Exemplo n.º 1
0
class Test(Base):

    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        # pull camera towards viewer
        self.camera.setPosition(0, 0, 7)

        geometry = Geometry()
        posData = []
        for x in range(-32, 32, 3):
            posData.append([x/10, sin(x/10), 0])
        geometry.addAttribute("vec3", "vertexPosition", posData)
        geometry.countVertices()

        pointMaterial = PointBasicMaterial({"baseColor": [1,1,0]})
        self.pointMesh = Mesh(geometry, pointMaterial)

        lineMaterial = LineBasicMaterial({"baseColor": [1,0,1]})
        self.lineMesh = Mesh(geometry,lineMaterial)

        self.scene.add(self.pointMesh)
        self.scene.add(self.lineMesh)

    def update(self):

        self.renderer.render(self.scene, self.camera)
Exemplo n.º 2
0
    def _create_pause_scene(self):
        gui = Frame()

        # Main Layout
        layout = VLayout()
        layout += (
            # -- title text
            HLayout(Label("PAUSE", font_size=42)),
            # -- buttons
            HLayout(
                TextButton(
                    "Continue",
                    font_size=24,
                    callback=lambda: self._switch_scene("game"),
                ),
                TextButton(
                    "Main", font_size=24, callback=lambda: self._switch_scene("main")
                ),
            ),
        )
        gui += layout

        pause = Scene("pause")
        pause.add("pause_gui", gui)
        self.scenes.append(pause)
        return pause
Exemplo n.º 3
0
    def _create_main_scene(self):
        gui = Frame()

        # Main Layout
        layout = VLayout(margins=(50, 20))
        layout += (
            # -- title text
            HLayout(Label("TRIGGERED", font_size=42)),
            # -- buttons
            VLayout(
                TextButton(
                    "Play", font_size=24, w=200, radius=10,
                    callback=lambda: self._switch_scene("game")
                ),
                TextButton(
                    "Settings", font_size=24, w=200, radius=10,
                    callback=lambda: self._switch_scene("settings"),
                ),
                TextButton(
                    "Exit", font_size=24, w=200, radius=10,
                    callback=lambda: pg.app.exit()
                ),
                margins=(0, 20)
            ),
        )
        gui += layout

        # -- Create the scene
        main = Scene("main")
        main.add("gui", gui)
        self.scenes.append(main)
        return main
Exemplo n.º 4
0
class Test(Base):

    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        # pull camera towards viewer
        self.camera.setPosition(0, 0, 7)

        geometry = SphereGeometry(radius=3)

        vsCode = """
        in vec3 vertexPosition;
        in vec3 vertexColor;
        uniform mat4 modelMatrix;
        uniform mat4 viewMatrix;
        uniform mat4 projectionMatrix;
        out vec3 color;
        uniform float time;
        
        void main()
        {
            float offset = 0.2 * sin(2.0 * vertexPosition.x + time);
            vec3 pos = vertexPosition + vec3(0, offset, 0);
            gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(pos, 1);
            color = vertexColor;
        }
        """

        fsCode = """
        in vec3 color;
        uniform float time;
        out vec4 fragColor;
        
        void main()
        {
            float r = abs(sin(time));
            vec4 c = vec4(r, -0.5*r, -0.5*r, 0);
            fragColor = vec4(color , 1) + c;
        }
        """

        material = Material(vsCode, fsCode)
        material.addUniform("float", "time", 0)
        material.locateUniforms()

        self.time = 0

        self.mesh = Mesh(geometry, material)

        self.scene.add(self.mesh)

    def update(self):

        self.time += 1/60
        self.mesh.material.uniforms["time"].data = self.time
        self.renderer.render(self.scene, self.camera)
Exemplo n.º 5
0
class Test(Base):

