Пример #1
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# Problem : the image files are not found if the module is executed from another working directory
# Solution : search in pyglet.resources

import pyglet
import os
from cocos.director import director
from cocos.scene import Scene
from flappybird.flappybird import Flappy

# script_dir = os.path.dirname(__file__)
# print('script dir =', script_dir)
# path = os.path.join(script_dir, '/images/background.png')
# print('path =', path)

pyglet.resource.path = ['flappybird/images']
pyglet.resource.reindex()

director.init(resizable=True, caption='Flappy Bird')
scene = Scene(Flappy())
director.run(scene)
Пример #2
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 def open_menu(self):
     director.replace(Scene(PopUpMenu()))
Пример #3
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 def open_menu(self):
     director.replace(Scene(Beach_scene(), Jungle_scene(), Treetop_scene()))
     director.replace(Scene(PopUpMenu()))
Пример #4
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    def on_key_press(self, key, modifiers):
        if symbol_string(key) == "Z":
            self.sprite.do(Hide())
            #time.sleep(1.5)
            director.replace(win())


class obj_3(Layer):
    is_event_handler = True

    def __init__(self):
        super(obj_3, self).__init__()
        sprite = cocos.sprite.Sprite('flaregun.png')
        self.sprite = Sprite('flaregun.png')
        self.sprite.scale = .5
        self.sprite.position = 900, 100
        self.add(self.sprite)

    def on_key_press(self, key, modifiers):
        if symbol_string(key) == "Z":
            self.sprite.do(Hide())
            director.replace(start1())


# Then we initialize the mixer (I bet you forgot about this!)
mixer.init()
# And initialize the director like usual
director.init(width=1280, height=720, resizable=True)
director.window.push_handlers(keyboard)
director.run(Scene(StartMenu()))  #Run Scene
Пример #5
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 def on_key_press(self, key, modifiers):
     if symbol_string(key) == "LEFT":
         director.replace(
             Scene(Jungle_scene(), Player_right(), InGameMenu()))
 def onBack(self):
     director.replace(Scene(self.gScene))
     self.gScene.PLAYER.is_playing = False
Пример #7
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    def draw(self):
        # blit the image on every frame
        self.image.blit(0, 0)


if __name__ == "__main__":
    # initialize the director,
    # enabling to resize the main window
    director.init(resizable=True)

    # enable opengl depth test
    # since we are using z-values
    director.set_depth_test()

    # create an Scene with 1 layer: BackgroundLayer
    scene = Scene(BackgroundLayer())

    # create a Lens effect action
    #  radius: 150 pixels
    #  lens_effect: 0.7, a strong "lens". 0 means no effect at all. 1 means very strong
    #  center: center of the lens
    #  grid=(20,16): create a grid of 20 tiles x 16 tiles. More tiles will
    #     look better but the performance will decraese
    #  duration=10: 10 seconds
    lens = Lens3D(radius=150,
                  lens_effect=0.7,
                  center=(150, 150),
                  grid=(20, 16),
                  duration=50)

    # create a Jump action
Пример #8
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def startroutine():
    director.init()
    mixer.init()
    print("director started")
    director.run(Scene(MainMenuLayer(director, None)))
Пример #9
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Файл: coco.py Проект: ponyatov/Q
		label.position = W / 2, H-5
		self.add(label)
        
class TetrisBG(Sprite):
    def __init__(self):
        Sprite.__init__(self,'img/tetris/bg.png',scale=.4)
        self.image_anchor_y = 0
        self.position = W/2,0
        
class Ani(Layer):
    def __init__(self):
        Layer.__init__(self)
        sheet = pyglet.image.load('img/tetris/walk.png')
        grid = pyglet.image.ImageGrid(sheet,2,8)[0:]
        grid = grid[8:] # reorder
        anim = pyglet.image.Animation.from_image_sequence(grid, .1, loop=True)
        spr = Sprite(anim) ; spr.position = W/2,H/2
        self.add(spr)

director.init(caption=str(sys.argv))
W, H = director.get_window_size()

intro_l = IntroLayer()

intro_s = Scene()
intro_s.add(TetrisBG(),0)
intro_s.add(intro_l)
intro_s.add(Ani(),9)

director.run(intro_s)
Пример #10
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 def show_save_load(self):
     """as the name says
     """
     director.replace(FlipY3DTransition(Scene(my_save_load_layer)))
     my_save_load_layer.show_save_slot()
Пример #11
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def menu():
    return Scene(TitleLayer(), MultiplexLayer(MainMenu(), OptionMenu(), LoadMenu()))
Пример #12
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 def show_menu(self):
     """as the name says
     """
     self.game_status = 'END'
     director.replace(FlipY3DTransition(Scene(my_menu)))
Пример #13
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 def show_game(self):
     """method to return to the game screen
     """
     director.replace(Scene(game_screen, front_layer))
     self.player.show_player()
Пример #14
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        # display the stage numbers of the zones where the player can access
        materials.front_layer.show_map_selector(self.max_stage, no)

if __name__ == '__main__':
    msg = []
    # change the working dir to the exe temp dir 
    # when you use pyinstaller to make a one-file exe package, you need this:

