def __init__(self): self.depth = 1 self.weaponsprite = sfml.Sprite( function.load_texture(constants.SPRITE_FOLDER + "weapons/miniguns/0.png")) self.firingsprite = sfml.Sprite( function.load_texture(constants.SPRITE_FOLDER + "weapons/miniguns/2.png"))
def spawn_rocks(self): if len(self.rocks) == 0: rock_down = sf.Sprite(self.rock_down) rock_down.position = sf.Vector2(float(WWIDTH), 0.0) self.rocks.append(rock_down) rock_up = sf.Sprite(self.rock_up) rock_up.position = sf.Vector2(rock_up.position.x + 300.0, float(WHEIGHT - rock_up.global_bounds.height)) self.rocks.append(rock_up) else: print("Boş değil")
def init_tyles_types(self): print("init_tyles_types", self.data, self.available_letters) self.init_sprite_list() sprites = [] lCounter = 0 # Line Counter cCounter = 0 # Character Coutner for line in self.data: cCounter = 0 for char in line: if char in self.available_letters: #print (lCounter, cCounter,(char)) sprite = sf.Sprite(self.textures[char]) position = sf.Vector2(TILE_SIZE * cCounter, TILE_SIZE * lCounter) position.x = TILE_SIZE * cCounter position.y = TILE_SIZE * lCounter sprite.move(position) #print(position) self.sprite_list.append(sprite) sprites.append(sprite) self.sprite_count += 1 cCounter += 1 #print (lCounter, cCounter, self.sprite_list, self.sprite_count) lCounter += 1 #print (self.sprite_list, self.sprite_count) self.set_available()
def main(): window = sf.RenderWindow(sf.VideoMode(640, 480), 'SFML RenderTexture example') window.framerate_limit = 60 running = True rect0 = sf.RectangleShape((5, 5)) rect0.position = (90, 50) rect0.fill_color = sf.Color.GREEN rect0.outline_color = sf.Color.BLUE rect0.outline_thickness = 2.0 rect1 = sf.RectangleShape((20, 30)) rect1.position = (50, 50) rect1.fill_color = sf.Color.CYAN rt = sf.RenderTexture(110, 110) rt.clear(sf.Color(0, 0, 0, 0)) rt.draw(rect0) rt.draw(rect1) rt.display() s = sf.Sprite(rt.texture) s.origin = (55, 55) s.position = (320, 240) while running: for event in window.iter_events(): if event.type == sf.Event.CLOSED: running = False window.clear(sf.Color.WHITE) s.rotate(5) window.draw(s) window.display() window.close()
def __init__(self, window, manager): super(MainMenuHandler, self).__init__(window, manager) self.menubg = sfml.Sprite(function.load_texture(constants.SPRITE_FOLDER + "gameelements/menubackgrounds/%s.png" % random.randint(0,2))) self.menubg.x = 200 self.color = tuple(self.manager.config.setdefault('menu_color', [0.7, 0.25, 0])) self.color = sfml.Color(self.color[0] * 255, self.color[1] * 255, self.color[2] * 255)
def reset(self): self._meter_view = MeterView(self._window) self._points = 0 self._acceleration = True self._powerbar_view = PowerbarView(self._window) self._energy = 100 self._energy_cmp = self._energy self._dt = datetime.now() self._dt2 = datetime.now() self._dt3 = datetime.now() self._dt_cmp = self._dt self._dt_cmp2 = self._dt self._dt_cmp3 = self._dt self._frame_count = 0 self._window_on_count = 50 self._monster_texture = sf.Texture.from_file("assets/monster.png") self._monster_sprite = sf.Sprite(self._monster_texture) self._windows = {} # contains all windows with their current status for x in range(0, self._columns): self._windows[x] = {} for y in range(0, self._rows): self._create_window(x, y)
