本文整理汇总了Python中pyglet.window.Window.set_caption方法的典型用法代码示例。如果您正苦于以下问题:Python Window.set_caption方法的具体用法?Python Window.set_caption怎么用?Python Window.set_caption使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pyglet.window.Window
的用法示例。
在下文中一共展示了Window.set_caption方法的5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: range
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_caption [as 别名]
cell_size = 10
cells_high = window_height / cell_size
cells_wide = window_width / cell_size
grid = [1 for cell in range(cells_high)]
grid = [grid[:] for cell in range(cells_wide)]
working_grid = deepcopy(grid)
born = {3}
survives = {2, 3, 8}
paused = False
window = Window(window_width, window_height)
window.set_caption("Cellular Automaton")
@window.event
def on_draw():
window.clear()
color_cells()
draw_grid()
@window.event
def on_key_press(symbol, modifiers):
global paused
if symbol == key.ENTER:
paused = not paused
elif paused:
示例2: consol
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_caption [as 别名]
class Client:
"""
While we aren't networking this game it's better to learn this structure now
rather than later. Even if you never plan on learning how to network your
games this is still a very good architecture to use.
This Client class should be considered completely separate from the Game. It
is just a way of interacting with the game. The game should not depend on
anything in this class. Working like this will help you keep your code much
cleaner and, as stated before, networkable. You could also make multiple
clients using different technologies. In our case we are using pyglet and
rabbyt libraries, but it wouldn't be difficult to make a client using pygame
or even just the consol (for a text mode).
"""
def __init__(self, game):
# While the game needs to work independently of the client the client
# can't work independently of the game. The client will be sending
# input to the game as well as looking up different elements (such as
# all the blocks so we can draw them and tell the game when we click on
# one).
self.game = game
# Setup our pyglet window.
self.window = Window(width=self.game.size_xy[0]*20,
height=self.game.size_xy[1]*20+50)
self.window.set_caption("Mines")
self.window.on_close = sys.exit
# The default pyglet OpenGL display is setup a bit different than how
# rabbyt would like, thus rabbyt.set_default_attribs
rabbyt.set_default_attribs()
# Using pyglet for input is really easy. When you get further down
# you'll see GameContorl inherits from EventDispatcher. That's how
# window.push_handlers does the magic as we'll see further down.
self.ctrl = GameContorl(self)
self.window.push_handlers(self.ctrl)
# Here we have some sprites we are going to use for the client. For
# bigger games I think it's better to separate stuff like this out;
# but this is quite small and not an issue.
self.smile_face = rabbyt.Sprite("data/smile.png")
self.smile_face.x = self.window.width/2
self.smile_face.y = self.window.height-25
self.dead_face = rabbyt.Sprite("data/smile_dead.png")
self.dead_face.xy = self.smile_face.xy
self.won_face = rabbyt.Sprite("data/smile_won.png")
self.won_face.xy = self.smile_face.xy
# That sprite stuff was pretty self explanatory. It is also very basic.
# I'm not going to be going into much depth with rabbyt in these
# tutorials so you may want to check out the rabbyt documentation from
# http://matthewmarshall.org/projects/rabbyt/
# Very cool and elegant stuff there. Check it out!
self.clock = Clock()
self.clock.set_fps_limit(20)
self.window.push_handlers(self.clock)
self.time = 0
self.clock.schedule(self._add_time)
self.setup()
def setup(self):
"""
Just like the setup in the Game class this one fills out the block data.
But wait, why do we have to do this again? Remeber how in the GameBlock
we only had stuff related to the game engine; no display stuff? Well,
we need display stuff for the client - that's why we have ClientBlock!
As you'll see soon the ClientBlock sorta wraps the GameBlock to provide
the graphical stuff we need.
"""
self.blocks = {}
for key,b in self.game.blocks.items():
self.blocks[key] = ClientBlock(self, b)
def _add_time(self, dt):
"""
This is kept track of so we can pass it onto rabbyt (so animation works)
"""
self.time += dt
def loop(self):
"""
And here is our main game loop! In case you are new to game programming
this is what is called every frame. This is where we will handle the
display and stuff.
"""
# clock.tick is used for keeping track of time and limiting the frame
# rate.
self.clock.tick()
self.window.dispatch_events()
# And this is where that mysterious "time" comes in. This way rabbyt
# knows how much time has passed and can do the awesome animations.
rabbyt.set_time(self.time)
#.........这里部分代码省略.........
示例3: Game
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_caption [as 别名]
class Game(object):
INITIAL_UPDATE_INTERVAL = UPDATE_INTERVAL
def __init__(self):
impl.funcs.load_resources()
self.gameInfo = GameInfo()
self.win = Window(FIELD_WIDTH, FIELD_HEIGHT)
self.win.set_caption("snake")
impl.funcs.setup_background_color()
impl.funcs.setup_opengl_blend_func()
self.gameField = GameField(self.gameInfo, self.win)
self.menu = Menu(FIELD_WIDTH//2, FIELD_HEIGHT//2, self.game_start_callback, self.game_exit_callback, self.win)
self._overlay = None
self._update_interval = Game.INITIAL_UPDATE_INTERVAL
@self.gameField.event
def on_restart_snake():
unschedule(func=self.update)
self._setup_overlay("restart")
schedule_once(func=self.run_snake, delay=DELAY_FOR_NEW_RUN)
@self.gameField.event
def on_rerun_menu():
unschedule(func=self.update)
#reset current handler
self.win.pop_handlers()
#and setup update handler
self.win.push_handlers(self.menu)
self.menu.start_bgrn_animation()
@self.gameField.event
def on_game_over():
unschedule(func=self.update)
self._setup_overlay('game over...')