    #if getattr(sys, 'frozen', False):
    #    os.chdir(sys._MEIPASS)

    my_game = Game(player.Player())
    game_screen = ScrollingManager()
    # the tile map 'map.tmx' which has a layer called 'start'
    # use the editor software called 'Tiled' to make a tile map 
    front_layer = materials.front_layer.Front_Layer()
    map_layer = cocos.tiles.load('./materials/background/map.tmx')['start']
    my_info = materials.info_layer.Info_Layer(my_game)
    my_save_load_layer = materials.save_load_layer.Save_Load_Layer(my_game)
    my_menu = materials.menu.Menu_Screen(my_game)
    my_main = materials.main_scr.Main_Screen(my_game)
    # the order of the 'add' makes sense!
    game_screen.add(map_layer)
    game_screen.add(my_main)
    #game_screen.add(front_layer)
    main_scene = Scene(my_menu)
    #print ('game initialised')
    director.run(main_scene)
    #print('game end')
Пример #15
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def create_scene(layer):
    return Scene(Background(), layer)
Пример #16
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 def test_manually(self):
     director.run(scene=Scene(self.button))
Пример #17
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                self.index = len(tests)
        elif keys == key.RIGHT:
            self.index += 1
            if self.index > len(tests):
                self.index = 1

        if keys in (key.LEFT, key.RIGHT, key.ENTER):
            director.replace(get_sprite_test(self.index))
            return True

    # def on_exit( self ):
    #    for o in self.objects:
    #        o.stop()


class SpriteMoveTo(SpriteLayer):

    def on_enter(self):
        super(SpriteMoveTo, self).on_enter()

        sprite3 = Sprite(self.image)
        self.add(sprite3)
        sprite3.position = 320, 300
        sprite3.do(MoveTo((620, 300), 4))


if __name__ == "__main__":
    director.init(resizable=True, caption='Cocos - Sprite demo')
#    director.window.set_fullscreen(True)
    director.run(Scene(SpriteMoveTo(1)))
Пример #18
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def get_sprite_test(index):
    d = tests[index]
    return Scene(FontLayer(title=d[0], subtitle=d[1]), d[2](index))
Пример #19
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import sys
import os

from cocos.director import director
from cocos.scene import Scene
from cocos import tiles


if __name__ == '__main__':
    director.init(caption='Tank Battle', width=448, height=336)
    
    maps = tiles.load('maps.xml')
    
    print maps['map0']
    
    scroller = tiles.ScrollingManager()
    scroller.add(maps['map0'])

    director.run(Scene(scroller))
    
Пример #20
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        self.font_item_selected['font_size'] = 50
        self.font_item_selected['color'] = (255, 255, 255, 255)

        self.menu_valign = BOTTOM

        items = []
        items.append(MenuItem('Start', self.on_start))
        items.append(MenuItem('Quit', self.on_quit))

        self.create_menu(items)

    def on_start(self):
        game_scene = game.Game()
        game_scene.add(Score(), z=2)
        director.push(game_scene)

    def on_quit(self):
        pyglet.app.exit()


if __name__ == "__main__":
    font_path = os.path.join(os.path.dirname(__file__), 'media/font')
    font.add_directory(font_path)

    director.init(resizable=False, width=800, height=600)

    scene = Scene(Background())
    scene.add(MainMenu())

    director.run(scene)
Пример #21
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        # Then we add it
        self.add(self.sprite)

        # And lastly we make it do that CarDriver action we made earlier in this file (yes it was an action not a layer)
        self.sprite.do(CarDriver())


# Now to the code that actually runs this game!
# Here I make a layer out of that CarLayer we defined before
car_layer = CarLayer()

# Next I load the map of the racetrack just as I did in the last tutorial
map_layer = load("assets/road_map.tmx")["map0"]

# Then we add them to the ScrollingManager
scroller.add(map_layer)
scroller.add(car_layer)
# Order is important! If we added the car layer first, the map would go on top and you wouldn't see the car

