Esempio n. 1
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    def __init__(self):
        self.main_screen = pygame.display.set_mode(size)  # pygame.FULLSCREEN
        self.scene = Scene(pygame.Rect(0, 0, width, height), self.main_screen)
        self.input_handler = InputHandler()
        self.input_handler.bind(pygame.K_f, self.toggle_full_screen)
        self.full_screen = False

        self.ui = UserInterface(pygame.Rect(0, 0, width, height))
        self.scene.add_sprite(self.ui)
        self.score_ui = TextElement(
            pygame.Rect(width - 100, height // 2, 200, 200), "0:0", 40)
        self.ui.add_element(self.score_ui)

        self.scene.add_handler(SmileCollisionHandler(self.collide_edge))

        self.start_pos = width // 2 - 100, height // 2 - 100
        self.smile = Smile(self.start_pos)
        self.scene.add_sprite(self.smile)

        self.scene.add_sprite(
            PaddleAI(pygame.Rect(width // 2 - 100, 50, 200, 20), self.smile))

        player_paddle = PaddleAI(
            pygame.Rect(width // 2 - 100, height - 70, 200, 20), self.smile)
        self.scene.add_sprite(player_paddle)
        self.player = Player(player_paddle, self.scene)
        self.player.bind_keys(self.input_handler)

        self.score = [0, 0]
Esempio n. 2
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    def _create_pause_scene(self):
        gui = Frame()

        # Main Layout
        layout = VLayout()
        layout += (
            # -- title text
            HLayout(Label("PAUSE", font_size=42)),
            # -- buttons
            HLayout(
                TextButton(
                    "Continue",
                    font_size=24,
                    callback=lambda: self._switch_scene("game"),
                ),
                TextButton(
                    "Main", font_size=24, callback=lambda: self._switch_scene("main")
                ),
            ),
        )
        gui += layout

        pause = Scene("pause")
        pause.add("pause_gui", gui)
        self.scenes.append(pause)
        return pause
Esempio n. 3
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    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()

        geometry = BoxGeometry()
        material = SurfaceBasicMaterial({"useVertexColors": 1})
        self.mesh = Mesh(geometry, material)
        self.mesh.rotateX(0.6)
        self.mesh.rotateY(-0.6)
        self.mesh.rotateZ(-0.4)

        self.scene.add(self.mesh)

        # pull camera towards viewer
        self.camera.setPosition(0, 0, 4)

        # add a backdrop
        backGeometry = BoxGeometry(width=2, height=2, depth=0.01)
        backMaterial = SurfaceBasicMaterial({"baseColor": [1, 1, 0]})
        self.backdrop = Mesh(backGeometry, backMaterial)
        self.backdrop.rotateX(1.57)
        self.backdrop.setPosition(0, -1, 0)
        self.scene.add(self.backdrop)
Esempio n. 4
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    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()

        self.rig = MovementRig()
        self.rig.add(self.camera)
        self.scene.add(self.rig)
        self.rig.setPosition(0, 0, 4)

        geometry = BoxGeometry()
        material = SurfaceBasicMaterial({"useVertexColors": 1})
        self.mesh = Mesh(geometry, material)
        self.mesh.rotateX(0.6)
        self.mesh.rotateY(-0.6)
        self.mesh.rotateZ(-0.4)

        self.scene.add(self.mesh)

        # add a backdrop
        backGeometry = PolygonGeometry(sides=64, radius=2)
        backMaterial = SurfaceBasicMaterial({"baseColor": [1, 1, 0]})
        self.backdrop = Mesh(backGeometry, backMaterial)
        self.backdrop.rotateX(1.57)
        self.backdrop.setPosition(0, -1, 0)
        self.scene.add(self.backdrop)
Esempio n. 5
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    def _create_main_scene(self):
        gui = Frame()

        # Main Layout
        layout = VLayout(margins=(50, 20))
        layout += (
            # -- title text
            HLayout(Label("TRIGGERED", font_size=42)),
            # -- buttons
            VLayout(
                TextButton(
                    "Play", font_size=24, w=200, radius=10,
                    callback=lambda: self._switch_scene("game")
                ),
                TextButton(
                    "Settings", font_size=24, w=200, radius=10,
                    callback=lambda: self._switch_scene("settings"),
                ),
                TextButton(
                    "Exit", font_size=24, w=200, radius=10,
                    callback=lambda: pg.app.exit()
                ),
                margins=(0, 20)
            ),
        )
        gui += layout

