store.registerItem('globals') globals.history = history.History('history', 'history') globals.last_cave_name = 'RANDOM-CAVE' # registerAchievements(options) if options.skip: mainscreen.main(options) else: startscreen.main(options) # # Force a rendering of the overlay - this puts # up the "loading ..." screen so the user has something # to see while we create the cave and trees etc w = engine.getWorld('start-screen') w.log.info('Rendering overlay') w.renderTo(engine.getRenderer(), 1000) engine.getRenderer().render() pygame.display.flip() # helpscreen.main(options) creditsscreen.main(options) namescreen.main(options) collectionscreen.main(options) # # if options.movie: serge.blocks.utils.RecordDesktop(options.movie) if options.debug: serge.builder.builder.main(engine, options.framerate) else: try: engine.run(options.framerate) except: # Make sure this event is raised so that any workers can be killed engine.processEvent((serge.events.E_BEFORE_STOP, None)) raise # # Display profile statistic if needed if options.engine_profile: prof = engine.getProfiler() data = [(prof.byTag(n).get('renderActor', (0,0))[1], n) for n in prof.getTags()] data.sort() data.reverse() print '\n\nEngine profiling\n\nTag\tTime(s)' for tme, tag in data: print '%s\t%s' % (tag, tme) print '\n\n'