def __init__(self, app, caption, pos, size, fullScreen, frameRate, smooth, mode) : """ init window acording to setup variables """ Window.__init__(self, app, caption, pos, size, fullScreen, frameRate, smooth) # , mode) if sys.platform == 'win32' : # it is win os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % self.pos elif sys.platform == 'darwin': os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % self.pos pygame.init() pygame.display.init() ## FULLSCREEN create a fullscreen display ## DOUBLEBUF recommended for HWSURFACE or OPENGL ## HWSURFACE hardware accelereated, only in FULLSCREEN ## OPENGL create an opengl renderable display ## RESIZABLE display window should be sizeable ## NOFRAME display window will have no border or controls if self.fullScreen : for d in pygame.display.list_modes() : # match the size to the display's resolution if pygame.display.mode_ok(d) : self.size = self.app.size = d break pygame.display.set_mode(self.size, HWSURFACE | FULLSCREEN | OPENGL | DOUBLEBUF) else: self.screen = pygame.display.set_mode(self.size, OPENGL | DOUBLEBUF) # HWSURFACE pygame.display.set_caption(self.caption) self.clock = pygame.time.Clock() engine.start( self.size, sm=self.smooth, m=mode ) self.events = events.PygameEventsListener(self.app)#, self.engine)
def main(): #some functions here which will check for saved game files. #If found, this will push saved data into the new engine instance #Will be developed later. engine.start()
def initFrameRate(self) : # THIS IS THE LAST THING TO HAPPEN, from the first loop """ in wx this initialises all, this is because there are problems with the order specially on linux """ #self.engine = graphics.Engine(self.glsize, smooth=self.smooth, mode=self.mode) # init rendering engine with GLSIZE engine.start(self.glsize, sm=self.smooth, m=self.mode) self.initInputEvents() # init window, graphics engine, event system, bind events etc... self.t = utilities.FpsTimer(self.frameRate, self.canvas.Refresh) # this triggers EVT_PAINT and therefore self.loop# self.refreshGL) self.init = True self.last = time.time() self.app.start() # call start subclass method just before entering the main loop, to initialise objects etc...
def initFrameRate( self): # THIS IS THE LAST THING TO HAPPEN, from the first loop """ in wx this initialises all, this is because there are problems with the order specially on linux """ #self.engine = graphics.Engine(self.glsize, smooth=self.smooth, mode=self.mode) # init rendering engine with GLSIZE engine.start(self.glsize, sm=self.smooth, m=self.mode) self.initInputEvents( ) # init window, graphics engine, event system, bind events etc... self.t = utilities.FpsTimer( self.frameRate, self.canvas.Refresh ) # this triggers EVT_PAINT and therefore self.loop# self.refreshGL) self.init = True self.last = time.time() self.app.start( ) # call start subclass method just before entering the main loop, to initialise objects etc...
def __init__(self, app, frameclass, caption, pos, size, fullScreen, frameRate, smooth): Window.__init__(self, app, caption, pos, size, fullScreen, frameRate, smooth) #, mode) # env removed QtGui.QMainWindow.__init__(self, None) ## QMainWindow.__init__(self, None) if fullScreen: self.showFullScreen() self.glWidget = MirraGLWidget(None, self, size) self.setCentralWidget(self.glWidget) self.setWindowTitle(caption) self.resize(size[0], size[1]) # size of the whole window self.events = events.EventListener(self.app) #, engine) # instance of event handler engine.start( size ) # this is overwritten later by the resize render_timer = QtCore.QTimer(self) render_timer.timeout.connect(self.glWidget.updateGL) ## prepares for paintGL ## timer.timeout.connect(self.glWidget.update) ms = (1./frameRate) * 1000 # FPS to msecs render_timer.start(ms)
def __init__(self, app, caption, pos, size, fullScreen, frameRate, smooth, mode): """ init window acording to setup variables """ Window.__init__(self, app, caption, pos, size, fullScreen, frameRate, smooth) # , mode) if sys.platform == 'win32': # it is win os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % self.pos elif sys.platform == 'darwin': os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % self.pos pygame.init() pygame.display.init() ## FULLSCREEN create a fullscreen display ## DOUBLEBUF recommended for HWSURFACE or OPENGL ## HWSURFACE hardware accelereated, only in FULLSCREEN ## OPENGL create an opengl renderable display ## RESIZABLE display window should be sizeable ## NOFRAME display window will have no border or controls if self.fullScreen: for d in pygame.display.list_modes( ): # match the size to the display's resolution if pygame.display.mode_ok(d): self.size = self.app.size = d break pygame.display.set_mode( self.size, HWSURFACE | FULLSCREEN | OPENGL | DOUBLEBUF) else: self.screen = pygame.display.set_mode(self.size, OPENGL | DOUBLEBUF) # HWSURFACE pygame.display.set_caption(self.caption) self.clock = pygame.time.Clock() engine.start(self.size, sm=self.smooth, m=mode) self.events = events.PygameEventsListener( self.app) #, self.engine)
