def __init__(self, first_level="test", reset_save=False): super(EditorWindow,self).__init__(width=gamestate.norm_w, height=gamestate.norm_h, vsync=True) self.set_caption("Shoot 'Em Up Construction Kit") pyglet.gl.glEnable(pyglet.gl.GL_BLEND) pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA) pyglet.gl.glEnable(pyglet.gl.GL_LINE_SMOOTH) # Make window available globally to make event juggling simpler gamestate.main_window = self # Set up automatic scaling transformations to keep a consistent view size gamestate.init_scale() # Initialize simplui theme = Theme('simplui/theme') self.frame = Frame(theme, w=self.width, h=self.height) self.push_handlers(self.frame) self.editors = [m.editor(self) for m in (sprite, path, formation, level)] self._current_editor = None self.init_gui() pyglet.clock.schedule_interval(self.on_draw, 1/72.0)
def __init__(self, reset_save=False, reset_at_scene=None): reset_save = reset_save or reset_at_scene if util.settings.fullscreen: super(AdventureWindow,self).__init__(fullscreen=True, vsync=True) else: super(AdventureWindow,self).__init__(width=gamestate.norm_w, height=gamestate.norm_h, vsync=True) gamestate.main_window = self # Make main window accessible to others. # Necessary for convenient event juggling. gamestate.init_scale() # Set up scaling transformations to have # a consistent window size gamestate.event_manager = eventmanager.EventManager() pyglet.gl.glEnable(pyglet.gl.GL_BLEND) pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA) pyglet.gl.glEnable(pyglet.gl.GL_LINE_SMOOTH) self.game_handler = None engine.init() # Set up resource paths self.init_load() with pyglet.resource.file(util.respath('game', 'info.json'), 'r') as game_info_file: self.game_info = json.load(game_info_file) self.game_info['reset_save'] = reset_save if reset_at_scene: self.game_info['first_scene'] = reset_at_scene self.set_caption(self.game_info["name"]) # Stupid hack to get around pyglet loading bullshit pyglet.clock.schedule_once(self.finish_loading, 0.0000001)
def __init__(self): if len(sys.argv) < 2: print "Usage: python AdventureMaker.py <name of scene to edit>" sys.exit(1) screen = pyglet.window.get_platform().get_default_display().get_default_screen() super(AdventureMakerWindow,self).__init__(width=screen.width-20, height=gamestate.norm_h, vsync=True) gamestate.main_window = self gamestate.scripts_enabled = False gamestate.init_scale() gamestate.keys = pyglet.window.key.KeyStateHandler() gamestate.main_window.push_handlers(gamestate.keys) engine.init() pyglet.gl.glEnable(pyglet.gl.GL_BLEND) pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA) self.set_caption("Scene Editor: %s" % sys.argv[1]) self.editorview = editorview.EditorView(sys.argv[1]) pyglet.clock.schedule_interval(self.on_draw, 1/60.0) pyglet.clock.schedule_interval(self.editorview.update, 1/120.0)
def __init__(self, first_level="test", reset_save=False): if util.settings.fullscreen: super(AerthianWindow,self).__init__(fullscreen=True, vsync=True) else: super(AerthianWindow,self).__init__(width=gamestate.norm_w, height=gamestate.norm_h, vsync=False) self.set_caption(gamestate.name) pyglet.gl.glEnable(pyglet.gl.GL_BLEND) pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA) pyglet.gl.glEnable(pyglet.gl.GL_LINE_SMOOTH) pymunk.init_pymunk() if reset_save: try: shutil.rmtree(os.path.join(gamestate.save_path, "autosave")) except OSError: pass # Directory didn't exist but we don't care gamestate.main_window = self # Make main window accessible to others. # Necessary for convenient event juggling. gamestate.init_scale() # Set up scaling transformations to have # a consistent window size self.scene_handler = scenehandler.SceneHandler(first_level) self.fps_display = pyglet.clock.ClockDisplay() # Schedule drawing and update functions. # Draw really only needs 60 FPS, update can be faster. pyglet.clock.schedule_interval(self.on_draw, 1/72.0) pyglet.clock.schedule_interval(self.scene_handler.update, 1/72.0)
def __init__(self): if util.settings.fullscreen: super(GameWindow,self).__init__(fullscreen=True, vsync=True) else: super(GameWindow,self).__init__(width=gamestate.norm_w, height=gamestate.norm_h, vsync=True) self.set_caption(gamestate.name) pyglet.gl.glEnable(pyglet.gl.GL_BLEND) pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA) pyglet.gl.glEnable(pyglet.gl.GL_LINE_SMOOTH) pymunk.init_pymunk() gamestate.main_window = self # Make main window accessible to others. # Necessary for convenient event juggling. gamestate.init_scale() # Set up scaling transformations to have # a consistent window size gamestate.keys = pyglet.window.key.KeyStateHandler() self.push_handlers(gamestate.keys) self.scene_handler = scenehandler.SceneHandler() fs = imagescene.ImageScene(self.scene_handler) self.scene_handler.set_first_scene(fs) pyglet.gl.glClearColor(0.5, 0.3, 0.255, 1.0) self.scene_draw = self.scene_handler.draw self.fps_display = pyglet.clock.ClockDisplay() # Schedule drawing and update functions. # Draw really only needs 60 FPS, update can be faster. pyglet.clock.schedule_interval(self.on_draw, 1/72.0) pyglet.clock.schedule_interval(self.scene_handler.update, 1/72.0) music = False if music: gamestate.dj = pyglet.media.Player() gamestate.dj.eos_action = 'loop' gamestate.dj.queue(pyglet.resource.media('game/music.wav', streaming=True)) gamestate.dj.play()