Exemple #1
0
    def parse_mtl(filename):
        contents = {}
        mtl = None
        for line in open(filename, "r"):
            if line.startswith('#'): continue
            values = line.split()
            if not values: continue
            if values[0] == 'newmtl':
                mtl = contents[values[1]] = {}
            elif mtl is None:
                raise ValueError("mtl file doesn't start with newmtl stmt")
            elif values[0] == 'map_Kd':

                # load the texture referred to by this declaration
                mtl[values[0]] = values[1]
                surf_file = mtl['map_Kd']
                if surf_file.endswith('.tga'):
                    TGA_Header
                surf = pygame.image.load()
                image = pygame.image.tostring(surf, 'RGBA', 1)
                ix, iy = surf.get_rect().size
                texid = mtl['texture_Kd'] = glGenTextures(1)
                glBindTexture(GL_TEXTURE_2D, texid)
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                                GL_LINEAR)
                glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                                GL_LINEAR)
                glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA,
                             GL_UNSIGNED_BYTE, image)
            else:
                mtl[values[0]] = list(map(float, values[1:]))
        return contents
Exemple #2
0
    def __gen_gl_code(faces, mtls, normals, vertices, texcoords):
        gl_list = glGenLists(1)
        glNewList(gl_list, GL_COMPILE)
        glEnable(GL_TEXTURE_2D)
        glFrontFace(GL_CCW)
        for face in faces:
            face_vertices, face_normals, texture_coords, material = face

            try:
                mtl = mtls[material]
                if 'texture_Kd' in mtl:
                    # use diffuse texmap
                    glBindTexture(GL_TEXTURE_2D, mtl['texture_Kd'])
                else:
                    # just use diffuse colour
                    glColor(mtl['Kd'])
            except KeyError:
                print("Key error" + str(material))
                glColor((1, 1, 1))

            glBegin(GL_POLYGON)
            for i in range(len(face_vertices)):
                if face_normals[i] > 0:
                    glNormal3fv(normals[face_normals[i] - 1])
                if texture_coords[i] > 0:
                    glTexCoord2fv(texcoords[texture_coords[i] - 1])
                glVertex3fv(vertices[face_vertices[i] - 1])
            glEnd()
        glDisable(GL_TEXTURE_2D)
        glEndList()
        return gl_list
    def draw(self):

        glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        if self.type == "inicio":
            glBindTexture(GL_TEXTURE_2D, self.logo_inicio)
        elif self.type == "fim":
            glBindTexture(GL_TEXTURE_2D, self.logo_fim)

        glPushMatrix()
        glRotate(90, 1, 0, 0)
        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x - 35, self.start_position_y - 25, -70)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x + 35, self.start_position_y - 25, -70)
        glTexCoord2f(1, 0)

        glVertex3f(self.start_position_x + 35, self.start_position_y + 25, -70)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x - 35, self.start_position_y + 25, -70)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
    def draw(self):

        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imageID)

        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x - 40,
                   self.move_y + self.start_position_y, 0)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x + 40,
                   self.move_y + self.start_position_y, 0)
        glTexCoord2f(1, 0)

        glVertex3f(self.start_position_x + 40,
                   self.move_y + self.start_position_y_2, 0)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x - 40,
                   self.move_y + self.start_position_y_2, 0)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
Exemple #5
0
 def loadImage(self, imageName):
     im = Image.open(imageName)
     ix, iy, image = im.size[0], im.size[1], im.tobytes()
     ID = glGenTextures(1)
     glBindTexture(GL_TEXTURE_2D, ID)
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0,GL_RGBA, GL_UNSIGNED_BYTE, image)
     return ID
Exemple #6
0
    def draw(self):

        glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.planets[self.skin])

        glPushMatrix()

        glRotate(self.angle, 0, 1, 0)
        for i in range(0, self.lats + 1):
            lat0 = pi * (-0.5 + float(float(i - 1) / float(self.lats)))
            z0 = sin(lat0)
            zr0 = cos(lat0)

            lat1 = pi * (-0.5 + float(float(i) / float(self.lats)))
            z1 = sin(lat1)
            zr1 = cos(lat1)

            # Use Quad strips to draw the sphere
            glBegin(GL_QUAD_STRIP)

            for j in range(0, self.longs + 1):
                lng = 2 * pi * float(float(j - 1) / float(self.longs))
                x = cos(lng)
                y = sin(lng)
                glTexCoord2f(0, 1)
                glNormal3f(
                    self.start_position_x + (15 * self.my_scale) + x *
                    (zr0 * 15), self.move_y + self.start_position_y +
                    (20 * self.my_scale) + y * (zr0 * 15), z0 * -15)
                glTexCoord2f(1, 1)
                glVertex3f(
                    self.start_position_x + (15 * self.my_scale) + x *
                    (zr0 * 15), self.move_y + self.start_position_y +
                    (20 * self.my_scale) + y * (zr0 * 15), z0 * -15)
                glTexCoord2f(1, 0)
                glNormal3f(
                    self.start_position_x + (15 * self.my_scale) + x *
                    (zr1 * 15), self.move_y + self.start_position_y +
                    (20 * self.my_scale) + y * (zr1 * 15), z1 * -15)
                glTexCoord2f(0, 0)
                glVertex3f(
                    self.start_position_x + (15 * self.my_scale) + x *
                    (zr1 * 15), self.move_y + self.start_position_y +
                    (20 * self.my_scale) + y * (zr1 * 15), z1 * -15)

            glEnd()
        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
    def draw(self):
        img = self.imgs[self.quadro]

        w = 30
        h = 43

        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imgs[self.quadro])

        glPushMatrix()

        glBegin(GL_QUADS)

        glTexCoord2f(0, 1)
        glVertex3f(self.x - w / 2, self.y - h / 2, 1)
        glTexCoord2f(1, 1)
        glVertex3f(self.x + w / 2, self.y - h / 2, 1)
        glTexCoord2f(1, 0)
        glVertex3f(self.x + w / 2, self.y + h / 2, 1)
        glTexCoord2f(0, 0)
        glVertex3f(self.x - w / 2, self.y + h / 2, 1)

