def __init__(self): super(Window, self).__init__(resizable=True) Window.active_window = self self.rotation = 0, 0 self.position = 0, 0, 0 self.mode = 2 self.bg_color = BLACK self._inner = LowLevel(self) self.turn_sensivity = 10 # 1-100 = pixels mouse moves per degree of rotation self.mouse_locked = False self.key_checker = KeyStateHandler() self.push_handlers(self.key_checker) self._is_fog = False self.speed = 10 self.velocity = Vector(0, 0, 0) self.colliables = [] self.hitbox = None self.third_person = False
def get_3D_version(self, pos): pos = convert_pos(pos) x, y, z = pos dx, dy = Vector.from_2_points(self.location, (x, y)) verts = deepcopy(self.vertices) # self._convert_to3d([(x+dx, y+dy, z) for x, y in self.vertices]) self.vertices = [LowLevel.convert_pos((x+dx, y+dy, z)) for x, y in self.vertices] new = LowerDimensional(self) self.vertices = verts return new
def __init__(self): super(Window, self).__init__() pyglet.gl.glTexParameteri(pyglet.gl.GL_TEXTURE_2D, pyglet.gl.GL_TEXTURE_MIN_FILTER, pyglet.gl.GL_NEAREST) pyglet.gl.glTexParameteri(pyglet.gl.GL_TEXTURE_2D, pyglet.gl.GL_TEXTURE_MAG_FILTER, pyglet.gl.GL_NEAREST) self.rotation = 0, 0 self.position = 0, 0, 0 self.mode = 2 self.bg_color = BLACK Window.active_window = self self._inner = LowLevel(self) self.turn_sensivity = 10 # 1-100 = pixels mouse moves per degree of rotation self.mouse_locked = False self.key_checker = KeyStateHandler() self.push_handlers(self.key_checker) self._is_fog = False
def __init__(self, pos: tuple, radius: float, overlay: _TemplateOverlay): if self.unit_sphere is None: self.unit_sphere = self.create_sphere() pos = LowLevel.convert_pos(pos) super(Sphere, self).__init__(overlay) self.location = pos self.radius = radius self.vertices = deepcopy(self.unit_sphere) for i, pt in enumerate(self.vertices): self.vertices[i] = pt * self.radius + pos # self.vertices = self._get_vertices() self._initialize()
def __init__(self, pos: tuple, l: float, w: float, h: float, texture: _TemplateOverlay = WHITE): super(RectPrism, self).__init__(texture) pos = LowLevel.convert_pos(pos) self.location = pos self.length = l self.width = w self.height = h self.vertices = self._get_vertices() self._initialize()
def __init__(self, pos: tuple, base_radius: float, height: float, num_verts: int, overlay: _TemplateOverlay): super(RegularPyramid, self).__init__(overlay) self.location = LowLevel.convert_pos(pos) self.point = self.location + (0, height, 0) base = [] angle_change = 360 / num_verts angle = angle_change / 2 for i in range(num_verts): dx, dz = sin(radians(angle)) * base_radius, cos( radians(angle)) * base_radius base.append(self.location + (dx, 0, dz)) angle += angle_change # print(self.location + (dx, 0, dz)) i = num_verts - 1 self.vertices = [] while i > -1: # allow full loop self.vertices.extend(base[i]) self.vertices.extend(self.point) self.vertices.extend(base[i - 1]) i -= 1 self._initialize()
class Window(pyglet.window.Window): active_window = None keys = pyglet.window.key planar = True running_physics = False # setup def __init__(self): super(Window, self).__init__(resizable=True) Window.active_window = self self.rotation = 0, 0 self.position = 0, 0, 0 self.mode = 2 self.bg_color = BLACK self._inner = LowLevel(self) self.turn_sensivity = 10 # 1-100 = pixels mouse moves per degree of rotation self.mouse_locked = False self.key_checker = KeyStateHandler() self.push_handlers(self.key_checker) self._is_fog = False self.speed = 10 self.velocity = Vector(0, 0, 0) self.colliables = [] self.hitbox = None self.third_person = False def start(self): self._inner.setup() self.process_entire_queue() pyglet.clock.schedule_interval(self._periodic, 1 / 120.0) pyglet.app.run() def _periodic(self, dt: float): self._inner.process_queue() self.periodic(dt) self.render_shown() # game loop def periodic(self, dt: float): self.check_user_input() self.move(dt) if self.hitbox is None: # else use the hitbox momentum variable self.velocity = Vector(0, 0, 0) if self.running_physics: for obj in Physical.all_objects: if obj is not self.hitbox: obj.update(dt) # draw functions def