本文整理汇总了Python中pyglet.window.Window.set_visible方法的典型用法代码示例。如果您正苦于以下问题:Python Window.set_visible方法的具体用法?Python Window.set_visible怎么用?Python Window.set_visible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_visible方法的9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
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
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2: Gameloop
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
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3: Application
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
class Application(object):
def __init__(self):
self.win = None
self.music = None
self.vsync = (
not settings.has_option('all', 'vsync') or
settings.getboolean('all', 'vsync')
)
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()
def toggle_vsync(self):
self.vsync = not self.vsync
self.win.set_vsync(self.vsync)
def toggle_music(self):
self.music.toggle()
def exit(self):
self.win.has_exit = True
示例4: main
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
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: PygletApp
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
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6: Gameloop
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
class Gameloop(object):
def __init__(self, options):
self.options = options
self.window = None
self.fpss = []
self.time = 0.0
self.level = None
def prepare(self, options):
self.window = Window(
fullscreen=options.fullscreen,
vsync=options.vsync,
visible=False,
resizable=True)
self.window.on_draw = self.draw_window
self.world = World()
self.player = Player(self.world)
self.camera = GameItem(
position=origin,
update=CameraMan(self.player, (3, 2, 0)),
)
self.level_loader = Level(self)
success = self.start_level(1)
if not success:
logging.error("ERROR, can't load level 1")
sys.exit(1)
self.update(1/60)
self.window.push_handlers(KeyHandler(self.player))
self.render = Render(self.world, self.window, self.camera)
self.render.init()
self.music = Music()
self.music.load()
self.music.play()
def run(self):
pyglet.clock.schedule(self.update)
self.window.set_visible()
self.window.invalid = False
pyglet.app.run()
def update(self, dt):
if self.options.print_fps:
self.fpss.append(1/max(1e-6, dt))
dt = min(dt, 1 / 30)
self.time += dt
for item in self.world:
if hasattr(item, 'update'):
item.update(item, dt, self.time)
if self.player_at_exit():
self.world.remove(self.player)
pyglet.clock.schedule_once(
lambda *_: self.start_level(self.level + 1),
1.0
)
self.window.invalid = True
def start_level(self, n):
success = self.level_loader.load(self.world, n)
if not success:
logging.info('No level %d' % (n,))
self.stop()
return False
self.level = n
pyglet.clock.schedule_once(
lambda *_: self.world.add(self.player),
2.0,
)
return True
def player_at_exit(self):
items = self.world.collision.get_items(self.player.position)
if any(hasattr(item, 'exit') for item in items):
dist2_to_exit = dist2_from_int_ords(self.player.position)
if dist2_to_exit < EPSILON2:
return True
return False
def draw_window(self):
self.window.clear()
self.render.draw_world()
if self.options.display_fps:
self.render.draw_hud()
self.window.invalid = False
return EVENT_HANDLED
#.........这里部分代码省略.........
示例7: make_army
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
def make_army(size, menagerie):
army = []
for col in range(size):
for row in range(size):
creature_type = menagerie[randint(0, len(menagerie)-1)]
x = (col+0.5)*16 - size * 8
y = (row+0.5)*16 - size * 8
creature = Creature(creature_type, (x, y))
creature.da = uniform(-0.1, +0.1)
creature.velocity = uniform(0, +0.5)
army.append(creature)
return army
creatures = make_army(12, [blue_ghost, orange_ghost, pacman, pink_ghost, red_ghost])
def update(dt):
for creature in creatures:
creature.update(dt)
clock.schedule(update)
key_handlers[key.ESCAPE] = win.close
win.on_draw = lambda: renderer.on_draw(creatures, camera, win.width, win.height)
win.on_key_press = on_key_press
print "keys to try:", [symbol_string(k) for k in key_handlers.keys()]
stdout.flush()
win.set_visible()
app.run()
示例8: print_style
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
def print_style(style, indent=''):
import textwrap
print '\n'.join(textwrap.wrap(repr(style), initial_indent=indent,
subsequent_indent=indent))
if style.parent:
print_style(style.parent, ' ' + indent)
def print_element(element, indent=''):
import textwrap
print '\n'.join(textwrap.wrap(repr(element), initial_indent=indent,
subsequent_indent=indent))
if element.style_context:
print_style(element.style_context, indent + ' ')
for child in element.children:
print_element(child, ' ' + indent)
glClearColor(1, 1, 1, 1)
window.set_visible()
while not window.has_exit:
clock.tick()
print 'FPS = %.2f\r' % clock.get_fps(),
window.dispatch_events()
glClear(GL_COLOR_BUFFER_BIT)
layout.draw()
window.flip()
示例9: Gameloop
# 需要导入模块: from pyglet.window import Window [as 别名]
# 或者: from pyglet.window.Window import set_visible [as 别名]
class Gameloop(object):
instance = None
def __init__(self):
Gameloop.instance = self
self.window = None
self.camera = None
self.world = None
self.renderer = None
self.paused = False
self.fps_display = None
Keyboard.handlers.update({
key.PAGEUP: lambda: self.camera.zoom(2.0),
key.PAGEDOWN: lambda: self.camera.zoom(0.5),
key.ESCAPE: self.quit_game,
key.PAUSE: self.toggle_pause,
key.F12: lambda: save_screenshot(self.window),
})
def init(self, name, version):
clock.set_fps_limit(FPS_LIMIT)
self.fps_display = clock.ClockDisplay()
self.camera = Camera((0, 0), 800)
self.renderer = Renderer(self.camera)
caption = '%s v%s' % (name, version)
self.window = Window(
caption=caption, fullscreen=True, visible=False)
self.window.on_key_press = on_key_press
self.window.push_handlers(Keyboard.keystate)
graphics = load_graphics()
self.world = World()
builder = LevelBuilder()
seed(1)
builder.build(self.world, 75, graphics)
self.world.player = Player()
self.world.player.add_to_space(self.world.space, (0, 200), 0)
self.world.chunks.update(self.world.player.chunks)
def dispose(self):
if self.window:
self.window.close()
def run(self):
try:
self.window.set_visible()
while not self.window.has_exit:
self.window.dispatch_events()
clock.tick()
if self.world and not self.paused:
self.world.tick(1/FPS_LIMIT)
if self.world and hasattr(self.world, 'player'):
player_position = self.world.player.chunks[0].body.position
self.camera.x, self.camera.y = player_position
self.camera.angle = atan2(
player_position.x,
player_position.y)
self.camera.update()
if self.renderer:
aspect = (
self.window.width / self.window.height)
self.renderer.draw(self.world, aspect)
self.camera.hud_projection(
(self.window.width, self.window.height))
self.fps_display.draw()
self.window.flip()
finally:
self.dispose()
def toggle_pause(self):
self.paused = not self.paused
def quit_game(self):
self.window.has_exit = True