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 start_solitaire(player_name, players): gamescene = Scene() gamelayer = IncantusLayer() gamescene.add(gamelayer, z=0, name="table") director.push(gamescene) #director.push(ZoomTransition(gamescene, 1.5)) gamelayer.game_start(player_name, pyglet.clock.time.time(), players)
def get_dance(index): d = dances[index] layer = ColorLayer(0, 255, 0, 100) s = Scene(FontLayer(title=d[0], subtitle=d[1]), d[2](index)) s.add(layer) # return Scene(FontLayer(title=d[0], subtitle=d[1]), d[2](index)) return s
def setup(test=False, phase_source = None, train_end_calls = []): director.director.init(width=1056, height=700, caption='MatchBrain') scene = Scene() scene.add(MultiplexLayer( MainMenu(test, phase_source, train_end_calls), ), z = 1) return scene
def reload_solitaire(replay_file): gamescene = Scene() gamelayer = IncantusLayer() gamescene.add(gamelayer, z=0, name="table") director.push(gamescene) #director.push(ZoomTransition(gamescene, 1.5)) gamelayer.game_reload(replay_file)
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 get_scene(): global keyboard, scroller keyboard = key.KeyStateHandler() director.window.push_handlers(keyboard) model = Model() world_layer = WorldMap(2000, 2000, model) scroller = cocos.layer.ScrollingManager() scroller.add(world_layer) 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.max_forward_speed = 400 car.max_reverse_speed = -200 car.do(DriveCar(model)) scroller.add(car_layer) scene = Scene() scene.add(scroller) return scene
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)
class GameMenu(Menu): def __init__(self): super(GameMenu, self).__init__() self.scene = Scene() self.scene.add(MultiplexLayer(MainMenu(), OptionsMenu(), KeyBindingMenu()), z=1) def start_game(self): director.run(self.scene)
def get_cut_scene(): scene = Scene() layer = MainLayer() bgLayer = BackgroundLayer() scene.add(bgLayer) scene.add(layer) return scene
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 menu_scene(): scene = Scene() scene.add(BackgroundLayer('menu_backgroud.jpg'), z=0) scene.add(MultiplexLayer( MainMenu(), OptionsMenu() ), z=1) return scene
def start_game(self): scene = Scene() scene.add(MultiplexLayer( MainMenu(), OptionsMenu(), HiScoresLayer(), ), z=1) scene.add(BackgroundLayer(), z=0) director.push(ShuffleTransition(scene, 1.5))
def get_hotkeys(): scene = Scene() h_scene = HotkeyScene() hotkey = Hotkeys() scene.add(h_scene) scene.add(hotkey) return scene
def get_about(): scene = Scene() a_scene = AboutScene() about = About() scene.add(a_scene) scene.add(about) return scene
def get_scene(): scene = Scene() view = BuilderView(Catalog.full_catalog) controller = BuilderController(view) scene.add(controller, z=1, name="controller") scene.add(view, z=2, name="view") return scene
def main(): print(description) director.init(resizable=True, width=640, height=480) scene_green = Scene() layer_green = ColorLayer(32, 255, 0, 255) scene_green.add(layer_green) scene_green.do(ac.Delay(2.0) + ac.CallFunc(push_sequence_scene)) # pyglet 1.1.4 needs this to timely pump actions pyglet.clock.schedule(lambda dt: None) director.run(scene_green)
def on_win(self): Objects.reset_game() server = Objects.get_server(self.levelName) server.curLevel = self.level+1 utils.play_sound("Enter.wav") game = Scene(server.map, server) game.add(ImageLayer(os.path.join("images", "backgrounds", "notebook-paper.png")), z=BACKGROUND_Z) director.push(game) menu_player.stop() self.game_started = True
def on_join_regular(self): global game_controller game_controller = GameController() main_scene = Scene(game_controller.map, game_controller) director.push(main_scene) #adding a background layer that lies below all layers background_layer = ImageLayer( os.path.join("images", "backgrounds", "notebook-paper.png")) main_scene.add(background_layer, z=-1)
def get_newgame(): scene = Scene() bg_layer = Level2_Background() hero = Level2_Hero() scroller_2.add(bg_layer) scroller_2.add(hero) Sound.play("res/audio/Level2.mp3") scene.add(scroller_2) return scene
