def test_load_save(): # fix pyglet resource path import os pyglet.resource.path.append(os.path.join(os.path.abspath(os.path.dirname(__file__)), '..')) pyglet.resource.reindex() director.init(width=640, height=480) mapname = 'data/testwptmap.json' layer = WptLayer(mapname) wpts = [(0,1),(5,7)] layer.spawn_many(wpts) res=layer.get_wpt_list() ## print 'wpts:',wpts ## print 'res:',res assert(wpts==res) layer.save_private() layer.clear() assert(len(layer.children)==0) assert(layer.modified==False) layer.load_private() reloaded = layer.get_wpt_list() print 'wpts:',wpts print 'reloaded:',res assert(wpts==reloaded) main_scene = cocos.scene.Scene (layer) director.run (main_scene)
def main(): print(description) director.init(width=sw, height=sh, resizable=True) test_layer = TestLayer() main_scene = cocos.scene.Scene(test_layer) main_scene.add(MouseManager(test_layer)) director.run(main_scene)
def test_graph_build(): class TestLayer(TestBedLayer): is_event_handler = True def __init__(self): super( TestBedLayer, self ).__init__() self.vnodes = [] self.add_circle(center,radius) self.add_wpts(list(wps)) fn_visibles = visiblesball_factory(V2(center[0],center[1]),radius) self.wpnav = WaypointNav(wps,fn_visibles) for r,s in zip(wps,self.wpnav.points): assert(geom.dist(r,s)<1.0e-4) print 'self.wpnav.adj[0]:',self.wpnav.adj[0] self.last_i = 0 self.last_j = 0 #add all arcs wpnav = WaypointNav(wps,fn_visibles) points = wpnav.points for i,adj_i in enumerate(wpnav.adj): for j in adj_i: sprites = self.add_line(points[i],points[j]) self.add_named('L%d %d'%(i,j),sprites) # fix pyglet resource path pyglet.resource.path.append(os.path.join(os.path.abspath(os.path.dirname(__file__)), '..')) pyglet.resource.reindex() director.init(width=800, height=600) test_layer = TestLayer () main_scene = cocos.scene.Scene (test_layer) director.run (main_scene)
def __init__(self, folder): director.init( width=800, height=600, caption="Image Viewer", fullscreen=False, do_not_scale=True, resizable=True ) bg = BackgroundLayer(0, 0, 0, 255, width=800, height=600) img = ImageLayer() info = FileInfoLayer() self.scene = SingleImageScene() self.scene.add(bg, z=1, name = "bg") self.scene.add(img, z=4, name = "img") self.scene.add(info, z=9, name = "info") self.scene.push_all_handlers() self.slideshowController = SlideshowController(folder) self.slideshowController.add_model_update_handlers( [bg, img, info] ) director.window.push_handlers(self.slideshowController) director.window.push_handlers(bg) director.window.push_handlers(img) director.window.push_handlers(info) print ("INIT >>> SingleImageScene.init()")
def main(): show_common_text() autoscale = True if autoscale: show_mode_1_text() else: show_mode_2_text() director.init(view_width, view_height, autoscale=autoscale) scene = TestScene() world_layer = SquareLand(world_width, world_height) scroller = cocos.layer.ScrollingManager() if autotest: def resize_scroller(): scroller.scale = 0.75 w, h = world_width, world_height template_action = ( Delay(0.05) + CallFunc(world_layer.teleport_player, 0, 0) + Delay(1) + CallFunc(world_layer.teleport_player, w//2, 0) + Delay(1) + CallFunc(world_layer.teleport_player, w//2, h) +Delay(1) + CallFunc(world_layer.teleport_player, w, h) + Delay(1) + CallFunc(resize_scroller) + Delay(1) + CallFunc(director.window.set_size, 800, 600) + CallFunc(world_layer.update_after_change) ) world_layer.do(template_action) scroller.add(world_layer) scene.add(scroller) director.run(scene)
def main(): print(description) director.init(width=view_width, height=view_height) scene = cocos.scene.Scene() city = City() scene.add(city) director.run(scene)
def main(): director.init() main_scene = cocos.scene.Scene() main_scene.add( ColorLayer( 255, 0, 0, 255 ) ) main_scene.add( TestLayer() ) main_scene.do( ScaleTo( 0.5, 2 ) ) director.run (main_scene)
def main(): director.init( resizable=True ) main_scene = cocos.scene.Scene() main_scene.add( L() ) director.run( main_scene )
