def main():
    base = ShowBase()

    cm = CardMaker('')
    cm.set_frame(-.5, .5, -.5, .5)

    # Node which contains all the cards equally spaced apart and which is
    # animated to move the cards in front of the camera.
    cards = base.render.attach_new_node(PandaNode(''))
    cards.setPos(-2, 5, 0)
    cards.posInterval(2, Point3(-6, 5, 0)).loop()

    for i in range(5):
        card = cards.attach_new_node(cm.generate())
        card.setPos(i * 2, 0, 0)

    def on_every_frame(task):
        # Time which has elapsed since the last frame measured in units of
        # the time quota available at 60 fps (e.g. 1/60 second).
        time_quota = taskMgr.globalClock.get_dt() * 60

        # Print time use as percent of the 60-fps-quota.
        print(f'{round(time_quota * 100):4}', end='', flush=True)

        return Task.DSCont

    taskMgr.add(on_every_frame)
    taskMgr.run()
Beispiel #2
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    def create_floor(self):
        '''Generate flat floor of size, provided to class'''
        #todo: add fallback values in case size hasnt been specified
        log.debug(f"Generating the floor")

        #initializing new cardmaker object
        #which is essentially our go-to way to create flat models
        floor = CardMaker('floor')
        #setting up card size
        floor.set_frame(*self.map_size)
        #attaching card to render and creating it's object
        #I honestly dont understand the difference between
        #this and card.reparent_to(render)
        #but both add object to scene graph, making it visible
        floor_object = render.attach_new_node(floor.generate())
        floor_object.set_texture(self.texture)
        #determining how often do we need to repeat our texture
        texture_x = self.texture.get_orig_file_x_size()
        texture_y = self.texture.get_orig_file_y_size()
        repeats_x = ceil(self.size_x / texture_x)
        repeats_y = ceil(self.size_y / texture_y)
        #repeating texture to avoid stretching when possible
        floor_object.set_tex_scale(TextureStage.getDefault(), repeats_x,
                                   repeats_y)
        #arranging card's angle
        floor_object.look_at((0, 0, -1))
        floor_object.set_pos(0, 0, FLOOR_LAYER)
Beispiel #3
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    def __init__(self):
        super().__init__()

        x = float(base.win.get_x_size())
        y = float(base.win.get_y_size())
        y_aspect = y / x
        inventory_base_width = INVENTORY_VERTICAL_FRACTION * y_aspect
        inventory_half_width = inventory_base_width * INVENTORY_HORIZONTAL_FACTOR * 0.5
        
        self.region = base.win.make_display_region(
            0.5 - inventory_half_width,  # left
            0.5 + inventory_half_width,  # right
            0.0,  # bottom
            INVENTORY_VERTICAL_FRACTION,  # top
        )
        self.region.set_sort(INVENTORY_DISPLAY_REGION_SORT)

        self.cam_node = p3d.Camera('inventory_cam')
        lens = OrthographicLens()
        lens.set_film_size(INVENTORY_HORIZONTAL_FACTOR, 1)
        self.cam_node.set_lens(lens)
        self.cam_np = NodePath(self.cam_node)
        self.region.set_camera(self.cam_np)

        self.inventory = NodePath('inventory')
        self.cam_np.reparentTo(self.inventory)

        background_maker = CardMaker('inventory')
        background_maker.set_frame(-INVENTORY_HORIZONTAL_FACTOR / 2.0, INVENTORY_HORIZONTAL_FACTOR / 2.0, 0, 1)
        background = p3d.NodePath(background_maker.generate())
        background.reparent_to(self.inventory)
        background.set_pos(0, 5, -0.5)
 def cardmaker_debug(self):
     for node in render2d.find_all_matches("pfm"):
         node.remove_node()
     for text in base.a2dBottomLeft.find_all_matches("*"):
         text.remove_node()
     width = 0.2  # render2d coordinates range: [-1..1]
     # Pseudo-normalize our PfmFile for better contrast.
     normalized_pfm = PfmFile(self.RotorPFM)
     max_p = LVector3()
     normalized_pfm.calc_min_max(LVector3(), max_p)
     normalized_pfm *= 1.0 / max_p.x
     # Put it in a texture
     tex = Texture()
     tex.load(normalized_pfm)
     # Apply the texture to a quad and put it in the lower left corner.
     cm = CardMaker("pfm")
     cm.set_frame(0, width, 0,
         width / normalized_pfm.get_x_size() * normalized_pfm.get_y_size())
     card = base.render2d.attach_new_node(cm.generate())
     card.set_pos(-1, 0, -1)        
     card.set_texture(tex)
     # Display max value text
     self.genLabelText(-3,
                       "Max value: {:.3f} == {:.2f}m".format(max_p.x,
                         max_p.x * self.terrain_scale.z),
                       parent="a2dBottomLeft")
    def _create_components(self):
        """ Internal method to init the widgets components """
        card_maker = CardMaker("PixelInspector")
        card_maker.set_frame(-200, 200, -150, 150)
        self._zoomer = self._node.attach_new_node(card_maker.generate())

        # Defer the further loading
        Globals.base.taskMgr.doMethodLater(
            1.0, self._late_init, "PixelInspectorLateInit")
        Globals.base.accept("q", self.show)
        Globals.base.accept("q-up", self.hide)
Beispiel #6
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 def create_instance(self):
     self.instance = NodePath("card")
     card_maker = CardMaker("card")
     card_maker.set_frame(-1, 1, -1, 1)
     node = card_maker.generate()
     self.card_instance = self.instance.attach_new_node(node)
     self.card_instance.setBillboardPointWorld()
     TransparencyBlend.apply(self.blend, self.instance)
     self.instance.node().setBounds(OmniBoundingVolume())
     self.instance.node().setFinal(True)
     return self.instance
Beispiel #7
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    def _create_components(self):
        """ Internal method to init the widgets components """
        card_maker = CardMaker("PixelInspector")
        card_maker.set_frame(-200, 200, -150, 150)
        self._zoomer = self._node.attach_new_node(card_maker.generate())