        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)

        if time() - self.start >= EXPLOSION_FRAME:
            if not self.type == "player":
                self.quadro += 1
                self.start = time()

                if self.quadro >= EXPLOSION_FRAMES:
                    self.quadro = 0
                    self.dead = True
            else:
                self.quadro += 1
                self.start = time()

                if self.quadro >= EXPLOSION_FRAMES:
                    self.quadro = 0
                    self.dead = True
    def loadImage(self):
        if self.skin == 0:
            im = Image.open("img/Flores1.png")
        elif self.skin == 1:
            im = Image.open("img/Flores2.png")
        elif self.skin == 2:
            im = Image.open("img/Flores3.png")

        ix, iy, image = im.size[0], im.size[1], im.tobytes()

        ID = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, ID)
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ix, iy, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, image)
        return ID
Exemple #9
0
    def draw(self):
        self.propellant.draw()

        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        if self.nave_type == 0:
            glBindTexture(GL_TEXTURE_2D, self.skin_azul)
        elif self.nave_type == 1:
            glBindTexture(GL_TEXTURE_2D, self.skin_amarela)
        elif self.nave_type == 2:
            glBindTexture(GL_TEXTURE_2D, self.skin_preta)

        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x - 4.0, self.move_y, 0)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x + 4.0, self.move_y, 0)
        glTexCoord2f(1, 0)

        glVertex3f(self.move_x + self.position_x + 4.0, self.move_y + 12, 0)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x - 4.0, self.move_y + 12, 0)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
Exemple #10
0
    def draw(self):

        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.planets[self.skin])

        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x - (15 * self.my_scale),
                   self.move_y + self.start_position_y - (15 * self.my_scale),
                   -1)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x + (15 * self.my_scale),
                   self.move_y + self.start_position_y - (15 * self.my_scale),
                   -1)
        glTexCoord2f(1, 0)

        glVertex3f(self.start_position_x + (15 * self.my_scale),
                   self.move_y + self.start_position_y + (20 * self.my_scale),
                   -1)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x - (15 * self.my_scale),
                   self.move_y + self.start_position_y + (20 * self.my_scale),
                   -1)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
Exemple #11
0
    def draw(self):
        glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imageID)

        glPushMatrix()
        # glRotate(self.angle, 0, 0, 0)
        #
        # for i in range(0, self.lats + 1):
        #     lat0 = pi * (-0.5 + float(float(i - 1) / float(self.lats)))
        #     z0 = sin(lat0)
        #     zr0 = cos(lat0)
        #
        #     lat1 = pi * (-0.5 + float(float(i) / float(self.lats)))
        #     z1 = sin(lat1)
        #     zr1 = cos(lat1)
        #
        #     # Use Quad strips to draw the sphere
        #     glBegin(GL_QUAD_STRIP)
        #
        #     for j in range(0, self.longs + 1):
        #         lng = 2 * pi * float(float(j - 1) / float(self.longs))
        #         x = cos(lng)
        #         y = sin(lng)
        #         glTexCoord2f(0, 1)
        #         glNormal3f(self.move_x + self.position_x + x * (zr0 * 3),
        #                    self.move_y + 4 + y * (zr0 * 3), z0 * 3)
        #         glTexCoord2f(1, 1)
        #         glVertex3f(self.move_x + self.position_x + x * (zr0 * 3),
        #                    self.move_y + 4+ y * (zr0 * 3), z0 * 3)
        #         glTexCoord2f(1, 0)
        #         glNormal3f(self.move_x + self.position_x + x * (zr1 * 3),
        #                    self.move_y + 4 + y * (zr1 * 3), z1 * 3)
        #         glTexCoord2f(0, 0)
        #         glVertex3f(self.move_x + self.position_x + x * (zr1 * 3),
        #                    self.move_y + 4 + y * (zr1 * 3), z1 * 3)
        #
        #     glEnd()

        # glColor3f(0, 0, 1)
        glBegin(GL_TRIANGLE_FAN)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 1, -3)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, -2)
        glVertex3f(self.move_x + self.position_x +1, self.move_y + -2, -2)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + -1, -2)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 0, -2)
        glVertex3f(self.move_x + self.position_x +1.5, self.move_y + 1, -2)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 3, -2)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 3, -2)
        glVertex3f(self.move_x + self.position_x +-0.2, self.move_y + 2, -2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 1, -2)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 0, -2)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x +-1.5, self.move_y + -1, -2)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 2, -2)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, -2)
        glEnd()

        # glColor3f(1.0, 1.0, 0)

        glBegin(GL_QUAD_STRIP)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, -2)
        glVertex3f(self.move_x + self.position_x +2.5, self.move_y + -3, 0)
        glVertex3f(self.move_x + self.position_x +1, self.move_y + -2, -2)
        glVertex3f(self.move_x + self.position_x +3, self.move_y + 0, 0)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + -1, -2)
        glVertex3f(self.move_x + self.position_x +3, self.move_y + 2, 0)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 0, -2)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 4, 0)
        glVertex3f(self.move_x + self.position_x +1.5, self.move_y + 1, -2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 5, 0)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 3, -2)
        glVertex3f(self.move_x + self.position_x +-3, self.move_y + 4, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 3, -2)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 2, 0)
        glVertex3f(self.move_x + self.position_x +-0.2, self.move_y + 2, -2)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x +-4, self.move_y + 0, 0)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 1, -2)
        glVertex3f(self.move_x + self.position_x +-3.5, self.move_y + -1.5, 0)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 0, -2)
        glVertex3f(self.move_x + self.position_x +-2, self.move_y + -2, 0)
        glVertex3f(self.move_x + self.position_x +-1.5, self.move_y + -1, -2)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 2, -2)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, -2)
        glEnd()

