def main(): cfg = LwjglApplicationConfiguration() cfg.title = "PyGdx"; cfg.width = 800 cfg.height = 480 LwjglApplication(PyGdx(), cfg)
def main(): cfg = LwjglApplicationConfiguration() cfg.title = "PyGdx"; cfg.width = WIDTH cfg.height = HEIGHT LwjglApplication(DropGame(), cfg)
def main(): """ This shouldnt be run, it should be happening from __run__ module. """ cfg = LwjglApplicationConfiguration() cfg.title = "PyGdx"; cfg.width = 800 cfg.height = 480 LwjglApplication(PyGdx(), cfg)
for y in range(100): ty = int(Math.random() * len(splitTiles)) tx = int(Math.random() * len(splitTiles[ty])) cell = Cell() cell.setTile(StaticTiledMapTile(splitTiles[ty][tx])) layer.setCell(x, y, cell) layers.add(layer) self.renderer = OrthogonalTiledMapRenderer(self.map) def render(self): Gdx.gl.glClearColor(100.0 / 255.0, 100.0 / 255.0, 250.0 / 255.0, 1.0) Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT) self.camera.update() self.renderer.setView(self.camera) self.renderer.render() self.batch.begin() self.font.draw(self.batch, 'FPS: ' + str(Gdx.graphics.getFramesPerSecond()), 10, 20) self.batch.end() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 640 config.height = 480 config.title = 'Tiled Map Bench Test' config.forceExit = False LwjglApplication(TiledMapBench(), config)
bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-8.0 + 8.0 * i, 12.0) body = world.createBody(bd) body.createFixture(fd) shape.dispose() for i in range(2): shape = CircleShape() shape.setRadius(0.5) fd = FixtureDef() fd.shape = shape fd.density = 1.0 bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-6.0 + 6.0 * i, 10.0) body = world.createBody(bd) body.createFixture(fd) shape.dispose() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 640 config.height = 480 config.title = 'Cantilever Test' config.forceExit = False LwjglApplication(Cantilever(), config)
jd.localAnchorB.set(0, 0) jd.bodyA = ground jd.bodyB = body jd.collideConnected = True jd.maxForce = mass * gravity jd.maxTorque = mass * radius * gravity world.createJoint(jd) shape.dispose() def keyDown(self, keyCode): if keyCode == Keys.W: print 'Hit W!' f = self.m_body.getWorldVector(self.tmp.set(0, -200)) p = self.m_body.getWorldPoint(self.tmp.set(0, 2)) self.m_body.applyForce(f, p, True) if keyCode == Keys.A: self.m_body.applyTorque(50, True) if keyCode == Keys.D: self.m_body.applyTorque(-50, True) return False if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 640 config.height = 480 config.title = 'Apply Force Test' config.forceExit = False LwjglApplication(ApplyForce(), config)
fd.shape = shape fd.density = 20.0 body.createFixture(fd) shape.dispose() bd = BodyDef() bd.position.set(3, 5) bd.type = BodyType.DynamicBody bd.fixedRotation = True bd.allowSleep = False body = world.createBody(bd) shape = CircleShape() shape.setRadius(0.5) fd = FixtureDef() fd.shape = shape fd.density = 20.0 body.createFixture(fd) shape.dispose() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 1280 config.height = 960 config.title = 'Character Collision Test' config.forceExit = False LwjglApplication(CharacterCollision(), config)
circleShapeDef = FixtureDef() circleShapeDef.shape = circle circleShapeDef.density = 1.0 circleShapeDef.filter.groupIndex = self.k_smallGroup circleShapeDef.filter.categoryBits = self.k_circleCategory circleShapeDef.filter.maskBits = self.k_circleMask circleBodyDef = BodyDef() circleBodyDef.type = BodyType.DynamicBody circleBodyDef.position.set(5, 2) body5 = world.createBody(circleBodyDef) body5.createFixture(circleShapeDef) circle.setRadius(2) circleShapeDef.filter.groupIndex = self.k_largeGroup circleBodyDef.position.set(5, 6) body6 = world.createBody(circleBodyDef) body6.createFixture(circleShapeDef) if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 1280 config.height = 960 config.title = 'Collision Filtering Test' config.forceExit = False LwjglApplication(CollisionFiltering(), config)
shape.dispose() def keyDown(self, keyCode): if keyCode == Keys.D: self.m_platform.setType(BodyType.DynamicBody) if keyCode == Keys.S: self.m_platform.setType(BodyType.StaticBody) if keyCode == Keys.K: self.m_platform.setType(BodyType.KinematicBody) self.m_platform.setLinearVelocity(self.tmp.set(-self.m_speed, 0)) self.m_platform.setAngularVelocity(0) return False def render(self): if type(self.m_platform) == BodyType.KinematicBody: p = self.m_platform.getTransform().getPosition() v = self.m_platform.getLinearVelocity() if (p.x < -10 and v.x > 0) or (p.x > 10 and v.x > 0): v.x = -v.x self.m_platform.setLinearVelocity(v) super(BodyTypes, self).render() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 640 config.height = 480 config.title = 'Action Test' config.forceExit = False LwjglApplication(BodyTypes(), config)