def main(): print(description) director.init() bg_layer = cocos.layer.ColorLayer(255,0,0,255) test_layer = SwitchLayer() main_scene = cocos.scene.Scene (test_layer) director.run (main_scene)
def main(): global keyboard # Declare this as global so it can be accessed within class methods. # Initialize the window. director.init(width=500, height=300, do_not_scale=True, resizable=True) # Create a layer and add a sprite to it. player_layer = layer.Layer() me = sprite.Sprite('human-female.png') player_layer.add(me) # Set initial position and velocity. me.position = (100, 100) me.velocity = (0, 0) # Set the sprite's movement class. me.do(Me()) # Create a scene and set its initial layer. main_scene = scene.Scene(player_layer) # Attach a KeyStateHandler to the keyboard object. keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) # Play the scene in the window. director.run(main_scene)
def main(): print description director.init( width=width, height=height, resizable=False ) director.window.set_caption('aspect ratio and fullscreen - see console for usage') scene = cocos.scene.Scene() scene.add(TestLayer()) director.run( scene )
def start(): director.init(width=CONF.window_width, height=CONF.window_height, caption=CONF.caption) scene = Scene() scene.add(menu.MainMenu(), z=1) director.run(scene)
def main(): print "records 6 seconds, snapshots in the tmp subdir" director.set_recorder(25, "tmp/frame-%d.png", 6) director.init() test_layer = TestLayer () main_scene = cocos.scene.Scene (test_layer) director.run (main_scene)
def main(): pyglet.clock.schedule(lambda dt: reactor.resume()) pyglet.clock.schedule(anim.add_time) director.init(resizable=True, width=1024, height=768) menu_scene = Scene(HierarchicalMenu(MainMenu())) director.run(menu_scene)
def main(): global keyboard # initialzing the director. the director creates the window for the game director.init(width=400, height= 600, autoscale=True, resizable = True) # creating a layer using the cocos2d platform # different layers are used for each aspect of the game, i.e. the main character or background game_layer = layer.Layer() #creating a Sprite for the main character heroimage = pyglet.resource.image('hero.png') player = HeroShip(heroimage) #heroShip.cshape = cm.AARectShape(eu.Vector2(heroShip.position), 32, 32) #adding the main character to the 'player_layer' layer game_layer.add(player) #initializing the main character's position and velocity #heroShip.position = (100, 100) #heroShip.velocity = (0, 0) #creating a background layer background_layer = layer.Layer() background = sprite.Sprite('space_wallpaper.png') #adding backgound image to background layer background_layer.add(background) AsteroidImage = pyglet.resource.image('asteroid.png') asteroid = Asteroid(AsteroidImage, (200, 400)) #adding asteroids to game layer game_layer.add(asteroid) game_layer.add(CollisionManager(player, asteroid)) #initializing pyglet, which allows for keyboard import for character movement keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) #assigning the movement class to the heroShip sprite player.do(HeroShipMovement()) #asteroid_1.do(actions.MoveBy( (0, -600), 4) ) #asteroid_2.do(actions.MoveBy( (100, -600), 8) ) main_scene = scene.Scene(background_layer, game_layer) director.run(main_scene)
def main(): director.init(**resources.settings['window']) scene = Scene() scene.add(MultiplexLayer( MainMenu(scene), LevelSelectMenu(), OptionsMenu(), ScoresLayer(), HelpLayer(), AboutLayer() ), z=1) director.set_show_FPS(resources.settings["general"]["showFps"]) w, h = director.get_window_size() # Music - moved to resources # 1st Try - doesnt play anything # scene.load_music("assets/music.wav") # scene.play_music() # 2nd Try - static noise louder than music # music = pyglet.resource.media("assets/music.wav", streaming = True) # music.play() # 3rd Try - music stops after ca. 1 min (even when piece was longer) # and doesnt repeat as it should # music_player = pyglet.media.Player() # music = pyglet.resource.media("assets/music.wav", streaming = False) # music_player.queue(music) # music_player.eos_action = music_player.EOS_LOOP director.run(scene)