        # glColor3f(1.0, 0, 0)
        glBegin(GL_QUAD_STRIP)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, 2)
        glVertex3f(self.move_x + self.position_x +2.5, self.move_y + -3, 0)
        glVertex3f(self.move_x + self.position_x +1, self.move_y + -2, 2)
        glVertex3f(self.move_x + self.position_x +3, self.move_y + 0, 0)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + -1, 2)
        glVertex3f(self.move_x + self.position_x +3, self.move_y + 2, 0)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 0, 2)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 4, 0)
        glVertex3f(self.move_x + self.position_x +1.5, self.move_y + 1, 2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 5, 0)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 3, 2)
        glVertex3f(self.move_x + self.position_x +-3, self.move_y + 4, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 3, 2)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 2, 0)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x +-0.2, self.move_y + 2, 2)
        glVertex3f(self.move_x + self.position_x +-4, self.move_y + 0, 0)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 1, 2)
        glVertex3f(self.move_x + self.position_x +-3.5, self.move_y + -1.5, 0)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 0, 2)
        glVertex3f(self.move_x + self.position_x +-2, self.move_y + -2, 0)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x +-1.5, self.move_y + -1, 2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 2, 2)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, 2)
        glEnd()

        # glColor3f(0, 1.0, 0)
        glBegin(GL_TRIANGLE_FAN)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 1, 3)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, 2)
        glVertex3f(self.move_x + self.position_x +1, self.move_y + -2, 2)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + -1, 2)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 0, 2)
        glVertex3f(self.move_x + self.position_x +1.5, self.move_y + 1, 2)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 3, 2)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 3, 2)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x +-0.2, self.move_y + 2, 2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 1, 2)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 0, 2)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x +-1.5, self.move_y + -1, 2)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 2, 2)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, 2)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
    def draw(self):
        # self.propellant.draw()
        #
        glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        if self.nave_type == 0:
            glBindTexture(GL_TEXTURE_2D, self.skin_azul)
        elif self.nave_type == 1:
            glBindTexture(GL_TEXTURE_2D, self.skin_amarela)
        elif self.nave_type == 2:
            glBindTexture(GL_TEXTURE_2D, self.skin_preta)

        glPushMatrix()

        # glBegin(GL_QUADS)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + self.position_x -4.0,
        #            self.move_y, 0)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + self.position_x +4.0,
        #            self.move_y, 0)
        # glTexCoord2f(1, 0)
        #
        # glVertex3f(self.move_x + self.position_x + 4.0,
        #            self.move_y + 12, 0)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x + self.position_x - 4.0,
        #            self.move_y + 12, 0)
        # glEnd()

        if self.moving_right:
            glRotate(10, 0.1, 0.7, 0.2)
        elif self.moving_left:
            glRotate(-10, 0.1, 0.7, 0.2)

        #Vermelho, baixo
        glBegin(GL_TRIANGLES)
        # glColor3f(1.0, 0.0, 0.0)
        glTexCoord2f(0, 1)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x + 5.0, self.move_y + 12, -2.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x + 0.0, self.move_y, 0.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x - 5.0, self.move_y + 12, -2.0)
        glEnd()
        # VERDE esq
        glBegin(GL_TRIANGLES)
        # glColor3f(0.0, 1.0, 0.0)
        glTexCoord2f(0, 1)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x - 5.0, self.move_y + 12, -2.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x + 0.0, self.move_y, 0.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x + 0.0, self.move_y + 12, 2.0)
        glEnd()
        #############3 Azul escuro dir
        glBegin(GL_TRIANGLES)
        # glColor3f(0.5, 0.5, 1.0)
        glTexCoord2f(0, 1)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x + 5.0, self.move_y + 12, -2.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x + 0.0, self.move_y, 0.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x + 0.0, self.move_y + 12, 2.0)
        glEnd()
        #####################Roxo FRENTE
        glBegin(GL_TRIANGLES)
        # glColor3f(0.0, 0.0, 1.0)
        glTexCoord2f(0, 1)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x + 0.0, self.move_y + 12, 2.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x + 5.0, self.move_y + 12, -2.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x - 5.0, self.move_y + 12, -2.0)
        glEnd()
        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
    def draw(self):

        glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imageID)

        glPushMatrix()
        # if self.is_enemy:
        #     glRotate(self.angle, 0, 0, 1)
        #

        glBegin(GL_QUADS)

        # glColor3f(0.0, 0.0, 1.0)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y_2, -1.0)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x - 1.0, self.move + self.start_position_y_2, -1.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.start_position_x - 1.0, self.move + self.start_position_y_2, 1.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y_2, 1.0)

        # glColor3f(0.0, 1.0, 1.0)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y, 1.0)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y, 1.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y, -1.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y, -1.0)

        # glColor3f(1.0, 0.0, 0.0)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y_2, 1.0)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y_2, 1.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y, 1.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y, 1.0)

        # glColor3f(0.0, 1.0, 0.0)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y, -1.0)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y, -1.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y_2, -1.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y_2, -1.0)

        # glColor3f(1.0, 1.0, 0.0)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y_2, 1.0)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y_2, -1.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y, -1.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x + -1.0, self.move + self.start_position_y, 1.0)

        # glColor3f(1.0, 0.0, 1.0)
        glTexCoord2f(0, 1)
        glVertex3f(self.start_position_x+ 1.0, self.move + self.start_position_y_2, -1.0)
        glTexCoord2f(1, 1)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y_2, 1.0)
        glTexCoord2f(1, 0)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y, 1.0)
        glTexCoord2f(0, 0)
        glVertex3f(self.start_position_x + 1.0, self.move + self.start_position_y, -1.0)

        glEnd()

        glPopMatrix()

        glDisable(GL_TEXTURE_2D)
Exemple #14
0
    def draw(self):

