本文整理汇总了Python中pyglet.window.Window类的典型用法代码示例。如果您正苦于以下问题:Python Window类的具体用法?Python Window怎么用?Python Window使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Window类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: main
def main():
global win
clock.schedule(rabbyt.add_time)
win = Window(width=800, height=600)
rabbyt.set_default_attribs()
lawn = Lawn()
wind = Wind()
magicEventRegister(win, events, list(lawn))
while not win.has_exit:
tick = clock.tick()
win.dispatch_events()
lawn.update(tick)
wind.update(tick)
events.ConsumeEventQueue()
rabbyt.clear((1, 1, 1))
lawn.draw()
win.flip()
示例2: main
def main():
global fps_display
win = Window(width=800, height=600)
clock.schedule(rabbyt.add_time)
rabbyt.set_default_attribs()
bg = Background()
fps_display = clock.ClockDisplay()
while not win.has_exit:
tick = clock.tick()
win.dispatch_events()
bg.update(tick)
rabbyt.clear((bg.color))
bg.draw()
fps_display.draw()
win.flip()
示例3: main
def main():
# Create the main window
window = Window(800, 600, visible=False,
caption="FF:Tactics.py", style='dialog')
# Create the default camera and have it always updating
camera = Camera((-600, -300, 1400, 600), (400, 300), 300, speed=PEPPY)
clock.schedule(camera.update)
# Load the first scene
world = World(window, camera)
world.transition(MainMenuScene)
# centre the window on whichever screen it is currently on
window.set_location(window.screen.width/2 - window.width/2,
window.screen.height/2 - window.height/2)
# clear and flip the window
# otherwise we see junk in the buffer before the first frame
window.clear()
window.flip()
# make the window visible at last
window.set_visible(True)
# finally, run the application
pyglet.app.run()
示例4: main
def main():
win = Window(fullscreen=True, visible=False)
camera = Camera(win.width, win.height, (0, 0), 100)
renderer = Renderer()
maze = Maze()
maze.create(50, 30, 300)
keyboard = Keyboard()
keyboard.key_handlers[key.ESCAPE] = win.close
keyboard.key_handlers.update(camera.key_handlers)
clock.schedule(maze.update)
win.on_draw = lambda: renderer.on_draw(maze, camera, win.width, win.height)
win.on_key_press = keyboard.on_key_press
keyboard.print_handlers()
win.set_visible()
app.run()
示例5: Gameloop
class Gameloop(object):
def __init__(self):
self.window = None
def init(self):
self.world = World()
self.world.init()
populate(self.world)
bitmaps = Bitmaps()
bitmaps.load()
self.render = Render(bitmaps)
self.camera = Camera(zoom=10.0)
self.window = Window(fullscreen=False, visible=False)
self.window.set_exclusive_mouse(True)
self.window.on_draw = self.draw
self.window.on_resize = self.render.resize
self.controls = Controls(self.world.bat)
self.window.set_handlers(self.controls)
self.render.init()
clock.schedule(self.update)
self.hud_fps = clock.ClockDisplay()
self.window.set_visible()
def update(self, dt):
# scale dt such that the 'standard' framerate of 60fps gives dt=1.0
dt *= 60.0
# don't attempt to compensate for framerate of less than 30fps. This
# guards against huge explosion when game is paused for any reason
# and then restarted
dt = min(dt, 2)
self.controls.update()
self.world.update()
self.window.invalid = True
def draw(self):
self.window.clear()
self.camera.world_projection(self.window.width, self.window.height)
self.camera.look_at()
self.render.draw(self.world)
self.hud_fps.draw()
return EVENT_HANDLED
def stop(self):
if self.window:
self.window.close()
示例6: Gameloop
class Gameloop(object):
def __init__(self):
self.camera = None
self.projection = None
self.render = None
self.window = None
self.world = None
self.fpss = []
def prepare(self, options):
self.window = Window(fullscreen=options.fullscreen, vsync=False, visible=False, resizable=True)
self.window.on_draw = self.draw
self.projection = Projection(self.window.width, self.window.height)
self.window.on_resize = self.projection.resize
self.world = World()
self.camera = Camera()
self.world.add(GameItem(camera=self.camera, position=Origin, move=WobblyOrbit(32, 1, speed=-0.5)))
self.render = Render(self.world)
self.render.init()
pyglet.clock.schedule(self.update)
self.clock_display = pyglet.clock.ClockDisplay()
vs = VertexShader(join("flyinghigh", "shaders", "lighting.vert"))
fs = FragmentShader(join("flyinghigh", "shaders", "lighting.frag"))
shader = ShaderProgram(vs, fs)
shader.use()
def update(self, dt):
# self.fpss.append(1/max(1e-3, dt))
dt = min(dt, 1 / 30)
self.world.update(dt)
self.window.invalid = True
def draw(self):
self.window.clear()
self.projection.set_perspective(45)
self.camera.look_at(Origin)
self.render.draw()
self.projection.set_screen()
self.camera.reset()