        # Defer the further loading
        Globals.base.taskMgr.doMethodLater(1.0, self._late_init,
                                           "PixelInspectorLateInit")
        Globals.base.accept("q", self.show)
        Globals.base.accept("q-up", self.hide)
Beispiel #8
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def loadPlane(name, widthX = 30.0, widthY = 30.0):
    """load plane stuff"""
    
    cm = CardMaker("plane")
    cm.set_frame(-widthX / 2.0, widthX / 2.0, -widthY / 2.0, widthY / 2.0)
    plane = NodePath(cm.generate())
    plane.set_p(-90.0)
    plane.set_z(0.0)
    plane.set_color(0.15, 0.35, 0.35)
    plane.set_collide_mask(mask)
    plane.set_name(name)
    return plane
Beispiel #9
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 def show_match_sample(self, task):
     print 'show match sample'
     print self.color_match[:]
     # match_image.fill(*self.color_match[:])
     card = CardMaker('card')
     color_match = self.color_match[:]
     # add alpha channel
     color_match.append(1)
     print color_match
     card.set_color(*color_match[:])
     card.set_frame(-12, -8, 0, 4)
     # log this
     self.card = self.base.render.attach_new_node(card.generate())
     return task.done
Beispiel #10
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 def createPlane(self, frame=None, color=VBase4(1, 1, 1, 1)):
     """ Creates a Plane/Card with the Panda3d Cardmaker() class
     Keyword Arguments:
         frame {list} -- The coordinates [x1,y1,x2,y2] of the planes/cards edges (default: {[-1, -1, 1, 1]})
         color {VBase4} -- The color of the planes/cards (default: {VBase4(1, 1, 1, 1)})
     """
     frame = frame or [-1, -1, 1, 1]
     card = CardMaker("plane")
     card.set_color(color)
     card.set_frame(frame[0], frame[1], frame[2], frame[3])
     n = NodePath()
     self.plane = n.attach_new_node(card.generate())
     self.plane.reparentTo(self.render)
     self.plane.setHpr(0, 270, 0)
Beispiel #11
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 def show_match_sample(self, task):
     print 'show match sample'
     print self.color_match[:]
     # match_image.fill(*self.color_match[:])
     card = CardMaker('card')
     color_match = self.color_match[:]
     # add alpha channel
     color_match.append(1)
     print color_match
     card.set_color(*color_match[:])
     card.set_frame(-12, -8, 0, 4)
     # log this
     self.card = self.base.render.attach_new_node(card.generate())
     return task.done
Beispiel #12
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def make_star(name='star', scale=1, color=Vec3(1), texture_size=64, debug=False):
    card_maker = CardMaker(name)
    card_maker.set_frame(-1, 1, -1, 1)
    node_path = NodePath(name)
    node = card_maker.generate()
    final_node_path = node_path.attach_new_node(node)
    final_node_path.set_billboard_point_eye()
    from panda3d.core import Filename
    shaders = Shader.load(Shader.SL_GLSL,
                          Filename('Shader/Star/vertex.glsl'),
                          Filename('Shader/Star/fragment.glsl'),
                          Filename(''),
                          Filename(''),
                          Filename(''))
    if not shaders:
        print("WARNING. STAR SHADER FAILED TO LOAD", type(shaders))
    else:
        final_node_path.set_shader_input('cameraSpherePos', 1, 1, 1)
        final_node_path.set_shader_input('sphereRadius', 1.0)
        final_node_path.set_shader_input('myCamera', base.camera)
        final_node_path.set_shader(shaders)
        final_node_path.set_shader_input('blackbody', color)
    material = Material()
    material.set_emission(VBase4(color, 1.0))
    final_node_path.set_material(material)
    xn = PerlinNoise3(0.5, 0.5, 0.5)
    #yn = PerlinNoise3(0.5, 0.5, 0.5)
    texture = Texture('star')
    texture.setup_3d_texture()
    for z in range(texture_size):
        p = PNMImage(texture_size, texture_size)
        for y in range(texture_size):
            for x in range(texture_size):
                p.set_gray(x, y, abs(xn.noise(x, y, z)))
        texture.load(p, z, 0)
    diffuse = texture
    diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
    diffuse.setAnisotropicDegree(4)
    final_node_path.set_texture(diffuse)
    normal = sandbox.base.loader.loadTexture('data/empty_textures/empty_normal.png')
    normalts = TextureStage('normalts')
    final_node_path.set_texture(normalts, normal)
    specular = sandbox.base.loader.loadTexture('data/empty_textures/empty_specular.png')
    spects = TextureStage('spects')
    final_node_path.set_texture(spects, specular)
    roughness = sandbox.base.loader.loadTexture('data/empty_textures/empty_roughness.png')
    roughts= TextureStage('roughts')
    final_node_path.set_texture(roughts, roughness)
    return final_node_path
Beispiel #13
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    def load_water(self):
        """
        Loads the islands psuedo infinite water plane
        """

        # Create a material for the PBR shaders
        water_material = Material()
        water_material.set_base_color(VBase4(0, 0.7, 0.9, 1))

        water_card_maker = CardMaker('water_card')
        water_card_maker.set_frame(-200, 200, -150, 150)
        self.water_path = self.render.attach_new_node(
            water_card_maker.generate())
        self.water_path.set_material(water_material, 1)
        self.water_path.set_scale(500)
Beispiel #14
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    def __init__(self, name=None, navigation_url=None, browser_settings=None):

        if name is None:
            name = self.__class__.__name__
        NodePath.__init__(self, name)

        self._chrome_texture = ChromiumTexture(
            '%s-ChromiumBrowserTexture' % name,
            navigation_url=navigation_url,
            browser_settings=browser_settings)