schedule_once(func=self.game_exit_callback, delay=DELAY_FOR_EXIT)
@self.gameField.event
def on_score_up():
if self._update_interval > MAX_UPDATE_SPEED_INTERVAL:
self._update_interval -= UPDATE_INTERVAL_SPEED_DX
unschedule(func=self.update)
schedule_interval(func=self.update,interval=self._update_interval)
def _setup_overlay(self, text):
self._overlay = BouncingLabel(FIELD_WIDTH//2,FIELD_HEIGHT//2,text,DEFAULT_OVERLAY_COLOR)
self.win.pop_handlers()
def on_draw():
self.win.clear()
self._overlay.draw()
self.win.push_handlers(on_draw)
schedule_interval(func=self._overlay.update, interval=OVERLAY_UPDATE_INTERVAL)
def game_start_callback(self):
self._setup_overlay("start")
schedule_once(func=self.run_snake, delay=DELAY_FOR_NEW_RUN)
def game_exit_callback(self, *args):
if self._overlay:
unschedule(self._overlay.update)
self._overlay = None
self.win.pop_handlers()
self.win.close()
def start(self):
self.win.push_handlers(self.menu)
pyglet.app.run()
def update(self, dt):
if not self.gameInfo.pause:
self.gameField.update(dt)
def run_snake(self, *args):
if self._overlay:
unschedule(self._overlay.update)
self._overlay = None
#reset current handlers
self.win.pop_handlers()
self.gameInfo.pause = False
self.gameField.reset()
#setup new handlers
self.win.push_handlers(self.gameField)
#and setup update handler
self._update_interval = Game.INITIAL_UPDATE_INTERVAL
schedule_interval(func=self.update,interval=self._update_interval)
示例4: Client
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_caption [as 别名]
class Client( object ):
def __init__(self, app):
self.app = app
self.window = Window( width=self.app.size[0],
height=self.app.size[1],
style='dialog',
resizable=False )
self.window.set_caption("ASTAR MAZE")
self.window.on_close = sys.exit
self.ctrl = InputHandler(self)
self.window.push_handlers(self.ctrl)
self.clock = Clock()
self.clock.set_fps_limit(30)
self.window.push_handlers(self.clock)
self.grid = ClientGrid( self.app.grid )
# S q u a r e s
self.entities = {}
self.setup()
def setup(self):
glClearColor( .113, .121, .1289, 1 )
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
glDisable( GL_LIGHTING )
glCullFace( GL_BACK )
glDisable( GL_DEPTH_TEST )
self.runner = None
self.goal = None
self.isSearching = False
self.found = False
self.solution = []
self.prev = None
self.entitiesBatch = pyglet.graphics.Batch()
group = ClientGroup()
for k,v in self.app.squares.iteritems():
verts = self.entitiesBatch.add( 4, GL_QUADS, group, 'v2i/static', 'c4B/dynamic' )
verts.vertices = v.vertices['positions']
verts.colors = v.vertices['colors']
self.entities[k] = ClientSquare( v, verts )
def draw(self):
self.grid.draw()
self.entitiesBatch.draw()
if self.found:
curr = None
if self.prev:
self.setVisited( self.entities[self.prev] )
if len(self.solution):
curr = self.solution.pop()
self.entities[curr].update( SquareType.RUNNER )
self.prev = curr
def update(self):
self.clock.tick()
self.window.dispatch_events()
self.window.clear()
self.draw()
self.window.flip()
def reset(self):
self.app.setup()
self.setup()
def astar(self):
startState = ASState( self.runner.pos, self.goal.pos, self )
nodesGenerated = 1
frontier = Heap()
expanded = set()
frontier.push( 0, ASNode( startState ) )
while len(frontier):
n = frontier.pop()
if n.state.isGoal():
self.solution = n.execute()
print "%d node(s) generated.\n" % nodesGenerated
return True
successors = n.state.expand()
for succ in successors:
if succ['successor'] not in expanded:
nodesGenerated = nodesGenerated + 1
nprime = ASNode( succ['successor'], succ['action'], n )
frontier.push( nprime.hCost, nprime )
expanded.add( succ['successor'] )
return False
def search(self):
if not self.runner or not self.goal:
#.........这里部分代码省略.........
示例5: Window
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_caption [as 别名]
from pyglet.clock import ClockDisplay
from pyglet.clock import set_fps_limit
from pyglet.clock import schedule_interval
from pyglet.window import Window
from client.gui import Background
from client.gui import Button
from client.gui import QuitButton
from client.gui import TextWidget
from client.gui import UILabel
from client.gui import MyRectangle
from client.manager import GameManager
from client.view_objects import Player
from game.resources import Resources
game_window = Window(Resources.window_width, Resources.window_height)
game_window.set_caption("Push")
game_window.set_location(Resources.center_x, Resources.center_y)
fps = ClockDisplay()
manager = GameManager()
manager.set_window(game_window)
# Object Batches per state #
title_batch = Resources.batches["title"]
setup_batch = Resources.batches["setup"]
host_batch = Resources.batches["host"]
join_batch = Resources.batches["join"]
game_batch = Resources.batches["game"]
end_batch = Resources.batches["end"]
# End of Batches