def __init__(self, game, map_id, map_version): self.game = game self.texture = game.texturehandler.texture # load map properties and tank data self.map_properties = self.load_properties(map_id, map_version) self.tank_data = const.tank_data # set useful values for calculations self.centerview = (game.window.size.x * 0.5 * game.window.view.viewport.width, game.window.size.y * 0.5 * game.window.view.viewport.height) self.tilewidth = game.texturehandler.tilewidth self.tileheight = game.texturehandler.tileheight self.max_x = game.battlefield.map_tiles_x - 1 self.max_y = game.battlefield.map_tiles_y - 1 # load hud sprites self.sprites = {} for key, val in const.hud_sprites.items(): s = sf.Sprite(self.texture) s.texture_rectangle = game.get_texture_rect(val) s.origin = (s.texture_rectangle.width / 2, s.texture_rectangle.height / 2) self.sprites[key] = s # initialize values self.update()
def init_hud_list(self): distance = 2 margin_left = 35 scale = 0.25 counter = 0 lCounter = 0 cCounter = 0 for char in self.available_letters: if cCounter == 2 and counter > 8: cCounter = 0 lCounter += 1 if cCounter == 3: cCounter = 0 lCounter += 1 sprite = sf.Sprite(self.textures[char]) position = sf.Vector2(TILE_SIZE * scale * cCounter, TILE_SIZE * scale * lCounter) position.x = (TILE_SIZE * scale * cCounter) + distance * (cCounter + 1) + margin_left position.y = (TILE_SIZE * scale * lCounter) + distance * (lCounter + 1) + margin_left if counter > 8: position.x += (TILE_SIZE * scale / 2) print("POSA", counter, cCounter, lCounter, position) sprite.scale((scale, scale)) sprite.move(position) self.hud_list.append(sprite) cCounter += 1 counter += 1
def __init__( self, dData ): #sComponentID, textureGrid, fDelay, iFrameWidth, iFrameHeight, iFramesWide, iFramesHigh): Component.__init__(self, "ANSPRITE:%s" % (dData['componentID']), True, True) #This animation starts off as inactive and will await a trigger from a system function self._bActive = False #This will denote the time in-between each frame of the animation in the textureGrid. self._fDelay = dData['delay'] #This will tell us when it is time to update the frame. self._fAnim_Time = 0.0 #The current frame on the texture grid (top-left) self._iCurrent_Frame = [0, 0] #The texture grid details self._iFrame_Width = dData['frameWidth'] self._iFrame_Height = dData['frameHeight'] self._iFrames_Wide = dData['framesWide'] self._iFrames_High = dData['framesHigh'] #This holds the texture for the animation! self._Animation_Sprite = sf.Sprite(dData['Texture'][0]) self._Animation_Sprite.set_texture_rect( sf.IntRect(0, 0, self._iFrame_Width, self._iFrame_Height))
def __init__(self): mode = sf.VideoMode.get_desktop_mode() style = sf.Style.FULLSCREEN self.window = sf.RenderWindow(mode, "BabyOS", style) Animation.setScreenSize(mode.size) self.bgImage = sf.Image.create(mode.size.x, mode.size.y, sf.Color.BLACK) bgTexture = sf.Texture.from_image(self.bgImage) self.bgSprite = sf.Sprite(bgTexture) self.scene = Scene() self.lettermap = {} self.codeword = "stop" self.typed = "" ic = ImageCache.ImageCache(maxDim=400) ic.scan("pictures") for i in ic.getCachedImages(): try: texture = sf.Texture.from_file(i) except: print "Error loading texture %s" % (i) continue key = os.path.basename(i)[0] key = key.lower() if not key in self.lettermap: self.lettermap[key] = [] self.lettermap[key].append(texture)
def __init__(self, window, manager): super(LobbyHandler, self).__init__(window, manager) self.menuitems = [ ('Back to Main Menu', LobbyHandler.go_back), ('', None) ] self.menubg = sfml.Sprite(function.load_texture(constants.SPRITE_FOLDER + "gameelements/menubackgrounds/0.png")) self.menubg.x = 200 self.menubg.x = 200 self.color = tuple(self.manager.config.setdefault('menu_color', [0.7, 0.25, 0])) self.color = sfml.Color(self.color[0] * 255, self.color[1] * 255, self.color[2] * 255) self.sendbuf = b'' self.lobbysocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.num_servers = -1 self.servers_read = 0 self.lobbysocket.connect((constants.LOBBY_HOST, constants.LOBBY_PORT)) lobbyuuid = uuid.UUID(constants.LOBBY_MESSAGE_TYPE_LIST).get_bytes() self.protocoluuid = uuid.UUID(constants.GG2_LOBBY_UUID).get_bytes() self.send_all(lobbyuuid+self.protocoluuid) self.compatuuid = uuid.UUID(constants.PYGG2_COMPATIBILITY_PROTOCOL).get_bytes()