        card_maker = CardMaker('chromebrowser2d')
        card_maker.set_frame(-0.75, 0.75, -0.75, 0.75)
        self._card = self.attach_new_node(card_maker.generate())
        self._card.set_texture(self._chrome_texture)
Beispiel #15
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 def make_buffer(self, width, height, texture_format):
     self.width = width
     self.height = height
     self.root = NodePath("root")
     props = FrameBufferProperties()
     props.set_srgb_color(False)
     if texture_format == Texture.F_rgb:
         props.set_float_color(False)
         props.set_rgba_bits(8, 8, 8, 0)
     elif texture_format == Texture.F_rgba:
         props.set_float_color(False)
         props.set_rgba_bits(8, 8, 8, 8)
     elif texture_format == Texture.F_r32:
         props.set_float_color(True)
         props.set_rgba_bits(32, 0, 0, 0)
     elif texture_format == Texture.F_rgb32:
         props.set_float_color(True)
         props.set_rgba_bits(32, 32, 32, 0)
     elif texture_format == Texture.F_rgba32:
         props.set_float_color(True)
         props.set_rgba_bits(32, 32, 32, 32)
     self.buffer = base.win.make_texture_buffer("generatorBuffer",
                                                width,
                                                height,
                                                to_ram=True,
                                                fbp=props)
     #print(self.buffer.get_fb_properties(), self.buffer.get_texture())
     self.buffer.setOneShot(True)
     #the camera for the buffer
     cam = base.makeCamera(win=self.buffer)
     cam.reparent_to(self.root)
     cam.set_pos(width / 2, height / 2, 100)
     cam.set_p(-90)
     lens = OrthographicLens()
     lens.set_film_size(width, height)
     cam.node().set_lens(lens)
     #plane with the texture
     cm = CardMaker("plane")
     cm.set_frame(0, width, 0, height)
     x_margin = 1.0 / width / 2.0
     y_margin = 1.0 / height / 2.0
     cm.set_uv_range((-x_margin, -y_margin), (1 + x_margin, 1 + y_margin))
     self.quad = self.root.attach_new_node(cm.generate())
     self.quad.look_at(0, 0, -1)
     taskMgr.add(self.check_generation, 'check_generation', sort=-10000)
     taskMgr.add(self.callback, 'callback', sort=-9999)
     print("Created offscreen buffer, size: %dx%d" % (width, height),
           "format:", Texture.formatFormat(texture_format))
def make_star(name='star', scale=1, color=Vec3(1), texture_size=64, debug=False):
    card_maker = CardMaker(name)
    card_maker.set_frame(-1, 1, -1, 1)
    node_path = NodePath(name)
    node = card_maker.generate()
    final_node_path = node_path.attach_new_node(node)
    final_node_path.set_billboard_point_eye()
    shaders = Shader.load(Shader.SLGLSL,
                          'Shader/Star/vertex.glsl',
                          'Shader/Star/fragment.glsl')
    final_node_path.set_shader_input(b'cameraSpherePos', 1, 1, 1)
    final_node_path.set_shader_input(b'sphereRadius', 1.0)
    final_node_path.set_shader_input(b'myCamera', base.camera)
    final_node_path.set_shader(shaders)
    final_node_path.set_shader_input(b'blackbody', color)
    material = Material()
    material.set_emission(VBase4(color, 1.0))
    final_node_path.set_material(material)
    xn = PerlinNoise3(0.5, 0.5, 0.5)
    #yn = PerlinNoise3(0.5, 0.5, 0.5)
    texture = Texture('star')
    texture.setup_3d_texture()
    for z in range(texture_size):
        p = PNMImage(texture_size, texture_size)
        for y in range(texture_size):
            for x in range(texture_size):
                p.set_gray(x, y, abs(xn.noise(x, y, z)))
        texture.load(p, z, 0)
    diffuse = texture
    diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
    diffuse.setAnisotropicDegree(4)
    final_node_path.set_texture(diffuse)
    normal = base.loader.loadTexture('Data/Textures/EmptyNormalTexture.png')
    normalts = TextureStage('normalts')
    final_node_path.set_texture(normalts, normal)
    specular = base.loader.loadTexture('Data/Textures/EmptySpecularTexture.png')
    spects = TextureStage('spects')
    final_node_path.set_texture(spects, specular)
    roughness = base.loader.loadTexture('Data/Textures/EmptyRoughnessTexture.png')
    roughts= TextureStage('roughts')
    final_node_path.set_texture(roughts, roughness)
    return final_node_path
Beispiel #17
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    def enter_filter_sprite(self, entity):
        model = entity[Model]
        sprite = entity[Sprite]

        cardmaker = CardMaker("sprite")
        cardmaker.set_frame(-1, 1, -1, 1)

        sprite.node = NodePath(cardmaker.generate())
        if sprite.texture is None and sprite.image_name:
            sprite.texture = loader.load_texture(sprite.image_name)
        sprite.node.set_texture(sprite.texture)

        if sprite.pixelated:
            sprite.texture.setMagfilter(SamplerState.FT_nearest)
            sprite.texture.setMinfilter(SamplerState.FT_nearest)
        else:
            sprite.texture.setMagfilter(SamplerState.FT_linear)
            sprite.texture.setMinfilter(SamplerState.FT_linear)
        sprite.node.set_transparency(True)

        sprite.node.reparent_to(model.node)
        if sprite.post_attach is not None:
            sprite.post_attach(entity)
Beispiel #18
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    def _make_particle_scene(self):

        # Create a new scene root
        self._particle_scene = Globals.base.render.attach_new_node("CloudParticles")
        self._particle_scene.hide(self._pipeline.tag_mgr.get_gbuffer_mask())
        self._particle_scene.hide(self._pipeline.tag_mgr.get_shadow_mask())
        self._particle_scene.hide(self._pipeline.tag_mgr.get_voxelize_mask())

        cm = CardMaker("")
        cm.set_frame(-1.0, 1.0, -1.0, 1.0)
        cm.set_has_normals(False)
        cm.set_has_uvs(False)
        card_node = cm.generate()
        card_node.set_bounds(OmniBoundingVolume())
        card_node.set_final(True)
        self._particle_np = self._particle_scene.attach_new_node(card_node)
        self._particle_np.set_shader_input("CloudVoxels", self._cloud_voxels.get_texture())
        self._particle_np.set_instance_count(self._voxel_res_xy * self._voxel_res_xy * self._voxel_res_z)
        self._particle_np.set_transparency(TransparencyAttrib.M_multisample, 1000000)
        self._particle_scene.set_transparency(TransparencyAttrib.M_multisample, 1000000)

        self._particle_cam = Camera("CloudParticleCam")
        self._particle_cam.set_lens(Globals.base.camLens)
        self._particle_cam_np = self._particle_scene.attach_new_node(self._particle_cam)

        cloud_particle_mask = BitMask32.bit(16)
        self._particle_cam.set_camera_mask(cloud_particle_mask)
        render.hide(cloud_particle_mask)
        self._particle_scene.show_through(cloud_particle_mask)

        self._particle_target = self._create_target("Clouds:RenderParticles")
        self._particle_target.add_color_texture(bits=16)
        self._particle_target.set_source(self._particle_cam_np, Globals.base.win)
        self._particle_target.set_enable_transparency(True)
        self._particle_target.prepare_scene_render()
        self._particle_target.set_clear_color(True, color=Vec4(0, 0, 0, 0))
Beispiel #19
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    def create_floor(self):
        """Generate flat floor of size, provided to class"""
        # todo: add fallback values in case size hasnt been specified
        log.debug(f"Generating the floor")

        # Determining how much full textures we can fit in provided sizes
        repeats_x = int(self.size_x / self.texture.get_orig_file_x_size())
        repeats_y = int(self.size_y / self.texture.get_orig_file_y_size())

        # Adjusting map size, to ensure it fits floor's texture perfectly
        self.size_x = repeats_x * self.texture.get_orig_file_x_size()
        self.size_y = repeats_y * self.texture.get_orig_file_y_size()

        self.map_size = (
            -self.size_x / 2,
            self.size_x / 2,
            -self.size_y / 2,
            self.size_y / 2,
        )

        # initializing new cardmaker object
        # which is essentially our go-to way to create flat models
        floor_card = CardMaker("floor")
        floor_card.set_frame(self.map_size)

