コード例 #1
0
def gl_rect_corners_outline(p1: Vec2D, p2: Vec2D, col: Union[Iterable, int]):
    if isinstance(col, Iterable):
        c = len(col)
        if c == 1:
            col = col * 12
        elif c == 3:
            col = col * 4
        elif c == 12:
            col = col
        else:
            raise ValueError(
                "Color data incorrect length. Expected: {}, got: {}".format(
                    (1, 3, 12), c))
    elif isinstance(col, (int, float)):
        col = (col, ) * 12
    else:
        return

    tl = p1
    br = p2

    l, t = tl
    r, b = br

    gl_draw(4, GL_LINE_LOOP, ("v2f", (l, t, r, t, r, b, l, b)), ("c3B", col))
コード例 #2
0
    def draw(self):
        "draw the rectangle"

        for coord in self.coords:
            if isinstance(coord, int):
                coord = float(coord)
            elif not isinstance(coord, float):
                raise TypeError(
                    f"coordinate '{coord}' type incorrect ({type(coord)})")

        # if there's no batch, draw the shape, if there is a batch, add the shape to the batch
        if not self.batch:
            gl_draw(
                4,
                GL_QUADS,
                ("v2f", self.coords),
                ("c3B", self.color.get_colors(4, 'c3B')),
            )
            # pprint(rectargs)
        else:
            self.batch.add(
                4,
                GL_QUADS,
                None,
                ("v2f", self.coords),
                ("c3B", self.color.get_colors(4, 'c3B')),
            )
コード例 #3
0
def gl_quad(
    p1: Union[Tuple[float, float], Vec2D],
    p2: Union[Tuple[float, float], Vec2D],
    p3: Union[Tuple[float, float], Vec2D],
    p4: Union[Tuple[float, float], Vec2D],
    col: Iterable,
):
    gl_draw(4, GL_QUADS, (("v2f", (*p1, *p2, *p3, *p4)), ("c3B", col)))
コード例 #4
0
ファイル: components.py プロジェクト: tvoinarovskyi/gengine
 def draw(self, timestamp):
     dt = timestamp - self.timestamp
     shape = self.shape
     transform = self._get_transform(dt)
     n_points = len(shape)
     flatten_array = []
     for vertice in shape:
         flatten_array.extend(vertice * transform)
     gl_draw(n_points, GL_LINE_LOOP, ('v2f', flatten_array))
コード例 #5
0
ファイル: components.py プロジェクト: Drizzt1991/gengine
 def draw(self, timestamp):
     dt = timestamp - self.timestamp
     shape = self.shape
     transform = self._get_transform(dt)
     n_points = len(shape)
     flatten_array = []
     for vertice in shape:
         flatten_array.extend(vertice * transform)
     gl_draw(n_points, GL_LINE_LOOP, ('v2f', flatten_array))
コード例 #6
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def draw_player():
    px, py = PLAYER_POS
    a = PLAYER_ANGLE
    mag = PLAYER_RENDER_DISTANCE

    gl_draw(4, GL_QUADS,
            ('v2f',
             [px - 5, py + 5, px + 5, py + 5, px + 5, py - 5, px - 5, py - 5]))
    gl_draw(2, GL_LINES,
            ('v2f', [px, py, px + (mag * cos(a)), py + (mag * sin(a))]))
コード例 #7
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def gl_line(p1: Vec2D, p2: Vec2D, col: Union[Iterable, int]):
    if isinstance(col, Iterable):
        c = len(col)
        if c == 1:
            col = col * 6
        elif c == 3:
            col = col * 2
        elif c == 6:
            col = col
        else:
            raise ValueError(
                "Color data incorrect length. Expected: {}, got: {}".format(
                    (1, 3, 6), c))
    elif isinstance(col, (int, float)):
        col = (col, ) * 6
    else:
        return
    gl_draw(2, GL_LINES, ("v2f", [p1.x, p1.y, p2.x, p2.y]), ("c3B", col))
コード例 #8
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def main(delta):
    window.clear()
    draw_player()
    draw_walls()
    update_player()

    # Middle lines
    gl_draw(2, GL_LINES, ('v2f', (0, (window.height / 2) - 1, window.width,
                                  (window.height / 2) - 1)))
    gl_draw(2, GL_LINES,
            ('v2f',
             (window.width / 2, 0, window.width / 2, window.height / 2)))