def main(): director.init( resizable=True ) main_scene = cocos.scene.Scene() white = ColorLayer(255,255,255,255) red = ColorLayer(255,0,0,255) blue = ColorLayer(0,0,255,255) green = ColorLayer(0,255,0,255) x, y = director.get_window_size() red.scale = 0.75 blue.scale = 0.5 blue.transform_anchor = 0, 0 green.scale = 0.25 green.transform_anchor = x,y red.add( Sprite( 'grossini.png', (0, y/2) ), z=1 ) blue.add( Sprite( 'grossini.png', (0, y/2) ), z=1 ) green.add( Sprite( 'grossini.png', (0, y/2) ), z=1 ) red.add( Sprite( 'grossini.png', (x, y/2) ), z=1 ) blue.add( Sprite( 'grossini.png', (x, y/2) ), z=1 ) green.add( Sprite( 'grossini.png', (x, y/2) ), z=1 ) main_scene.add( white, z=0 ) main_scene.add( red, z=1 ) main_scene.add( blue, z=2 ) main_scene.add( green, z=3 ) director.run (main_scene)
def run(self): logger.info("importing") from cocos.director import director from .cocos_scene.graphics import SlideScene from .cocos_scene.control import RemoteControlLayer logger.info("started") director.init(**config.window) if ( config.scale_down ): director.window.set_size(640, 360) if ( config.fullscreen ): director.window.set_fullscreen(True) if ( config.font_files ): for font in config.font_files: pyglet.resource.add_font(font) director.window.set_mouse_visible(False) RemoteControlLayer().set_task(self.task) RemoteControlLayer().set_callback(self._get_callback()) self.slide=OverrideSlide(**config.empty_slide) self.scene=SlideScene(self.slide) director.run(self.scene) # Destroy window if director exits director.window.set_mouse_visible(True) director.window.close() logger.info("ended") #thread.end() return True
def main(): global keyboard, scroller director.init(width=800, height=600, autoscale=False, resizable=True) """ car_layer = layer.ScrollableLayer() car = cocos.sprite.Sprite('car.png') car_layer.add(car) car.position = (200, 100) car.max_forward_speed = 200 car.max_reverse_speed = -100 car.do(DriveCar()) """ # scroller.add(car_layer) level_map = tiles.load('test-field.tmx') bg_layer = level_map['bg'] walls_layer = level_map['walls'] scroller = layer.ScrollingManager() scroller.add(bg_layer) scroller.add(walls_layer) main_scene = cocos.scene.Scene(scroller) keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) """ def on_key_press(key, modifier): if key == pyglet.window.key.Z: if scroller.scale == .75: scroller.do(actions.ScaleTo(1, 2)) else: scroller.do(actions.ScaleTo(.75, 2)) elif key == pyglet.window.key.D: bg_layer.set_debug(True) director.window.push_handlers(on_key_press) """ director.run(main_scene)
def run(self): debug.msg('Starting game') # Load configuration file self.load_config(util.resource.path('game.conf')) # Create window debug.msg('Creating window') director.init(width=self.config.getint('Graphics', 'screen_width'), height=self.config.getint('Graphics', 'screen_height'), do_not_scale=True, resizable=True, fullscreen=self.config.getboolean('Graphics', 'fullscreen')) director.show_FPS = True debug.msg('Chipmunk version ' + pymunk.chipmunk_version) debug.msg('Pymunk version ' + pymunk.version) # Run game scene scene = gamescene.GameScene() #scene.add(editor.EditorLayer(), z=1) scene.add(gameplay.GameplayLayer(), z=1) debug.msg('Starting game director') director.run(scene) debug.msg('Exiting game')
def main(): director.init() test_layer = TestLayer () # note test_layer is NOT in the scene main_scene = cocos.scene.Scene() test_layer.do( RotateBy(360, duration=2) ) director.run (main_scene)
def main(): print description director.init() test_layer = TestLayer () main_scene = cocos.scene.Scene (test_layer) director.run (main_scene) print description
def main(): """ test split layers """ from cocos.scene import Scene from cocos.director import director director.init() window_size = director.get_window_size() window_rect = Rect(0, 0, *window_size) distance = window_size[0] * 3 / 4 main_rect, rest_rect = split_horizontal(window_rect, distance) status_height = 80 status_rect, menu_rect = split_vertical(rest_rect, status_height) main_layer = SplitLayer(main_rect) menu_layer = SplitLayer(menu_rect, color=(255, 255, 0, 255)) status_layer = SplitLayer(status_rect, color=(255, 0, 255, 255)) scene = Scene() scene.add(main_layer, z=0) scene.add(menu_layer, z=1) scene.add(status_layer, z=2) director.run(scene)