def get_help(): scene = Scene() main_bg = MainScene() help = Help() scene.add(main_bg) scene.add(help) return scene
def get_pause(): scene = Scene() main_bg = MainScene() pause = PauseScene() scene.add(main_bg) scene.add(pause) return scene
def main(): print(description) director.init( resizable=True, width=640, height=480 ) scene_green = Scene() layer_green = ColorLayer(32,255,0,255) scene_green.add(layer_green) scene_green.do(ac.Delay(2.0) + ac.CallFunc(push_sequence_scene)) # pyglet 1.1.4 needs this to timely pump actions pyglet.clock.schedule(lambda dt: None) director.run(scene_green)
def previous(): if SlidesManager.current_position == 0 or \ SlidesManager.current_position-1 > len(SlidesManager.slides_pool): return SlidesManager.current_position-=1 scene = Scene(Presentation()) scene.add(SlidesManager.slides_pool[SlidesManager.current_position], z=1) director.push(scene)
def on_join_regular(self): global game_controller game_controller = GameController() main_scene = Scene( game_controller.map, game_controller) director.push(main_scene) #adding a background layer that lies below all layers background_layer = ImageLayer( os.path.join("images", "backgrounds", "notebook-paper.png")) main_scene.add(background_layer, z=-1)
def next(): if SlidesManager.current_position+1 > len(SlidesManager.slides_pool): return scene = Scene(Presentation()) scene.add(SlidesManager.slides_pool[SlidesManager.current_position], z=1) SlidesManager.current_position+=1 trans = [ FadeTRTransition, FlipX3DTransition, CornerMoveTransition, FlipY3DTransition ] t = choice(trans) director.replace( t(scene, duration=1))
def setup_board(client): gamelayer = IncantusLayer() gamescene = Scene() gamescene.add(gamelayer, z=0, name="table") #gamescene.add(chatbox, z=1, name="chat") director.push(gamescene) #director.push(ZoomTransition(gamescene, 1.5)) gamelayer.msg_controller.prompt("Waiting for other players") #gamelayer.game_status.log("Waiting for other players") defrd = client.ready_to_start() defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
def push_sequence_scene(): scene_blue = Scene() layer_blue = ColorLayer(32, 32, 255, 255) scene_blue.add(layer_blue, z=0) scene_blue.do(ac.Delay(2) + ac.CallFunc(pop_scene)) scene_red = Scene() layer_red = ColorLayer(255, 32, 0, 255) scene_red.add(layer_red, z=0) scene_red.do(ac.Delay(2) + ac.CallFunc(pop_scene)) director.push(SequenceScene(scene_blue, scene_red))
def get_menu(): menu = MainMenu() main_bg = MainScene() scene = Scene() Sound.music.set_volume(0.5) Sound.play("res/audio/Menu.mp3") scene.add(main_bg) scene.add(menu) return scene
def push_sequence_scene(): scene_blue = Scene() layer_blue = ColorLayer(32,32,255,255) scene_blue.add( layer_blue, z=0 ) scene_blue.do(ac.Delay(2) + ac.CallFunc(pop_scene)) scene_red = Scene() layer_red = ColorLayer(255,32,0,255) scene_red.add( layer_red, z=0 ) scene_red.do(ac.Delay(2) + ac.CallFunc(pop_scene)) director.push( SequenceScene(scene_blue, scene_red) )
def main(): script_dir = os.path.dirname(os.path.realpath(__file__)) pyglet.resource.path = [join(script_dir, '..')] pyglet.resource.reindex() director.director.init(width=800, height=650, caption="Match 3") scene = Scene() scene.add(MultiplexLayer(MainMenu()), z=1) director.director.run(scene)
def get_new_game(): scene = Scene() game = Game() hud = Hud() end_game = EndGame() game_ctrl = GameCtrl(game, hud, end_game) ai_interface = AIInterface(game) scene.add(game, z=0, name="game layer") scene.add(game_ctrl, z=1, name="game control layer") scene.add(hud, z=2, name="hud layer") scene.add(end_game, z=3, name="end game layer") scene.add(ai_interface, z=4, name="ai") return scene
class TestHeadsUpDisplay(TestCase): def setUp(self): self.config = Config() self.config.window_width = 1024 resolution = (self.config.window_width, self.config.window_height) director.init(*resolution) self.hud = HeadsUpDisplay() self.scene = Scene() self.scene.add(self.hud) @skip("For manual use only.") def test_load_old_dashboard(self): director.run(self.scene)