def main(): window = sf.RenderWindow(sf.VideoMode(640, 480), 'Pixels test') window.framerate_limit = 60 princess = sf.Image.load_from_file('princess.png') new_image = sf.Image(princess.width, princess.height) pixels = princess.get_pixels() unpacker = struct.Struct('BBBB') for i in xrange(princess.width): for j in xrange(princess.height): k = i * 4 + j * princess.width * 4 s = pixels[k:k + 4] if s: color = sf.Color(*unpacker.unpack(s)) mean = (color.r + color.g + color.b) / 3 color.r = color.g = color.b = mean new_image[i, j] = color else: pass texture = sf.Texture.load_from_image(new_image) sprite = sf.Sprite(texture) running = True while running: for event in window.iter_events(): if event.type == sf.Event.CLOSED: running = False window.clear(sf.Color.WHITE) window.draw(sprite) window.display() window.close()
def _display_main_monster(self): monster = sf.Sprite(self._monster_texture) monster.texture_rectangle = sf.Rectangle( (0, 0), (self._monster_texture.width, self._monster_texture.height)) monster.position = ( (settings.windowWidth - self._monster_texture.width) / 2, (settings.windowHeight - self._monster_texture.height) / 2)
def __init__(self): # Window self.window = sf.RenderWindow(sf.VideoMode(WWIDTH, WHEIGHT), WTITLE, sf.Style.CLOSE | sf.Style.TITLEBAR, SETTINGS) self.window.framerate_limit = 60 # Clock self.clock = sf.Clock() # View self.view = sf.View(sf.Rectangle((0, 0), (WWIDTH, WHEIGHT))) self.window.view = self.view # Loading assets self.load_assets() self.backgrounds = [sf.Sprite(self.bg_texture) for i in xrange(2)] self.grounds = [sf.Sprite(self.ground_texture) for i in xrange(2)] self.grounds[0].position = 0, 409 self.grounds[1].position = 0, 409 # Plane fly_anim = Animation() fly_anim.texture = self.plane_sheet fly_anim.add_frame(sf.Rectangle((0, 0), (88, 73))) fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73))) fly_anim.add_frame(sf.Rectangle((176, 0), (88, 73))) fly_anim.add_frame(sf.Rectangle((88, 0), (88, 73))) self.plane = AnimatedSprite(sf.seconds(0.2), False, True) self.plane.play(fly_anim) self.plane.origin = self.plane.global_bounds.width / 2.0, self.plane.global_bounds.height / 2.0 self.plane.position = sf.Vector2(150, 200) self.plane_speed = sf.Vector2(0.0, 0.0) self.jump_time = None self.plane_jumped = False # Rocks self.rocks = [] self.spawn_rocks()
def __init__(self, layer=0, color=sf.Color.WHITE, texture=None): super(SpriteEntity, self).__init__(layer) (sf.Sprite, self).__init__(texture=texture) self.sprite = sf.Sprite(texture) self.sprite.color = color self.ratio = sf.Vector2(1.0, 1.0) self.origin = sf.Vector2(0.5, 0.5) self.__renderstate = sf.RenderStates()
def __init__(self): self.depth = 1 self.currentindex = -1 self.flamesprite = [ sfml.Sprite( function.load_texture(constants.SPRITE_FOLDER + "projectiles/flames/{}.png".format(i))) for i in range(3) ]
def __init__(self): self.depth = -1 self.sprites = [ sfml.Sprite( function.load_texture( constants.SPRITE_FOLDER + "ingameelements/sentryred/{0}.png".format(i))) for i in range(10) ]
