示例#1
0
 def run(self): 
     hello_layer = HelloWorld()
     #main_scene = cocos.scene.Scene(hello_layer, KeyDisplay(), MouseDisplay())
     #cocos.director.director.run(main_scene)
     # start it off at the starting scene
     #director.run(self.scenes["SPLASH"])
     director.run(self.scenes["GAME"])
示例#2
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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():
    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)
示例#4
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    def start(self):
        self._game_maps = []
        self._current_map = None

        tmx_path_i = os.path.join('assets', 'maps', 'indoor.tmx')
        tmx_path_o = os.path.join('assets', 'maps', 'field.tmx')

        self.indoor_tiles_resource = tiles.load(tmx_path_i)
        self.outdoor_tiles_resource = tiles.load(tmx_path_o)

        self.collision_manager = CollisionManagerGrid(**constants.collision_params)
        self.scrolling_manager = ScrollingManager()

        self.player = self._init_player()

        self._game_maps.append(GameMap(self.indoor_tiles_resource, self.scrolling_manager, self.collision_manager))
        self._game_maps.append(GameMap(self.outdoor_tiles_resource, self.scrolling_manager, self.collision_manager))
        self.change_map(0)

        self._spawn_player()

        self.add(self.scrolling_manager, z=0)
        self.add(MessageBox(), name='msg_box', z=2)  # there's only one message box in the scene

        self.schedule(self._current_map.update)
        self.schedule(self.player.update)

        director.run(self)
示例#5
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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)
示例#6
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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)
示例#7
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def main():
    print description
    director.init()
    test_layer = TestLayer ()
    main_scene = cocos.scene.Scene (test_layer)
    director.run (main_scene)
    print description
示例#8
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def main():
    director.init( resizable=True )
    main_scene = cocos.scene.Scene()

    main_scene.add( L() )

    director.run( main_scene )
示例#9
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 def start_presentation(self):
     for page in self.pages:
         page.create(self.desired_size)
     self.page = self.pages[self.page_num]
     director.window.set_caption('Presentation: Slide %s'%(self.page_num+1))
     self.dispatch_event('on_page_changed', self.page, self.page_num)
     director.run(self.page)
示例#10
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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)
示例#11
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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 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 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 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)
示例#15
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     def __init__(self,gameController):
          super(deployView, self).__init__()

          
          
          self.controller = gameController
          #self.controller.tablero = self.controller.tablero
          
          self.add(self.controller.tablero)
          self.controller.tablero.print_cells()
          
          if (not gameController.advancedGame):
               self.autoDeploy()
               #director.replace(cocos.scene.Scene(gameView(self.controller)))
               director.run(cocos.scene.Scene(gameView(self.controller)))
               
          if (gameController.advancedGame):     
               self.playerDeploying = self.controller.player1
               self.unitsDeployed = 0

               self.create_units(self.playerDeploying,1)
               self.show_deploy_cells(self.playerDeploying)
               self.selected = None
               
               #For debuging issues
               self.text = cocos.text.Label("Player 1 deploying",font_size=18, x = 400, y = 10, color=(255, 255,255, 255))
               self.add(self.text)
示例#16
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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)
示例#17
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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)
示例#18
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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)
示例#19
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文件: pyfense.py 项目: faide/pyfense
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)
示例#20
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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)
示例#21
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	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
    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)
示例#23
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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():
    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)
示例#25
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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 )
示例#26
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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():
    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)
示例#28
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    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')
示例#29
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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)
示例#30
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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)
示例#31
0
            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)
示例#32
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def main():
    director.init(caption = "Hallo Cocos2d!")
    scene = Scene(MainLayer())
    director.run(scene)
def main():
    director.init(width=600, height=300, do_not_scale=True, resizable=True)
    main_scene = TestScene()
    director.run(main_scene)
示例#34
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                # and what kind of translation
                self.skin.do( Animate( anim , recenter_x=self.translate ) )



if __name__ == "__main__":
    import sys, imp, os
    p = os.path.abspath(os.path.normpath(
            os.path.join(os.path.dirname(__file__).replace("\\", "/"), "../data")
            ))
    pyglet.resource.path.append(p)
    pyglet.resource.reindex()
    director.init()

