Пример #1
0
monitors = screeninfo.get_monitors()
drag = False
offset = Vec2(rl.GetMousePosition())
width = height = 160
window_vel = glm.vec2()
window_pos = glm.vec2(monitors[0].width - width, monitors[0].height - height)

rl.SetConfigFlags(rl.FLAG_WINDOW_TRANSPARENT
                  | rl.FLAG_WINDOW_UNDECORATED
                  | rl.FLAG_VSYNC_HINT
                  | rl.FLAG_MSAA_4X_HINT)
rl.InitWindow(width, height, b'')
rl.SetWindowPosition(int(window_pos.x), int(window_pos.y))
#rl.SetTargetFPS(500)
target = rl.LoadRenderTexture(width, height)

# Top-Level Window Support Only On Windows
if sys.platform == 'win32':
    import win32gui, win32con, pywintypes

    # Set window to always top without moving it
    win32gui.SetWindowPos(
        pywintypes.HANDLE(ffi.cast('int', rl.GetWindowHandle())),
        win32con.HWND_TOPMOST, 0, 0, 0, 0,
        win32con.SWP_NOSIZE | win32con.SWP_NOMOVE)

#tint = glm.vec4(255, 255, 255, 255) When mouse over, brighten everything fade
trans = 155
elapsed = CTM()
# Generate an 'L' pattern with pixels
Пример #2
0
import sys, math, time, random
import glm
from raylib.dynamic import raylib as rl, ffi
from raylib.colors import *

CTM = lambda: round(time.time() * 1000)

BEES = bool(sys.argv[1:])

rl.SetTraceLogLevel(rl.LOG_ERROR)
rl.SetConfigFlags(rl.FLAG_WINDOW_RESIZABLE)
rl.InitWindow(512, 512, b'Friendly Bees')
rl.SetTargetFPS(60)
#rl.DisableCursor()

canvas = rl.LoadRenderTexture(rl.GetScreenWidth(), rl.GetScreenHeight())
rl.SetTextureWrap(canvas.texture, rl.WRAP_MIRROR_REPEAT)


def random_point_in_circle(center, radius):
    a = random.random() * 2 * math.pi
    r = radius * math.sqrt(random.random())
    x = r * math.cos(a)
    z = r * math.sin(a)
    return glm.vec3(x + center.x, center.y, z + center.z)


class Particle:
    def __init__(self, pos):
        self.pos = pos
        self.scl = 16 if BEES else 2
Пример #3
0
    [[2, 12, 6], [0, .5, 0], [0, 1, 0], 45, rl.CAMERA_PERSPECTIVE])

model = rl.LoadModel(b"resources/models/barracks.obj")  # // Load OBJ model
texture = rl.LoadTexture(b"resources/models/barracks_diffuse.png"
                         )  # // Load model texture (diffuse map)

#// Assign texture to default model material
model.materials[0].maps[rl.MAP_DIFFUSE].texture = texture
#// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = rl.LoadShader(b"", b"resources/shaders/glsl330/swirl.fs")
swirlCenterLoc = rl.GetShaderLocation(shader, b"center")
angle = 6.282

swirl = ffi.new("struct Vector2 *", [0, 0])

target = rl.LoadRenderTexture(screenWidth, screenHeight)

rl.SetTargetFPS(60)  # // Set our game to run at 60 frames-per-second
#//--------------------------------------------------------------------------------------

#// Main game loop
while not rl.WindowShouldClose():  #// Detect window close button or ESC key
    #// Update
    #//----------------------------------------------------------------------------------

    angle -= 0.002
    camera.position.x = math.sin(angle) * 30.0
    camera.position.z = math.cos(angle) * 30.0
    rl.UpdateCamera(camera)  #// Update camera

    swirl.x = rl.GetMouseX()