render(self, *args): for item in args: try: if type(item) == Group: item.render() elif item.dimension == 2: self._inner.assert_2d() item.render() elif item.dimension == 3: self._inner.assert_3d() item.render() else: print(f"**invalid item rendered: {item}") self.quit() except NameError: print("The item you tried to render was not valid") self.quit() def render_shown(self): self.clear() self._inner.render() # mouse functions def on_mouse_motion(self, x, y, dx, dy): # default will be altering camera view if self.mouse_locked: side, up = self.rotation theta_y = dy * self.turn_sensivity/100 theta_x = dx * self.turn_sensivity/100 self.rotation = side + theta_x, up + theta_y if self.hitbox is not None and self.third_person: self.position = rotate_3d([self.position], self.hitbox.shape.location, theta_y, 0, -theta_x)[0] # self._inner.update_camera_position() def lock_mouse(self, should=True): self.mouse_locked = should self.set_exclusive_mouse(should) def is_pressed(self, key): return self.key_checker[key] def vision_vector(self): side, up = self.rotation dx = math.sin(math.radians(side)) * math.cos(math.radians(up)) dz = math.cos(math.radians(side)) * math.cos(math.radians(up)) dy = math.sin(math.radians(up)) return Vector(dx, dy, dz).unit_vector() # movement def check_user_input(self): if self.is_pressed(DOWN) or self.is_pressed(S): self.move_forward(-self.speed) elif self.is_pressed(UP) or self.is_pressed(W): self.move_forward(self.speed) if self.is_pressed(RIGHT) or self.is_pressed(D): self.move_sideways(self.speed) elif self.is_pressed(LEFT) or self.is_pressed(A): self.move_sideways(-self.speed) def move(self, dt): if self.hitbox is not None: old_pos = self.hitbox.shape.location self.hitbox.velocity = self.velocity self.hitbox.update(dt) trans = Vector.from_2_points(old_pos, self.hitbox.shape.location) self.position = tuple(trans + self.position) self.velocity = self.hitbox.velocity else: self.velocity *= dt self.position = tuple(self.velocity + self.position) def move_forward(self, dis): if self.planar: dx, dy, dz = self.vision_vector() move = Vector(dx, 0, dz).unit_vector() * dis + self.velocity else: move = self.vision_vector() * dis + self.velocity self.velocity = move # self._inner.update_camera_position() def move_sideways(self, dis): side, up = self.rotation side += 90 dx = math.sin(math.radians(side)) * dis dz = math.cos(math.radians(side)) * dis dy = 0 # math.sin(math.radians(up)) * dis move = Vector(dx, dy, dz) + self.velocity self.velocity = move # self._inner.update_camera_position() def move_camera(self, dx, dy, dz): x, y, z = self.position self.position = x + dx, y + dy, z + dz # buffered loading def queue(self, function_or_class, args): self._inner.queue.append((function_or_class, args)) def process_entire_queue(self): self._inner.process_queue(20) # background affects def set_fog(self, should=True, start_dis=20, depth=40): if should: # Enable fog. Fog "blends a fog color with each rasterized pixel fragment's # post-texturing color." pyglet.gl.glEnable(pyglet.gl.GL_FOG) # Set the fog color. pyglet.gl.glFogfv(pyglet.gl.GL_FOG_COLOR, (pyglet.gl.GLfloat * 4)(*self.bg_color.raw())) # Say we have no preference between rendering speed and quality. pyglet.gl.glHint(pyglet.gl.GL_FOG_HINT, pyglet.gl.GL_DONT_CARE) # Specify the equation used to compute the blending factor. pyglet.gl.glFogi(pyglet.gl.GL_FOG_MODE, pyglet.gl.GL_LINEAR) # How close and far away fog starts and ends. The closer the start and end, # the denser the fog in the fog range. pyglet.gl.glFogf(pyglet.gl.GL_FOG_START, start_dis) pyglet.gl.glFogf(pyglet.gl.GL_FOG_END, start_dis+depth) else: pyglet.gl.glDisable(pyglet.gl.GL_FOG) def set_background(self, color: Color): self.bg_color = color pyglet.gl.glClearColor(*[i/255 for i in color.raw()]) # hitbox for camera def add_hitbox(self, physical): if physical.shape.dimension == 3: physical.shape.move(*self.position) self.hitbox = physical self.third_person = physical.shape.distance(self.position) > 0