def main(): print description director.init() bg_layer = cocos.layer.ColorLayer(255,0,0,255) test_layer = PrintKey() main_scene = cocos.scene.Scene (bg_layer, test_layer) director.run (main_scene)
def main(): global keyboard,projectiles,spawnMax,reloadTime,spawnRate # Declare this as global so it can be accessed within class methods. # Initialize the window. projectiles=[] spawnMax=10 reloadTime=1.0 spawnRate=1.0 director.init(width=1000, height=600, do_not_scale=True, resizable=True) # Create a layer and add a sprite to it. global player_layer player_layer = layer.Layer() spawner = sprite.Sprite('ball.jpg') player_layer.add(spawner) # Set initial position and velocity. spawner.position = (0, randint(0,600)) spawner.velocity = (0, 0) spawner.visible=False # Set the sprite's movement class. spawner.do(Spawner()) # Create a scene and set its initial layer. main_scene = scene.Scene(player_layer) # Attach a KeyStateHandler to the keyboard object. keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) # Play the scene in the window. director.run(main_scene)
def main(): director.init() main_scene = cocos.scene.Scene() main_scene.add( ColorLayer( 255, 0, 0, 255 ) ) main_scene.add( TestLayer() ) main_scene.do( RotateBy( 360, 2 ) ) director.run (main_scene)
def main(): director.init( resizable=True ) main_scene = cocos.scene.Scene() main_scene.add( ColorLayer(0,0,0,255), z=0 ) main_scene.add( L(), z=1 ) director.run( main_scene )
def test_new_tower(self): """test case when new tower is added without modifying anything in pause """ testtower_name = len(resources.tower) + 1 resources.tower[testtower_name] = {} for lvl in range(1, 4): att_dict = eval( str({'tower': testtower_name, 'lvl': lvl, 'image': 'tower01.png', 'damage': 7, 'range': 200, 'firerate': 2, 'projectileSpeed': 1000, 'cost': 50, 'projectileImage': 'projectile01.png', 'effect': 'normal', 'effectDuration': 5, 'effectFactor': 0})) try: att_dict["image"] = resources.load_image("tower01.png") except FileNotFoundError: print("Error: Image not found: {}".format("tower01.png")) try: att_dict["projectileImage"] = resources.load_image( "projectile01.png") except FileNotFoundError: print("Error: Image not found: {}".format("projectile01.png")) resources.tower[testtower_name][lvl] = att_dict director.init(**settings['window']) pause.PauseLayer.__init__(pause.PauseLayer())
def main(): global keyboard, scroller from cocos.director import director director.init(width=600, height=300, do_not_scale=True, resizable=True) car_layer = layer.ScrollableLayer() car = cocos.sprite.Sprite('car.png') car_layer.add(car) car.position = (200, 100) car.max_forward_speed = 200 car.max_reverse_speed = -100 car.do(DriveCar()) scroller = layer.ScrollingManager() test_layer = tiles.load('road-map.xml')['map0'] scroller.add(test_layer) scroller.add(car_layer) main_scene = cocos.scene.Scene(scroller) keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) def on_key_press(key, modifier): if key == pyglet.window.key.Z: if scroller.scale == .75: scroller.do(actions.ScaleTo(1, 2)) else: scroller.do(actions.ScaleTo(.75, 2)) elif key == pyglet.window.key.D: test_layer.set_debug(True) director.window.push_handlers(on_key_press) director.run(main_scene)
def main(): """ Run Intro or Menu""" director.init(width=800, height=600) if no_intro : director.run(menu.Menu()) else: director.run(intro.IntroScene())
#button down elif keyboard[key.DOWN] == 1: if map_arr[px + 1][py] in [2, 3, 4, 5]: box_n = 'box' + str(map_arr[px + 1][py]) + '_layer' if map_arr[px + 2][py] == 0: self.player_layer.move_down() exec("self." + box_n + ".move_down()") elif map_arr[px + 1][py] == 1: pass elif map_arr[px + 1][py] == 0: self.player_layer.move_down() if __name__ == "__main__": director.init(width=640, height=448, caption="sokoban") keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) map_arr = [] for i in range(0, 7): new_line = [] for j in range(0, 10): new_line += [0] map_arr += [new_line] for i in range(0, 10): map_arr[0][i] = 1 map_arr[6][i] = 1