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()

        gluPerspective(45, 1.65, 0.1, 500)
        gluLookAt(self.xizi, self.yizi - 50, 3.9, self.xizi, self.yizi, 0, 0,
                  1, 0)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        glColor3f(1.0, 1.0, 1.0)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        # glRotate(20, 0, 0, 1)
        glPushMatrix()
        # glBindTexture(GL_TEXTURE_2D, self.casco)
        #
        # #Base da nave
        # glBegin(GL_TRIANGLE_FAN)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 0, 1)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x + 1.5, self.move_y + 3, 1)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x + 2, self.move_y + 0, 1)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + 5, self.move_y - 6, 1)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 2, self.move_y - 7, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x + 1, self.move_y - 7, 1)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 0, self.move_y - 8, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x - 1, self.move_y - 7, 1)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x - 2, self.move_y - 7, 1)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x - 5, self.move_y - 6, 1)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x - 2, self.move_y + 0, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x - 1.5, self.move_y + 3, 1)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        # glEnd()
        #
        # #Casco da nave (fora)
        # glBegin(GL_QUAD_STRIP)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        # glVertex3f(self.move_x + 1.5, self.move_y + 3, 1)
        # glVertex3f(self.move_x + 0.5, self.move_y + 2, 2)
        # glVertex3f(self.move_x + 2, self.move_y + 0, 1)
        # glVertex3f(self.move_x + 1, self.move_y + 0, 2)
        # glVertex3f(self.move_x + 5, self.move_y - 6, 1)
        # glVertex3f(self.move_x + 2, self.move_y - 4, 2)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 2, self.move_y - 7, 1)
        # glVertex3f(self.move_x + 1, self.move_y - 6, 2)
        # glVertex3f(self.move_x + 1, self.move_y - 7, 1)
        # glVertex3f(self.move_x + 0.5, self.move_y - 6, 2)
        # glVertex3f(self.move_x + 0, self.move_y - 8, 1)
        # glVertex3f(self.move_x + 0, self.move_y - 7, 2)
        # glVertex3f(self.move_x - 1, self.move_y - 7, 1)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x - 0.5, self.move_y - 6, 2)
        # glVertex3f(self.move_x - 2, self.move_y - 7, 1)
        # glVertex3f(self.move_x - 1, self.move_y - 6, 2)
        # glVertex3f(self.move_x - 5, self.move_y - 6, 1)
        # glVertex3f(self.move_x - 2, self.move_y - 4, 2)
        # glVertex3f(self.move_x - 2, self.move_y + 0, 1)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x - 1, self.move_y + 0, 2)
        # glVertex3f(self.move_x - 1.5, self.move_y + 3, 1)
        # glVertex3f(self.move_x - 0.5, self.move_y + 2, 2)
        # glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        # glEnd()
        #
        # glDisable(GL_TEXTURE_2D)
        #
        # glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        # glEnable(GL_TEXTURE_2D)
        #
        # glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        # glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        # glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        #
        # glBindTexture(GL_TEXTURE_2D, self.metal)
        #
        # #Parte verde
        # glBegin(GL_QUAD_STRIP)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        # glVertex3f(self.move_x + 0, self.move_y + 2, 2.5)
        # glVertex3f(self.move_x + 0.5, self.move_y + 2, 2)
        # glVertex3f(self.move_x + 0.5, self.move_y + 1, 2.5)
        # glVertex3f(self.move_x + 1, self.move_y + 0, 2)
        # glVertex3f(self.move_x + 0.5, self.move_y + 0, 2.5)
        # glVertex3f(self.move_x + 2, self.move_y - 4, 2)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x + 1, self.move_y - 4, 2.5)
        # glVertex3f(self.move_x + 1, self.move_y - 6, 2)
        # glVertex3f(self.move_x + 1, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x + 0.5, self.move_y - 6, 2)
        # glVertex3f(self.move_x + 0.5, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x + 0, self.move_y - 7, 2)
        # glVertex3f(self.move_x + 0, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x - 0.5, self.move_y - 6, 2)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x - 0.5, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x - 1, self.move_y - 6, 2)
        # glVertex3f(self.move_x - 1, self.move_y - 5, 2.5)
        # glVertex3f(self.move_x - 2, self.move_y - 4, 2)
        # glVertex3f(self.move_x - 1, self.move_y - 4, 2.5)
        # glVertex3f(self.move_x - 1, self.move_y + 0, 2)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x - 0.5, self.move_y + 0, 2.5)
        # glVertex3f(self.move_x - 0.5, self.move_y + 2, 2)
        # glVertex3f(self.move_x - 0.5, self.move_y + 1, 2.5)
        # glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        # glVertex3f(self.move_x + 0, self.move_y + 2, 2.5)
        # glEnd()
        #
        # glDisable(GL_TEXTURE_2D)
        #
        # glColor3f(1.0, 1.0, 1.0)
        # glEnable(GL_TEXTURE_2D)
        #
        # glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        # glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        # glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        # glBindTexture(GL_TEXTURE_2D, self.vidro)
        #
        # #Mira
        #
        # glDisable(GL_TEXTURE_2D)
        glColor3f(1, 0, 0)

        glBegin(GL_LINES)
        glVertex3f(self.move_x + 0, self.move_y + 70, 3)
        glVertex3f(self.move_x + 0, self.move_y + 70, -3)
        glEnd()
        glBegin(GL_LINES)
        glVertex3f(self.move_x + 3, self.move_y + 70, 0)
        glVertex3f(self.move_x + -3, self.move_y + 70, 0)
        glEnd()
        glPopMatrix()

        glColor3f(1.0, 1.0, 1.0)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glBindTexture(GL_TEXTURE_2D, self.vidro)