# Then we make a scene out of the scroller (just like we did before)
scene = Scene(scroller)

# This line is a bit random here but...
# I also need to push the handlers from the window to the object from Pyglet
# If I don't, it won't be able to handle the Cocos2D keyboard input!
director.window.push_handlers(keyboard)

# And finally we run the scene
director.run(scene)
Пример #22
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    - Z/U : zoom
    - N : normal
    - D : Display debug info
    """
    def __init__(self):
        super(MyRoad, self).__init__(cocos.tiles.load('maps/road-map.xml')['map0'])
        self.add(ScrollablePlayer('img/cars/taxi.png'))

if __name__ == '__main__':
    director.init(800, 600, resizable=True)
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)

    # create the scene switch layer
    switch_layer = SwitchScene()    

    # place all scenes in a scene list
    scenes = [
        Scene(Title('Platformer demo'), switch_layer),
        Scene(MyWitch(), switch_layer),
        Scene(MyRoad(), switch_layer),
        Scene(Player('img/rocket.png'), switch_layer),
        Scene(MyMap(cocos.tiles.load('maps/world.tmx')['tiles']), switch_layer),
        Scene(ScrollablePlayer('img/rocket.png'), switch_layer),
        Scene(ScrollablePlayer('img/cars/truck.png'), switch_layer),        
        ]

    # give the scene list to the switch layer
    switch_layer.scenes = scenes
    director.run(scenes[0]) 
Пример #23
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 def on_key_press(self, key, modifiers):
     if symbol_string(key) == "LEFT":
         director.replace(Scene(Beach_scene(), InGameMenu()))
     if symbol_string(key) == "RIGHT":
         director.replace(Scene(Treetop_scene(), InGameMenu()))
Пример #24
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def main():
    font.add_directory('.')

    director.init(resizable=True)
    director.run(Scene(MainMenu()))
Пример #25
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 def start_game(self):
     director.replace(FadeTransition(Scene(Beach_scene(), InGameMenu())))
Пример #26
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def main():
    # initialize the director
    director.init(800, 600, resizable=True)
    # create the scene switch layer
    switch_layer = SwitchScene()    

    # define the scene switch layer


    red = ColorLayer(255, 0, 0, 255)
    green = ColorLayer(0, 255, 0, 255)
    blue = ColorLayer(0, 0, 255, 255)

    # place all scenes in a scene list
    scenes = [
        Scene(Title('Cocos2D tutorial'), switch_layer),
        Scene(Animals(), switch_layer),
        Scene(SwitchLayer(red, green, blue), switch_layer),
        Scene(PythonInterpreterLayer(), switch_layer),
        Scene(Mouse(), switch_layer),
        Scene(ColorLayer(150, 0, 0, 255), switch_layer),
        Scene(OptionsMenu(), switch_layer),
        Scene(ColorLayer(0, 150, 0, 255), switch_layer),
        Scene(ActionMenu(actions), switch_layer),
        Scene(EffectMenu(effects), switch_layer),
        Scene(TransitionMenu(transitions), switch_layer)
        ]

    # give the scene list to the switch layer
    switch_layer.scenes = scenes
    
    # run the first scene
    cocos.director.director.run(scenes[0]) 
Пример #27
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 def start_menu(self):
     director.replace(Scene(StartMenu()))
Пример #28
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    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('res')
    pyglet.resource.reindex()
    font.add_directory('res')

    director.init(resizable=True,
                  width=960,
                  height=540,
                  autoscale=True,
                  fullscreen=False)
    scene = Scene()
    scene.add(
        MultiplexLayer(MainMenu())
        #                OptionsMenu(),
        #                ScoresLayer(),
        #                ),
        ,
        z=1)
    scene.add(BackgroundLayer(), z=0)
    director.run(scene)
Пример #29
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 def on_key_press(self, key, modifiers):
     if symbol_string(key) == "ENTER":
         director.replace(FadeTransition(Scene(VolumeMenu())))
Пример #30
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class Main(Menu):
    def __init__(self, map):
        super().__init__()
        self.map = map

        l = []
        l.append(MenuItem('New_game', self.new_game))
        l.append(MenuItem('Load_game', self.load_game))
        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):
        map = self.map.map_load()[0]
        load_game(map)

    def quit(self):
        director.pop()


if __name__ == '__main__':
    pyglet.resource.path = ['./img']
    pyglet.resource.reindex()
    director.init(caption='3X-Project', width=1280, height=720)
    director.run(Scene(Main(map_init())))