        # -- Create the scene
        main = Scene("main")
        main.add("gui", gui)
        self.scenes.append(main)
        return main
Esempio n. 6
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def main():

    renderer, scene, camera = Renderer(), Scene(), Camera()

    geometry = TorusGeometry()
    material = SurfaceMaterial()
    mesh = Mesh(geometry, material)

    scene.add(mesh)
    mesh.translate(0, 0, -5)

    win = Window(renderer, scene, camera)
Esempio n. 7
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    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        # pull camera towards viewer
        self.camera.setPosition(0, 0, 7)

        geometry = SphereGeometry(radius=3)

        vsCode = """
        in vec3 vertexPosition;
        in vec3 vertexColor;
        uniform mat4 modelMatrix;
        uniform mat4 viewMatrix;
        uniform mat4 projectionMatrix;
        out vec3 color;
        uniform float time;
        
        void main()
        {
            float offset = 0.2 * sin(2.0 * vertexPosition.x + time);
            vec3 pos = vertexPosition + vec3(0, offset, 0);
            gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(pos, 1);
            color = vertexColor;
        }
        """

        fsCode = """
        in vec3 color;
        uniform float time;
        out vec4 fragColor;
        
        void main()
        {
            float r = abs(sin(time));
            vec4 c = vec4(r, -0.5*r, -0.5*r, 0);
            fragColor = vec4(color , 1) + c;
        }
        """

        material = Material(vsCode, fsCode)
        material.addUniform("float", "time", 0)
        material.locateUniforms()

        self.time = 0

        self.mesh = Mesh(geometry, material)

        self.scene.add(self.mesh)
Esempio n. 8
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    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        # pull camera towards viewer
        self.camera.setPosition(0, 0, 4)

        geometry = BoxGeometry()
        material = SurfaceBasicMaterial({"useVertexColors": 1})
        self.mesh = Mesh(geometry, material)

        self.scene.add(self.mesh)
Esempio n. 9
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def main():

    config = pyglet.gl.Config(double_buffer=True, sample_buffers=1, samples=4)

    win = pyglet.window.Window(config=config)

    renderer = Renderer()
    scene = Scene()
    camera = Camera()

    camera.translate(0, 0, 2)

    particleSystem = ParticleSystem()

    scene.add(particleSystem.boundBoxMesh)
    scene.add(particleSystem.particleMesh)

    def update(dt: float):
        particleSystem()
        # mesh.rotate(0, 0.1, 0.1)

    clock = pyglet.clock.schedule_interval(update, 1 / 120)

    @win.event
    def on_draw():
        win.clear()
        renderer.render(scene, camera)

    @win.event
    def on_mouse_drag(x, y, dx, dy, buttons, modifiers):
        if buttons & pyglet.window.mouse.RIGHT:
            scene.rotate(-dy / 10, dx / 10, 0)

    @win.event
    def on_mouse_scroll(x, y, scroll_x, scroll_y):
        camera.translate(0, 0, -scroll_y)

    # @win.event
    # def on_key_press(symbol, modifiers):
    #     if symbol == pyglet.window.key.A:
    #         camera.translate(-0.1, 0, 0)
    #     if symbol == pyglet.window.key.D:
    #         camera.translate(0.1, 0, 0)
    #     if symbol == pyglet.window.key.W:
    #         camera.translate(0, 0.1, 0)
    #     if symbol == pyglet.window.key.S:
    #         camera.translate(0,-0.1, 0)

    pyglet.app.run()
Esempio n. 10
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def create_scene(primitives):
    """Create a default scene."""

    # create the accelerator
    aggregate = GridAccel(primitives, False)

    # create the lights
    lights = []
    # light = PointLight()
    # lights.append(light)

    # create the scene
    scene = Scene(aggregate, lights, volume_region=None)

    return scene
Esempio n. 11
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        def _get_scene():
            level = list(levels.values())[current_level]

            game = Scene("game")
            game.add("physics", PhysicsWorld())
            game.add("camera", Camera())
            game.add("map", Map(level.map))
            game.add("player", Player(position=level.player))
            game.add("enemy", EnemyCollection(level.enemies, level.waypoints))

            # -- setup camera
            game.camera.bounds = (0, 0, *game.map.size)
            game.camera.track(game.player)
            self.scenes.append(game)
            return game
Esempio n. 12
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    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        # pull camera towards viewer
        self.camera.setPosition(0, 0, 7)

        geometry = SphereGeometry(radius=3)

        vsCode = """
        in vec3 vertexPosition;
        out vec3 position;
        uniform mat4 modelMatrix;
        uniform mat4 viewMatrix;
        uniform mat4 projectionMatrix;
        
        void main()
        {
            
            vec4 pos = vec4(vertexPosition, 1);
            gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos;
            position = vertexPosition;
        }
        """

        fsCode = """
        in vec3 position;
        out vec4 fragColor;
        
        void main()
        {
            vec3 color = fract(position);
            fragColor = vec4(color,1);
        }
        """
        material = Material(vsCode, fsCode)
        material.locateUniforms()

        self.mesh = Mesh(geometry, material)

        self.scene.add(self.mesh)
Esempio n. 13
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    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        self.rig = MovementRig(unitsPerSecond=25, degreesPerSecond=90)
        self.rig.add(self.camera)
        self.scene.add(self.rig)
        self.rig.setPosition(0, 0, 4)