    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        # pull camera towards viewer
        self.camera.setPosition(0, 0, 7)

        geometry = SphereGeometry(radius=3)

        vsCode = """
        in vec3 vertexPosition;
        out vec3 position;
        uniform mat4 modelMatrix;
        uniform mat4 viewMatrix;
        uniform mat4 projectionMatrix;
        
        void main()
        {
            
            vec4 pos = vec4(vertexPosition, 1);
            gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos;
            position = vertexPosition;
        }
        """

        fsCode = """
        in vec3 position;
        out vec4 fragColor;
        
        void main()
        {
            vec3 color = fract(position);
            fragColor = vec4(color,1);
        }
        """
        material = Material(vsCode, fsCode)
        material.locateUniforms()

        self.mesh = Mesh(geometry, material)

        self.scene.add(self.mesh)

    def update(self):

        self.mesh.rotateY(0.01)
        self.renderer.render(self.scene, self.camera)
Exemplo n.º 6
0
def main():

    config = pyglet.gl.Config(double_buffer=True, sample_buffers=1, samples=4)

    win = pyglet.window.Window(config=config)

    renderer = Renderer()
    scene = Scene()
    camera = Camera()

    camera.translate(0, 0, 2)

    particleSystem = ParticleSystem()

    scene.add(particleSystem.boundBoxMesh)
    scene.add(particleSystem.particleMesh)

    def update(dt: float):
        particleSystem()
        # mesh.rotate(0, 0.1, 0.1)

    clock = pyglet.clock.schedule_interval(update, 1 / 120)

    @win.event
    def on_draw():
        win.clear()
        renderer.render(scene, camera)

    @win.event
    def on_mouse_drag(x, y, dx, dy, buttons, modifiers):
        if buttons & pyglet.window.mouse.RIGHT:
            scene.rotate(-dy / 10, dx / 10, 0)

    @win.event
    def on_mouse_scroll(x, y, scroll_x, scroll_y):
        camera.translate(0, 0, -scroll_y)

    # @win.event
    # def on_key_press(symbol, modifiers):
    #     if symbol == pyglet.window.key.A:
    #         camera.translate(-0.1, 0, 0)
    #     if symbol == pyglet.window.key.D:
    #         camera.translate(0.1, 0, 0)
    #     if symbol == pyglet.window.key.W:
    #         camera.translate(0, 0.1, 0)
    #     if symbol == pyglet.window.key.S:
    #         camera.translate(0,-0.1, 0)

    pyglet.app.run()
Exemplo n.º 7
0
        def _get_scene():
            level = list(levels.values())[current_level]

            game = Scene("game")
            game.add("physics", PhysicsWorld())
            game.add("camera", Camera())
            game.add("map", Map(level.map))
            game.add("player", Player(position=level.player))
            game.add("enemy", EnemyCollection(level.enemies, level.waypoints))

            # -- setup camera
            game.camera.bounds = (0, 0, *game.map.size)
            game.camera.track(game.player)
            self.scenes.append(game)
            return game
Exemplo n.º 8
0
class Test(Base):
    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        # pull camera towards viewer
        self.camera.setPosition(0, 0, 4)

        geometry = BoxGeometry()
        material = SurfaceBasicMaterial({"useVertexColors": 1})
        self.mesh = Mesh(geometry, material)

        self.scene.add(self.mesh)

    def update(self):

        self.renderer.render(self.scene, self.camera)
Exemplo n.º 9
0
class Test(Base):
    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()
        self.rig = MovementRig(unitsPerSecond=25, degreesPerSecond=90)
        self.rig.add(self.camera)
        self.scene.add(self.rig)
        self.rig.setPosition(0, 0, 4)

        geometry = GridDotGeometry(width=1000,
                                   height=1000,
                                   heightResolution=300,
                                   widthResolution=300)
        material = SurfaceBasicMaterial({"useVertexColors": 1})
        self.mesh = Mesh(geometry, material)

        self.scene.add(self.mesh)
        self.scene.add(AxesHelper(axisLength=3, lineWidth=2))

    def update(self):

        if self.input.isKeyDown("p"):
            self.mesh.material.settings[
                "wireframe"] = not self.mesh.material.settings["wireframe"]
        self.rig.update(self.input, 1 / 60)
        self.renderer.render(self.scene, self.camera)
Exemplo n.º 10
0
class Test(Base):