        # attaching card to render and creating it's object
        floor_object = self.scene.attach_new_node(floor_card.generate())
        floor_object.set_texture(self.texture)
        # repeating texture to avoid stretching when possible
        floor_object.set_tex_scale(TextureStage.getDefault(), repeats_x,
                                   repeats_y)
        # arranging card's angle
        # floor_object.look_at((0, 0, -1))
        floor_object.set_p(shared.game_data.floor_angle)
        floor_object.set_pos(0, 0, shared.game_data.floor_layer)
        self.floor = floor_object
Beispiel #20
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def make_sprite_node(
    sprite: Texture,
    size: tuple = None,
    name: str = None,
    is_two_sided: bool = True,
    is_transparent: bool = True,
    parent: NodePath = None,
    position: Vec3 = None,
    scale: float = 0.0,
) -> NodePath:
    """Make flat single-sprite node out of provided data"""
    # Using WM_clamp instead of WM_mirror, to avoid issue with black 1-pixel
    # bars appearing on top of spritesheet randomly.
    # Idk if this needs to have possibility to override it #TODO
    sprite.set_wrap_u(Texture.WM_clamp)
    sprite.set_wrap_v(Texture.WM_clamp)

    # Creating CardMaker frame
    card = CardMaker(name or sprite.get_name() or "sprite")
    # This will fail if texture has been generated with no set_orig_file_size()
    size = size or (sprite.get_orig_file_x_size(),
                    sprite.get_orig_file_y_size())

    # Been told that its not in pixels, thus accepting either 1, 2 or 4 values
    # Kinda jank, I know
    if len(size) > 3:
        card.set_frame(-size[0], size[1], -size[2], size[3])
    elif len(size) > 1:
        card.set_frame(-size[0], size[0], -size[1], size[1])
    else:
        card.set_frame(-size[0], size[0], -size[0], size[0])

    parent = parent or NodePath()
    node = parent.attach_new_node(card.generate())
    node.set_texture(sprite)

    # Making it possible to utilize texture's alpha channel settings
    # This is a float from 0 to 1, but I dont think there is a point to only
    # show half of actual object's transparency.
    # Do it manually afterwards if thats what you need
    if is_transparent:
        node.set_transparency(1)
    # Enabling ability to render texture on both front and back of card
    if is_two_sided:
        node.set_two_sided(True)
    # Setting object's position. This is done relatively to parent, thus if you
    # didnt pass any, it may be a bit janky
    if position:
        node.set_pos(*position)

    if scale and scale > 0:
        node.set_scale(scale)

    return node
Beispiel #21
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from panda3d.core import (CardMaker, Geom, GeomNode, GeomTriangles,
                          GeomTristrips, GeomVertexData, GeomVertexFormat,
                          GeomVertexWriter, NodePath, TransparencyAttrib)
from PIL import Image
from pkg_resources import resource_filename

from tsim.core.geometry import Vector
from tsim.core.network.intersection import ConflictPointType
from tsim.core.network.lane import LANE_WIDTH
from tsim.core.network.node import Node
from tsim.ui import textures
from tsim.ui.objects.way import LEVEL_HEIGHT
from tsim.ui.textures import create_texture

CARD_MAKER = CardMaker('lane_connections_card_maker')
CARD_MAKER.set_frame((-16, 16, -16, 16))
COLORS = ('crimson', 'orange', 'gold', 'limegreen', 'turquoise', 'deepskyblue',
          'blueviolet', 'hotpink')
RESOLUTION = 2048
MIDDLE = Vector(RESOLUTION // 2, -RESOLUTION // 2)
PPM = RESOLUTION // 32
VERTEX_FORMAT = GeomVertexFormat.get_v3n3t2()
FONT = aggdraw.Font('black',
                    resource_filename('tsim', 'data/fonts/caladea-tsim.otf'),
                    15)


def create(parent: NodePath, node: Node) -> NodePath:
    """Create node for given node and attach it to the parent."""
    geom = _generate_mesh(node)
    node_ = GeomNode(str(node.id))
Beispiel #22
0
class Tmx2Bam():
    def __init__(self, input_file, output_file=None, prefabs=""):
        self.dir = os.path.dirname(input_file)
        self.depth = 0
        self.cardmaker = CardMaker("image")
        self.cardmaker.set_frame(-0.5, 0.5, -0.5, 0.5)
        self.linesegs = LineSegs()
        self.textnode = TextNode("text")

        self.tilesheets = []  # Every tsx file loaded.
        self.tiles = {}  # Every unique tile/card.
        self.node = NodePath("tmx_root")

        # load prefab models
        self.prefabs = {}
        if prefabs:
            loader = Loader.get_global_ptr()
            for prefab_node in loader.load_sync(prefabs).get_children():
                prefab_node.clear_transform()
                self.prefabs[prefab_node.name] = NodePath(prefab_node)

        self.tmx = ET.parse(input_file).getroot()
        self.xscale = int(self.tmx.get("tilewidth"))
        self.yscale = int(self.tmx.get("tileheight"))
        self.size = [0, 0]

        self.load_group(self.tmx)
        if output_file:
            self.export_bam(output_file)

    def attributes_to_tags(self, node, element):
        if not element == None:
            for property in element:
                if property.get("name") and property.get("value"):
                    node.set_tag(property.get("name"), property.get("value"))
            for key in element.keys():
                node.set_tag(key, element.get(key))

    def build_text(self, object):
        self.textnode.set_text(object[0].text)
        # TODO: set color
        # TODO: set wrap
        return self.textnode.generate()

    def build_polygon(self, object):
        self.linesegs.reset()
        points = object[0].get("points").split(" ")
        points = [tuple(map(float, i.split(","))) for i in points]
        startx = points[0][0] / self.xscale
        starty = points[0][1] / self.yscale
        self.linesegs.move_to(startx, -starty, 0)
        for point in points:
            x, y = point[0] / self.xscale, point[1] / self.yscale
            self.linesegs.draw_to(x, -y, 0)
        self.linesegs.draw_to(startx, -starty, 0)
        return self.linesegs.create()

    def build_rectangle(self, w, h):
        self.linesegs.reset()
        self.linesegs.move_to(0, 0, 0)
        self.linesegs.draw_to(w, 0, 0)
        self.linesegs.draw_to(w, -h, 0)
        self.linesegs.draw_to(0, -h, 0)
        self.linesegs.draw_to(0, 0, 0)
        return self.linesegs.create()

    def build_tile(self, tsx, id):
        tile = None
        # Cross-reference with self.prefabs in case there's a shape
        # corresponding with a tile's type
        use_prefab = False
        for tile in tsx.findall("tile"):
            if int(tile.get("id")) == id:
                type = tile.get("type")
                if type in self.prefabs:
                    geometry_node = NodePath(str(id))
                    self.prefabs[type].copy_to(geometry_node)
                    use_prefab = True
                break
        # Else we generate a card
        if not use_prefab:
            geometry = self.cardmaker.generate()
            geometry_node = NodePath(geometry)
            geometry_node.set_texture(tsx.get("texture"), 1)
            geometry_node.set_p(-90)
        geometry_node.set_transparency(True)
        # scale and offset UVs for single sprite
        columns = int(tsx.get("columns"))
        rows = int(tsx.get("rows"))
        w, h = 1 / columns, 1 / rows
        tile_x, tile_y = int(id % columns), int(id / (columns))
        u, v = (tile_x * w), 1 - ((tile_y * h) + h)
        for stage in geometry_node.find_all_texture_stages():
            geometry_node.set_texture(stage, tsx.get("texture"), 1)
            geometry_node.set_tex_scale(stage, w, h)
            geometry_node.set_tex_offset(stage, (u, v))
        self.attributes_to_tags(geometry_node, tile)
        return geometry_node