        #Cookpit
        # glPushMatrix()
        glBegin(GL_QUADS)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + -11, self.move_y + 6.9, 9.5)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + 11, self.move_y + 6.9, 9.5)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + 11, self.move_y + 6.9, -4)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + -11, self.move_y + 6.9, -4)
        # glTexCoord2f(0, 1)
        # glVertex3f(self.move_x+ -50, self.move_y +50, 50)
        # glTexCoord2f(1, 1)
        # glVertex3f(self.move_x+ 50, self.move_y +50, 50)
        # glTexCoord2f(1, 0)
        # glVertex3f(self.move_x+ 50, self.move_y +-50, -50)
        # glTexCoord2f(0, 0)
        # glVertex3f(self.move_x+ -50, self.move_y +-50, -50)
        glEnd()
        glDisable(GL_TEXTURE_2D)
    def paintGL(self):

        # Checa se a musica de fundo acabou e reinicia
        self.check_end_backm()
        self.update()
        # Se o player morreu, entao o jogo acaba
        if self.myNave.dead:
            self.started = False

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        glLoadIdentity()

        self.update_time()
        self.spawn_planets()

        # Desenha os ornamentos ( "Flores" )
        # e retira os objetos "mortos" retornando eles para a fila
        for obj in self.ornaments:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Planeta):
                        self.planets_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Explode):
                        self.explosion_queue.push(obj)
                        self.ornaments.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()
            if isinstance(obj, Planeta):
                if self.myNave.moving_right:
                    obj.scene_angle = -20
                elif self.myNave.moving_left:
                    obj.scene_angle = 20
                elif not self.myNave.moving_right and not self.myNave.moving_left:
                    obj.scene_angle = 0

        scaleSB = 100
        #Skybox

        # glDisable(GL_DEPTH_TEST)
        glColor3f(1.0, 1.0, 1.0)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.skybox)
        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glEnd()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, 1 * scaleSB)
        glTexCoord2f(1, 1)
        glVertex3f(-1 * scaleSB, 1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(1, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, -1 * scaleSB)
        glTexCoord2f(0, 0)
        glVertex3f(-1 * scaleSB, -1 * scaleSB, 1 * scaleSB)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)

        # glEnable(GL_DEPTH_TEST)

        # Verifica se o jogo foi iniciado
        if not self.started:
            return
        # Desenha a cena
        # e retira os objetos mortos retornando ele para a fila
        # e instancia uma explosao no lugar
        for obj in self.in_scene:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Enemy):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 6, "enemy", 15)
                        self.in_scene.append(new_explosion)
                        self.enemy_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Asteroide):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 5, "enemy", 15)
                        self.in_scene.append(new_explosion)
                        self.asteroid_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Shoot):
                        self.bullets_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Explode):
                        obj.dead = False
                        self.explosion_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Power_up):
                        self.power_queue.push(obj)
                        self.in_scene.remove(obj)
                if isinstance(obj, Nave):
                    if obj.shooting:
                        self.create_shoot(obj.move_x + obj.position_x)
                if isinstance(obj, Enemy) or isinstance(obj, Asteroide):
                    if self.myNave.moving_right:
                        obj.scene_angle = -20
                    elif self.myNave.moving_left:
                        obj.scene_angle = 20
                    elif not self.myNave.moving_right and not self.myNave.moving_left:
                        obj.scene_angle = 0
                obj.draw()
                obj.act()
                obj.check_dead()

        # Testa as colisoes e aplica os efeitos (ganhar pontos, ou perder vida)
        for obj_A in self.in_scene:
            if isinstance(obj_A, Asteroide):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            #ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Enemy):
                obj_A.elapsed_shoot_time += time()
                if obj_A.elapsed_shoot_time >= SHOOT_TIME_ENEMY:
                    pos = [obj_A.get_x()[0] + 5, obj_A.get_y()[0] + 6, 0]
                    player = [
                        self.myNave.get_x()[0] + 5,
                        self.myNave.get_y()[0] - 8, 0
                    ]
                    dir = [
                        player[0] - pos[0], player[1] - pos[1],
                        player[2] - pos[2]
                    ]
                    angle_R = math.atan2(dir[1], pos[0])
                    angle = math.degrees(angle_R)
                    if obj_A.nave_type == 0:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_azul, angle)
                    elif obj_A.nave_type == 1:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_amarelo, angle)
                    elif obj_A.nave_type == 2:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_preto, angle)

                    obj_A.elapsed_shoot_time = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            #ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Shoot):
                if obj_A.is_enemy:
                    for obj_B in self.in_scene:
                        if not (obj_A == obj_B):
                            if isinstance(obj_B, Nave) and self.collide(
                                    obj_B, obj_A):
                                #ui.down_life()
                                obj_A.dead = True
            elif isinstance(obj_A, Nave):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Power_up) and self.collide(
                                obj_B, obj_A):
                            obj_B.dead = True
                            self.sound_power.play()
                            if obj_B.skin == 0:
                                ui.up_life()
                            elif obj_B.skin == 1:
                                self.hack = True
                                self.elapsed_time_power_shoot = 0
                            elif obj_B.skin == 2:
                                self.speed = True
                                self.elapsed_time_power_speed = 0

        self.spawn_asteroide()
        self.spawn_inimigos()
        self.update()
Exemple #16
0
    def paintGL(self):
        self.check_end_backm()
        self.update()
        if self.myNave.dead:
            self.started = False

        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()

        ########### DRAW BACKGROUND ##################
        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imageID_back)

        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(50, -50, 1)
        glTexCoord2f(1, 1)
        glVertex3f(-50, -50, 1)
        glTexCoord2f(1, 0)
        glVertex3f(-50, 50, 1)
        glTexCoord2f(0, 0)
        glVertex3f(50, 50, 1)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)

        self.update_time()
        self.spawn_flowers()
        self.spawn_planets()
        self.spawn_stars()

        ########### DRAW ORNAMENTS ##################
        for obj in self.ornaments:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Flor):
                        self.flowers_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Planeta):
                        self.planets_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Star):
                        self.ornaments.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()

        # print(self.bullets_queue.tam())
        ########### VERIFY IF THE GAME HAS STARTED ##################
        if (not self.started):
            return