def main(): global options parser = OptionParser() parser.set_defaults( dbname = Config.Database.dbname, dbuser = Config.Database.dbuser, dbpasswd = Config.Database.dbpasswd, dbhost = Config.Database.dbhost, dbport = Config.Database.dbport, createtables = Config.Database.createtables ) parser.add_option("--dbname", dest="dbname", help="PostgreSQL database to connect the Llampex Engine", metavar="DBNAME") parser.add_option("--host", dest="dbhost", help="PostgreSQL host to connect", metavar="DBHOST") parser.add_option("--port", dest="dbport", type="int", help="PostgreSQL port to connect", metavar="DBPORT") parser.add_option("--user", dest="dbuser", help="PostgreSQL User", metavar="DBUSER") parser.add_option("--pass", dest="dbpasswd", help="PostgreSQL Password for User", metavar="DBUSER") parser.add_option("--createtables", dest="createtables", action="store_true", help="Creates the needed tables if aren't in the database yet") parser.add_option("-q", "--quiet", action="store_false", dest="verbose", default=True, help="don't print status messages to stdout") (options, args) = parser.parse_args() dboptions = {} for key in dir(options): if key.startswith("db"): dboptions[key] = getattr(options,key) connect(dboptions,options.verbose) if options.createtables: create_all() engine.start(options.verbose) engine.wait()
def run(): engine.running = True engine.start() engine.world = world.host_or_connect(engine) lt = time.time() ticks = 0 fr = 0 engine.screen_refresh = 1 engine.next_screen = engine.screen_refresh while engine.running: engine.dt = engine.clock.tick(getattr(engine, "framerate", 30)) engine.dt = min(engine.dt * .001 * 60, 100.0) engine.update() engine.next_screen -= engine.dt if engine.next_screen < 0: engine.clear_screen() engine.world.draw() engine.draw_screen() engine.next_screen = engine.screen_refresh controller.input() print "quit"
def run(): engine.running = True engine.start() engine.world = world.make_world(engine) lt = time.time() ticks = 0 fr = 0 engine.screen_refresh = 1 engine.next_screen = engine.screen_refresh while engine.running: engine.dt = engine.clock.tick(getattr(engine,"framerate",30)) engine.dt = min(engine.dt*.001*60,100.0) engine.update() engine.next_screen -= engine.dt if engine.next_screen < 0: engine.clear_screen() engine.world.draw() engine.draw_screen() engine.next_screen = engine.screen_refresh controller.input() print "quit"
def rewind_to_start(self): self.board_position = engine.start() self.display_board() self.game.set_panel_msg() self.gui.init_all_dnd()
import engine import maps import control import render ####################################### # Initialization and main loop ####################################### tcod.console_set_custom_font(data.font, tcod.FONT_TYPE_GREYSCALE | tcod.FONT_LAYOUT_TCOD) tcod.console_init_root( data.screen_width, data.screen_height, 'frogue!!', False) maps.make_bsp_dungeon(6, 10, 30) # maps.build_prefab() engine.start() recompute_field_of_view = True render.initialize_field_of_view() while not tcod.console_is_window_closed(): # Render the screen... render.render_all() tcod.console_flush() # Clear objects from old location, before they move for object in data.objects: object.clear() exit = control.input()
def test(): engine.start()
from engine import start, draw_world_object, load_model box = load_model('models/box.json') box.translate((-4, 0, 0)) box.scale(2) def loop(canvas): draw_world_object(canvas, box) box.translate((1, 0, 0.1)) if __name__ == '__main__': start(loop)
#parser.add_argument("-t", "--stopwebsite", help="Stop the web site",action="store_false") #parser.add_argument("-e", "--fillcache", help="Fill the cache with values",action="store_true") #parser.add_argument("-e", "--startengine", help="Start sampling sensors",action="store_false") args = parser.parse_args() #initialize app and verify if args.noinit is False: initApp() if args.notest is False: test_cache(_pyRedis) listener.test_listener() engine.test_engine() #website.start() listener.start(_pubsub) engine.start(_pyRedis) #while True: # char = util.getch() # if (char == "q"): # engine.stop() # listener.stop() # exit(0) # if (char == "l"): # listener.stop() # if (char == "e"): # engine.stop()
def test_it_runs(self, return_value): try: engine.start(lambda canvas: None) except: self.fail()
import engine if __name__ == "__main__": engine.start()
from engine import start if __name__ == "__main__": start(False)