class Window(pyglet.window.Window): active_window = None keys = pyglet.window.key def __init__(self): super(Window, self).__init__() pyglet.gl.glTexParameteri(pyglet.gl.GL_TEXTURE_2D, pyglet.gl.GL_TEXTURE_MIN_FILTER, pyglet.gl.GL_NEAREST) pyglet.gl.glTexParameteri(pyglet.gl.GL_TEXTURE_2D, pyglet.gl.GL_TEXTURE_MAG_FILTER, pyglet.gl.GL_NEAREST) self.rotation = 0, 0 self.position = 0, 0, 0 self.mode = 2 self.bg_color = BLACK Window.active_window = self self._inner = LowLevel(self) self.turn_sensivity = 10 # 1-100 = pixels mouse moves per degree of rotation self.mouse_locked = False self.key_checker = KeyStateHandler() self.push_handlers(self.key_checker) self._is_fog = False def start(self): self.process_entire_queue() pyglet.clock.schedule_interval(self._periodic, 1 / 120.0) pyglet.app.run() def quit(self): pyglet.app.exit() # quit() @staticmethod def _periodic(dt: float): Window.active_window.periodic(dt) def periodic(self, dt: float, do_movement: bool = True): speed = 20 self._inner.process_queue() if do_movement: if self.is_pressed(DOWN) or self.is_pressed(S): self.move_forward(-dt * speed) elif self.is_pressed(UP) or self.is_pressed(W): self.move_forward(dt * speed) elif self.is_pressed(RIGHT) or self.is_pressed(D): self.move_sideways(dt * speed) elif self.is_pressed(LEFT) or self.is_pressed(A): self.move_sideways(-dt * speed) self.render_shown() def render(self, *args): for item in args: try: if type(item) == Group: item.render() elif item.dimension == 2: self._inner.assert_2d() item.render() elif item.dimension == 3: self._inner.assert_3d() item.render() else: print(f"**invalid item rendered: {item}") quit() except NameError: print("The item you tried to render was not valid") self.quit() def render_shown(self): self.clear() self._inner.render() def draw_all(self): self._inner.assert_2d() for item in self._draw_items2: item.render() self._inner.enable_3d() for item in self._draw_items3: item.render() def on_mouse_motion(self, x, y, dx, dy): # default will be altering camera view if self.mouse_locked: side, up = self.rotation theta_y = dy * self.turn_sensivity / 100 theta_x = dx * self.turn_sensivity / 100 self.rotation = side + theta_x, up + theta_y self._inner.update_camera_position() def set_background(self, color: Color): self.bg_color = color pyglet.gl.glClearColor(*[i / 255 for i in color.raw()]) def lock_mouse(self, should=True): self.mouse_locked = should self.set_exclusive_mouse(should) def move_forward(self, dis): dx, dy, dz = self.vision_vector() * dis x, y, z = self.position self.position = x + dx, y + dy, z + dz self._inner.update_camera_position() def move_sideways(self, dis): side, up = self.rotation side += 90 dx = math.sin(math.radians(side)) * dis dz = math.cos(math.radians(side)) * dis dy = 0 # math.sin(math.radians(up)) * dis x, y, z = self.position self.position = x + dx, y + dy, z + dz self._inner.update_camera_position() def is_pressed(self, key): return self.key_checker[key] def set_fog(self, should=True, start_dis=20, depth=40): if should: # Enable fog. Fog "blends a fog color with each rasterized pixel fragment's # post-texturing color." pyglet.gl.glEnable(pyglet.gl.GL_FOG) # Set the fog color. pyglet.gl.glFogfv(pyglet.gl.GL_FOG_COLOR, (pyglet.gl.GLfloat * 4)(*self.bg_color.raw())) # Say we have no preference between rendering speed and quality. pyglet.gl.glHint(pyglet.gl.GL_FOG_HINT, pyglet.gl.GL_DONT_CARE) # Specify the equation used to compute the blending factor. pyglet.gl.glFogi(pyglet.gl.GL_FOG_MODE, pyglet.gl.GL_LINEAR) # How close and far away fog starts and ends. The closer the start and end, # the denser the fog in the fog range. pyglet.gl.glFogf(pyglet.gl.GL_FOG_START, start_dis) pyglet.gl.glFogf(pyglet.gl.GL_FOG_END, start_dis + depth) else: pyglet.gl.glDisable(pyglet.gl.GL_FOG) def queue(self, function_or_class, args): self._inner.queue.append((function_or_class, args)) def process_entire_queue(self): self._inner.process_queue(20) def vision_vector(self): side, up = self.rotation dx = math.sin(math.radians(side)) * math.cos(math.radians(up)) dz = math.cos(math.radians(side)) * math.cos(math.radians(up)) dy = math.sin(math.radians(up)) return Vector(dx, dy, dz).unit_vector()