def __init__(self, texture, application): GameObject.__init__(self) self.sprite = sf.Sprite(texture) self.addChild(self.sprite) self.application = application x = texture.width / 2 y = texture.height / 2 self.origin = sf.Vector2(texture.width / 2, texture.height / 2) self.animations = Animation.createRandomGroup(self)
def __init__(self, actor, dark=False): self.actor = actor if dark: self.texture = sf.Texture.from_file("overlay-dark.png") else: self.texture = sf.Texture.from_file("overlay.png") self.sprite = sf.Sprite(self.texture)
def __init__(self, x, y): Monster.__init__(self) small_monster = sf.Texture.from_file("small_monster.png") self.sprite = sf.Sprite(small_monster) self.sprite.position = (x, y) self.speed = 1 self.damage = 1 self.sound_rarity = 4800
def __init__(self, x, y): Monster.__init__(self) big_monster = sf.Texture.from_file("big_monster.png") self.sprite = sf.Sprite(big_monster) self.sprite.position = (x, y) self.sound_rarity = 1200 self.speed = 1.10 self.damage = 5
def __init__(self, x, y): Actor.__init__(self) player = sf.Texture.from_file("player.png") self.sprite = sf.Sprite(player) self.position = (x, y) self.max_health = 5 self.health = self.max_health self.max_stamina = 4 self.stamina = self.max_stamina
def __init__(self): self.depth = -1 self.base = sfml.Sprite( function.load_texture(constants.SPRITE_FOLDER + "ingameelements/sentryred/11.png")) self.turrets = [ sfml.Sprite( function.load_texture( constants.SPRITE_FOLDER + "ingameelements/sentryturrets/{0}.png".format(i))) for i in range(3) ] self.turning = [ sfml.Sprite( function.load_texture( constants.SPRITE_FOLDER + "ingameelements/turretrotates/{0}.png".format(i))) for i in range(5) ]
def setUp(self): # Animation stuff dudeFrame = 6 dudeFrameCounter = 0 dudeFrameSpeed = 5 # load the textures for possible heroes dudeTextures = [] characters = [] try: dudeTextures.append( sf.Texture.from_file("assets/sprites/dude0.png")) dudeTextures.append( sf.Texture.from_file("assets/sprites/dude1.png")) dudeTextures.append( sf.Texture.from_file("assets/sprites/dude2.png")) except IOError: print("ERROR") exit(1) for dudeTexture in dudeTextures: characters.append(sf.Sprite(dudeTexture)) for i in range(len(characters)): characters[i].ratio = sf.Vector2(4, 4) characters[i].origin = texture_size / 2 characters[i].position = (game_size.x / (len(characters) + 1) * (i + 1), game_size.y / 2) topLeft = sf.Vector2(114, 0) for character in characters: character.texture_rectangle = sf.Rectangle(topLeft, texture_size) level = 1 space = pm.Space() sprite = characters[1] # create hero's physical body dude_body = pm.Body(50, pm.inf) # Has a weight, but cannot rotate # create hero's boundaries dude_poly = pm.Poly.create_box(dude_body, person_size) dude_poly.friction = 1 dude_poly.collision_type = 3 jump_sensor = pm.Poly.create_box(dude_body, size=(50, 2), offset=(0, 65)) jump_sensor.sensor = True jump_sensor.collision_type = 2 space.add(dude_body, dude_poly, jump_sensor) self.base_entity = BaseEntity(dude_body, dude_poly, sprite, sf.Vector2(19, 44))
def __init__(self, id=""): self.id = id # Drawing stuff self.sprite = sf.Sprite(res.ship) self.sprite_offset = sf.Vector2(-71, -40) self.room_offset = sf.Vector2(63, 32) # Offset of room origin self.position = sf.Vector2(0, 0) # Shield renering self.shields_offset = sf.Vector2(-30, -50) self.shields_sprite = sf.Sprite(res.shields) #self.shields_sprite.origin - self.shields_sprite.local_bounds.size/2 # Stats n stuff self.alive = True self.hull_points = 10 # Explosion stuff self.exploding = False # Playing the explosion animation self.explosion_timer = 0 self.hull_pieces = [\ HullPiece(res.ship_piece1, sf.Vector2(205, 60), 10, 20, 0, 360, -30, 30),\ HullPiece(res.ship_piece2, sf.Vector2(70, 108), 20, 40, 160, 200, -40, 40),\ HullPiece(res.ship_piece3, sf.Vector2(130, 127), 40, 60, 220, 260, -60, -20),\ HullPiece(res.ship_piece4, sf.Vector2(17, 0), 30, 50, 20, 70, -30, 30),\ HullPiece(res.ship_piece5, sf.Vector2(0, 61), 40, 80, 110, 160, -30, 30),\ HullPiece(res.ship_piece6, sf.Vector2(72, 0), 20, 50, 330, 350, -30, 30),\ ] # Path grid for pathfinding self.path_grid = Grid(10, 10) # Things on the ship self.rooms = [] self.weapon_slots = [] self.weapon_system = None self.engine_system = EngineSystem() self.shield_system = None
def __init__(self): self.depth = 0 self.sprites = [ sfml.Sprite( function.load_texture((constants.SPRITE_FOLDER + "characters/heavyreds/%s.png" % i))) for i in range(4) ] self.spriteoffset = (14, 30) self.spriteoffset_flipped = (26, 30)
def run(): SIZE = 0 window = sf.RenderWindow(sf.VideoMode(WWIDTH, WHEIGHT), WTITLE) window.framerate_limit = 60 # Background bg_texture = sf.Texture.from_file("assets/images/background.png") background = sf.Sprite(bg_texture) # Ball b_texture = [] b_texture.append(sf.Texture.from_file("assets/bln/balon0.png")) b_texture.append(sf.Texture.from_file("assets/bln/balon1.png")) b_texture.append(sf.Texture.from_file("assets/bln/balon2.png")) b_texture.append(sf.Texture.from_file("assets/bln/balon3.png")) balls = [] # Clock clock = sf.Clock() while window.is_open: for event in window.events: if type(event) is sf.CloseEvent: window.close() # Close if sf.Keyboard.is_key_pressed(sf.Keyboard.ESCAPE): window.close() elapsed = clock.elapsed_time.seconds clock.restart() for ball in balls: ball.position = ball.position.x, (ball.position.y + BALL_SPEED) if ball.position.y > WHEIGHT: balls.remove(ball) SIZE -= 1 if SIZE < MAX_SIZE: ball = sf.CircleShape(rm.randint(20, 60)) ball.texture = rm.choice(b_texture) ball.origin = 20, 20 ball.position = rm.randint(40, WWIDTH - 80), rm.randint( -300, 0) #WHEIGHT / 8.0 balls.append(ball) SIZE += 1 # Rendering window.clear(sf.Color.BLACK) window.draw(background) for ball in balls: window.draw(ball) window.display()
def initialize(self, renderer, game, state, character_id, spritepath): character = state.entities[character_id] if character.team == constants.TEAM_RED: team = "0" else: team = "1" self.hudsprite = sfml.Sprite( function.load_texture(constants.SPRITE_FOLDER + "huds/ammo/" + spritepath + "/" + team + ".png")) self.background_bar.location = self.bar.location self.background_bar.color = sfml.Color(0, 0, 0, 255) self.bar.color = sfml.Color(217, 217, 183, 255)
def prerender(self, map_): # create textures for pre-rendering self.top_layers = sf.RenderTexture(self.mapwidth, self.mapheight) self.bottom_layers = sf.RenderTexture(self.mapwidth, self.mapheight) # render map tiles on the textures for z, layer in enumerate(map_): for col in layer: for tile in col: if z > self.piece_layer: self.top_layers.draw(tile) else: self.bottom_layers.draw(tile) # update textures self.top_layers.display() self.bottom_layers.display() # set sprites self.map_top = sf.Sprite(self.top_layers.texture) self.map_bottom = sf.Sprite(self.bottom_layers.texture)
def getHoverImage(self): succeeded = False try: imageRequest = urllib.request.urlopen( "http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=" + str(self.multiverseID) + "&type=card") imageData = imageRequest.read() self.hoverTexture = sf.Texture.from_memory(imageData) self.hoverSprite = sf.Sprite(self.hoverTexture) self.hoverSprite.color = sf.Color(255, 255, 255, 225) succeeded = True except Exception as e: print(e) self.canDisplayImage = succeeded