sys.path.insert(0, os.path.join(os.path.dirname(__file__), '..')) # import cocos from cocos.director import director from cocos.actions import FadeTo from cocos.sprite import Sprite import pyglet class TestLayer(cocos.layer.Layer): def __init__(self): super( TestLayer, self ).__init__() x,y = director.get_window_size() self.sprite = Sprite( 'grossini.png', (x/2, y/2) ) self.add( self.sprite ) self.sprite.do( FadeTo(0, 10 ) ) self.sprite2 = Sprite('grossini.png', (x/4*3,y/2), opacity=0) self.add( self.sprite2 ) self.sprite2.do( FadeTo(255, 10 ) ) if __name__ == "__main__": director.init() test_layer = TestLayer () main_scene = cocos.scene.Scene (test_layer) director.run (main_scene)
# import cocos from cocos.director import director from cocos.actions import * from cocos.layer import * import pyglet from pyglet.gl import * class BackgroundLayer( cocos.layer.Layer ): def __init__(self): super( BackgroundLayer, self ).__init__() self.img = pyglet.resource.image('background_image.png') def draw( self ): glPushMatrix() self.transform() self.img.blit(0,0) glPopMatrix() if __name__ == "__main__": director.init( resizable=True ) main_scene = cocos.scene.Scene() main_scene.add( BackgroundLayer(), z=0 ) main_scene.do( Twirl( twirls=2, center=(320,240), amplitude=1, grid=(32,24), duration=10) ) director.run (main_scene)
def main(): director.init() test_layer = TestLayer() main_scene = cocos.scene.Scene(test_layer) director.run(main_scene)
# but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with RCr. If not, see <http://www.gnu.org/licenses/>. import os from cocos.director import director import pyglet from menu import MenuScene from cups import Cup import profiles from game_state import state director.init(width=1024, height=768, caption="""RCr: Larry's Lawn""") pyglet.resource.path.extend(['img', os.path.join('cups', 'garden')]) pyglet.resource.reindex() pyglet.font.add_directory('fonts') # TODO: non-fixed state.cup = Cup('garden') menu_scene = MenuScene() director.run(menu_scene)
def main(): director.init() test_layer = TestLayer() main_scene = cocos.scene.Scene() main_scene.add(test_layer, name='test_layer') director.run(main_scene)
def main(): global keyboard # initialzing the director. the director creates the window for the game director.init(width=400, height=600, autoscale=True, resizable=True) # creating a layer using the cocos2d platform # different layers are used for each aspect of the game, i.e. the main character or background game_layer = layer.Layer() #creating a Sprite for the main character # heroimage = pyglet.resource.image('hero.png') # player = HeroShip(heroimage) #heroShip.cshape = cm.AARectShape(eu.Vector2(heroShip.position), 32, 32) #adding the main character to the 'player_layer' layer # game_layer.add(player) #initializing the main character's position and velocity #heroShip.position = (100, 100) #heroShip.velocity = (0, 0) #creating a background layer background_layer = layer.Layer() background = sprite.Sprite('space_wallpaper.jpeg') background.position = (200, 300) #adding backgound image to background layer background_layer.add(background) #adding sprites that contain the asteroid images. # asteroid_1 = sprite.Sprite('asteroid.png') # asteroid_1.cshape = cm.CircleShape(eu.Vector2(asteroid_1.position), 16) # asteroid_2 = sprite.Sprite('asteroid_2.png') # asteroid_2.cshape = cm.CircleShape(eu.Vector2(asteroid_1.position), 16) # asteroid_1.position = (150, 550) # asteroid_1.velocity = (0, 1000) # asteroid_2.position = (200, 550) # asteroid_2.velocity = (100, 25) #adding asteroids to game layer # game_layer.add(asteroid_1) # game_layer.add(asteroid_2) #initializing pyglet, which allows for keyboard import for character movement keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) #assigning the movement class to the heroShip sprite # player.do(HeroShipMovement()) # asteroid_1.do(actions.MoveBy( (0, -600), 4) ) # asteroid_2.do(actions.MoveBy( (100, -600), 8) ) game_layer2 = GameLayer() main_scene = scene.Scene(background_layer, game_layer, game_layer2) director.run(main_scene)