    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()

        self.rig = MovementRig()
        self.rig.add(self.camera)
        self.scene.add(self.rig)
        self.rig.setPosition(0, 0, 4)

        geometry = PlaneGeometry(width=100, height=100,widthResolution=100, heightResolution=100)
        material = SurfaceBasicMaterial({"useVertexColors":1})
        self.terrain = Mesh(geometry, material)
        self.terrain.rotateX(3.14/2)
        self.scene.add(self.terrain)





        self.scene.add(AxesHelper(axisLength=3))




    def update(self):

        self.rig.update(self.input, 1/60)
        self.renderer.render(self.scene, self.camera)
Exemplo n.º 11
0
class Test(Base):
    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()

        geometry = BoxGeometry()
        material = SurfaceBasicMaterial({"useVertexColors": 1})
        self.mesh = Mesh(geometry, material)
        self.mesh.rotateX(0.6)
        self.mesh.rotateY(-0.6)
        self.mesh.rotateZ(-0.4)

        self.scene.add(self.mesh)

        # pull camera towards viewer
        self.camera.setPosition(0, 0, 4)

        # add a backdrop
        backGeometry = BoxGeometry(width=2, height=2, depth=0.01)
        backMaterial = SurfaceBasicMaterial({"baseColor": [1, 1, 0]})
        self.backdrop = Mesh(backGeometry, backMaterial)
        self.backdrop.rotateX(1.57)
        self.backdrop.setPosition(0, -1, 0)
        self.scene.add(self.backdrop)

    def update(self):

        self.mesh.rotateX(-0.03)
        self.mesh.rotateY(0.03)
        self.mesh.rotateZ(-0.03)

        self.backdrop.rotateZ(0.03)
        self.renderer.render(self.scene, self.camera)
Exemplo n.º 12
0
    def _create_settings_scene(self):
        gui = Frame()

        # Main Layout
        layout = VLayout()
        layout += (
            # -- title text
            HLayout(Label("SETTINGS", font_size=42)),
            # -- buttons
            HLayout(
                TextButton(
                    "Back to MainMenu",
                    font_size=24,
                    callback=lambda: self._switch_scene("main"),
                ),
                TextButton("Exit", font_size=24, callback=lambda: pg.app.exit()),
            ),
        )
        gui += layout

        settings = Scene("settings")
        settings.add("settings_gui", gui)
        self.scenes.append(settings)
        return settings
Exemplo n.º 13
0
class Test(Base):
    def initialize(self):
        print("Initializing program...")

        self.renderer = Renderer()
        self.scene = Scene()
        self.camera = Camera()

        self.rig = MovementRig()
        self.rig.add(self.camera)
        self.scene.add(self.rig)
        self.rig.setPosition(0, 0, 4)

        geometry = BoxGeometry()
        material = SurfaceBasicMaterial({"useVertexColors": 1})
        self.mesh = Mesh(geometry, material)
        self.mesh.rotateX(0.6)
        self.mesh.rotateY(-0.6)
        self.mesh.rotateZ(-0.4)

        self.scene.add(self.mesh)

        # add a backdrop
        backGeometry = PolygonGeometry(sides=64, radius=2)
        backMaterial = SurfaceBasicMaterial({"baseColor": [1, 1, 0]})
        self.backdrop = Mesh(backGeometry, backMaterial)
        self.backdrop.rotateX(1.57)
        self.backdrop.setPosition(0, -1, 0)
        self.scene.add(self.backdrop)

    def update(self):

        self.mesh.rotateX(-0.03)
        self.mesh.rotateY(0.03)
        self.mesh.rotateZ(-0.03)

        self.rig.update(self.input, 1 / 60)

        self.backdrop.rotateZ(0.03)
        self.renderer.render(self.scene, self.camera)