        ########### DRAW SCENE ##################
        for obj in self.in_scene:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Enemy):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 6, "enemy")
                        self.in_scene.append(new_explosion)
                        self.enemy_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Asteroide):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 5, "enemy")
                        self.in_scene.append(new_explosion)
                        self.asteroid_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Shoot):
                        self.bullets_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Explode):
                        obj.dead = False
                        self.explosion_queue.push(obj)
                        self.in_scene.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()

        ########### COLLISION CHECK ##################
        for obj_A in self.in_scene:
            if isinstance(obj_A, Asteroide):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            # obj_B.dead = True
                            ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if not self.hack:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Enemy):
                obj_A.elapsed_shoot_time += time()
                if obj_A.elapsed_shoot_time >= SHOOT_TIME_ENEMY:
                    if obj_A.nave_type == 0:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_azul)
                    elif obj_A.nave_type == 1:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_amarelo)
                    elif obj_A.nave_type == 2:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_preto)

                    obj_A.elapsed_shoot_time = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            # obj_B.dead = True
                            ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if self.hack:
                                    obj_B.dead = False
                                else:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Shoot):
                if obj_A.is_enemy:
                    for obj_B in self.in_scene:
                        if not (obj_A == obj_B):
                            if isinstance(obj_B, Nave) and self.collide(
                                    obj_B, obj_A):
                                # obj_B.dead = True
                                ui.down_life()
                                obj_A.dead = True

        self.spawn_asteroide()
        self.spawn_inimigos()

        self.update()
Exemple #17
0
    def draw(self):
        glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glPushMatrix()
        if self.moving_right:
            glRotate(5, 0, 1, 0.2)
        elif self.moving_left:
            glRotate(-5, 0, 1, 0.2)

        glBindTexture(GL_TEXTURE_2D, self.casco)

        #Base da nave
        glBegin(GL_TRIANGLE_FAN)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + 0, self.move_y + 0, 1)
        glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        glVertex3f(self.move_x + 1.5, self.move_y + 3, 1)
        glVertex3f(self.move_x + 2, self.move_y + 0, 1)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + 5, self.move_y - 6, 1)
        glVertex3f(self.move_x + 2, self.move_y - 7, 1)
        glVertex3f(self.move_x + 1, self.move_y - 7, 1)
        glVertex3f(self.move_x + 0, self.move_y - 8, 1)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x - 1, self.move_y - 7, 1)
        glVertex3f(self.move_x - 2, self.move_y - 7, 1)
        glVertex3f(self.move_x - 5, self.move_y - 6, 1)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x - 2, self.move_y + 0, 1)
        glVertex3f(self.move_x - 1.5, self.move_y + 3, 1)
        glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        glEnd()

        #Casco da nave (fora)
        glBegin(GL_QUAD_STRIP)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        glVertex3f(self.move_x + 1.5, self.move_y + 3, 1)
        glVertex3f(self.move_x + 0.5, self.move_y + 2, 2)
        glVertex3f(self.move_x + 2, self.move_y + 0, 1)
        glVertex3f(self.move_x + 1, self.move_y + 0, 2)
        glVertex3f(self.move_x + 5, self.move_y - 6, 1)
        glVertex3f(self.move_x + 2, self.move_y - 4, 2)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + 2, self.move_y - 7, 1)
        glVertex3f(self.move_x + 1, self.move_y - 6, 2)
        glVertex3f(self.move_x + 1, self.move_y - 7, 1)
        glVertex3f(self.move_x + 0.5, self.move_y - 6, 2)
        glVertex3f(self.move_x + 0, self.move_y - 8, 1)
        glVertex3f(self.move_x + 0, self.move_y - 7, 2)
        glVertex3f(self.move_x - 1, self.move_y - 7, 1)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x - 0.5, self.move_y - 6, 2)
        glVertex3f(self.move_x - 2, self.move_y - 7, 1)
        glVertex3f(self.move_x - 1, self.move_y - 6, 2)
        glVertex3f(self.move_x - 5, self.move_y - 6, 1)
        glVertex3f(self.move_x - 2, self.move_y - 4, 2)
        glVertex3f(self.move_x - 2, self.move_y + 0, 1)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x - 1, self.move_y + 0, 2)
        glVertex3f(self.move_x - 1.5, self.move_y + 3, 1)
        glVertex3f(self.move_x - 0.5, self.move_y + 2, 2)
        glVertex3f(self.move_x + 0, self.move_y + 6, 1)
        glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        glEnd()

        glDisable(GL_TEXTURE_2D)

        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.metal)

        #Parte verde
        glBegin(GL_QUAD_STRIP)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        glVertex3f(self.move_x + 0, self.move_y + 2, 2.5)
        glVertex3f(self.move_x + 0.5, self.move_y + 2, 2)
        glVertex3f(self.move_x + 0.5, self.move_y + 1, 2.5)
        glVertex3f(self.move_x + 1, self.move_y + 0, 2)
        glVertex3f(self.move_x + 0.5, self.move_y + 0, 2.5)
        glVertex3f(self.move_x + 2, self.move_y - 4, 2)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + 1, self.move_y - 4, 2.5)
        glVertex3f(self.move_x + 1, self.move_y - 6, 2)
        glVertex3f(self.move_x + 1, self.move_y - 5, 2.5)
        glVertex3f(self.move_x + 0.5, self.move_y - 6, 2)
        glVertex3f(self.move_x + 0.5, self.move_y - 5, 2.5)
        glVertex3f(self.move_x + 0, self.move_y - 7, 2)
        glVertex3f(self.move_x + 0, self.move_y - 5, 2.5)
        glVertex3f(self.move_x - 0.5, self.move_y - 6, 2)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x - 0.5, self.move_y - 5, 2.5)
        glVertex3f(self.move_x - 1, self.move_y - 6, 2)
        glVertex3f(self.move_x - 1, self.move_y - 5, 2.5)
        glVertex3f(self.move_x - 2, self.move_y - 4, 2)
        glVertex3f(self.move_x - 1, self.move_y - 4, 2.5)
        glVertex3f(self.move_x - 1, self.move_y + 0, 2)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x - 0.5, self.move_y + 0, 2.5)
        glVertex3f(self.move_x - 0.5, self.move_y + 2, 2)
        glVertex3f(self.move_x - 0.5, self.move_y + 1, 2.5)
        glVertex3f(self.move_x + 0, self.move_y + 3, 2)
        glVertex3f(self.move_x + 0, self.move_y + 2, 2.5)
        glEnd()

        glDisable(GL_TEXTURE_2D)