    def animated_tile(self, tsx, tile):
        node = NodePath("animated tile")
        sequence = SequenceNode("animated tile")
        duration = int(tile[0][0].get("duration"))
        if duration >= 9000:
            sequence.set_frame_rate(0)
        else:
            sequence.set_frame_rate(1000 / duration)
        for frame in tile[0]:
            tileid = int(frame.get("tileid"))
            tile_node = self.build_tile(tsx, tileid)
            sequence.add_child(tile_node.node())
        sequence.loop(True)
        node.attach_new_node(sequence)
        return node

    def get_tile(self, map_id):
        tileset, set_id = self.get_tileset(map_id)
        tsx = tileset.get("tsx")
        if map_id in self.tiles:  # if card is already stored
            node = self.tiles[map_id]  # use that one
        else:  # else build and store it
            is_special = False
            node = self.build_tile(tsx, set_id)
            for element in tsx:
                if element.tag == "tile":
                    if int(element.get("id")) == set_id:
                        # if it contains an element, it's always an animation
                        if len(element) > 0:
                            node = self.animated_tile(tsx, element)
                        self.attributes_to_tags(node, element)
                        break
            self.tiles[map_id] = node
        return node

    def load_layer(self, layer):
        layer_node = NodePath(layer.get("name"))
        static_tiles = NodePath("static")  # Static tiles to flatten
        flat_animated_tiles = NodePath("animated")  # Animated tiles to flatten
        dynamic_tiles = NodePath(
            "dynamic")  # All tiles unless otherwise specified (don't flatten)
        tile_groups = {}
        # should we flatten this layer
        store_data = flatten = False
        properties = layer.find("properties")
        if properties:
            for property in properties:
                if property.get("name") == "flatten":
                    flatten = True
                if property.get("name") == "store_data":
                    store_data = True
        # build all tiles in data as a grid of cards
        data = layer.find("data").text
        data = data.replace('\n', '')
        data = data.split(",")
        collumns = int(layer.get("width"))
        rows = int(layer.get("height"))
        self.size = [collumns, rows]
        for y in range(rows):
            for x in range(collumns):
                id = int(data[(y * collumns) + (x % collumns)])
                data[(y * collumns) + (x % collumns)] = id
                if id > 0:
                    tile = NodePath("tile")
                    self.get_tile(id).copy_to(tile)
                    if flatten:
                        if tile.find("**/+SequenceNode"):
                            tile.reparent_to(flat_animated_tiles)
                        else:
                            tile.reparent_to(static_tiles)
                    else:
                        tile.reparent_to(layer_node)
                    tile.set_pos(x, -y, 0)

        if flatten:
            if static_tiles.get_num_children() > 0:
                clear_all_tags(static_tiles)
                static_tiles.flatten_strong()
            if flat_animated_tiles.get_num_children() > 0:
                clear_all_tags(flat_animated_tiles)
                flat_animated_tiles = self.flatten_animated_tiles(
                    flat_animated_tiles)
            for t in (static_tiles, flat_animated_tiles):
                t.reparent_to(layer_node)

        if store_data:
            layer_node.set_python_tag("data", data)
        self.append_layer(layer_node, properties)

    def flatten_animated_tiles(self, group_node):
        # FIXME: hard to read: get_child() everywhere
        # Makes a new node for each frame using all its tiles
        # flatten the s*** out of the node and add to a new SequenceNode.
        tiles = group_node.get_children()
        flattened_sequence = SequenceNode(tiles[0].name)
        for a, animation in enumerate(tiles[0].node().get_children()):
            for f, frame in enumerate(animation.get_child(0).get_children()):
                combined_frame = NodePath("frame " + str(f))
                for tile in tiles:
                    new_np = NodePath("frame")
                    new_np.set_pos(tile.get_pos())
                    animation = tile.node().get_child(a).get_child(0)
                    new_np.attach_new_node(animation.get_child(f))
                    new_np.reparent_to(combined_frame)
                combined_frame.flattenStrong()
                flattened_sequence.add_child(combined_frame.node())
        framerate = animation.get_frame_rate()
        flattened_sequence.set_frame_rate(framerate)
        flattened_sequence.loop(True)
        return NodePath(flattened_sequence)

    def load_objectgroup(self, objectgroup):
        layer_node = NodePath(objectgroup.get("name"))
        for object in objectgroup:
            name = object.get("name")
            if not name: name = "object"
            node = NodePath(name)
            if len(object) > 0:
                # Has a type, so it's either a polygon, text, point or ellipse
                # Points and ellipses are just an empty for now.
                kind = object[0].tag
                if kind == "polygon":
                    node.attach_new_node(self.build_polygon(object))
                elif kind == "text":
                    node.attach_new_node(self.build_text(object))
                    node.set_p(-90)
                self.attributes_to_tags(node, object[0])
            else:  # Doesn't have a type, so it's either an image or a rectangle
                node = NodePath(name)
                w = float(object.get("width")) / self.xscale
                h = float(object.get("height")) / self.yscale
                if object.get("gid"):  # Has a gid, so it's an image
                    self.get_tile(int(object.get("gid"))).copy_to(node)
                    node.set_scale(w, h, 1)
                else:  # It's none of the above, so it's a rectangle
                    node.attach_new_node(self.build_rectangle(w, h))
            x = y = 0
            if object.get("x"):
                x = float(object.get("x")) / self.xscale
            if object.get("y"):
                y = float(object.get("y")) / self.yscale
            node.set_pos(x, -y, 0)
            self.attributes_to_tags(node, object)
            node.reparent_to(layer_node)
        self.append_layer(layer_node, objectgroup.find("properties"))

    def load_imagelayer(self, imagelayer):
        # FIXME: A lot of this stuff is repeated in build_tilcard
        image = imagelayer[0]
        right = int(image.get("width")) / self.xscale
        down = int(image.get("height")) / self.yscale
        self.cardmaker.set_frame(0, right, -down, 0)
        node = NodePath(self.cardmaker.generate())
        self.cardmaker.set_frame(0, 1, -1, 0)
        texture = Texture()
        texture.read(os.path.join(self.dir, image.get("source")))
        texture.setMagfilter(SamplerState.FT_nearest)
        texture.setMinfilter(SamplerState.FT_nearest)
        node.set_texture(texture)
        node.set_transparency(True)
        node.reparent_to(self.node)
        ox = imagelayer.get("offsetx")
        x, y = 0, 0
        if ox:
            x = float(ox) / self.xscale
        oy = imagelayer.get("offsety")
        if oy:
            y = float(oy) / self.yscale
        node.set_pos((x, -y, self.depth))
        node.set_p(-90)

