Example #1
0
 def draw(self):
     #print(str(self.pos))
     if self.crouching:
         glCommands.changeUniform(self.pos, self.crouchScale)
     else:
         glCommands.changeUniform(self.pos)
     #super().draw(Player.tex)
     glCommands.drawElement(glCommands.GL_TRIANGLES, len(Player.ibuff),
                            Player.vao, Player.tex, 0, 0)
Example #2
0
 def draw(self, position, scale, texture, slice):
     glCommands.changeUniform(position, scale)  #setPosition and Scale
     glCommands.drawElement(
         glCommands.GL_TRIANGLES,  #Mode
         Entity.ibuffSize,  #number of indicies
         Entity.vao,  #vao
         texture,  #texture passed
         Entity.ibuffStart,  #start in indicies
         slice)  #slice of image
Example #3
0
 def draw(self):
     glBindVertexArray(self.vao)
     tileHeight = len(self.tileList)
     for i in range(tileHeight):
         tmpI = tileHeight - i - 1
         row = self.tileList[tmpI]
         tileWidth = len(row)
         yVal = self.pos.y + (i * (2 / tileHeight))
         for j in range(tileWidth):
             xVal = self.pos.x + (j * (2 / tileWidth))
             glCommands.changeUniform(math3d.vec2(xVal, yVal))
             self.texList[row[j] - 1].bind(0)
             glDrawElements(GL_TRIANGLES, len(self.ibuff), GL_UNSIGNED_INT,
                            0)
Example #4
0
    def draw(self, position, scale, texture, slice):
        if self.alive():
            alpha = 1 - (self.fadeTime / self.deathFadeT)

            Entity.prog.use()
            Program.setUniform("alpha", alpha)
            Program.updateUniforms()

            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
            glCommands.changeUniform(position, scale)  #setPosition and Scale
            glCommands.drawElement(
                glCommands.GL_TRIANGLES,  #Mode
                Entity.ibuffSize,  #number of indicies
                Entity.vao,  #vao
                texture,  #texture passed
                Entity.ibuffStart,  #start in indicies
                slice)  #slice of image
            glDisable(GL_BLEND)
    def draw(self):
        StarBackground.prog.use()

        glCommands.changeUniform(self.pos)
        glCommands.drawElement(glCommands.GL_POINTS, len(StarBackground.vbuff), StarBackground.vao, StarBackground.tex)
Example #6
0
 def draw(self):
     glCommands.changeUniform(self.pos)
     glCommands.drawElement(glCommands.GL_TRIANGLES, len(Bullet.ibuff),
                            Bullet.vao, self.tex, 0, 0)