def on_draw(): global yrot win.clear() glLoadIdentity() glTranslatef(0, 0, -100) glRotatef(yrot, 0.0, 1.0, 0.0) default_system.draw() '''
def on_draw(self): self.clear() self.background_batch.draw() glLoadIdentity() if DEBUG: self.space.debug_draw(self.debug_draw_options) self.foreground_batch.draw() self.hud_batch.draw() default_system.draw()
def on_draw(): glEnable(GL_BLEND) glShadeModel(GL_SMOOTH) glBlendFunc(GL_SRC_ALPHA,GL_ONE) glDisable(GL_DEPTH_TEST) # glClearColor(1,1,1,1) glClearColor(1,0,0,1) window.clear() glLoadIdentity() default_system.draw() # player.get_texture().blit(100, 200,width=400,height=300) console.draw()
def on_draw(): global t, d, approach, rot win.clear() glLoadIdentity() glTranslatef(0, 0, -950) label.draw() glLoadIdentity() t += rot rot = rot * 0.995 d += approach approach *= 0.9924 glTranslatef(0, 0, min(d, -4.1)) glRotatef(t, -1, -1, -1) default_system.draw()
def on_draw(): global inBattle if inBattle: global i global yrot, xrot, ztra global camera win.clear() if cameraOn: camera.setPosition(xtra, ytra, ztra) camera.focus(win.width, win.height, xtra, ytra, ztra) glRotatef(yrot, 0.0, 1.0, 0.0) glRotatef(xrot, 1.0, 0.0, 0.0) else: # Moves the world around the camera glLoadIdentity() glTranslatef(xtra, ytra, ztra) glRotatef(yrot, 0.0, 1.0, 0.0) glRotatef(xrot, 1.0, 0.0, 0.0) default_system.draw()
def on_draw(): world.window.clear() #render your bg here if you want to see the shapes #world.bgimage.blit(0,0) for obj in world.map_objects: obj.render() world.bgimage.blit(0,0) for n, obj in world.players.items(): obj.render() world.displayScore() glLoadIdentity() default_system.draw() fps_display.draw()
def on_draw(): win.clear() glLoadIdentity() default_system.draw()
template=Particle(position=(width/2, height-50, 0)), deviation=Particle( velocity=(5, 15, 0), size=(5, 5, 0)), position=[((width*i/4), height, 0) for i in range(5)] ) bubble = pygame.image.load(os.path.join(os.path.dirname(__file__), 'bubble.png')) water = ParticleGroup(controllers=[bubbler], renderer=BlitRenderer(display, bubble, rotate_and_scale=True)) default_system.add_global_controller( Lifetime(7), Gravity((0,-30,0)), Movement(), Growth(4.5), #Fader(fade_in_end=5.0, max_alpha=0.005, fade_out_start=17, fade_out_end=20), ) while 1: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): raise SystemExit ms = clock.tick() default_system.update(ms / 1000.0) display.fill((0, 0, 0)) default_system.draw() pygame.display.flip()
size=(5, 5, 0)), position=[((width * i / 4), height, 0) for i in range(5)]) bubble = pygame.image.load( os.path.join(os.path.dirname(__file__), 'bubble.png')) water = ParticleGroup(controllers=[bubbler], renderer=BlitRenderer(display, bubble, rotate_and_scale=True)) default_system.add_global_controller( Lifetime(7), Gravity((0, -30, 0)), Movement(), Growth(4.5), #Fader(fade_in_end=5.0, max_alpha=0.005, fade_out_start=17, fade_out_end=20), ) while 1: for event in pygame.event.get(): if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): raise SystemExit ms = clock.tick() default_system.update(ms / 1000.0) display.fill((0, 0, 0)) default_system.draw() pygame.display.flip()
def on_draw(): win.clear() glLoadIdentity() glTranslatef(0, 0, -50) default_system.draw()