import pyglet.resource from cocos.director import director from mainmenu import new_menu if __name__ == '__main__': # add images to resource path pyglet.resource.path.append('assets') pyglet.resource.reindex() pyglet.font.add_file('assets/Oswald-Regular.ttf') director.init(caption='WCTC Defense') director.run(new_menu())
def main(): director.init(caption="Cocos Invaders", width=800, height=650) game_layer = GameLayer() main_scene = Scene(game_layer) director.run(main_scene)
def main(): director.init(width=600, height=300, do_not_scale=True, resizable=True) main_scene = TestScene() director.run(main_scene)
self.hiring.enter_ok(self.entered_cell.town.type_city) self.hiring.close_window() self.menu = False elif self.rules: self.button_exit = [1063, 74, 1117, 128] if self.button_exit[0] < x < self.button_exit[2] and \ self.button_exit[1] < y < self.button_exit[3]: self.rul.close_window() self.rules = False window_w, window_h = 1300, 800 if platform == 'darwin': director.init(width=window_w, height=window_h, fullscreen=True) else: director.init(width=window_w, height=window_h) game_session = session.Session( 4, ["Player 1", "Player 2", "Player 3", "Player 4"]) scene = Scene(MouseDisplay()) scene.add(MultiplexLayer( menu.MainMenu(), menu.SavedGames(), menu.Rules(), menu.Information(), menu.NewGame(), menu.Endgame(), ),
def main(): director.init() test_layer = cocos.layer.ColorLayer(255, 0, 0, 255) main_scene = cocos.scene.Scene(test_layer) director.run(main_scene)
# make a distant point magi = 1.0 / ((dx * dx + dy * dy)**0.5) x = px + dx * magi * 99 y = py + dy * magi * 99 return self.__mechanics.raycast(src=(px, py), dst=(x, y)) def __deepcopy__(self, memo): # the cocos framework does a deepcopy on the action and we need refs, so skip that return self class BotAI: def update(self, cast_laser): ''' Returns a movement vector ''' raise NotImplementedError('overwrite this') if __name__ == '__main__': if len(sys.argv) != 2: print('Invalid num of args; syntax is: python {} <ai module name>'. format(sys.argv[0])) exit(1) director.init(width=Main.WIDTH, height=Main.HEIGHT, autoscale=True, resizable=True) director.run(cocos.scene.Scene(Main()))
def __init__(self): super().__init__() bg = cocos.sprite.Sprite("backgroundtest.png") bg.scale = 2.0 bg.position = bg.width // 2, bg.height // 2 self.px_width = 2400 self.px_height = 2400 self.add(bg) if __name__ == "__main__": director.init(width=1280, height=720, caption="Tutorial 1: My Cocos Window") director.window.pop_handlers() keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) player = Cow1() bg_layer = Background() scroller = cocos.layer.ScrollingManager() scroller.add(bg_layer) scroller.add(player) test_scene = cocos.scene.Scene() test_scene.add(scroller)
def new_game(): director.init(resizable=False, width=1024, height=768) scene = Scene() scene.add(BackgroundLayer(), z=0) scene.add(MultiplexLayer(MainMenu(), ), z=1) director.run(scene)
def main(): director.init() test_layer = TestBatch() main_scene = cocos.scene.Scene(test_layer) director.show_FPS = True director.run(main_scene)
def main(): director.init(resizable=True) interpreter_layer = cocos.layer.PythonInterpreterLayer() main_scene = cocos.scene.Scene(interpreter_layer) director.run(main_scene)
def main(): print description director.init(resizable=True) scene = get_test_scene() director.run(scene)
boid = Boid(self.blackboard) boid.position = (random.randint(0, 200), random.randint(0, 200)) boid.rotation = random.randint(1, 360) self.add(boid) boids.append(boid) return boids def on_enter(self): """Code to run when the Layer enters the scene. """ super(BoidLayer, self).on_enter() self.boids = self.makeBoids() self.manager.set_focus(0, 0) if __name__ == "__main__": import sys if len(sys.argv) == 2: how_many = int(sys.argv[1]) else: how_many = 50 director.init(resizable=True, caption="Owyl Behavior Tree Demo: Boids", width=1024, height=768) s = Scene(BoidLayer(how_many)) director.run(s)