    # render the scene
    render(window.width, window.height / 2)

    if keys[ESCAPE]:
        exit()
コード例 #9
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def gl_rect(p1: Vec2D, p2: Vec2D, p3: Vec2D, p4: Vec2D, col: Union[Iterable,
                                                                   int]):
    if isinstance(col, Iterable):
        c = len(col)
        if c == 1:
            col = col * 12
        elif c == 3:
            col = col * 4
        elif c == 12:
            col = col
        else:
            raise ValueError(
                "Color data incorrect length. Expected: {}, got: {}".format(
                    (1, 3, 12), c))
    elif isinstance(col, (int, float)):
        col = (col, ) * 12
    else:
        return
    gl_draw(4, GL_QUADS, ("v2f", (*p1, *p2, *p3, *p4)), ("c3B", col))
コード例 #10
0
def draw_collision(wall_no, angle, color=(255, 255, 255)):
    wall = WALLS[wall_no]
    a, b, c, d = wall
    wall = ((a, b), (c, d))
    px, py = PLAYER_POS
    cx, cy = (
        px + PLAYER_RENDER_DISTANCE * cos(radians(angle)),
        py + PLAYER_RENDER_DISTANCE * sin(radians(angle)),
    )
    i = lines_intersect(((px, py), (cx, cy)), wall)
    if i:
        rx, ry = i
        gl_draw(4, GL_QUADS, ('v2f', (
            rx - 5,
            ry + 5,
            rx + 5,
            ry + 5,
            rx + 5,
            ry - 5,
            rx - 5,
            ry - 5,
        )), ('c3B', color * 4))
コード例 #11
0
ファイル: rect.py プロジェクト: charliethomson/pong_final
 def draw(self):
     gl_draw(4, GL_QUADS, ("v2i", self.coords), ("c3B", self.color))
コード例 #12
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def render(width, height):
    # get the angles to check

    degs = degrees(PLAYER_ANGLE)

    p_fov_minmax = (degs - PLAYER_FOV / 2, degs + PLAYER_FOV / 2)

    ##  DEBUG  ##

    # fov edges
    gl_draw(2, GL_LINES,
            ('v2f', (PLAYER_POS[0], PLAYER_POS[1], PLAYER_POS[0] +
                     PLAYER_RENDER_DISTANCE * cos(radians(p_fov_minmax[0])),
                     PLAYER_POS[1] +
                     PLAYER_RENDER_DISTANCE * sin(radians(p_fov_minmax[0])))))

    gl_draw(2, GL_LINES,
            ('v2f', (PLAYER_POS[0], PLAYER_POS[1], PLAYER_POS[0] +
                     PLAYER_RENDER_DISTANCE * cos(radians(p_fov_minmax[1])),
                     PLAYER_POS[1] +
                     PLAYER_RENDER_DISTANCE * sin(radians(p_fov_minmax[1])))))

    walls = []
    cur, lim = p_fov_minmax
    while cur < lim:

        px, py = PLAYER_POS
        cx, cy = (
            px + PLAYER_RENDER_DISTANCE * cos(radians(cur)),
            py + PLAYER_RENDER_DISTANCE * sin(radians(cur)),
        )

        collisions = {}
        for wall_no, wall in enumerate(WALLS):
            a, b, c, d = wall
            wall = ((a, b), (c, d))
            i = lines_intersect(((px, py), (cx, cy)), wall)
            if i:
                rx, ry = i
                collisions[wall_no] = dist(px, py, rx, ry)
                draw_collision(wall_no, cur, (255, 0, 0))
                # print("Wall no: {} -> {}".format(wall_no, wall))
            # else:
            # print("nop")

        if len(collisions):
            minv = 1000000
            for k, v in collisions.items():
                if v < minv:
                    minv = v
                    mink = k

            draw_collision(mink, cur, (0, 255, 0))
            # if minv < 500:
            walls.append((minv, mink))
            # else:
            #     walls.append((0, None))
        else:
            walls.append((0, None))

        cur += RESOLUTION

    # The top of the render window
    RTOP = window.height / 2
    pixel_width = window.width / len(walls)
    for index, wall in enumerate(reversed(walls)):
        wall, wall_no = wall
        wall_color = get_wall_color(wall_no)
        wall_color = wall_color if wall_color else (255, 255, 255)
        wallsmin, wallsmax = min([w[0]
                                  for w in walls]), max([w[0] for w in walls])
        if not (wallsmax == 0 or wall > RTOP):
            # get the height of the wall
            # from min -> max => 0 -> RTOP - dist
            wh = remap(wall, RTOP, 0, 0, RTOP)

            # draw the wall

            # amount above and below the wall
            # the total height of the render window (RTOP) - the height of the wall all over 2
            yoffset = (RTOP - wh) / 2
            # distance the current segment is from the left side of the window
            # width of each rendered `pixel` * the current pixel's index
            xoffset = pixel_width * index

            gl_draw(4, GL_QUADS, ('v2f', (
                xoffset,
                yoffset,
                xoffset,
                yoffset + wh,
                xoffset + pixel_width,
                yoffset + wh,
                xoffset + pixel_width,
                yoffset,
            )), ('c3B', wall_color * 4))
コード例 #13
0
def draw_walls():
    for wall_no, wall in enumerate(WALLS):
        gl_draw(2, GL_LINES, ('v2f', wall),
                ('c3B', get_wall_color(wall_no) * 2))