#Press ESCAPE to terminate k = mykeys.read() if k > -1: if k == 119: #key W xm -= math.sin(math.radians(rot)) zm += math.cos(math.radians(rot)) elif k == 115: #kry S xm += math.sin(math.radians(rot)) zm -= math.cos(math.radians(rot)) elif k == 39: #key ' tilt -= 2.0 print(tilt) elif k == 47: #key / tilt += 2.0 elif k == 97: #key A rot -= 2 elif k == 100: #key D rot += 2 elif k == 112: #key P screenshot("BuckfastAbbey"+str(scshots)+".jpg") scshots += 1 elif k == 27: #Escape key mykeys.close() mymouse.stop() DISPLAY.destroy() break else: print(k) quit()
ball.draw() mymap.draw() myecube.draw() defocus.end_blur() defocus.blur(ball, 4, 15, 2) defocus.blur(mymap, 4, 15, 2) defocus.blur(myecube, 4, 15, 2) monster.draw() # write up the score score0.draw() score1.draw() camera.was_moved = False #Press ESCAPE to terminate k = mykeys.read() if k == 27: #Escape key DISPLAY.destroy() mykeys.close() mymouse.stop() break elif k == 112: #key P screenshot("pong.jpg") # attempt to tidy up! quit()
xm -= math.sin(math.radians(rot)) zm += math.cos(math.radians(rot)) ym = mymap.calcHeight(xm, zm) + avhgt elif k==115: #kry S xm += math.sin(math.radians(rot)) zm -= math.cos(math.radians(rot)) ym = mymap.calcHeight(xm, zm) + avhgt elif k==39: #key ' tilt -= 2.0 elif k==47: #key / tilt += 2.0 elif k==97: #key A rot -= 2 elif k==100: #key D rot += 2 elif k==112: #key P screenshot("forestWalk"+str(scshots)+".jpg") scshots += 1 elif k==10: #key RETURN mc = 0 elif k==27: #Escape key mykeys.close() mymouse.stop() DISPLAY.stop() break else: print(k) CAMERA.was_moved = False quit()
def write(self): frame = screenshot() frame = cv2.cvtColor(frame, cv2.COLOR_BGR2RGB) self.writer.write(frame)
xm += math.sin(math.radians(rot)) zm -= math.cos(math.radians(rot)) ym = mymap.calcHeight(xm, zm) + avhgt elif k == 39: #key ' tilt -= 2.0 elif k == 47: #key / tilt += 2.0 elif k == 97: #key A rot -= 2 elif k == 100: #key D now used for point_at monolith! rot += 2 tilt, rot = CAMERA.point_at( [monolith.x(), monolith.y(), monolith.z()]) elif k == 112: #key P screenshot("forestWalk" + str(scshots) + ".jpg") scshots += 1 elif k == 10: #key RETURN mc = 0 elif k == 27: #Escape key mykeys.close() mymouse.stop() DISPLAY.stop() break else: print(k) # for opaque objects it is more efficient to draw from near to far as the # shader will not calculate pixels already concealed by something nearer monolith.draw() mytrees1.draw()
win.resized = False if win.ev == "key": if win.key == "w": xm -= math.sin(math.radians(tankrot)) * 2 zm -= math.cos(math.radians(tankrot)) * 2 ym = (mymap.calcHeight(xm, zm) + avhgt) if win.key == "s": xm += math.sin(math.radians(tankrot)) * 2 zm += math.cos(math.radians(tankrot)) * 2 ym = (mymap.calcHeight(xm, zm) + avhgt) if win.key == "a": tankrot -= 2 if win.key == "d": tankrot += 2 if win.key == "p": screenshot("TigerTank.jpg") if win.key == "Escape": try: print("bye,bye1") DISPLAY.destroy() try: win.destroy() except: pass mymouse.stop() exit() except: pass if win.ev=="drag" or win.ev=="click" or win.ev=="wheel": xm -= math.sin(math.radians(tankrot)) * 2 zm -= math.cos(math.radians(tankrot)) * 2
