def drawO(self, posXY): [px, py] = self.boardPositionToPixelCenter(posXY) circle = Circle(x=px, y=py, z=1, width=self.cell_size * 0.9, color=self.colorO, stroke=5) circle.render()
def render(self, batch, group=None): self.frame.render(batch) l_x, l_y = self.calc_label_position(self.label) label = pyglet.text.Label(self.text, x=l_x, y=l_y, batch=batch) circ_y = l_y + round(self.label.content_height * 0.33) circ_x = round((self.frame.x + 10)) circle = Circle(5, circ_x, circ_y, fill=self.selected) circle.render(batch)
def draw(self): super(CollidableSprite, self).draw() if not isinstance(self, BallMan): return if log.level == logging.DEBUG: path_nodes = self.get_ancestor(Level).path_nodes for node in path_nodes: x,y = node.x, node.y c = Circle(x,y,width=10,color=(0.,.9,0.,1.)) c.render()
def render(self): c = Circle(self.a[0], self.a[1], width=10, color=(0., .9, 0., 1.)) c.render() c = Circle(self.ac[0], self.ac[1], width=10, color=(0., .9, 0.5, 1.)) c.render() l = Line(self.a, self.ac, stroke=2, color=(0, 1., 1., 1.)) l.render() c = Circle(self.b[0], self.b[1], width=10, color=(0., .9, 1., 1.)) c.render() c = Circle(self.bc[0], self.bc[1], width=10, color=(0., .9, 1., 0.5)) c.render() l = Line(self.b, self.bc, stroke=2, color=(0, 1., 1., 1.)) l.render() steps = 100.0 bz = self.bezier() last = self.a for i in range(int(steps)): t = (i + 1) / steps val = bz.at(t) val = val[0] + self.a.x, val[1] + self.a.y glBegin(GL_LINES) glVertex2f(last[0], last[1]) glVertex2f(val[0], val[1]) glEnd() last = val
def render(self): c = Circle(self.a[0], self.a[1], width=10, color=(0.0, 0.9, 0.0, 1.0)) c.render() c = Circle(self.ac[0], self.ac[1], width=10, color=(0.0, 0.9, 0.5, 1.0)) c.render() l = Line(self.a, self.ac, stroke=2, color=(0, 1.0, 1.0, 1.0)) l.render() c = Circle(self.b[0], self.b[1], width=10, color=(0.0, 0.9, 1.0, 1.0)) c.render() c = Circle(self.bc[0], self.bc[1], width=10, color=(0.0, 0.9, 1.0, 0.5)) c.render() l = Line(self.b, self.bc, stroke=2, color=(0, 1.0, 1.0, 1.0)) l.render() steps = 100.0 bz = self.bezier() last = self.a for i in range(int(steps)): t = (i + 1) / steps val = bz.at(t) val = val[0] + self.a.x, val[1] + self.a.y glBegin(GL_LINES) glVertex2f(last[0], last[1]) glVertex2f(val[0], val[1]) glEnd() last = val
def drawCell(self, posXY, pixelCenter, cell_size): x = self.board.xyToIndex(posXY) v = self.assessments[x] if v <= -100: return if not self.dev: return stand = (v - self.average) / self.dev circle = Circle(x=pixelCenter[0], y=pixelCenter[1], z=1, width=cell_size * 0.5, color=(stand, 0, 0, 0.98 * stand), stroke=5) circle.render()
def draw(self): if self.stop: director.scene.end() if self.state == self.SWITCH: text = font.Text(self.font, 'switch to:',color=(0.,0.5,0.5,0.5)) text.x = 20 text.y = 300 text.draw() text = font.Text(self.font, self.number ,color=(0.,0.5,0.5,0.5)) text.x = 20 text.y = 250 text.draw() elif self.state in (self.SHOW, self.DRAG): self.path.render() if self.near: c = Circle( self.near.x,self.near.y, width=15,color=(0.,1.,1.,1.) ) c.render() elif self.state == self.ANIMATE: dt = time.time() - self.anim_start bz = self.path.bezier() if dt >= self.duration: self.state = self.SHOW else: x,y = bz.at( (dt/self.duration)**self.time_warp ) c = Circle( x+self.path.a.x,y+self.path.a.y, width=45,color=(0.,1.,1.,1.) ) c.render() text = font.Text(self.font, '[%i,%i] t**%0.2f d=%0.2f n=%d p=%d'%( self.mouse.x, self.mouse.y, self.time_warp, self.duration, len(self.paths), self.pathp ), color=(0.,0.5,0.5,0.5)) text.x = 100 text.y = 20 text.draw()
def draw(self): if self.stop: director.scene.end() if self.state == self.SWITCH: text = "switch to: %s" % self.number label = pyglet.text.Label(text, font_name=self.font_name, font_size=self.font_size, color=(0, 128, 128, 128), x=20, y=300) label.draw() elif self.state in (self.SHOW, self.DRAG): self.path.render() if self.near: c = Circle(self.near.x, self.near.y, width=15, color=(0., 1., 1., 1.)) c.render() elif self.state == self.ANIMATE: dt = time.time() - self.anim_start bz = self.path.bezier() if dt >= self.duration: self.state = self.SHOW else: x, y = bz.at((dt / self.duration)**self.time_warp) c = Circle(x + self.path.a.x, y + self.path.a.y, width=45, color=(0., 1., 1., 1.)) c.render() text = '[%i,%i] t**%0.2f d=%0.2f n=%d p=%d' % ( self.mouse.x, self.mouse.y, self.time_warp, self.duration, len(self.paths), self.pathp) label = pyglet.text.Label(text, font_name=self.font_name, font_size=self.font_size, color=(0, 128, 128, 128), x=100, y=20) label.draw()
def render(self): c = Circle( self.a[0],self.a[1], width=10,color=(0.,.9,0.,1.) ) c.render() c = Circle( self.ac[0],self.ac[1], width=10,color=(0.,.9,0.5,1.) ) c.render() l = Line(self.a,self.ac,stroke=2,color=(0,1.,1.,1.)) l.render() c = Circle( self.b[0],self.b[1], width=10,color=(0.,.9,1.,1.) ) c.render() c = Circle( self.bc[0],self.bc[1], width=10,color=(0.,.9,1.,0.5) ) c.render() l = Line(self.b,self.bc,stroke=2,color=(0,1.,1.,1.)) l.render() steps=100.0 bz = self.bezier() last = self.a for i in range(steps): t = (i+1)/steps next = bz.at( t ) next = next[0] + self.a.x, next[1] + self.a.y glBegin(GL_LINES); glVertex2f(last[0], last[1]); glVertex2f(next[0], next[1]); glEnd( ); last = next