Example #1
0
 def render(self, window):
     Scene.render(self, window)
     window.fill((255, 255, 0))
     self.player.draw(window)
     self.player_ia.draw(window)
     self.ball.draw(window)
     self.btnGoHome.draw(window)
Example #2
0
 def render(self, window):
     Scene.render(self, window)
     window.fill((255, 0, 255))
     self.btnGoHome.draw(window)
Example #3
0
def main():
    c = Context("pygame", (800, 400), "Renderer")
    init_engine()
    clock = Clock()
    obj0 = Obj(r"./assets/objects/tetrahedron.obj")
    obj1 = Obj(r"./assets/objects/halfcube.obj")
    obj2 = Obj(r"./assets/objects/octahedron.obj")
    obj3 = Obj(r"./assets/objects/dodecahedron.obj")
    obj4 = Obj(r"./assets/objects/teapot.obj")
    obj5 = Obj(r"./assets/objects/pointer.obj")
    tex0 = Tex(r"./assets/textures/_default.png")
    tex1 = Tex(r"./assets/textures/metal.jpg")
    tex2 = Tex(r"./assets/textures/abstract.jpg")
    tex3 = Tex(r"./assets/textures/white.png")
    model0 = Model(obj0, tex0, pos=Point(0.0, 0.0, 0.0), scale=0.8)
    model1 = Model(obj1, tex2, pos=Point(-1.5, 0.0, 0.0), scale=0.8)
    model2 = Model(obj2, tex0, pos=Point(0.0, 0.0, 0.0), scale=0.8)
    model3 = Model(obj3, tex0, pos=Point(0.0, 0.0, 0.0), scale=0.8)
    model4 = Model(obj4, tex3, pos=Point(10, 10, 10), scale=0.8)
    model5 = Model(obj5, tex1, pos=Point(0.0, 0.0, 0.0), scale=2.0)
    camera = Camera(pos=Point(0.0, 0.0, 3.0), rot=Rot(0.0, 0.0, 0.0), fovy=90)
    scene = Scene({model1, model4, model5})

    camera_rotdeltas = {
        pygame.K_LEFT: Rot(0.0, -0.04, 0.0),
        pygame.K_RIGHT: Rot(0.0, 0.04, 0.0),
        pygame.K_DOWN: Rot(-0.04, 0.0, 0.0),
        pygame.K_UP: Rot(0.04, 0.0, 0.0),
        pygame.K_COMMA: Rot(0.0, 0.0, -0.04),
        pygame.K_PERIOD: Rot(0.0, 0.0, 0.04)
    }

    camera_posdeltas = {
        pygame.K_a: Point(-0.1, 0.0, 0.0),
        pygame.K_d: Point(0.1, 0.0, 0.0),
        pygame.K_s: Point(0.0, 0.0, 0.1),
        pygame.K_w: Point(0.0, 0.0, -0.1),
        pygame.K_f: Point(0.0, -0.1, 0.0),
        pygame.K_r: Point(0.0, 0.1, 0.0)
    }

    while True:
        clock.tick(60)
        c.idle()
        model0.rot += Rot(0.01, 0.02, 0.03)
        model1.rot += Rot(0.02, 0.03, 0.01)
        model2.rot += Rot(0.03, 0.01, 0.02)
        model3.rot += Rot(0.03, 0.02, 0.01)
        ##    model4.rot += Rot(0.01, 0.03, 0.02)
        model5.rot += Rot(0.02, 0.01, 0.03)
        # rotate camera from keyboard inputs
        pygame.event.pump()
        pressed_keys = pygame.key.get_pressed()
        for k in camera_rotdeltas:
            if pressed_keys[k]:
                camera.rot += camera_rotdeltas[k]
        rx, ry, rz = camera.rot
        defacto_rot = Rot(rx, -ry, -rz)
        for k in camera_posdeltas:
            if pressed_keys[k]:
                camera.pos += defacto_rot.get_transmat() * camera_posdeltas[k]
        X, Y = c.getres()
        glViewport(0, 0, X, Y)
        scene.render(camera, aspect=X / Y, mode="full")
        c.dispbuffer()
Example #4
0
 def render(self, window):
     Scene.render(self, window)
     window.fill((255, 255, 255))
     self.btnGoPong.draw(window)
     self.btnGoCamp.draw(window)