def __init__(self, position=None, color=None):

		sf.Drawable.__init__(self)

		self.shape = sf.CircleShape(settings.ENTITY_SIZE/2)

		r = random.randrange(56, 256)
		g = random.randrange(56, 256)
		b = random.randrange(56, 256)
		self.shape.fill_color = sf.Color(r, g, b, 50)
		self.shape.outline_color = sf.Color(r, g, b, 200)
		self.shape.outline_thickness = 1

		v_x = random.randrange(-max_speed, max_speed + 1)
		v_y = random.randrange(-max_speed, max_speed + 1)
		self.position = position
		self.velocity = sf.Vector2(v_x, v_y)

		self.line = sf.VertexArray(sf.PrimitiveType.LINES, 2)
		self.line[0].color = sf.Color(r, g, b, 200)
		self.line[1].color = sf.Color(r, g, b, 50)

		self.centre_of_mass = sf.Vector2()
		self.average_velocity = sf.Vector2()
		self.num_nearby_entities = 0
	def __init__(self, width, height, cell_size):

		sf.Drawable.__init__(self)

		self.width = width
		self.height = height
		self.cell_size = cell_size

		self.cols = int(math.ceil((self.width / cell_size)))
		self.rows = int(math.ceil((self.height / cell_size)))

		self.cells = [[Cell() for _ in range(self.rows)] for _ in range(self.cols)]

		# Grid lines for drawing
		self.lines = sf.VertexArray(sf.PrimitiveType.LINES, 2*self.rows+2*self.cols)
		for x in range(self.cols):
			self.lines[2*x].position = (x*self.cell_size, 0)
			self.lines[2*x+1].position = (x*self.cell_size, self.height)
			self.lines[2*x].color = sf.Color(220, 220, 100, 50)
			self.lines[2*x+1].color = sf.Color(220, 220, 100, 50)
		for y in range(self.rows):
			self.lines[2*(y+self.cols)].position = (0, y*self.cell_size)
			self.lines[2*(y+self.cols)+1].position = (self.width, y*self.cell_size)
			self.lines[2*(y+self.cols)].color = sf.Color(220, 220, 100, 50)
			self.lines[2*(y+self.cols)+1].color = sf.Color(220, 220, 100, 50)
Beispiel #3
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def draw_cartesian_point(x, y, color=sf.Color.BLUE):
    # Convert to screen coordinates
    screen_x = (radius + x) * window_scale
    screen_y = (radius - y) * window_scale
    # Graphics library does not allow drawing of single pixel.
    # Instead, a vertex array must be created
    # that contains only a single pixel.
    point = sf.VertexArray(sf.PrimitiveType.POINTS, 1)
    point[0].position = (screen_x, screen_y)
    point[0].color = color
    # Then the vertex array is drawn to the screen
    window.draw(point)
    window.display()
Beispiel #4
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    def __init__(self, frametime=sf.seconds(0.2), paused=False, looped=True):
        super(AnimatedSprite, self).__init__()

        self.animation = None
        self.frametime = frametime
        self.paused = paused
        self.looped = looped

        self.current_time = None
        self.current_frame = 0

        self.texture = None

        self.vertices = sf.VertexArray(sf.PrimitiveType.QUADS, 4)
 def __init__(self, WindowSize, rate=15, debug=False):
     self.debug = debug
     self.window = Window(WindowSize, WindowSize)
     self.line = sf.VertexArray(sf.PrimitiveType.LINES_STRIP, 2)
     self.circle = sf.CircleShape()
     self.circle.fill_color = sf.Color.TRANSPARENT
     self.circle.radius = 2
     self.window.view.reset((0, 0, WindowSize, WindowSize))
     self.clear = self.window.clear
     self.draw = self.window.draw
     self.display = self.window.display
     self.window.framerate_limit = rate  # draw speed limiter
     self.scale = self.window.view.size.x / self.window.size.x
     self.pointClicked = sf.Vector2(0, 0)
     self.hideStuff = True
     self.panFrom = None
Beispiel #6
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	def __init__(self, w, h, cs):
		self.GW = w
		self.GH = h
		self.CS = cs
		self.prev_idx = 1
		self.curr_idx = 0
		self.pad = 1 if cs > 2 else 0 # if cells are 2x2 px or smaller, disable padding

		self.ALIVE_COLOR = sf.Color(255, 128, 0)
		self.DEAD_COLOR	= sf.Color(32, 32, 32)

		self.quads = sf.VertexArray( sf.PrimitiveType.QUADS )
		self.cells = []

		self.init_cells()
		self.randomize_cells()
Beispiel #7
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    def __init__(self, pos, width, height, color, input):
        super().__init__(pos, input)
        self.width = width
        self.height = height
        self.center = sf.Vector2(width / 2, height / 2)

        self.vertices = sf.VertexArray(sf.PrimitiveType.QUADS, 4)
        self.vertices[0].position = sf.Vector2(pos.x, pos.y)
        self.vertices[1].position = sf.Vector2(pos.x + self.width, pos.y)
        self.vertices[2].position = sf.Vector2(pos.x + self.width,
                                               pos.y + self.height)
        self.vertices[3].position = sf.Vector2(pos.x, pos.y + self.height)

        for i in range(0, 4):
            self.vertices[i].color = color

        self.local_bounds = sf.Rectangle(pos, sf.Vector2(width, height))

        self.mouse_state = 'up'
Beispiel #8
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    def load(self, size):
        self.v_array = sf.VertexArray(
            sf.PrimitiveType.POINTS,
            size
        )

        p_list = []

        for i in xrange(size):
            x = randint(-100, 100)
            y = randint(-100, 100)

            lifetime = randint(1, LIFETIME)

            p_info = ParticleInfo(sf.Vector2(x, y), lifetime)
            p_list.append(p_info)

        self.particles = dict(
            zip(self.v_array, p_list)
        )