instance.transform.setToTranslation(MathUtils.random(-10, 10), MathUtils.random(-10, 10), MathUtils.random(-10, 10)) instance.transform.rotate(Vector3.X, MathUtils.random(-180, 180)) instance.transform.rotate(Vector3.Y, MathUtils.random(-180, 180)) instance.transform.rotate(Vector3.Z, MathUtils.random(-180, 180)) self.instances.append(instance) def keyUp(self, keycode): if keycode == Keys.SPACE or keycode == Keys.MENU: self.onLoaded() return super(Benchmark3DTest, self).keyUp(keycode) def touchUp(self, screenX, screenY, pointer, button): self.onModelClicked(self.models[MathUtils.random(len(self.models) - 1)]) return False def dispose(self): super(Benchmark3DTest, self).dispose() GLProfiler.disable() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 1280 config.height = 960 config.title = 'Benchmark 3D Test' config.forceExit = False LwjglApplication(Benchmark3DTest(), config)
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT) self.modelBatch.begin(self.cam) self.modelBatch.render(self.instance, self.environment) self.modelBatch.end() def dispose(self): self.modelBatch.dispose() self.model.dispose() def needsGl20(self): return True def resume(self): pass def resize(self, width, height): pass def pause(self): pass if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 1280 config.height = 960 config.title = 'Basic 3D Test' config.forceExit = False LwjglApplication(Basic3DTest(), config)
fd.friction = 0.2 jd = RevoluteJointDef() jd.collideConnected = False y = 25.0 prevBody = ground for i in range(30): bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(0.5 + i, y) body = world.createBody(bd) body.createFixture(fd) anchor = Vector2(i, y) jd.initialize(prevBody, body, anchor) world.createJoint(jd) prevBody = body shape.dispose() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 640 config.height = 480 config.title = 'Chain Test' config.forceExit = False LwjglApplication(Chain(), config)
body = world.createBody(bd) body.createFixture(fd) shape.dispose() for i in range(3): shape = CircleShape() shape.setRadius(0.5) fd = FixtureDef() fd.shape = shape fd.density = 1.0 bd = BodyDef() bd.type = BodyType.DynamicBody bd.position.set(-6.0 + 6.0 * i, 10.0) body = world.createBody(bd) body.createFixture(fd) shape.dispose() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 640 config.height = 480 config.title = 'Bridge Test' config.forceExit = False LwjglApplication(Bridge(), config)
elif id.startswith('block'): self.blocks.append(instance) elif id.startswith('invader'): self.invaders.append(instance) self.loading = False def render(self): if self.loading and self.assets.update(): self.doneLoading() self.camController.update() Gdx.gl.glViewport(0, 0, Gdx.graphics.getBackBufferWidth(), Gdx.graphics.getBackBufferHeight()) Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT) self.modelBatch.begin(self.cam) for instance in self.instances: self.modelBatch.render(instance, self.lights) if self.space: self.modelBatch.render(self.space) self.modelBatch.end() def dispose(self): self.modelBatch.dispose() self.assets.dispose() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 1280 config.height = 960 config.title = 'Basic 3D Scene Test' config.forceExit = False LwjglApplication(Basic3DSceneTest(), config)
self.character = ModelInstance(self.assets.get('../../data/g3d/knight.g3db', Model)) bbox = BoundingBox() self.character.calculateBoundingBox(bbox) self.character.transform.setToRotation(Vector3.Y, 180).trn(0, -bbox.min.y, 0) self.instances.append(self.character) self.animation = AnimationController(self.character) self.animation.animate('Idle', -1, 1.0, None, 0.2) self.status = self.idle for anim in self.character.animations: Gdx.app.log('Test', anim.id) self.ship = self.assets.get('../../data/g3d/ship.obj', Model).nodes.get(0).copy() self.ship.detach() self.ship.translation.x = 10.0 self.ship.rotation.set(Vector3.Z, 90.0) self.ship.scale.scl(5.0) self.ship.parts.get(0).enabled = False self.character.getNode('sword').addChild(self.ship) def dispose(self): super(Animation3DTest, self).dispose() self.floorModel.dispose() self.shadowLight.dispose() if __name__ == '__main__': config = LwjglApplicationConfiguration() config.width = 1280 config.height = 960 config.title = 'Animation 3D Test' config.forceExit = False LwjglApplication(Animation3DTest(), config)