Beispiel #1
0
            class DummyTkWin(object):
                def __init__(self):
                    self.tkKeyboard = Keyboard()
                    self.ev = ""
                    self.key = ""
                    self.winx, self.winy = 0, 0
                    self.width, self.height = 1920, 1180
                    self.event_list = []

                def update(self):
                    if PLATFORM == PLATFORM_WINDOWS or pi3d.USE_PYGAME:  #uses pygame UI
                        k = self.tkKeyboard.read()
                        if k == -1:
                            self.key = ""
                            self.ev = ""
                        else:
                            if k == 27:
                                self.key = "Escape"
                            else:
                                self.key = chr(k)
                            self.ev = "key"
                    else:
                        self.key = self.tkKeyboard.read_code()
                        if self.key == "":
                            self.ev = ""
                        else:
                            self.ev = "key"
Beispiel #2
0
 def __init__(self):
     self.tkKeyboard = Keyboard()
     self.ev = ""
     self.key = ""
     self.winx, self.winy = 0, 0
     self.width, self.height = 1920, 1180
     self.event_list = []
Beispiel #3
0
      class DummyTkWin(object):
        def __init__(self):
          self.tkKeyboard = Keyboard()
          self.ev = ""
          self.key = ""
          self.winx, self.winy = 0, 0
          self.width, self.height = 1920, 1180
          self.event_list = []

        def update(self):
          if pi3d.PLATFORM == pi3d.PLATFORM_WINDOWS or pi3d.USE_PYGAME: #uses pygame UI
            k = self.tkKeyboard.read()
            if k == -1:
              self.key = ""
              self.ev = ""
            else:
              if k == 27:
                self.key = "Escape"
              else:
                self.key = chr(k)
              self.ev = "key"
          else:
            self.key = self.tkKeyboard.read_code()
            if self.key == "":
              self.ev = ""
            else:
              self.ev = "key"
Beispiel #4
0
 def __init__(self):
   self.tkKeyboard = Keyboard()
   self.ev = ""
   self.key = ""
   self.winx, self.winy = 0, 0
   self.width, self.height = 1920, 1180
   self.event_list = []
Beispiel #5
0
            class DummyTkWin(object):
                def __init__(self):
                    self.tkKeyboard = Keyboard()
                    self.ev = ""
                    self.key = ""
                    self.winx, self.winy = 0, 0
                    self.width, self.height = 1920, 1180
                    self.event_list = []

                def update(self):
                    self.key = self.tkKeyboard.read_code()
                    if self.key == "":
                        self.ev = ""
                    else:
                        self.ev = "key"
Beispiel #6
0
      class DummyTkWin(object):
        def __init__(self):
          self.tkKeyboard = Keyboard()
          self.ev = ""
          self.key = ""
          self.winx, self.winy = 0, 0
          self.width, self.height = 1920, 1180
          self.event_list = []

        def update(self):
          self.key = self.tkKeyboard.read_code()
          if self.key == "":
            self.ev = ""
          else:
            self.ev = "key"
Beispiel #7
0
from pi3d.context.Light import Light

from pi3d.shape.Model import Model

# Setup display and initialise pi3d
display = Display()
display.create3D(50,50,display.max_width-100,display.max_height-100)   	# x,y,width,height
display.setBackColour(0.2,0.4,0.6,1)    # r,g,b,alpha

# load model_loadmodel
texs = Textures()
mymodel = Model("models/Triceratops/Triceratops.egg",texs,"Triceratops", 0,-1,0, -90,0,0, .005,.005,.005)

# Fetch key presses
mykeys = Keyboard()

# mastrix and rotate variables
rot=0

#create a light
mylight = Light(0,1,1,1,"",10,10,0)
mylight.on()

while 1:
  display.clear()

  Utility.load_identity()
  Utility.translatef(0,0, -40)
  Utility.rotatef(rot, 0, 1, 0)
  rot += 3
Beispiel #8
0
shader = Shader('shaders/uv_light')
#========================================

# load model_loadmodel
mymodel = Model(file_string='models/Triceratops/Triceratops.egg',
                name='Triceratops',
                x=0,
                y=-1,
                z=40,
                sx=0.005,
                sy=0.005,
                sz=0.005)
mymodel.set_shader(shader)

# Fetch key presses
mykeys = Keyboard()

while 1:
    DISPLAY.clear()

    mymodel.draw()
    mymodel.rotateIncZ(0.001)
    mymodel.rotateIncX(-0.00317543)
    mymodel.rotateIncY(0.11)

    k = mykeys.read()
    if k > -1:
        if k == 112: screenshot('Triceratops.jpg')
        elif k == 27:
            mykeys.close()
            DISPLAY.destroy()
Beispiel #9
0
clouds = []
clouds.append(texs.loadTexture("textures/cloud2.png",True))
clouds.append(texs.loadTexture("textures/cloud3.png",True))
clouds.append(texs.loadTexture("textures/cloud4.png",True))
clouds.append(texs.loadTexture("textures/cloud5.png",True))
clouds.append(texs.loadTexture("textures/cloud6.png",True))

# Setup cloud positions and cloud image refs
z = 0.0
cxyz = []
for b in range (0, cloudno):
  cxyz.append([random.random() * widex - widex*.5, -random.random() * widey, cloud_depth-z, int(random.random() * 4) + 1])
  z = z + zd

# Fetch key presses
mykeys = Keyboard()

while True:

  display.clear()

  maxDepth = 0
  axDepthIndex = 0
  # this is easier to understand, the z position of each cloud is (only) held in cxyz[][2]
  # it stops the clouds appearing in front of nearer clouds!
  # first go through the clouds to find index of furthest away
  for i in range(len(cxyz)):
    cxyz[i][2] = (cxyz[i][2] - speed) % cloud_depth
    if (cxyz[i][2] > maxDepth):
      maxDepth = cxyz[i][2]
      maxDepthIndex = i
Beispiel #10
0
    size = 0.5 + random.random() / 2.0
    cloud = Sprite(w=size * widex,
                   h=size * widey,
                   x=150.0 * (random.random() - 0.5),
                   y=0.0,
                   z=cloud_depth - cz)
    cloud.set_draw_details(shader, [cloudTex[int(random.random() * 4.99999)]],
                           0.0, 0.0)
    clouds.append(cloud)
    cz = cz + zd

CAMERA = Camera.instance()
CAMERA.position((0.0, 0.0, 50.0))
CAMERA.was_moved = False
# Fetch key presses
mykeys = Keyboard()

while DISPLAY.loop_running():
    # the z position of each cloud is held in clouds[i].unif[2] returned by cloud.z()
    # it stops the clouds being drawn behind nearer clouds and pixels being
    # discarded by the shader! that should be blended.
    # first go through the clouds to find index of furthest away
    maxDepthIndex = 0
    maxDepth = -100
    for i, cloud in enumerate(clouds):
        if cloud.z() > maxDepth:
            maxDepth = cloud.z()
            maxDepthIndex = i

    # paint the clouds from background to foreground
    # normally not the most efficient order but has to be done this way for low alpha