def connected(client, avatar): client.avatar = avatar #client.msg_callback = chatbox.add_text #chatbox.set_callback(client.send_message) gamelayer = IncantusLayer() gamescene = Scene() gamescene.add(gamelayer, z=0, name="table") #gamescene.add(chatbox, z=1, name="chat") director.push(gamescene) #director.push(ZoomTransition(gamescene, 1.5)) #gamelayer.game_status.log("Waiting for other players") gamelayer.msg_controller.prompt("Waiting for other players") defrd = client.ready_to_start() defrd.addCallback(lambda (seed, players): gamelayer.game_start(player_name, seed, players, client))
def get_newgame(): '''returns the game scene''' scene = Scene() # model model = GameModel() # controller ctrl = GameCtrl( model ) # view hud = HUD() view = GameView( model, hud ) # set controller in model model.set_controller( ctrl ) # add controller scene.add( ctrl, z=1, name="controller" ) # add view scene.add( hud, z=3, name="hud" ) scene.add( BackgroundLayer(), z=0, name="background" ) scene.add( view, z=2, name="view" ) return scene
def get_new_game(start_deck, single_player=False): scene = Scene() net = None if single_player: from internet.MockNetwork import MockNetwork net = MockNetwork(start_deck) else: from internet.Network import Network net = Network(start_deck) # Get the model from Server hud = HUD() view = GameView(hud) mulligan_view = MulliganView() controller = GameController(net, view, mulligan_view) scene.add(controller, z=1, name="controller") scene.add(hud, z=-2, name="hud") scene.add(mulligan_view, z=3, name='mulligan_view') scene.add(view, z=4, name="view") return scene
def get_newgame(): '''returns the game scene''' scene = Scene() # model model = GameModel() # controller ctrl = GameCtrl(model) # view hud = HUD() view = GameView(model, hud) # set controller in model model.set_controller(ctrl) # add controller scene.add(ctrl, z=1, name="controller") # add view scene.add(hud, z=3, name="hud") scene.add(BackgroundLayer(), z=0, name="background") scene.add(view, z=2, name="view") return scene
def main(): script_dir = os.path.dirname(os.path.realpath(__file__)) pyglet.resource.path = [join(script_dir, '..')] pyglet.resource.reindex() director.director.init(width=800, height=650, caption="Match 3") scene = Scene() scene.add(MultiplexLayer( MainMenu() ), z=1) director.director.run(scene)
def main(): pyglet.resource.path.append('res') pyglet.resource.reindex() font.add_directory('res') from cocos.director import director director.init(fullscreen=True) scene = Scene() scene.add(MultiplexLayer( MainMenu(), OptionsMenu(), ), z=1) scene.add(BackgroundLayer(), z=0) director.run(scene)
def get_gameover(flag): global game_over_flag game_over_flag = flag scene = Scene() main_bg = MainScene() over = GameOver() Sound.play("res/audio/GameOver.mp3") scene.add(main_bg) scene.add(over) return scene
def start_game(self): constants.MULTIPLAYER = True server = Objects.get_controller() server.client_start_game() if server.serverStarted: utils.play_sound("Enter.wav") game = Scene(server.map, server) menu_player.stop() game.add(ImageLayer( os.path.join("images", "backgrounds", "notebook-paper.png")), z=BACKGROUND_Z) director.push(game) self.game_started = True else: print "start server first"
def get_menu_scene(): scene = Scene() scene.add( MultiplexLayer( MainMenu(), OptionsMenu(), ScoresLayer(), ), z=2 ) scene.add( BackgroundLayer(), z=0 ) scene.add( TitleLayer(), z=2) game_model = GameLayer(demo=True) scene.add( game_model, z=1) scene.add( MenuControlLayer( game_model), z=0) return scene
def main(): print description director.init( resizable=True ) main_scene = Scene() red = ColorLayer(255,0,0,128) sprite = SpriteLayer() red.scale = 0.75 main_scene.add( red, z=0 ) main_scene.add( sprite, z=1 ) sprite.do( Waves3D(duration=2) + Flip(duration=2) ) director.run (main_scene)
