Exemplo n.º 1
0
    def __init__(self,
                 x,
                 y,
                 z,
                 Width,
                 Height,
                 Depth,
                 life,
                 speed,
                 name,
                 centered=False):
        self.name = name
        self.pos = vec3(x, y, z)
        self.scale = vec3(Width, Height, Depth)
        self.rotation = 0
        self.worldMatrix = None
        self.setWorldMatrix()

        self.Width = Width
        self.Height = Height
        self.Depth = Depth
        self.life = life
        self.speed = speed
        #self.hitBox     = BoundingBox(self.pos, vec3(x+Width, y+Height, z+Depth))

        self.deathFadeT = globs.bulletLife
        self.State = globs.ALIVE
        self.fadeTime = 0
        self.centered = centered

        if Entity.vao == None:
            vbuff = array.array("f")
            centerVbuff = array.array("f")

            tbuff = array.array("f")
            centerTBuff = array.array("f")

            ibuff = array.array("I")
            centerIBuff = array.array("I")

            Shapes.createSquare(
                vbuff, 1, 1, 0,
                0)  #create vbuff of square that is 1 by 1 at center of screen
            Shapes.createSquare(centerVbuff, 1, 1, 0, 0, True)

            Shapes.createSquareIndexArray(ibuff)
            Shapes.createSquareIndexArray(centerIBuff, True)

            Shapes.createSquareTextureArray(tbuff)
            Shapes.createSquareTextureArray(centerTBuff, 1, True)

            Entity.vao = glCommands.setup(vbuff, tbuff, ibuff)
            Entity.centerVao = glCommands.setup(centerVbuff, centerTBuff,
                                                centerIBuff)

            Entity.ibuffSize = len(ibuff)
            Entity.ibuffCenterSize = len(centerIBuff)
            Entity.ibuffStart = 0

            Entity.prog = Program("vs.txt", "fs.txt")
Exemplo n.º 2
0
 def __init__(self, x, y, size):
     self.pos = math3d.vec2(x, y)
     self.size = size
     if mapSquare.vbuff == None or mapSquare.tbuff == None or mapSquare.ibuff == None:
         mapSquare.vbuff = array.array("f")
         mapSquare.tbuff = array.array("f")
         mapSquare.ibuff = array.array("I")
         mapSquare.tex = ImageTexture2DArray(globs.mapTextures)
         Shapes.createSquare(mapSquare.vbuff, self.size, self.pox.x,
                             self.pos.y)
         Shapes.createSquareIndexArray(mapSquare.ibuff)
         glCommands.setup(mapSquare.vbuff, mapSquare.ibuff, mapSquare.tbuff)
Exemplo n.º 3
0
 def __init__(self):
     with open(os.path.join("assets", "map.tmx")) as fp:
         data = fp.read()
     i = data.find("<data ")
     j = data.find("</data>")
     tiles = data[i:j]
     i = tiles.find(">")
     tiles = tiles[i + 1:].strip()
     L = tiles.split("\n")
     outputList = []
     for line in L:
         if line.endswith(","):
             line = line[:-1]
         outputList.append([int(q) for q in line.split(",")])
     self.tileList = outputList
     self.pos = math3d.vec2(0, 0)
     self.size = 2 / len(self.tileList)
     self.texList = []
     if Map.vao == None:
         Map.vbuff = array.array("f")
         Map.tbuff = array.array("f")
         Map.ibuff = array.array("I")
         for i in range(len(globs.mapTextures)):
             self.texList.append(
                 ImageTexture2DArray.ImageTexture2DArray(
                     globs.mapTextures[i]))
         Shapes.createSquare(Map.vbuff, self.size, self.size, -1, -1)
         Shapes.createSquareTextureArray(Map.tbuff)
         Shapes.createSquareIndexArray(Map.ibuff)
         self.vao = glCommands.setup(Map.vbuff, Map.tbuff, Map.ibuff)
Exemplo n.º 4
0
    def __init__(self, x, y, direction, Width, Height, life, speed):
        self.pos = math3d.vec2(x, y)
        self.scale = math3d.vec2(Width, Height)
        self.Width = Width
        self.Height = Height
        self.dir = direction
        self.life = life
        self.speed = speed

        if Entity.vao == None:
            vbuff = array.array("f")
            tbuff = array.array("f")
            ibuff = array.array("I")
            Entity.ibuffSize = len(ibuff)
            Entity.ibuffStart = 0

            Shapes.createSquare(
                vbuff, 1, 1, 0,
                0)  #create vbuff of square that is 1 by 1 at center of screen
            Shapes.createSquareIndexArray(ibuff)
            Shapes.createSquareTextureArray(tbuff)
            Entity.vao = glCommands.setup(vbuff, tbuff, ibuff)