    def usage():
        return "USAGE:\n"+\
               "python animator.py skeleton animation.anim+ \n" +\
               "   skeleton is a python file with a skeleton variable inside \n"+\
               "       which has the skeleton you will want to animate\n"+\
               "   animation.anim+ means a list of animation file names \n"+\
               "       each of this files will be asigned to a number 1-0"

    if len(sys.argv)<3:
        print(usage())
        sys.exit()

    skin_data = imp.load_source("skin", sys.argv[2]).skin
    sk_file = imp.load_source("skeleton", sys.argv[1])
    player = Player(sk_file.skeleton, skin_data, *sys.argv[3:])
    director.run(cocos.scene.Scene(player))
示例#35
0
            # The Jump action requires 4 inputs
            # 1. How high on the Y axis the sprite should jump
            # 2. How far on the X axis the sprite should jump to
            # 3. How many times the sprite should jump
            # 4. How many seconds it should take for the action to complete
            self.sprite.do(Jump(50, 0, 1, 1))

            # Pretty easy, huh? Now let's do the movement

    # Once again we overload a default event handler
    def on_key_press(self, key, modifiers):
        # First I create a move action because we programmers are lazy and hate having to retype code!
        move_left = MoveBy((-50, 0), .5)

        # Here's where that Pyglet symbol_string() function comes in handy
        # Rather than having to interpret an inconsistent code, I can simply interpret the word LEFT and RIGHT
        if symbol_string(key) == "LEFT":
            self.sprite.do(move_left)

        # Now I need to tell the layer what to do if the user inputs RIGHT
        if symbol_string(key) == "RIGHT":
            # This is a pretty awesome feature built into Cocos
            # I only wrote code for moving left, but I can use the Reverse() function instead of rewriting code
            # Reverse() simply tells Cocos to do the reverse action of whatever you pass into it.
            self.sprite.do(Reverse(move_left))


# And once again the same init code
director.init()
director.run(scene.Scene(InputExample()))
示例#36
0
from cocos.director import director
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()
        
        sprite1 = Sprite('grossini.png')
        sprite1.position = x/2, y/2
        sprite1.children_anchor = 0,-100
        self.add( sprite1  )

        sprite2 = Sprite('grossini.png')
        sprite2.position = 50,0
        sprite1.add( sprite2  )

        sprite3 = Sprite('grossini.png')
        sprite3.position = -50,0
        sprite1.add( sprite3 )
        
        

if __name__ == "__main__":
    director.init()
    test_layer = TestLayer ()
    main_scene = cocos.scene.Scene (test_layer)
    director.run (main_scene)
示例#37
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def main():
    director.init()
    test_layer = TestBatch()
    main_scene = cocos.scene.Scene(test_layer)
    director.show_FPS = True
    director.run(main_scene)
示例#38
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                      dest="skin",
                      help="use skin file for skin",
                      default=False,
                      metavar="FILE")

    (options, args) = parser.parse_args()

    def usage():
        return "python animator.py skeleton.py animation_file.anim"

    if len(args) != 2:
        print(usage())
        print(parser.error("incorrect number of arguments"))
        sys.exit()

    sk_file = imp.load_source("skeleton", args[0])

    if options.skin:
        skin_data = imp.load_source("skin", options.skin).skin
        options.skin = skin_data

    animator = Editor(sk_file.skeleton, args[1], options.skin)
    if options.background:
        background = cocos.sprite.Sprite(options.background)
        x, y = director.get_window_size()
        animator.add(background, z=-10)
        background.position = x / 2, y / 2
        background.scale = float(options.scale)

    director.run(animator)
示例#39
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文件: Game.py 项目: Blastra/RuinWorld
from cocos.director import director
from State import State
from TitleScene import TitleScene


class Game:
    def __init__(self):
        self.state = State()
        self.titleScene = TitleScene(self.state)


director.init(width=1280, height=720, autoscale=False, caption="Ruin World")
director.run(Game().titleScene)
示例#40
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# -*- coding: utf-8 -*-