mysprite.draw() myshape.draw() defocus.end_blur() # 2. drawing now back to screen. The texture can now be used by defocus.blur() # 3. redraw these two objects applying a distance blur effect ############### defocus.blur(myshape, 4, 9, 5) # 4 is focal distance, >= 9 distance will get defocus.blur(mysprite, 4, 9, 5) # 5 x blurring, nearer than focus also blurs myshape.rotateIncY(1.247) myshape.rotateIncX(0.1613) mystring.draw() mystring.rotateIncZ(0.05) if time.time() > next_time: print("FPS:", tick / 2.0) tick=0 next_time = time.time() + 2.0 tick+=1 k = mykeys.read() if k==112: screenshot("blur1.jpg") elif k==27: mykeys.close() DISPLAY.destroy() break quit()
#Press ESCAPE to terminate k = mykeys.read() if k >-1: if k==119: #key W xm-=math.sin(math.radians(rot)) zm+=math.cos(math.radians(rot)) ym = (mymap.calcHeight(xm,zm)+avhgt) elif k==115: #kry S xm+=math.sin(math.radians(rot)) zm-=math.cos(math.radians(rot)) ym = (mymap.calcHeight(xm,zm)+avhgt) elif k==39: #key ' tilt -= 2.0 print(tilt) elif k==47: #key / tilt += 2.0 elif k==97: #key A rot -= 2 elif k==100: #key D rot += 2 elif k==112: #key P screenshot("walkaboutRobot.jpg") elif k==27: #Escape key mykeys.close() mymouse.stop() DISPLAY.destroy() break else: print(k)
g.draw() #key press ESCAPE to terminate k = mykeys.read() if k >-1: if k==119: #key W toggle NB no longer need to hold down all the time walk = not(walk) elif k==115: #kry S walk = False dy = -(mymap.calcHeight(xm - dx, zm - dz)+avhgt) - ym if dy > -1.0: xm -= dx zm -= dz ym += dy elif k==112: #key P screenshot("amazing"+str(scshots)+".jpg") scshots += 1 elif k==32 and hp > 0: #key SPACE walk = False dy = mymap.calcHeight(xm + dx, zm + dz) + avhgt + ym xm += dx zm += dz ym += dy hp -= 1 #elif k==102: #f key to fire # missile.fire(xm, ym, zm, -dx, -math.sin(tilt*rads), -dz, 10) elif k==27: #Escape key DISPLAY.destroy() mykeys.close() mymouse.stop() break
CAMERA.reset((DISPLAY.near, DISPLAY.far, DISPLAY.fov, DISPLAY.width / float(DISPLAY.height))) win.resized = False if win.ev == "key": if win.key == "w": xm-=math.sin(mouserot*rads)*2 zm+=math.cos(mouserot*rads)*2 if win.key == "s": xm+=math.sin(mouserot*rads)*2 zm-=math.cos(mouserot*rads)*2 if win.key == "a": mouserot -= 2 if win.key == "d": mouserot += 2 if win.key == "p": screenshot("ConferenceHall.jpg") if win.key == "Escape": try: print("bye,bye1") DISPLAY.destroy() try: win.destroy() except: pass mymouse.stop() exit() except: pass if win.ev=="drag" or win.ev=="click" or win.ev=="wheel": xm-=math.sin(mouserot*rads)*2 zm+=math.cos(mouserot*rads)*2
# Display scene and rotate cuboid while DISPLAY.loop_running(): CAMERA.reset() CAMERA.rotate(tilt, 0, 0) CAMERA.rotate(0, rot, 0) myecube.draw() mx, my = mymouse.position() #if mx>display.left and mx<display.right and my>display.top and my<display.bottom: rot -= (mx - omx) * 0.4 tilt += (my - omy) * 0.4 omx = mx omy = my #Press ESCAPE to terminate k = mykeys.read() if k > -1: if k == 112: #key P screenshot('envcube.jpg') elif k == 27: #Escape key mykeys.close() mymouse.stop() DISPLAY.stop() break else: print(k)
while DISPLAY.loop_running(): CAMERA.reset() CAMERA.rotate(tilt, 0, 0) CAMERA.rotate(0, rot, 0) myecube.draw() mx, my = mymouse.position() #if mx>display.left and mx<display.right and my>display.top and my<display.bottom: rot -= (mx - omx)*0.4 tilt += (my - omy)*0.4 omx = mx omy = my #Press ESCAPE to terminate k = mykeys.read() if k >-1: if k==112: #key P screenshot('envcube.jpg') elif k==27: #Escape key mykeys.close() mymouse.stop() DISPLAY.stop() break else: print(k)
