Beispiel #1
0
    def _calc_triangle(self, level, top, left, right):
        if level == 0:
            triangle = sf.VertexArray(sf.PrimitiveType.LINES_STRIP)
            triangle.append(sf.Vertex(top, sf.Color.BLACK))
            triangle.append(sf.Vertex(left, sf.Color.BLACK))
            triangle.append(sf.Vertex(right, sf.Color.BLACK))
            triangle.append(sf.Vertex(top, sf.Color.BLACK))
            self._triangles.append(triangle)
        else:
            left_mid = self._mid_point(top, left)
            right_mid = self._mid_point(top, right)
            top_mid = self._mid_point(left, right)

            self._calc_triangle(level - 1, top, left_mid, right_mid)
            self._calc_triangle(level - 1, left_mid, left, top_mid)
            self._calc_triangle(level - 1, right_mid, top_mid, right)
Beispiel #2
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 def draw(self, target, states):
     target.draw(self.sprite)
     if debug_mode:
         if self.usable:
             lines = sf.VertexArray(
                 len(self.x_usable) - 1, sf.PrimitiveType.POINTS)
             #lines = []
             for x, y in zip(self.x_usable, self.y_usable):
                 lines.append(sf.Vertex([x, y], sf.Color.RED))
             window.draw(lines)
Beispiel #3
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 def _calculate_bezier_points(self):
     points = self._basic_bezier_points
     if len(points) > 1:
         n = len(points) - 1
         k = self._spline_degree()
         m = n + k + 1
         _t = 1.0 / (m - k * 2)
         t = k * [0] + [t_ * _t for t_ in xrange(m - (k * 2) + 1)] + [1] * k
         bezier_curve = pycurve.Bspline(points, t, k)
         step = 1.0 / self._step_number
         for i in xrange(self._step_number):
             x, y = bezier_curve(i * step)
             self._draw_bezier_points.append(sf.Vertex((int(x), int(y)), sf.Color.BLUE))
Beispiel #4
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 def update(self, append=False, color=False, offset=False):
     if append:
         self._vertexarray.append(
             sf.Vertex(position=self._points[-1], color=self._color))
     if color:
         for i in range(self.point_count):
             self._vertexarray[i].color = self._color
     if offset:
         for vertex in self._vertexarray:
             vertex.position += offset
     if not color and not append and not offset:
         self._vertexarray.resize(self.point_count)
         for i in range(self.point_count):
             self._vertexarray[i].position = self._points[i]
             self._vertexarray[i].color = self._color
Beispiel #5
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    def on_load(self):
        # create the points
        self.points.primitive_type = sf.PrimitiveType.POINTS

        for i in range(40000):
            x = randint(0, 32767) % 800
            y = randint(0, 32767) % 600
            r = randint(0, 32767) % 255
            g = randint(0, 32767) % 255
            b = randint(0, 32767) % 255
            self.points.append(sf.Vertex(sf.Vector2(x, y), sf.Color(r, g, b)))

        try:
            # load the shader
            self.shader = sf.Shader.from_file("data/storm.vert",
                                              "data/blink.frag")

        except:
            pass

        return True
Beispiel #6
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    def __init__(self, n):
        super(KochSnowflake, self).__init__()
        self._koch = sf.VertexArray(sf.PrimitiveType.LINES_STRIP)

        angles = [math.radians(60 * x) for x in range(6)]
        sines = [math.sin(x) for x in angles]
        cosin = [math.cos(x) for x in angles]

        def L(angle, *_):
            return (angle + 1) % 6

        def R(angle, *_):
            return (angle + 4) % 6

        def F(angle, coords, jump):
            coords.append((coords[-1][0] + jump * cosin[angle],
                           coords[-1][1] + jump * sines[angle]))
            return angle

        decode = dict(L=L, R=R, F=F)

        def grow(steps, length=500, startPos=(80, 480)):
            pathcodes = "FRFRF"
            for i in xrange(steps):
                pathcodes = pathcodes.replace("F", "FLFRFLF")

            jump = float(length) / (3**steps)
            coords = [startPos]
            angle = 0

            for move in pathcodes:
                angle = decode[move](angle, coords, jump)

            return coords

        showflake = grow(n)
        for coord in showflake:
            self._koch.append(
                sf.Vertex((int(coord[0]), int(coord[1])), sf.Color.BLACK))
Beispiel #7
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 def _calculate_basic_points_connections(self):
     if self._connect:
         for basic_point in self._basic_bezier_points:
             self._basic_point_connections.append(sf.Vertex(basic_point, sf.Color.GREEN))
Beispiel #8
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 def __init__(self, a, b, color):
     super(Line, self).__init__()
     self._rep = sf.VertexArray(sf.PrimitiveType.LINES_STRIP)
     self._rep.append(sf.Vertex(a, color))
     self._rep.append(sf.Vertex(b, color))