#! /usr/bin/env python from cocos.director import director director.init(width=1024, height=768) import pyglet pyglet.resource.path.append('data') pyglet.resource.reindex() pyglet.resource.add_font('Prototype.ttf') from cocos.scene import Scene from gamelib.ui.splash import splash director.run(splash())
def run(): director.init() sample_scene = SampleScene() director.run(sample_scene)
def main(): font.add_directory('.') director.init(resizable=True) director.run(Scene(MainMenu()))
def main(): director.init(width=view_width, height=view_height) scene = cocos.scene.Scene() city = City() scene.add(city) director.run(scene)
def main(): director.init(caption = "Hello World!", width = 320, height = 240) scene = Scene(HelloWorld()) director.run(scene)
def main(): print description director.init() test_layer = TestLayer() main_scene = cocos.scene.Scene(test_layer) director.run(main_scene)
gameview.get_newgame(), 1.5)) def on_options(self): self.parent.switch_to(1) def on_scores(self): self.parent.switch_to(2) def on_quit(self): pyglet.app.exit() if __name__ == "__main__": pyglet.resource.path.append('data') pyglet.resource.reindex() font.add_directory('data') if sys.platform == 'darwin': director.init(resizable=False, width=600, height=720) else: director.init(autoscale=False, width=600, height=720) scene = Scene() scene.add(MultiplexLayer( MainMenu(), OptionsMenu(), ScoresLayer(), ), z=1) scene.add(BackgroundLayer(), z=0) director.run(scene)
l.append(MenuItem('New_game', self.new_game)) l.append(MenuItem('Load_game', self._load_game, layer)) l.append(MenuItem('Quit', self.quit)) self.create_menu(l, zoom_in(), zoom_out()) def new_game(self): new_game(self.map) def _load_game(self, layer): sl = Saveload(1280, 720, None, 'load') layer.add(sl) self.kill() def quit(self): director.pop() if __name__ == '__main__': pyglet.resource.path = ['./img'] pyglet.resource.reindex() director.init(caption='The Lost Books', width=1280, height=720) director.show_FPS = True img = pyglet.resource.image('cursor/sword.png', flip_x=True) img.width, img.height = 40, 40 img.anchor_x, img.anchor_y = 20, 20 cursor = pyglet.window.ImageMouseCursor(img) director.window.set_mouse_cursor(cursor) layer = Layer() director.run(Scene(layer, Main(map_init(), layer=layer)))
self.new = False r = math.radians(self.rotation) s = dt * self.speed new_x = self.x + math.sin(r) * s new_y = self.y + math.cos(r) * s tile_properties = test_map.get_at_pixel(new_x, new_y).tile.properties if not 'collision' in tile_properties: self.x = new_x self.y = new_y scroller.set_focus(self.x, self.y) if __name__ == '__main__': director.init(caption='Tank Battle', width=800, height=600) test_map = tiled2cocos.load_map('map2.tmx') tank_layer = cocos.tiles.ScrollableLayer() tank = Tank('tank.png') tank.x = test_map.px_width // 2 tank.y = test_map.px_height // 2 tank.schedule(tank.update) tank_layer.add(tank) scroller = cocos.tiles.ScrollingManager() scroller.add(test_map) scroller.add(tank_layer) keyboard = key.KeyStateHandler()
def main(): director.init(resizable=False, width=1024, height=786) director.show_FPS = True title_scene = Scene(MessageDisplay('title')) director.run(title_scene)
self.text.element.text = text class Game(Layer): # is_event_handler = True def __init__(self): super(Game, self).__init__() # self.schedule(self.update) # self.pressed = defaultdict(int) # def on_key_press(self, k, m): # self.pressed[k] = 1 # print('Pressed', key.symbol_string(k)) # def on_key_release(self, k, m): # self.pressed[k] = 0 # print('Released', key.symbol_string(k)) # def update(self, dt): # x = self.pressed[key.RIGHT] - self.pressed[key.LEFT] # print(x) director.init(caption='Hello, Cocos', resizable=True, width=800, height=600) director.run(Scene(Game(), KeyDisplay()))