    def load_group(self, group):
        for layer in group:
            if layer.tag == "tileset":
                self.load_tsx(layer)
            elif layer.tag == "layer":
                self.load_layer(layer)
            elif layer.tag == "objectgroup":
                self.load_objectgroup(layer)
            elif layer.tag == "imagelayer":
                self.load_imagelayer(layer)
            elif layer.tag == "group":
                self.load_group(layer)

    def append_layer(self, node, properties):
        self.attributes_to_tags(node, properties)
        node.set_z(self.depth)
        self.depth += 1
        if properties:
            for property in properties:
                if property.get("name") == "z":
                    node.set_z(int(property.get("value")))
                    self.depth -= 1
                    break
        node.reparent_to(self.node)

    def get_tileset(self, id):
        for tilesheet in self.tilesheets:
            if int(tilesheet.get("firstgid")) > id:
                break
            else:
                last = tilesheet
        id_in_sheet = id - int(last.get("firstgid"))
        return last, id_in_sheet,

    def load_tsx(self, layer):
        tsx_filename = layer.get("source")
        tsx = ET.parse(os.path.join(self.dir, tsx_filename)).getroot()
        # Load texture and store in the element tree.
        img_filename = tsx[0].get("source")
        texture = Texture()
        dir = os.path.join(self.dir, tsx_filename)
        place = os.path.join(os.path.split(dir)[0], img_filename)
        texture.read(place)
        texture.setMagfilter(SamplerState.FT_nearest)
        texture.setMinfilter(SamplerState.FT_nearest)
        tsx.set("texture", texture)
        columns = int(tsx.get("columns"))
        rows = int(tsx.get("tilecount")) // columns
        tsx.set("rows", str(rows))
        layer.set("tsx", tsx)
        self.tilesheets.append(layer)

    def export_bam(self, filename):
        print("Exporting as {}".format(filename))
        self.node.writeBamFile("{}".format(filename))
Beispiel #23
0
    def __init__(self,
                 name,
                 spritesheet=None,
                 sprite_size=None,
                 hitbox_size=None,
                 collision_mask=None,
                 position=None,
                 animations_speed=None):
        log.debug(f"Initializing {name} object")

        if not animations_speed:
            animations_speed = DEFAULT_ANIMATIONS_SPEED
        self.animations_timer = animations_speed
        self.animations_speed = animations_speed

        if not sprite_size:
            sprite_size = DEFAULT_SPRITE_SIZE

        if not spritesheet:
            #I cant link assets above, coz their default value is None
            texture = base.assets.sprite[name]
        else:
            texture = base.assets.sprite[spritesheet]

        size_x, size_y = sprite_size
        log.debug(f"{name}'s size has been set to {size_x}x{size_y}")

        #the magic that allows textures to be mirrored. With that thing being
        #there, its possible to use values in range 1-2 to get versions of sprites
        #that will face the opposite direction, removing the requirement to draw
        #them with hands. Without thing thing being there, 0 and 1 will be threated
        #as same coordinates, coz "out of box" texture wrap mode is "repeat"
        texture.set_wrap_u(Texture.WM_mirror)
        texture.set_wrap_v(Texture.WM_mirror)
        sprite_data = spritesheet_cutter.cut_spritesheet(texture, sprite_size)

        horizontal_scale, vertical_scale = sprite_data['offset_steps']
        offsets = sprite_data['offsets']

        entity_frame = CardMaker(name)
        #setting frame's size. Say, for 32x32 sprite all of these need to be 16
        entity_frame.set_frame(-(size_x / 2), (size_x / 2), -(size_y / 2),
                               (size_y / 2))

        entity_object = render.attach_new_node(entity_frame.generate())
        entity_object.set_texture(texture)

        #okay, this does the magic
        #basically, to show the very first sprite of 2 in row, we set tex scale
        #to half (coz half is our normal char's size). If we will need to use it
        #with sprites other than first - then we also should adjust offset accordingly
        #entity_object.set_tex_offset(TextureStage.getDefault(), 0.5, 0)
        #entity_object.set_tex_scale(TextureStage.getDefault(), 0.5, 1)
        entity_object.set_tex_scale(TextureStage.getDefault(),
                                    horizontal_scale, vertical_scale)

        #now, to use the stuff from cut_spritesheet function.
        #lets say, we need to use second sprite from sheet. Just do:
        #entity_object.set_tex_offset(TextureStage.getDefault(), *offsets[1])
        #but, by default, offset should be always set to 0. In case our object
        #has just one sprite. Or something like that
        default_sprite = 0
        entity_object.set_tex_offset(TextureStage.getDefault(),
                                     *offsets[default_sprite])

        #enable support for alpha channel. This is a float, e.g making it non-100%
        #will require values between 0 and 1
        entity_object.set_transparency(1)

        #if no position has been received - wont set it up
        if position:
            entity_object.set_pos(*position)

        #setting character's collisions
        entity_collider = CollisionNode(name)

        #if no collision mask has been received - using defaults
        if collision_mask:
            entity_collider.set_from_collide_mask(BitMask32(collision_mask))
            entity_collider.set_into_collide_mask(BitMask32(collision_mask))

        #TODO: move this to be under character's legs
        #right now its centered on character's center
        if hitbox_size:
            self.hitbox_size = hitbox_size
        else:
            #coz its sphere and not oval - it doesnt matter if we use x or y
            #but, for sake of convenience - we are going for size_y
            self.hitbox_size = (size_y / 2)

        entity_collider.add_solid(CollisionSphere(0, 0, 0, self.hitbox_size))
        entity_collision = entity_object.attach_new_node(entity_collider)

        #this will explode if its not, but I dont have a default right now
        if name in ANIMS:
            entity_anims = ANIMS[name]

        self.name = name
        self.object = entity_object
        self.collision = entity_collision
        self.sprites = offsets
        #setting this to None may cause crashes on few rare cases, but going
        #for "idle_right" wont work for projectiles... So I technically add it
        #there for anims updater, but its meant to be overwritten at 100% cases
        self.current_animation = None
        #this will always be 0, so regardless of consistency I will live it be
        self.current_frame = default_sprite
        self.animations = entity_anims
        #death status, that may be usefull during cleanup
        self.dead = False

        #attaching python tags to object node, so these will be accessible during
        #collision events and similar stuff
        self.object.set_python_tag("name", self.name)

        #I thought to put ctrav there, but for whatever reason it glitched projectile
        #to fly into left wall. So I moved it to Creature subclass

        #debug function to show collisions all time
        #self.collision.show()