        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glBindTexture(GL_TEXTURE_2D, self.vidro)

        # #Vidro da nave
        glBegin(GL_TRIANGLE_FAN)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + 0, self.move_y - 3, 4)
        glVertex3f(self.move_x + 0, self.move_y + 2, 2.5)
        glVertex3f(self.move_x + 0.5, self.move_y + 1, 2.5)
        glVertex3f(self.move_x + 0.5, self.move_y + 0, 2.5)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + 1, self.move_y - 4, 2.5)
        glVertex3f(self.move_x + 1, self.move_y - 5, 2.5)
        glVertex3f(self.move_x + 0.5, self.move_y - 5, 2.5)
        glVertex3f(self.move_x + 0, self.move_y - 5, 2.5)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x - 0.5, self.move_y - 5, 2.5)
        glVertex3f(self.move_x - 1, self.move_y - 5, 2.5)
        glVertex3f(self.move_x - 1, self.move_y - 4, 2.5)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x - 0.5, self.move_y + 0, 2.5)
        glVertex3f(self.move_x - 0.5, self.move_y + 1, 2.5)
        glVertex3f(self.move_x + 0, self.move_y + 2, 2.5)
        glEnd()

        glPopMatrix()

        glDisable(GL_TEXTURE_2D)
    def paintGL(self):

        # Checa se a musica de fundo acabou e reinicia
        self.check_end_backm()
        self.update()
        # Se o player morreu, entao o jogo acaba
        if self.myNave.dead:
            self.started = False

        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()

        # Desenha o background
        ''''' Inicio do background ''' ''
        glColor3f(1.0, 1.0, 1.0)
        glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imageID_back)

        glPushMatrix()

        glBegin(GL_QUADS)
        glTexCoord2f(0, 1)
        glVertex3f(50, -50, 1)
        glTexCoord2f(1, 1)
        glVertex3f(-50, -50, 1)
        glTexCoord2f(1, 0)
        glVertex3f(-50, 50, 1)
        glTexCoord2f(0, 0)
        glVertex3f(50, 50, 1)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)
        ''''' Fim do background ''' ''

        self.update_time()
        self.spawn_flowers()
        self.spawn_planets()
        self.spawn_stars()

        # Desenha os ornamentos ( "Flores" )
        # e retira os objetos "mortos" retornando eles para a fila
        for obj in self.ornaments:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Flor):
                        self.flowers_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Planeta):
                        self.planets_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Star):
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Explode):
                        self.explosion_queue.push(obj)
                        self.ornaments.remove(obj)
                    elif isinstance(obj, Propellant):
                        self.propellant_queue.push(obj)
                        self.ornaments.remove(obj)
                obj.draw()
                obj.act()
                obj.check_dead()

        # print (self.enemy_queue.tam())
        # Verifica se o jogo foi iniciado
        if (not self.started):
            return

        # Desenha a cena
        # e retira os objetos mortos retornando ele para a fila
        # e instancia uma explosao no lugar
        for obj in self.in_scene:
            if not obj == None:
                if obj.dead:
                    if isinstance(obj, Enemy):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 6, "enemy")
                        self.in_scene.append(new_explosion)
                        self.enemy_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Asteroide):
                        new_explosion = self.explosion_queue.pop()
                        new_explosion.load(self.animation_explosion,
                                           obj.move_x + obj.position_x,
                                           obj.move_y + 5, "enemy")
                        self.in_scene.append(new_explosion)
                        self.asteroid_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Shoot):
                        self.bullets_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Explode):
                        obj.dead = False
                        self.explosion_queue.push(obj)
                        self.in_scene.remove(obj)
                    elif isinstance(obj, Power_up):
                        self.power_queue.push(obj)
                        self.in_scene.remove(obj)
                if isinstance(obj, Nave):
                    if obj.shooting:
                        self.create_shoot(obj.move_x + obj.position_x)
                obj.draw()
                obj.act()
                obj.check_dead()

        # Testa as colisoes e aplica os efeitos (ganhar pontos, ou perder vida)
        for obj_A in self.in_scene:
            if isinstance(obj_A, Asteroide):
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if not self.hack:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Enemy):
                obj_A.elapsed_shoot_time += time()
                if obj_A.elapsed_shoot_time >= SHOOT_TIME_ENEMY:
                    if obj_A.nave_type == 0:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_azul)
                    elif obj_A.nave_type == 1:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_amarelo)
                    elif obj_A.nave_type == 2:
                        self.create_shoot(obj_A.move_x + obj_A.position_x,
                                          obj_A.move_y, obj_A.move_y + 6, True,
                                          obj_A.nave_type, obj_A.shoot_type,
                                          self.img_tiro_preto)

