Ejemplo n.º 1
0
 def checkEvents(self):
     """
     This just acts as a var switch and calls the process function
     @type self.event: sdl2.SDL_Event()
     @return: None
     """
     while sdl2.SDL_PollEvent(ctypes.byref(self.event)) != 0:
         if (self.event.type == sdl2.SDL_QUIT):
             self.running = False
         if (self.event.type == sdl2.SDL_MOUSEBUTTONDOWN):
             self.mouseDown = True
         if (self.event.type == sdl2.SDL_MOUSEBUTTONUP):
             self.mouseDown = False
         if (self.event.type == sdl2.SDL_MOUSEMOTION):
             # print ("x: %i, y: %i" % (event.motion.x, event.motion.y))
             self.mousePos[0] = self.event.motion.x
             self.mousePos[1] = self.event.motion.y
             # rend.mouseMove(self.event.motion.x, self.event.motion.y)
             sdl2.SDL_FlushEvent(sdl2.SDL_MOUSEMOTION)
         self.process()
     return self.running
Ejemplo n.º 2
0
def run():
    # Create the environment, in which our particles will exist.
    world = sdl2.ext.World()

    # Set up the globally available information about the current mouse
    # position. We use that information to determine the emitter
    # location for new particles.
    world.mousex = 400
    world.mousey = 300

    # Create the particle engine. It is just a simple System that uses
    # callback functions to update a set of components.
    engine = sdl2.ext.particles.ParticleEngine()

    # Bind the callback functions to the particle engine. The engine
    # does the following on processing:
    # 1) reduce the life time of each particle by one
    # 2) create a list of particles, which's life time is 0 or below.
    # 3) call createfunc() with the world passed to process() and
    #    the list of dead particles
    # 4) call updatefunc() with the world passed to process() and the
    #    set of particles, which still are alive.
    # 5) call deletefunc() with the world passed to process() and the
    #    list of dead particles. deletefunc() is respsonible for
    #    removing the dead particles from the world.
    engine.createfunc = createparticles
    engine.updatefunc = updateparticles
    engine.deletefunc = deleteparticles
    world.add_system(engine)

    # We create all particles at once before starting the processing.
    # We also could create them in chunks to have a visually more
    # appealing effect, but let's keep it simple.
    createparticles(world, None, 300)

    # Initialize the video subsystem, create a window and make it visible.
    sdl2.ext.init()
    window = sdl2.ext.Window("Particles", size=(800, 600))
    window.show()

    # Create a hardware-accelerated sprite factory. The sprite factory requires
    # a rendering context, which enables it to create the underlying textures
    # that serve as the visual parts for the sprites.
    renderer = sdl2.ext.Renderer(window)
    factory = sdl2.ext.SpriteFactory(sdl2.ext.TEXTURE, renderer=renderer)

    # Create a set of images to be used as particles on rendering. The
    # images are used by the ParticleRenderer created below.
    images = (factory.from_image(RESOURCES.get_path("circle.png")),
              factory.from_image(RESOURCES.get_path("square.png")),
              factory.from_image(RESOURCES.get_path("star.png"))
              )

    # Center the mouse on the window. We use the SDL2 functions directly
    # here. Since the SDL2 functions do not know anything about the
    # sdl2.ext.Window class, we have to pass the window's SDL_Window to it.
    sdl2.SDL_WarpMouseInWindow(window.window, world.mousex, world.mousey)

    # Hide the mouse cursor, so it does not show up - just show the
    # particles.
    sdl2.SDL_ShowCursor(0)

    # Create the rendering system for the particles. This is somewhat
    # similar to the SoftSpriteRenderer, but since we only operate with
    # hundreds of particles (and not sprites with all their overhead),
    # we need an own rendering system.
    particlerenderer = ParticleRenderSystem(renderer, images)
    world.add_system(particlerenderer)

    # The almighty event loop. You already know several parts of it.
    running = True
    while running:
        for event in sdl2.ext.get_events():
            if event.type == sdl2.SDL_QUIT:
                running = False
                break

            if event.type == sdl2.SDL_MOUSEMOTION:
                # Take care of the mouse motions here. Every time the
                # mouse is moved, we will make that information globally
                # available to our application environment by updating
                # the world attributes created earlier.
                world.mousex = event.motion.x
                world.mousey = event.motion.y
                # We updated the mouse coordinates once, ditch all the
                # other ones. Since world.process() might take several
                # milliseconds, new motion events can occur on the event
                # queue (10ths to 100ths!), and we do not want to handle
                # each of them. For this example, it is enough to handle
                # one per update cycle.
                sdl2.SDL_FlushEvent(sdl2.SDL_MOUSEMOTION)
                break
        world.process()
        sdl2.SDL_Delay(1)

    sdl2.ext.quit()
    return 0