self.render.draw_hud(self.clock_display)
return EVENT_HANDLED
def stop(self):
if self.window:
self.window.close()
示例7: main
def main():
win = Window(fullscreen=True)
win.on_resize = on_resize
try:
try:
install_shaders('allGreen.frag', 'zoomRotate.vert')
except ShaderError, e:
print str(e)
return 2
win.on_draw = lambda: on_draw(win)
app.run()
示例8: _create_shadow_window
def _create_shadow_window():
global _shadow_window
import pyglet
if not pyglet.options['shadow_window'] or _is_epydoc:
return
from pyglet.window import Window
_shadow_window = Window(width=1, height=1, visible=False)
_shadow_window.switch_to()
from pyglet import app
app.windows.remove(_shadow_window)
示例9: __init__
def __init__(self, view_size=(10,10),scale=(10),*args, **kwargs):
Window.__init__(self, *args, **kwargs)
self.set_mouse_visible(True)
self.view_scale = scale#min(self.width/view_size[0],self.height/view_size[1])
self.view_size = view_size
self.undo = UndoManager(self)
self.width = self.view_scale*self.view_size[0]
self.height = self.view_scale*self.view_size[1]
self.setup()
示例10: PygletApp
class PygletApp(object):
def __init__(self):
self.window = Window(visible=False, fullscreen=False)
self.window.on_resize = self.on_resize
self.window.on_draw = self.on_draw
self.window.on_key_press = self.on_key_press
self.files = SvgFiles()
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(
0.0, -0.0, 1.0, # eye
0.0, -0.0, -1.0, # lookAt
0.0, 1.0, 0.0) # up
def on_draw(self):
glClear(GL_COLOR_BUFFER_BIT)
self.files.draw()
return EVENT_HANDLED
def on_resize(self, width, height):
# scale is distance from screen centre to top or bottom, in world coords
scale = 110
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
aspect = width / height
gluOrtho2D(
-scale * aspect,
+scale * aspect,
-scale,
+scale)
return EVENT_HANDLED
def on_key_press(self, symbol, modifiers):
if symbol == key.ESCAPE:
self.window.close()
return
self.files.next()
def run(self):
self.window.set_visible()
app.run()
示例11: __init__
def __init__(self):
self.win = Window(fullscreen=True, visible=False)
self.clockDisplay = clock.ClockDisplay()
glClearColor(0.2, 0.2, 0.2, 1)
self.camera = Camera((0, 0), 250)
self.space = pymunk.Space() #2
self.space.gravity = (0, -500.0)
self.space.damping = 0.999
self.map = alone.Map(self.space)
self.player = alone.Player(*self.map.to_world(1,2))
self.space.add(self.player.box, self.player.body)
self.space.add_collision_handler(0, 0, None, None, self.print_collision, None)
self.balls = []
self.lamps = [alone.Lamp(*self.map.to_world(4, 3))]
#self.powerups = [alone.Powerup(*self.map.to_world(1, 4))]
darkImage = pyglet.resource.image('dark.png')
winSize = self.win.get_size()
self.darkness = pyglet.sprite.Sprite(darkImage, x=0, y=0)
self.darkness.scale = winSize[0]/darkImage.width
backgroundImage = pyglet.resource.image('background.png')
self.background = pyglet.sprite.Sprite(backgroundImage, x=0, y=0)
self.background.scale = winSize[0]/backgroundImage.width
self.camera.setTarget(0, 0)
示例12: setUp
def setUp(self):
self.w = Window(width=1, height=1, visible=False)
self.s = Sprite(10, 10, 10, 10,
Image2d.from_image(SolidColorImagePattern((0, 0, 0,
0)).create_image(
1, 1)))
assert (self.s.x, self.s.y) == (10, 10)
示例13: __init__
def __init__(self, pmap):
self.world = World(pmap)
self.win = Window(width=pmap['bounds'][2], height=pmap['bounds'][3])
# pyglet.clock.set_fps_limit(10)
# pyglet.clock.set_fps_limit(60)
self.win.push_handlers(self.on_key_press)
self.fullscreen = False
示例14: __init__
def __init__(self):
vs = True # limit FPS or something
try:
# Try and create a window with multisampling (antialiasing)
config = Config(sample_buffers=1, samples=4,
depth_size=16, double_buffer=True,)
GLWindow.__init__(self, self.sizeX, self.sizeY, vsync=vs,
resizable=False, config=config)
except pyglet.window.NoSuchConfigException:
# Fall back to no multisampling for old hardware
super(Melee, self).__init__(self.sizeX, self.sizeY, vsync=vs,
resizable=False)
# Initialize OpenGL
squirtle.setup_gl()
示例15: launch
def launch(self):
self.win = Window(
width=1024, height=768,
vsync=self.vsync,
visible=False)
self.win.set_mouse_visible(False)
GameItem.win = self.win
load_sounds()
self.music = Music()
self.music.load()
self.music.play()
keystate = key.KeyStateHandler()
self.win.push_handlers(keystate)
game = Game(keystate, self.win.width, self.win.height)
handlers = {
key.M: self.toggle_music,
key.F4: self.toggle_vsync,
key.ESCAPE: self.exit,
}
game.add(KeyHandler(handlers))
render = Render(game)
render.init(self.win)
game.startup(self.win)
self.win.set_visible()
pyglet.app.run()