        #do_method_later wont work there, coz its indeed based on frames
        base.task_mgr.add(self.update_anims, "update entity's animations")
Beispiel #24
0
class Base(ShowBase):
    def __init__(self):
        ShowBase.__init__(self)
        add_device_listener(
            config_file='keybindings.toml',
            assigner=SinglePlayerAssigner(),
        )
        base.disableMouse()
        self.sound = SoundManager()
        self.linefx = LineEffects()
        self.cardmaker = CardMaker("card")
        self.cardmaker.set_frame(-1,1,-1,1)
        self.turn_speed = 0.3 #length of turn animation in seconds
        self.sequence_player = SequencePlayer()
        self.transition = Transitions(loader)
        self.interface = Interface()
        self.bg_color = VBase4(0, 0, 0, 1)
        self.innitialize_fov()

        card, scene, camera, self.buffer = self.make_render_card()
        card.set_x(-0.25)
        self.camera = camera
        self.load_icons()

        self.texts = Texts(camera)
        self.pause = True
        self.instruct = True
        self.gameover = False
        self.won = False

        self.player = Player((0,0,0))
        self.map = Map()
        self.map.new_game()

        camera.reparent_to(self.player.root)
        camera.set_pos(4,-4,8)
        camera.look_at(self.player.root)
        camera.set_compass()
        base.task_mgr.add(self.update)

        card, scene, camera, buffer = self.make_render_card([3,7],[64,256],(0,100))
        self.hudgun = Actor("assets/models/hand.bam")
        self.hudgun.reparent_to(scene)
        self.hudgun.find("**/hand_healthy").show()
        self.hudgun.find("**/hand_hurt").hide()
        self.hudgun.setLODAnimation(1, 0.1, 0.005)
        self.player.weapon.set_hud_bullets()
        camera.look_at(self.hudgun)
        camera.set_pos(0.5,-1.5,10)
        camera.set_p(-90)
        card.set_scale(1/4,1,1)
        card.set_x(1-(1/4))
        self.quad = None
        self.setup_post_effect()

    def game_over(self):
        self.pause = True
        self.gameover = True
        self.texts.make_gameover()

    def win_game(self):
        self.pause = True
        self.won = True
        self.texts.make_end()

    def innitialize_fov(self):
        render.set_shader_auto()
        self.fov_point = PointLight("caster")
        self.fov_point.set_shadow_caster(True, 256*2, 256*2, -1000)
        self.fov_point.set_camera_mask(0b001)
        self.fov_point.set_lens_active(4, False)
        self.fov_point.set_lens_active(5, False)
        for i in range(6):
            self.fov_point.get_lens(i).set_near_far(0.5, 10)
        self.fov_point_np = render.attach_new_node(self.fov_point)
        self.fov_point_np.set_z(0.5)
        self.fov_point.set_color(VBase4(1,1,1,1))


    def make_render_card(self, ortho_size=[8,5], resolution=[256,256], nearfar=(5,40)):
        scene = NodePath("Scene")
        buffer = base.win.make_texture_buffer("Buffer", resolution[0], resolution[1])
        texture = buffer.get_texture()
        texture.set_magfilter(SamplerState.FT_nearest)
        texture.set_minfilter(SamplerState.FT_nearest)
        texture.set_wrap_u(SamplerState.WM_clamp)
        texture.set_wrap_v(SamplerState.WM_clamp)
        buffer.set_sort(-100)
        buffer.set_clear_color_active(True)
        buffer.set_clear_color(self.bg_color)
        camera = base.make_camera(buffer)
        lens = OrthographicLens()
        lens.set_film_size(ortho_size[0], ortho_size[1])
        lens.set_near(nearfar[0])
        lens.set_far(nearfar[1])
        camera.node().set_lens(lens)
        camera.reparent_to(scene)
        card = render2d.attach_new_node(self.cardmaker.generate())
        card.set_texture(texture)
        return card, scene, camera, buffer

    def setup_post_effect(self):
        self.manager = FilterManager(base.win, base.cam2d)
        tex = Texture()
        #tex = loader.load_texture("assets/noise.png")
        self.quad = self.manager.renderSceneInto(colortex=tex)
        self.quad.setShader(Shader.load(Shader.SL_GLSL, "crt.vert","crt.frag"))
        self.quad.setShaderInput("iResolution", (base.win.getXSize(), base.win.getYSize()))
        self.quad.setShaderInput("pattern", base.loader.load_texture("assets/crt.png"))
        self.quad.get_texture().set_wrap_u(SamplerState.WM_clamp)
        self.quad.get_texture().set_wrap_v(SamplerState.WM_clamp)
        base.accept("window-event", self.on_window_event)

    def on_window_event(self, win):
        base.windowEvent(win)
        self.quad.setShaderInput("iResolution", (base.win.getXSize(), base.win.getYSize()))

    def load_icons(self):
        model = loader.load_model("assets/models/icons.bam")
        self.icons = {}
        for child in model.get_children():
            child.clear_transform()
            child.detach_node()
            self.icons[child.name] = child

    def update(self, task):
        self.dt = globalClock.get_dt()
        context = base.device_listener.read_context('ew')
        if context["quit"]:
            sys.exit()
        if not self.pause:
            if self.player.alive:
                base.texts.deactivate()
            if not self.sequence_player.parallel:
                self.interface.update(context)
        elif not self.sequence_player.parallel:
            if self.won:
                return task.cont

            if context["select"]:
                self.texts.deactivate()
                if self.instruct:
                    self.instruct = False
                    self.texts.make_instructions()
                else:
                    self.pause = False
                    if self.gameover:
                        base.sound.stop("die")
                        self.gameover = False
                        self.map.destroy()
                        self.map.new_game()
                    else:
                        base.sound.music["opening"].stop()
                        base.sound.music["background"].play()
        return task.cont
Beispiel #25
0
class UpdateSprites(System):
    entity_filters = {
        'sprite': and_filter([
            Geometry,
            Sprite,
            Clock,
        ])
    }

    def __init__(self, *args, **kwargs):
        super().__init__(*args, **kwargs)
        self.cardmaker = CardMaker("sprite")
        # set frame so the bottom edge is centered on 0
        self.cardmaker.set_frame(-0.5, 0.5, 0, 1)

    def enter_filter_sprite(self, entity):
        sprite = entity[Sprite]
        geometry = entity[Geometry]
        sprite.node = NodePath(self.cardmaker.generate())
        if sprite.texture is None and sprite.image_name:
            sprite.texture = loader.load_texture(sprite.image_name)
        if sprite.texture:
            sprite.node.set_texture(sprite.texture)
            # Set min and mag filter.
            texture = sprite.texture
            if sprite.pixelated:
                texture.setMagfilter(SamplerState.FT_nearest)
                texture.setMinfilter(SamplerState.FT_nearest)
            else:
                texture.setMagfilter(SamplerState.FT_linear)
                texture.setMinfilter(SamplerState.FT_linear)
            sprite.node.set_transparency(True)
        geometry.nodes.add(sprite.node)