ball.draw() mymap.draw() myecube.draw() defocus.end_blur() defocus.blur(ball, 4, 15, 2) defocus.blur(mymap, 4, 15, 2) defocus.blur(myecube, 4, 15, 2) monster.draw() # write up the score score0.draw() score1.draw() camera.was_moved = False #Press ESCAPE to terminate k = mykeys.read() if k==27: #Escape key DISPLAY.destroy() mykeys.close() mymouse.stop() break elif k==112: #key P screenshot("pong.jpg") # attempt to tidy up! quit()
#Press ESCAPE to terminate k = mykeys.read() if k > -1: if k == 119: #key W xm -= math.sin(math.radians(rot)) zm += math.cos(math.radians(rot)) ym = (mymap.calcHeight(xm, zm) + avhgt) elif k == 115: #kry S xm += math.sin(math.radians(rot)) zm -= math.cos(math.radians(rot)) ym = (mymap.calcHeight(xm, zm) + avhgt) elif k == 39: #key ' tilt -= 2.0 print(tilt) elif k == 47: #key / tilt += 2.0 elif k == 97: #key A rot -= 2 elif k == 100: #key D rot += 2 elif k == 112: #key P screenshot("walkaboutRobot.jpg") elif k == 27: #Escape key mykeys.close() mymouse.stop() DISPLAY.destroy() break else: print(k)
g.draw() #key press ESCAPE to terminate k = mykeys.read() if k > -1: if k == 119: #key W toggle NB no longer need to hold down all the time walk = not (walk) elif k == 115: #kry S walk = False dy = -(mymap.calcHeight(xm - dx, zm - dz) + avhgt) - ym if dy > -1.0: xm -= dx zm -= dz ym += dy elif k == 112: #key P screenshot("amazing" + str(scshots) + ".jpg") scshots += 1 elif k == 32 and hp > 0: #key SPACE walk = False dy = mymap.calcHeight(xm + dx, zm + dz) + avhgt + ym xm += dx zm += dz ym += dy hp -= 1 #elif k==102: #f key to fire # missile.fire(xm, ym, zm, -dx, -math.sin(tilt*rads), -dz, 10) elif k == 27: #Escape key DISPLAY.destroy() mykeys.close() mymouse.stop() break
defocus.end_blur() # 2. drawing now back to screen. The texture can now be used by defocus.blur() # 3. redraw these two objects applying a distance blur effect ############### defocus.blur(myshape, 4, 9, 5) # 4 is focal distance, >= 9 distance will get defocus.blur(mysprite, 4, 9, 5) # 5 x blurring, nearer than focus also blurs myshape.rotateIncY(1.247) myshape.rotateIncX(0.1613) mystring.draw() mystring.rotateIncZ(0.05) if time.time() > next_time: print("FPS:", tick / 2.0) tick = 0 next_time = time.time() + 2.0 tick += 1 k = mykeys.read() if k == 112: screenshot("blur1.jpg") elif k == 27: mykeys.close() DISPLAY.destroy() break quit()
x=0, y=-1, z=40, sx=0.005, sy=0.005, sz=0.005) mymodel.set_shader(shader) # Fetch key presses mykeys = Keyboard() while 1: DISPLAY.clear() mymodel.draw() mymodel.rotateIncZ(0.001) mymodel.rotateIncX(-0.00317543) mymodel.rotateIncY(0.11) k = mykeys.read() if k > -1: if k == 112: screenshot('Triceratops.jpg') elif k == 27: mykeys.close() DISPLAY.destroy() break else: print(k) DISPLAY.swap_buffers()