            Entity.ibuffSize = len(ibuff)
            Entity.ibuffStart = 0
Exemplo n.º 5
0
    def __init__(self, x, y, size):
        self.pos = math3d.vec2(x, y)  #set players start position
        self.crouchScale = math3d.vec2(1, .5)
        self.crouching = False
        self.direction = 0  #-1:Left, 1:Right
        self.lastFired = 0  #Time since last Fired
        self.state = globs.ON_GROUND  #State player is in
        self.life = 10  #amount of life left
        self.size = size  #Scale of player
        self.halfSize = size / 2  #half scale of player

        #'''
        if Player.vao == None:
            Player.vbuff = array.array("f")
            Player.tbuff = array.array("f")
            Player.ibuff = array.array("I")
            Shapes.createSquare(Player.vbuff, size, size, x, y)
            Shapes.createSquareTextureArray(Player.tbuff)
            Shapes.createSquareIndexArray(Player.ibuff)
            Player.vao = glCommands.setup(Player.vbuff, Player.tbuff,
                                          Player.ibuff)
        #'''
        #super().__init__()

        if Player.tex == None:
            Player.tex = ImageTexture2DArray.ImageTexture2DArray(
                *globs.playerTextures)
Exemplo n.º 6
0
    def __init__(self, x, y, direction, Width, Height, life, speed):
        self.pos = math3d.vec2(x, y)
        self.scale = math3d.vec2(Width, Height)
        self.Width = Width
        self.Height = Height
        self.dir = direction
        self.life = life
        self.speed = speed
        self.hitBox = BoundingBox(self.pos, math3d.vec2(x + Width, y + Height))

        self.deathFadeT = globs.bulletLife
        self.State = globs.ALIVE
        self.fadeTime = 0

        if Entity.vao == None:
            vbuff = array.array("f")
            tbuff = array.array("f")
            ibuff = array.array("I")
            Entity.ibuffSize = len(ibuff)
            Entity.ibuffStart = 0

            Shapes.createSquare(
                vbuff, 1, 1, 0,
                0)  #create vbuff of square that is 1 by 1 at center of screen
            Shapes.createSquareIndexArray(ibuff)
            Shapes.createSquareTextureArray(tbuff)
            Entity.vao = glCommands.setup(vbuff, tbuff, ibuff)

            Entity.ibuffSize = len(ibuff)
            Entity.ibuffStart = 0

            Entity.prog = Program("vs.txt", "fs.txt")
Exemplo n.º 7
0
 def __init__(self, x, y):
     self.pos = math3d.vec2(x, y)
     if StarBackground.vbuff == None:
         StarBackground.vbuff = array.array("f")
         StarBackground.tbuff = array.array("f")
         Shapes.createRandPoints(StarBackground.vbuff, globs.numStars)
         Shapes.createSquareTextureArray(self.tbuff)
         StarBackground.vao = glCommands.setup(StarBackground.vbuff, StarBackground.tbuff)
         StarBackground.tex = ImageTexture2DArray(*globs.starTextures)
         StarBackground.prog = Program("vs.txt", "fs.txt")
Exemplo n.º 8
0
    def __init__(self):
        if Entity.vao == None:
            print("making vao")
            vbuff = array.array("f")
            tbuff = array.array("f")
            ibuff = array.array("f")
            Entity.ibuffSize = len(ibuff)
            Entity.ibuffStart = 0

            Shapes.createSquare(vbuff, 1, 1) #create vbuff of square that is 1 by 1
            Shapes.createTriangleIndexArray(ibuff)
            Shapes.createSquareTextureArray(tbuff)
            Entity.vao = glCommands.setup(vbuff, tbuff, ibuff)
Exemplo n.º 9
0
    def __init__(self, startPos):
        self.life = globs.particleLife
        self.currentTime = 0
        self.startTime = 0
        self.worldMatrix = translation2(startPos)

        if ParticleSystem.vao == None:
            vbuff = array.array("f")
            tbuff = array.array("f")
            Shapes.createRandPoints(vbuff, globs.particleCount)  #Create randomVelocities
            tbuff = Shapes.createSquareTextureArray(tbuff)
            ParticleSystem.vao = glCommands.setup(vbuff, tbuff)
            ParticleSystem.vSize = len(vbuff)
            ParticleSystem.tex = ImageTexture2DArray(globs.starTextures[0])