import pyglet.resource
from cocos.director import director
from rottn.client.scenes.mainMenuScene import MainMenuScene
from rottn.client import config
from rottn.client import server_manager

director.init(caption="ROTTN",
              fullscreen=False,
              width=1920,
              height=1080,
              vsync=False)
pyglet.resource.path = [
    "resources/spritesheets",
    "resources/spritesheets/isometric_hero",
]
pyglet.resource.reindex()
director.window.set_fullscreen(
    fullscreen=config.get.screen_mode["fullscreen"],
    width=config.get.screen_mode["width"],
    height=config.get.screen_mode["height"],
)
director.show_FPS = True
director.run(MainMenuScene())

server_manager.clean_up()
示例#41
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 def run(self):
     director.set_show_FPS(True)
     director.run(self.intro_scene)
示例#42
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class Level1Scene(Scene):
    def __init__(self):
        super(Level1Scene, self).__init__()

        global keyboard, scroller, game_controller, map_layer
        scroller = ScrollingManager()
        keyboard = key.KeyStateHandler()
        director.window.push_handlers(keyboard)

        map_layer = load("tiles/map1/map_3.tmx")['base']
        map_h = (map_layer.cells[-1][-1].y // map_layer.tw + 1)
        map_layer_bg_0 = load("tiles/map1/map_3.tmx")['background']
        map_layer_bg_1 = load("tiles/map1/map_3.tmx")['decorations']

        main_layer = MainLayer()

        scroller.add(map_layer_bg_0, z=-2)
        scroller.add(map_layer_bg_1, z=-1)
        scroller.add(map_layer, z=0)
        scroller.add(main_layer, z=1)

        self.add(scroller)
        #self.schedule_interval(main_layer.update, 1 / 60)  # 60 times per second


if __name__ == '__main__':
    director.init(resizable=False, width=800, height=600)
    director.set_depth_test()
    director.run(Level1Scene())
示例#43
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def main():
    global keyboard, scroller, old_ij, old_cell, old_highlighted_color
    from cocos.director import director
    director.init(width=600, height=300, 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 = layer.ScrollingManager()
    map_loaded = tiles.load('hexmap.tmx')
    # In Tiled we named 'tile_layer_1' our sample layer
    test_layer = map_loaded['tile_layer_1']
    tint_green_hexmap_borders(test_layer)
    scroller.add(test_layer)
    scroller.add(car_layer)

    old_ij = 'nonexist'
    old_highlighted_color = None
    old_cell = None

    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)
        elif key == pyglet.window.key.Q:
            tint_red_hexmap_borders(test_layer)

    director.window.push_handlers(on_key_press)

    def on_mouse_motion(x, y, dx, dy):
        global scroller, old_ij, old_cell, old_highlighted_color
        #vh, vy = director.get_virtual_coordinates(x, y)
        vx, vy = scroller.screen_to_world(x, y)
        ij = test_layer.get_key_at_pixel(vx, vy)
        if ij == old_ij:
            return
        # restore color
        if old_cell:
            p, q = old_ij
            if old_highlighted_color is None:
                test_layer.set_cell_color(p, q, (255, 255, 255))
                del old_cell.properties['color4']
            else:
                test_layer.set_cell_color(p, q, old_highlighted_color[:3])

        # record info and set color
        old_ij = ij
        i, j = ij
        print(i, j)
        old_cell = test_layer.get_cell(i, j)
        if old_cell is None:
            return
        old_highlighted_color = old_cell.properties.get('color4', None)
        test_layer.set_cell_color(i, j, (255, 0, 0))

    director.window.push_handlers(on_mouse_motion)

    director.run(main_scene)
                node.update(dt)
        for _, node in self.children:
            if isinstance(node, Actor):
                self.man_col.add(node)

        self.collide(self.personaje)