def main(): print(description) director.init(resizable=True) main_scene = Scene() back = BackgroundLayer() sprite = SpriteLayer() main_scene.add(back, z=0) main_scene.add(sprite, z=1) # In real code after a sequence of grid actions the StopGrid() action # should be called. Omited here to stay in the last grid action render sprite.do(Waves3D(duration=4) + Flip(duration=4)) back.do(ShuffleTiles(duration=3, grid=(16, 12))) director.run(main_scene)
def main(): print description director.init(resizable=True) main_scene = Scene() back = BackgroundLayer() sprite = SpriteLayer() main_scene.add(back, z=0) main_scene.add(sprite, z=1) # In real code after a sequence of grid actions the StopGrid() action # should be called. Omited here to stay in the last grid action render sprite.do(Waves3D(duration=4) + Flip(duration=4)) back.do(ShuffleTiles(duration=3, grid=(16, 12))) director.run(main_scene)
def main(): print(description) director.init(resizable=True) main_scene = Scene() red = ColorLayer(255, 0, 0, 128) sprite = SpriteLayer() red.scale = 0.75 main_scene.add(red, z=0) main_scene.add(sprite, z=1) sprite.do(Waves3D(duration=2) + Flip(duration=2)) director.run(main_scene)
def test_add(self): positions = { "left": (320, 249.0), "right": (101, 249.0), "top": (254.0, 204), "bottom": (254.0, 240) } for side in positions: frame = Frame(background_color=(0, 0, 98, 255), side=side) frame.position = 320, 240 layer = Layer() scene = Scene() layer.add(frame) scene.add(layer) label = Label("Hello World") label_new = Label("Hello World again") frame.add(label) frame.add(label_new)
def get_new_game(): scene = Scene() game = Game() hud = Hud() end_game = EndGame() game_ctrl = GameCtrl(game, hud, end_game) scene.add(game, z=0, name="game layer") scene.add(game_ctrl, z=1, name="game control layer") scene.add(hud, z=2, name="hud layer") scene.add(end_game, z=3, name="end game layer") return scene
def update(self, dt): """ Colliders update""" self.vaisseau.sprite.cshape.position = self.vaisseau.sprite.position for other in self.col_manager.iter_colliding(self.vaisseau.sprite): if other not in self.vaisseau.get_children(): bombactive = self.vaisseau.bombClass.active if self.vaisseau.shieldClass.Active == 0 and bombactive == 0 : self.health -= 1 self.healthState.scale = self.health / self.initHealth # FIN DE PARTIE #if self.health <= 0: self.player.pause() music = pyglet.media.load("Song/death.wav") music.play() scene = Scene() scene.add( MultiplexLayer( EndScreen(self.score)), z=1 ) scene.add( BackgroundLayer(), z=0 ) director.run( scene )
def main(): #from pyglet.gl import Config as GLConfig from cocos.director import director from cocos.layer import MultiplexLayer from cocos.scene import Scene #gl_config = GLConfig(sample_buffers=1, samples=4) setup_resources() #import time #a = time.time() config = Config() director.init() scene = Scene() # TODO: Fetch. client_ip = 'localhost' client_port = 9998 client = Client(config.config, client_ip, client_port) connect = ConnectScreen(scene, client.sender.connect, lambda: client.sender.client_id, next_layer=JoinGameMenu) layers = ( TitleScreen(scene), MainMenu(config.config, scene), JoinGameMenu(config.config, scene, connect), SettingsMenu(config.config, scene), QuitScreen(scene), KickScreen(scene), ConnectFailedScreen(scene), connect, client, ) scene.layer_map = {l.__class__: i for i, l in enumerate(layers)} layers = MultiplexLayer(*layers) scene.add(layers) #b = time.time() #print(b-a) director.run(scene)
def _create_location(self, force, back, player_layer): player_layer.connect(self) scene = Scene() scroller = player_layer.scroller try: scroller.remove("background") scroller.remove("foreground") scroller.remove("level") except: pass spawn_point = self.spawn_point + "_entry" player_layer.prepare(spawn_point, self.hero) scroller.add(back, z=-1, name="background") scroller.add(force, z=0, name="foreground") scroller.add(player_layer, z=1, name="level") scene.add(scroller, z=0) scene.add(hud.HUD(player_layer), z=2) return scene
def get_menu_scene(): scene = Scene() scene.add(MultiplexLayer(MainMenu(), OptionsMenu(), ScoresLayer()), z=2) scene.add(TitleLayer(), z=2) scene.add(CapaNivelScrolling(demo=True), z=1) return scene