            ParticleSystem.prog = Program("particleVS.txt", "particleFS.txt")
Exemplo n.º 10
0
    def __init__(self, x, y, direction, size=.05):
        self.pos = math3d.vec2(x, y)
        self.dir = direction
        self.life = 750

        if Bullet.vbuff == None and Bullet.ibuff == None:
            Bullet.vbuff = array.array("f")
            Bullet.tbuff = array.array("f")
            Bullet.ibuff = array.array("I")
            Bullet.tex = ImageTexture2DArray.ImageTexture2DArray(
                globs.bulletTextures[0])
            Shapes.createSquare(Bullet.vbuff, size, size, x, y)
            Shapes.createSquareTextureArray(Bullet.tbuff)
            Shapes.createSquareIndexArray(Bullet.ibuff)
            Bullet.vao = glCommands.setup(Bullet.vbuff, Bullet.tbuff,
                                          Bullet.ibuff)

        self.playSound()
Exemplo n.º 11
0
    def __init__(self, f):
        self.fname = os.path.join("assets", f)
        self.materialDict = {}
        curMat = None
        VertexPoints = []  # Vertex Vec3 Points for Mesh
        Normals = []
        TexturePoints = []  # Texture Vec2 Points for Mesh
        IndexPoints = {}  # Index Points in vertex points and texture points
        with open(self.fname) as fp:
            for line in fp:
                line = line.strip()
                if line.startswith("#"):  # line is a Comment ignore it
                    continue

                elif line.startswith(
                        "mtllib"
                ):  # Get Meshes material file name and get its textures
                    matfname = line[7:]
                    self.materialDict = self.parseMtl(matfname)

                elif line.startswith("v "):  # Get Meshes vertex points
                    vertices = line.split()
                    VertexPoints.append(
                        vec3(float(vertices[1]), float(vertices[2]),
                             float(vertices[3])))

                elif line.startswith("vt"):  # Get Meshes Texture points
                    texturePoints = line.split()
                    TexturePoints.append(
                        vec2(float(texturePoints[1]), float(texturePoints[2])))

                elif line.startswith("vn"):  # Get Meshes Normal points
                    normalPoints = line.split()
                    Normals.append(
                        vec3(float(normalPoints[1]), float(normalPoints[2]),
                             float(normalPoints[3])))

                elif line.startswith("usemtl"):  # Set CurrentMaterial
                    curMat = line.split()[1]
                    if curMat not in IndexPoints:
                        IndexPoints[curMat] = []

                elif line.startswith(
                        "f "
                ):  # Set CurrentMaterials Vertex Points, Texture Points, and Normals
                    fLine = line.split()
                    if len(fLine) != 4:
                        raise Exception("Not Triangles")

                    for VSpec in fLine[1:]:
                        pointPack = VSpec.split('/')
                        if len(pointPack) != 3:
                            raise Exception(
                                "Expected vi / ti / ni, instead got: ",
                                pointPack)

                        if pointPack[1] == "":
                            raise Exception(
                                "Expected vertex index, instead got None!!! pointPack contains: ",
                                pointPack)

                        vi = int(pointPack[0]) - 1  # Set Vertice Index
                        ti = int(pointPack[1]) - 1  # Set Texture Index
                        #ni = int(pointPack[2]) - 1              # Set Normal Index
                        IndexPoints[curMat].append((vi, ti))

        tmp = array.array("I", [0])  # Set vao
        glGenVertexArrays(1, tmp)
        self.vao = tmp[0]

        vmap = {}  # key = (vi,ti), Val = index
        p = []
        t = []
        # n = []
        i = []
        numV = 0
        self.matDict = {}  # key = matName, Val = (startIndex, size)

        for matName in IndexPoints:  # Foreach key

            # Set Start starting point into point set, and number of indices for point set for material
            self.matDict[matName] = (len(i) * 4, len(IndexPoints[matName]))

            for vi, ti in IndexPoints[matName]:  # Foreach value pair
                key = (vi, ti)

                if key not in vmap:  # Append key to dictionary if not already there
                    vmap[key] = numV
                    numV += 1

                    # Set Vertex Values, 3 floats per point
                    p.append(VertexPoints[vi].x)
                    p.append(VertexPoints[vi].y)
                    #p.append(VertexPoints[vi].z)

                    # Set Texture Values, 2 floats per point
                    t.append(TexturePoints[ti].x)
                    t.append(TexturePoints[ti].y)

                    # Set Normal values, 3 floats per point
                    # n.append(Normals[ni].x)
                    # n.append(Normals[ni].y)
                    # n.append(Normals[ni].z)

                i.append(vmap[key]
                         )  # Append Index into dictionary for point value set

        pointBuf = array.array("f", p)  # Create Point Buffer
        texBuf = array.array("f", t)  # Create Texture Buffer
        indexBuf = array.array("I", i)  # Create Index buffer for index points
        self.vao = glCommands.setup(pointBuf, texBuf, indexBuf)