#======================================== # load bump and reflection textures bumptex = Texture("textures/floor_nm.jpg") shinetex = Texture("textures/stars.jpg") # load model_loadmodel mymodel = Model(file_string='models/teapot.egg', name='teapot', x=0, y=0, z=10) mymodel.set_shader(shader) # material is set in the file mymodel.set_normal_shine(bumptex, 4.0, shinetex, 0.2, is_uv = False) # Fetch key presses mykeys = Keyboard() while DISPLAY.loop_running(): mymodel.draw() mymodel.rotateIncY(2.0) mymodel.rotateIncZ(0.1) mymodel.rotateIncX(0.3) k = mykeys.read() if k >-1: if k == 112: screenshot('teapot.jpg') elif k==27: mykeys.close() DISPLAY.close() break else: print(k)
#======================================== # load model_loadmodel mymodel = Model(file_string='models/Triceratops/Triceratops.egg', name='Triceratops', x=0, y=-1, z=40, sx=0.005, sy=0.005, sz=0.005) mymodel.set_shader(shader) # Fetch key presses mykeys = Keyboard() while 1: DISPLAY.clear() mymodel.draw() mymodel.rotateIncZ(0.001) mymodel.rotateIncX(-0.00317543) mymodel.rotateIncY(0.11) k = mykeys.read() if k >-1: if k==112: screenshot('Triceratops.jpg') elif k==27: mykeys.close() DISPLAY.destroy() break else: print(k) DISPLAY.swap_buffers()
mywater.draw() offset = (offset + do) % 1.0 # move texture offset in v direction mywater.set_offset((0.0, offset)) mystring.draw() mystring.rotateIncZ(0.05) if time.time() > next_time: i_n = (i_n + 1) % num_n mywater.buf[0].textures[0] = waterbump[i_n] next_time = time.time() + spf av_fps = av_fps * 0.9 + tick / spf * 0.1 # exp smooth moving average print(av_fps, "FPS") tick = 0 tick += 1 #screenshot("/media/E856-DA25/New/fr%03d.jpg" % fr) #fr += 1 k = mykeys.read() if k == 112: screenshot("water1.jpg") elif k == 27: mykeys.close() DISPLAY.destroy() break quit()
mywater.draw() offset = (offset + do) % 1.0 # move texture offset in v direction mywater.set_offset((0.0, offset)) mystring.draw() mystring.rotateIncZ(0.05) if time.time() > next_time: i_n = (i_n + 1) % num_n mywater.buf[0].textures[0] = waterbump[i_n] next_time = time.time() + spf av_fps = av_fps*0.9 + tick/spf*0.1 # exp smooth moving average print(av_fps,"FPS") tick = 0 tick += 1 #screenshot("/media/E856-DA25/New/fr%03d.jpg" % fr) #fr += 1 k = mykeys.read() if k==112: screenshot("water1.jpg") elif k==27: mykeys.close() DISPLAY.destroy() break quit()
if inFlag and abs(man.z() - building.zpos) > 55: inFlag = False for b in building.model: b.set_light(outLight, 0) mymap.set_light(outLight, 0) if inputs.key_state("KEY_APOSTROPHE"): #key ' tilt -= 2.0 if inputs.key_state("KEY_SLASH"): #key / tilt += 2.0 if inputs.key_state("KEY_A"): #key A rot += 2 if inputs.key_state("KEY_D"): #key D rot -= 2 if inputs.key_state("KEY_P"): #key P #record = not(record) while inputs.key_state("KEY_P"): inputs.do_input_events() # wait for key to go up screenshot("silo"+str(scshots)+".jpg") scshots += 1 if inputs.key_state("KEY_ENTER"): #key RETURN mc = 0 if inputs.key_state("KEY_X"): #key RETURN while inputs.key_state("KEY_X"): inputs.do_input_events() # wait for key to go up mouseOn != mouseOn inputs.grab_by_type("keyboard", grab=mouseOn) inputs.release() DISPLAY.destroy()