                    obj_A.elapsed_shoot_time = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Nave) and self.collide(
                                obj_B, obj_A):
                            ui.down_life()
                            obj_A.dead = True
                        elif isinstance(obj_B, Shoot) and self.collide(
                                obj_B, obj_A):
                            if not obj_B.is_enemy:
                                obj_A.dead = True
                                if self.hack:
                                    obj_B.dead = False
                                else:
                                    obj_B.dead = True
                                self.sound_explosion.play()
                                ui.up_point(10)
                                if ui.score % 1000 == 0:
                                    self.sound_1000pts.play()
            elif isinstance(obj_A, Shoot):
                if obj_A.is_enemy:
                    for obj_B in self.in_scene:
                        if not (obj_A == obj_B):
                            if isinstance(obj_B, Nave) and self.collide(
                                    obj_B, obj_A):
                                ui.down_life()
                                obj_A.dead = True
            elif isinstance(obj_A, Nave):
                if self.speed:
                    obj_A.speed = 3
                else:
                    obj_A.speed = 0
                for obj_B in self.in_scene:
                    if not (obj_A == obj_B):
                        if isinstance(obj_B, Power_up) and self.collide(
                                obj_B, obj_A):
                            obj_B.dead = True
                            self.sound_power.play()
                            if obj_B.skin == 0:
                                ui.up_life()
                            elif obj_B.skin == 1:
                                self.hack = True
                                self.elapsed_time_power_shoot = 0
                            elif obj_B.skin == 2:
                                self.speed = True
                                self.elapsed_time_power_speed = 0

        self.spawn_asteroide()
        self.spawn_inimigos()
        self.spawn_powers()
        self.update()
Exemple #19
0
    def draw(self):
        glColor3f(1.0, 1.0, 1.0)
        # glDisable(GL_LIGHTING)
        glEnable(GL_TEXTURE_2D)

        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)

        glBindTexture(GL_TEXTURE_2D, self.imageID)

        glPushMatrix()
        glRotate(self.scene_angle , 0, 1, 0)

        glBegin(GL_TRIANGLE_FAN)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 1, -3)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, -2)
        glVertex3f(self.move_x + self.position_x +1, self.move_y + -2, -2)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + -1, -2)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 0, -2)
        glVertex3f(self.move_x + self.position_x +1.5, self.move_y + 1, -2)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 3, -2)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 3, -2)
        glVertex3f(self.move_x + self.position_x +-0.2, self.move_y + 2, -2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 1, -2)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 0, -2)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x +-1.5, self.move_y + -1, -2)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 2, -2)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, -2)
        glEnd()

        # glColor3f(1.0, 1.0, 0)

        glBegin(GL_QUAD_STRIP)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, -2)
        glVertex3f(self.move_x + self.position_x +2.5, self.move_y + -3, 0)
        glVertex3f(self.move_x + self.position_x +1, self.move_y + -2, -2)
        glVertex3f(self.move_x + self.position_x +3, self.move_y + 0, 0)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + -1, -2)
        glVertex3f(self.move_x + self.position_x +3, self.move_y + 2, 0)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 0, -2)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 4, 0)
        glVertex3f(self.move_x + self.position_x +1.5, self.move_y + 1, -2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 5, 0)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 3, -2)
        glVertex3f(self.move_x + self.position_x +-3, self.move_y + 4, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 3, -2)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 2, 0)
        glVertex3f(self.move_x + self.position_x +-0.2, self.move_y + 2, -2)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x +-4, self.move_y + 0, 0)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 1, -2)
        glVertex3f(self.move_x + self.position_x +-3.5, self.move_y + -1.5, 0)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 0, -2)
        glVertex3f(self.move_x + self.position_x +-2, self.move_y + -2, 0)
        glVertex3f(self.move_x + self.position_x +-1.5, self.move_y + -1, -2)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 2, -2)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, -2)
        glEnd()

        # glColor3f(1.0, 0, 0)
        glBegin(GL_QUAD_STRIP)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, 2)
        glVertex3f(self.move_x + self.position_x +2.5, self.move_y + -3, 0)
        glVertex3f(self.move_x + self.position_x +1, self.move_y + -2, 2)
        glVertex3f(self.move_x + self.position_x +3, self.move_y + 0, 0)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + -1, 2)
        glVertex3f(self.move_x + self.position_x +3, self.move_y + 2, 0)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 0, 2)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 4, 0)
        glVertex3f(self.move_x + self.position_x +1.5, self.move_y + 1, 2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 5, 0)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 3, 2)
        glVertex3f(self.move_x + self.position_x +-3, self.move_y + 4, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 3, 2)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 2, 0)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x +-0.2, self.move_y + 2, 2)
        glVertex3f(self.move_x + self.position_x +-4, self.move_y + 0, 0)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 1, 2)
        glVertex3f(self.move_x + self.position_x +-3.5, self.move_y + -1.5, 0)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 0, 2)
        glVertex3f(self.move_x + self.position_x +-2, self.move_y + -2, 0)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x +-1.5, self.move_y + -1, 2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 2, 2)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -4, 0)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, 2)
        glEnd()

        # glColor3f(0, 1.0, 0)
        glBegin(GL_TRIANGLE_FAN)
        glTexCoord2f(0, 1)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 1, 3)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, 2)
        glVertex3f(self.move_x + self.position_x +1, self.move_y + -2, 2)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + -1, 2)
        glTexCoord2f(1, 1)
        glVertex3f(self.move_x + self.position_x +2, self.move_y + 0, 2)
        glVertex3f(self.move_x + self.position_x +1.5, self.move_y + 1, 2)
        glVertex3f(self.move_x + self.position_x +0.5, self.move_y + 3, 2)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 3, 2)
        glTexCoord2f(1, 0)
        glVertex3f(self.move_x + self.position_x +-0.2, self.move_y + 2, 2)
        glVertex3f(self.move_x + self.position_x +-1, self.move_y + 1, 2)
        glVertex3f(self.move_x + self.position_x +-2.5, self.move_y + 0, 2)
        glTexCoord2f(0, 0)
        glVertex3f(self.move_x + self.position_x +-1.5, self.move_y + -1, 2)
        glVertex3f(self.move_x + self.position_x +-0.5, self.move_y + 2, 2)
        glVertex3f(self.move_x + self.position_x +0, self.move_y + -1.5, 2)
        glEnd()

        glPopMatrix()
        glDisable(GL_TEXTURE_2D)