Exemple #1
0
    def RenderDebug(self, world, render_dt):
        '''
        This probably doesn't belong here... Should move into a subsystem elsewhere.
        This is an easy light way of having a quick debugger that can print the hero's
        stats.
        Move this elsewhere later on.
        Tutorial: https://egdev.wordpress.com/2014/03/14/python-sdl2-ttf-test/
        '''

        # Open font
        font = sdl2.sdlttf.TTF_OpenFont(
            '/home/prestonh/Desktop/Programming/gamedev/shoot/shoot/resources/fonts/computer_modern/cmunsx.ttf',
            12)
        color = sdl2.SDL_Color(40, 255, 40)

        # Create debug text
        entity = world.entity_manager.entities['hero_0']
        debug_lines = []
        debug_lines.append('fps:' + str(round(1. / render_dt)))
        debug_lines.append('(x,y):' + str(round(entity.kinematics.x, 3)) +
                           ',  ' + str(round(entity.kinematics.y, 3)))
        debug_lines.append('(vx,vy):' + str(round(entity.kinematics.vx, 3)) +
                           ',  ' + str(round(entity.kinematics.vy, 3)))

        debug_text = ''
        for debug_line in debug_lines:
            debug_text += debug_line + '\n'

        # Render the debug text

        # Create surface and texture
        debug_width = 200
        text_surface = sdl2.sdlttf.TTF_RenderText_Blended_Wrapped(
            font, debug_text, color, debug_width)
        text_texture = sdl2.SDL_CreateTextureFromSurface(
            self.sdl_renderer, text_surface)

        # Render surface and texture
        window_rect = self.GetWindowRect()
        w = ctypes.pointer(ctypes.c_int(0))
        h = ctypes.pointer(ctypes.c_int(0))
        sdl2.SDL_QueryTexture(text_texture, None, None, w, h)
        x = window_rect.w - debug_width
        y = 50  #window_rect.h - h.contents.value
        debug_rect = sdl2.SDL_Rect(x, y, w.contents.value, h.contents.value)

        sdl2.SDL_RenderCopy(self.sdl_renderer, text_texture, None, debug_rect)

        # Free resources
        sdl2.SDL_FreeSurface(text_surface)
        sdl2.sdlttf.TTF_CloseFont(font)

        pass
    def __init__(self, renderer: sdl2.render.SDL_Renderer,
                 container: "entities.Entity", filename: str):
        # Container of this component
        self.container = container

        # Never explicitly deallocated, but reclaimed by the operating system
        # when the game exits.
        self.texture = texture_from_bmp(renderer, filename)

        # Dynamically determine width and height of sprite over using constants.
        w = ctypes.pointer(ctypes.c_int(0))
        h = ctypes.pointer(ctypes.c_int(0))
        sdl(sdl2.SDL_QueryTexture(self.texture, None, None, w, h))
        self.width = float(w.contents.value)
        self.height = float(h.contents.value)
Exemple #3
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def renderTexture(tex, ren, x, y):
	"""
	:type ren: SDL_Renderer
	:type tex: SDL_Texture
	"""

	#Setup the destination rectangle to be at the position we want
	dst = sdl2.SDL_Rect(x, y)
	w = ctypes.c_int()
	h = ctypes.c_int()
	#Query the texture to get its width and height to use
	sdl2.SDL_QueryTexture(tex, None, None, w, h)
	dst.w = w.value
	dst.h = h.value
	sdl2.SDL_RenderCopy(ren.sdlrenderer, tex, None, dst)
Exemple #4
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 def draw(self, renderer, font, x, y, color=Color.white):
     global _reuse_rect
     tex = self.texture_for_renderer(renderer, font)
     w = ctypes.c_int32()
     h = ctypes.c_int32()
     w.value = 0
     h.value = 0
     sdl.SDL_QueryTexture(tex, None, None,
         ctypes.byref(w), ctypes.byref(h))
     _reuse_rect.x = x
     _reuse_rect.y = y
     _reuse_rect.w = w.value
     _reuse_rect.h = h.value
     sdl.SDL_SetTextureColorMod(tex,
         color.red, color.green, color.blue)
     sdl.SDL_RenderCopy(renderer, tex, None, _reuse_rect)
Exemple #5
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    def render(self, renderer):
        i = 0
        for game in self.currentState.roms:
            currentColor = WHITE
            if self.currentState.getCurrentRom() == game:
                currentColor = RED

            surf = sdl2.sdlttf.TTF_RenderText_Blended(
                self.font, game.name.encode("utf-8"), currentColor).contents
            text = sdl2.SDL_CreateTextureFromSurface(renderer, surf)
            sdl2.SDL_SetTextureBlendMode(text, sdl2.SDL_BLENDMODE_BLEND)
            sdl2.SDL_FreeSurface(surf)

            w, h = c_int(), c_int()
            sdl2.SDL_QueryTexture(text, None, None, byref(w), byref(h))
            sdl2.SDL_RenderCopy(renderer, text, None,
                                sdl2.SDL_Rect(50, 50 + (i * 40), w, h))

            i += 1
Exemple #6
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    def render(self, renderer):
        if self.currentSystem != self.currentState.getCurrentSystem().name:
            image = sdl2.sdlimage.IMG_Load(
                b"images/backdrops/" +
                self.currentState.getCurrentSystem().name.encode('utf-8') +
                b".jpg")
            self.text = sdl2.SDL_CreateTextureFromSurface(renderer, image)
            sdl2.SDL_FreeSurface(image)

            sdl2.SDL_SetTextureBlendMode(self.text, sdl2.SDL_BLENDMODE_BLEND)
            sdl2.SDL_SetTextureAlphaMod(self.text, c_uint8(48))
            sdl2.SDL_QueryTexture(self.text, None, None,
                                  byref(self.imageWidth),
                                  byref(self.imageHeight))

            self.currentSystem = self.currentState.getCurrentSystem().name

        percent = 720 / self.imageHeight.value
        sdl2.SDL_RenderCopy(
            renderer, self.text, None,
            sdl2.SDL_Rect(0, 0, int(self.imageWidth.value * percent),
                          int(self.imageHeight.value * percent)))
def draw_texture(renderer: sdl2.render.SDL_Renderer,
                 texture: sdl2.render.SDL_Texture, position: Vec2f,
                 rotation: float) -> None:
    w = ctypes.pointer(ctypes.c_int(0))
    h = ctypes.pointer(ctypes.c_int(0))
    sdl(sdl2.SDL_QueryTexture(texture, None, None, w, h))
    width = float(w.contents.value)
    height = float(h.contents.value)

    # Transforms coordinates to center of sprite rather than default upper left
    # corner. This makes centering the sprite on screen easier.
    x = position.x - width / 2
    y = position.y - height / 2

    sdl(
        sdl2.SDL_RenderCopyEx(
            renderer, texture,
            ctypes.byref(sdl2.SDL_Rect(0, 0, int(width), int(height))),
            ctypes.byref(sdl2.SDL_Rect(int(x), int(y), int(width),
                                       int(height))), rotation,
            ctypes.byref(sdl2.SDL_Point(int(width / 2), int(height / 2))),
            sdl2.SDL_FLIP_NONE))
Exemple #8
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 def text_dimensions(self, texture):
     width = pointer(c_int(0))
     height = pointer(c_int(0))
     sdl2.SDL_QueryTexture(texture, None, None, width, height)
     return width.contents.value, height.contents.value