        geometry = GridDotGeometry(width=1000,
                                   height=1000,
                                   heightResolution=300,
                                   widthResolution=300)
        material = SurfaceBasicMaterial({"useVertexColors": 1})
        self.mesh = Mesh(geometry, material)

        self.scene.add(self.mesh)
        self.scene.add(AxesHelper(axisLength=3, lineWidth=2))
Esempio n. 14
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    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()

        self.rig = MovementRig()
        self.rig.add(self.camera)
        self.scene.add(self.rig)
        self.rig.setPosition(0, 0, 4)

        geometry = PlaneGeometry(width=100, height=100,widthResolution=100, heightResolution=100)
        material = SurfaceBasicMaterial({"useVertexColors":1})
        self.terrain = Mesh(geometry, material)
        self.terrain.rotateX(3.14/2)
        self.scene.add(self.terrain)





        self.scene.add(AxesHelper(axisLength=3))
Esempio n. 15
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    def on_init(self):
        #res = pyglet.media.load("R:/adachi.webm")
        #animation = pyglet.image.load_animation("adachi.gif")
        #animation = res.get_animation()
        #bin = pyglet.image.atlas.TextureBin()
        #animation.add_to_texture_bin(bin)
        #self.sprite = pyglet.sprite.Sprite(animation)
        #self.sprite.base_width = self.sprite.width
        #self.sprite.base_height = self.sprite.height

        #self.player = pyglet.media.Player()
        #self.player.queue(res)
        #self.player.on_player_next_source = lambda: self.player.queue(res)
        #self.player.loop = True
        #self.player.play()
        char = core.asset.Character('123456')
        char.load()
        self.scene = Scene()
        char._open_tars()
        print(char.content_tars)
        self.scene.layers['background'] = core.pylget_loader.load_animation(
            char.emotes[0].idle,
            char.content_tars[char.files[char.emotes[0].idle.filename]])
        char._close_tars()

        self.label = pyglet.text.Label(
            text="This is a pyglet label rendered in a Qt widget :)",
            x=self.width() / 2,
            y=self.height() / 2,
            anchor_x='center',
            anchor_y='center')
        self.base_width = 256
        self.base_height = 192
        self.setMinimumSize(QSize(256, 192))
        #self.setMaximumSize(QSize(256, 192))
        self.enable_alpha()
Esempio n. 16
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    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        # pull camera towards viewer
        self.camera.setPosition(0, 0, 7)

        geometry = Geometry()
        posData = []
        for x in range(-32, 32, 3):
            posData.append([x/10, sin(x/10), 0])
        geometry.addAttribute("vec3", "vertexPosition", posData)
        geometry.countVertices()

        pointMaterial = PointBasicMaterial({"baseColor": [1,1,0]})
        self.pointMesh = Mesh(geometry, pointMaterial)

        lineMaterial = LineBasicMaterial({"baseColor": [1,0,1]})
        self.lineMesh = Mesh(geometry,lineMaterial)

        self.scene.add(self.pointMesh)
        self.scene.add(self.lineMesh)
Esempio n. 17
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    def _create_settings_scene(self):
        gui = Frame()

        # Main Layout
        layout = VLayout()
        layout += (
            # -- title text
            HLayout(Label("SETTINGS", font_size=42)),
            # -- buttons
            HLayout(
                TextButton(
                    "Back to MainMenu",
                    font_size=24,
                    callback=lambda: self._switch_scene("main"),
                ),
                TextButton("Exit", font_size=24, callback=lambda: pg.app.exit()),
            ),
        )
        gui += layout

        settings = Scene("settings")
        settings.add("settings_gui", gui)
        self.scenes.append(settings)
        return settings
Esempio n. 18
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Show the picture.

"""

if __name__ == "__main__":

    engine = Engine(500, 500)

    camera = Camera([0, 0, 0], [1, 0, 0], [0, -1, 0], fov=1)
    #camera = ThinLensCamera([0,0,0], [1,0,0], [0,-1,0], radius=0.0, focal_distance=6, fov=1)

    #light = Light([10,0,10])
    #light = LightProb("hdrmap/grace_probe.pfm")
    light = LightProb("hdrmap/stpeters_probe.pfm")

    scene = Scene(light)

    #scene.addobject(Sphere([0,0,0], 1000, anti=True))

    #scene.addobject(Triangle(([-1000, -1000, 200], [1000,-1000, 200], [1000,1000, 200]), color=[255,0,0]))
    #scene.addobject(Triangle(([-1000, -1000, 200], [1000,1000, 200], [-1000, 1000, 200])))

    #scene.addobject(Triangle(([-10000, -10000, -1000], [10000,-10000, -1000], [10000,10000, -1000])))
    #scene.addobject(Triangle(([-10000, -10000, -1000], [10000,10000, -1000], [-10000, 10000, -1000])))

    np.random.seed(10)
    for i in range(30):
        x, y, z, r = np.random.randn(4)
        choice = np.random.choice(a=[False, True])
        scene.addobject(
            Sphere([x * 50, y * 50, 100 + z * 10],