#Definimos el método de colisiones

    def collide(self, node):
        if node is not None:
            for other in self.man_col.iter_colliding(node):
                if self.children.count((1, other)) != 0:
                    other.kill()
                    if isinstance(other, Enemigo):
                        self.HUD.puntos += 10
                        self.HUD.update()
                if self.children.count((1, node)) != 0:
                    node.kill()
                seq = ImageGrid(load('Explosion.png'), 1, 1)
                anim = Animation.from_image_sequence(seq, 0.05, False)
                self.sprite = Sprite(anim, (other.x, other.y))
                self.add(self.sprite)
                self.do(Delay(0.8) + CallFunc(self.sprite.kill))

if __name__ == '__main__':
    ventana = director.init(caption="Videojuego", width=800, height=650)
    ventana.set_location(300, 50)
    director.run(Scene(Inicio()))
示例#45
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if __name__ == '__main__':
    # 全局变量
    target_x, target_y = (0, 0)
    block = []
    block_1 = False
    block_1_R = False
    block_2 = False
    speed_3 =100
    img_name = ""
    pygame.mixer.init()
    # 初始化导演
    director.init(width=1201, height=686, caption="BUPT Tower Defence")
    director.window.pop_handlers()
    # 键盘
    keyboard = key.KeyStateHandler()
    director.window.push_handlers(keyboard)
    animation.model2_skin.refresh(load(True,1)[0])
    diy_info = load(False,1)
    animation.diy_skin1.refresh(diy_info[0])
    diy_data = [diy_info[1],diy_info[2],diy_info[3]]
    bg_1 = BG(bg_name="img/start_bg.png")  # 1.获取背景图片路径
    # people_layer = PeopleLayer()
    # spr1_layer = Spirite1()
    # scene_1.add(people_layer, 1)
    # scene_1.add(spr1_layer, 1)
    scene_1 = cocos.scene.Scene(bg_1)  # 2.把背景图片生成scene
    scene_1_menu = Main_menu()
    scene_1.add(scene_1_menu)  # 4.把按钮加入到scene
    director.run(scene_1)  # 5.启动场景
示例#46
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def main():
    print description
    director.init()
    test_layer = TestLayer()
    main_scene = cocos.scene.Scene(test_layer)
    director.run(main_scene)
示例#47
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def test():
    director.init(resizable=True, width=960, height=640, autoscale=True)
    director.run(get_game_scene())
示例#48
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def main():
    director.init()
    test_layer = cocos.layer.ColorLayer(255, 0, 0, 255)
    main_scene = cocos.scene.Scene(test_layer)
    director.run(main_scene)
示例#49
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        self.text_subtitle = pyglet.text.Label(
            self.subtitle,
            multiline=True,
            width=600,
            font_size=16,
            x=5,
            y=director.get_window_size()[1] - 80,
            anchor_x='left',
            anchor_y='top',
            batch=self.batch)

        self.text_help = pyglet.text.Label(
            "Press LEFT / RIGHT for prev/next test, "
            "ENTER to restart test",
            font_size=16,
            x=director.get_window_size()[0] // 2,
            y=20,
            anchor_x='center',
            anchor_y='center',
            batch=self.batch)

    def draw(self):
        super(FontLayer, self).draw()
        self.batch.draw()


if __name__ == "__main__":
    director.init(resizable=True, caption='SuperStepper')
    director.run(get_steps(1))
示例#50
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def main():
    director.init(width=800, height=600)
    test_layer = TestLayer()
    main_scene = cocos.scene.Scene(test_layer)
    director.run(main_scene)
示例#51
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    def on_key_press(self, key, modifiers):
        move_left = MoveBy((-50, 0), .5)
        move_up = MoveBy((0, 50), .5)

        if symbol_string(key) == "LEFT":
            self.sprite.do(move_left)
        elif symbol_string(key) == "RIGHT":
            self.sprite.do(Reverse(move_left))
        elif symbol_string(key) == "UP":
            self.sprite.do(move_up)
        elif symbol_string(key) == "DOWN":
            self.sprite.do(Reverse(move_up))
        elif symbol_string(key) == "SPACE":
            self.bg_music.stop()
            coordinates = self.sprite.position
            if self.trippy:
                self.do(FadeOutTRTiles(grid=(16, 12), duration=1))
                director.replace(
                    scene.Scene(InputLayer(coordinates[0], coordinates[1])))
            else:
                self.stop()
                director.replace(
                    scene.Scene(
                        InputLayer(coordinates[0], coordinates[1], True)))