    def animate(self, entity):
        sheet = entity[SpriteSheet]
        sprite_animation = entity[SpriteAnimation]
        # Increment animation frame
        animation = sprite_animation.animations[sprite_animation.animation]
        sprite_animation.frame += 1
        # Manage end of animation
        if sprite_animation.frame > len(animation) - 1:
            if sprite_animation.loop:  # Start from beginning
                sprite_animation.frame = 0
            else:  # Reshow last frame
                sprite_animation.frame -= 1
        sheet.frame = animation[sprite_animation.frame]
        sheet.update = True

    def set_frame(self, entity):
        sprite = entity[Sprite]
        sheet = entity[SpriteSheet]
        # get UV transform for current frame
        w = sheet.sprite_width / sprite.texture.get_orig_file_x_size()
        h = sheet.sprite_height / sprite.texture.get_orig_file_y_size()
        rows = 1 / w
        collumns = 1 / h
        u = (sheet.frame % rows) * w
        v = 1 - (((sheet.frame // collumns) * h) + h)
        # display it
        stage = sprite.node.find_all_texture_stages()[0]
        sprite.node.set_tex_scale(stage, w, h)
        sprite.node.set_tex_offset(stage, (u, v))
        sheet.update = False

    def update(self, entities_by_filter):
        for entity in entities_by_filter['sprite']:
            clock = entity[Clock]
            if SpriteSheet in entity:
                sheet = entity[SpriteSheet]
                if SpriteAnimation in entity:
                    sprite = entity[SpriteAnimation]
                    if sprite.animation:
                        animation = sprite.animations[sprite.animation]
                        # Increment frame
                        sprite.timer += clock.game_time
                        if sprite.timer >= 1 / sprite.framerate:
                            sprite.timer -= 1 / sprite.framerate
                            self.animate(entity)
                if sheet.update:
                    self.set_frame(entity)
Beispiel #26
0
from panda3d.core import NodePath
from panda3d.core import CardMaker
from panda3d.core import Material
from panda3d.core import PNMImage
from panda3d.core import Texture
from panda3d.core import TextureStage
from panda3d.core import DirectionalLight
from panda3d.core import AmbientLight

cm = CardMaker('card')
cm.set_frame(-31, 31, -31, 31)

map_np = NodePath("map")
card = map_np.attach_new_node(cm.generate())
card.set_p(-90)

mat = Material()
mat.set_base_color((1.0, 1.0, 1.0, 1))
mat.set_emission((1.0, 1.0, 1.0, 1))
mat.set_metallic(1.0)
mat.set_roughness(1.0)
card.set_material(mat)

texture_size = 256

base_color_pnm = PNMImage(texture_size, texture_size)
base_color_pnm.fill(0.72, 0.45, 0.2)  # Copper
base_color_tex = Texture("BaseColor")
base_color_tex.load(base_color_pnm)
ts = TextureStage('BaseColor')  # a.k.a. Modulate
ts.set_mode(TextureStage.M_modulate)
Beispiel #27
0
class TextFileSelectionNode(DirectObject, TextFileNode):
    def __init__(self, name, filename=None, **options):
        DirectObject.__init__(self)
        TextFileNode.__init__(self, name, None, **options)

        self.cardmaker = CardMaker('selection cards')
        self.selection_cards = []
        self.selecting = False
        self.rect_w, self.rect_h = 1, 1

        self.accept('shift', self.toggle_select, extraArgs=[True])
        self.accept('shift-up', self.toggle_select, extraArgs=[False])

    # Selection editing
    def clear_rects(self):
        for card in self.selection_cards:
            if card in list(self.children):
                self.remove_child(card)
        self.selection_cards = []

    def draw_rect(self, rect, color=(1,1,1,1)):
        rx, ry, rw, rh = rect
        l = ((rx)*self.rect_w)
        r = ((rx+rw+1)*self.rect_w)-0.2
        u = ((ry-1)*self.rect_h)+0.5
        d = ((ry+rh)*self.rect_h)+0.3
        self.cardmaker.set_frame(l,r,-u,-d)
        self.cardmaker.set_color(color)
        card = self.cardmaker.generate()
        self.add_child(card)
        return card

    def draw_line_rect(self, line_number, start, end=0):
        x = self.line_number_width+start
        y = line_number-self.line_offset
        w = len(self.lines[line_number])-start
        if end:
            w = min(w,end)
        self.selection_cards.append(self.draw_rect([x,y,w,0]))

    def remove_range(self):
        end, start = self.selection_direction()
        if start[1] == end[1]:
            a = self.lines[start[1]][:end[0]]
            b = self.lines[start[1]][start[0]:]
            self.lines[start[1]] = a + b
            self.x, self.y = end
        else:
            a = self.lines[start[1]][:start[0]]
            b = self.lines[end[1]][end[0]:]
            self.lines[start[1]] = a + b
            for i in range(1, (end[1]-start[1])+2):
                self.lines.pop(start[1]+1)
            self.x, self.y = start

    def select_range(self):
        self.clear_rects()
        self.selection_buffer = []
        start, end = self.selection_direction()
        if start[1] == end[1]:
            self.draw_line_rect(start[1], end[0], start[0]-end[0])
            self.selection_buffer.append(self.lines[start[1]][start[0]:end[0]])
        else:
            if start[0] > 0:
                self.draw_line_rect(start[1], 0, start[0])
                self.selection_buffer.append(self.lines[start[1]][:start[0]])
            for i in range(1, start[1]-end[1]):
                i = start[1] - i
                self.draw_line_rect(i,0)
                self.selection_buffer.append(self.lines[i])
            self.draw_line_rect(end[1], end[0])
            self.selection_buffer.append(self.lines[end[1]][start[0]:])

    def selection_direction(self):
        if self.y > self.selection_start[1]:
            return (self.x, self.y), self.selection_start
        else:
            return self.selection_start, (self.x, self.y)

    def toggle_select(self, on=True):
        if len(self.selection_buffer) > 0:
            already_selecting = True
        else:
            already_selecting = False
        self.selecting = on
        if self.selecting and not already_selecting:
            self.selection_start = [self.x, self.y]
Beispiel #28
0
base.cam.look_at(0, 0, 0)
global pipeline
pipeline = simplepbr.init(
    msaa_samples=1,
    max_lights=8,
    #enable_shadows=True,
)
pipeline.use_normal_maps = False
pipeline.use_emission_maps = True
pipeline.use_occlusion_maps = True


cm = CardMaker('card')


cm.set_frame(-1, 1, -1, 1)
card_np = base.render.attach_new_node(cm.generate())


mat = Material()
mat.set_base_color((1.0, 1.0, 1.0, 1))
mat.set_emission((1.0, 1.0, 1.0, 1))
mat.set_metallic(1.0)
mat.set_roughness(1.0)
card_np.set_material(mat)


texture_size = 256
texture_bands_x = 2
texture_bands_y = 2