mixer.init()
director.init()
director.run(scene.Scene(InputLayer()))
示例#52
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def main():
    director.init(width=1920, height=1080, fullscreen=1)
    test_layer = TestLayer()
    main_scene = cocos.scene.Scene(test_layer)
    director.show_FPS = True
    director.run(main_scene)
示例#53
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            self.sprite.x -= 50 * interval
        elif pyglet.window.key.LEFT in self.keys_held:
            self.sprite.y = self.sprite.y * interval


shooting = pyglet.image.load("C:\sprites\shooting.spritesheet.png")
shooting_grid = pyglet.image.ImageGrid(shooting,
                                       3,
                                       1,
                                       item_width=60,
                                       item_height=70)
kick = pyglet.image.load("C:\sprites\kick.spritesheet.png")
kick_grid = pyglet.image.ImageGrid(kick, 2, 1, item_width=60, item_height=67)
actor_jump = pyglet.image.load("C:\sprites\jump.spritesheet.png")
actor_jump_grid = pyglet.image.ImageGrid(actor_jump,
                                         4,
                                         1,
                                         item_width=44,
                                         item_height=81)
actor = pyglet.image.load("C:\sprites\\robot.spritesheet.png")
actor_grid = pyglet.image.ImageGrid(actor,
                                    1,
                                    11,
                                    item_width=67,
                                    item_height=67)
mixer.init()
director.init(width=1280, height=720, caption="THEGAME2")
keyboard = key.KeyStateHandler()
director.window.push_handlers(keyboard)
director.run(scene.Scene(Background(), Roboto(), AudioLayer()))
示例#54
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# Author: Jonathan Carpenter
# Email: [email protected]
# Date: 5/30/2016
# File: CrazyPong.py
# Description: Starts the game

from cocos.director import director
from cocos.scene import Scene
from mylayers import GameLayer

director.init(800, 600)
director.run(Scene(GameLayer()))
示例#55
0
        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()))
            font_name=
            "Times New Roman",  # The next thing we need to input a font. Feel free to replace it with any font you like.
            font_size=32,  # The third input I give is a font size for the text
            anchor_x=
            'center',  # This input parameter tells cocos to anchor the text to the middle of the X axis
            anchor_y=
            'center'  # Similar to the input above, this parameter tells cocos to anchor the text to the middle of the Y axis
        )

        # Now I need to give the text its position.
        hello_world_label.position = 320, 240

        # Lastly I need to add the label to the layer
        # self refers to the object, which in this case is the layer
        self.add(hello_world_label)


# From here the code is pretty typical for a Cocos2D application
# First I need to initialize the cocos director
# The director is the part of cocos that "directs" the scenes. Cocos is pretty partial to this type of film language
director.init()
# Lastly I run the scene. This line of code is pretty long compared to the others, so I'll explain what each part does
# To begin I call the director's run function, which allows it to run the scene by placing layers within
director.run(
    # Next I create a Scene object that allows me to string the layers together. In this case I only have 1 layer
    scene.Scene(
        # And lastly I create the layer that we made above inside of the new scene
        HelloWorld()))

# That's it! Run it and see what happens
示例#57
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# coding=<utf-8>
from cocos.director import director

import pyglet.font
import pyglet.resource

from MainMenu import new_menu

if __name__ == '__main__':
    pyglet.resource.path.append('assets')
    pyglet.resource.reindex()
    pyglet.font.add_file('assets/Oswald-Regular.ttf')

    director.init(width=1280, height=960, caption='Peaceful Village')
    director.run(new_menu())
示例#58
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from cocos.sprite 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)
    scene1 = cocos.scene.Scene()
    scene2 = cocos.scene.Scene()

    colorl = ColorLayer(32, 32, 255, 255)
    sprite = Sprite('grossini.png', (320, 240))
    colorl.add(sprite)

    scene1.add(BackgroundLayer(), z=0)
    scene2.add(colorl, z=0)

    director.run(FadeTransition(scene1, 2, scene2))