def __init__(self, title='', fps=60, fullscreen=False, size=(800, 600), offset=(0, 0)): self.title = title self.fps = fps self.fullscreen = fullscreen self.size = size self.width, self.height = offset self.delta = 0 self.currentFrame = self.get_time() self.lastFrame = self.get_time() if self.fullscreen: self.surface = pygame.display.set_mode(self.size, FULLSCREEN | HWSURFACE | DOUBLEBUF | OPENGL) else: self.surface = pygame.display.set_mode(self.size, DOUBLEBUF | OPENGL) pygame.display.set_caption(self.title) ratio = (self.width ** 2 + self.height ** 2) / 325 glClearColor(0.83137254902, 0.83137254902, 0.83137254902, 1) gluPerspective(60, (size[0] / size[1]), 0.1, 1000.0) gluLookAt(0.0, 0.0, 3.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) gluLookAt(4 * ratio, 4 * ratio, 8 * ratio, 0, 0, 0, 0, 0, 1) glRotatef(135, 0, 0, 1) glRotatef(5, 0, 0, 1) glTranslatef(-self.width / 2, self.height / 2 + 1, 0) glEnable(GL_DEPTH_TEST) glEnable(GL_LINE_SMOOTH) glEnable(GL_POLYGON_SMOOTH) glHint(GL_LINE_SMOOTH_HINT, GL_NICEST) glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST) glEnable(GL_BLEND) glLineWidth(1) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
def initializeGL(self): glClearColor(0.0, 0.0, 0.0, 0.0) glShadeModel(GL_SMOOTH) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_ALPHA_TEST) glAlphaFunc(GL_NOTEQUAL, 0.0) glMatrixMode(GL_PROJECTION) glLoadIdentity() glOrtho(-50.0, 50.0, -50.0, 50.0, -1, 1) glMatrixMode(GL_MODELVIEW) glLoadIdentity() self.myNave = Nave(self.animation_propellant_enemy, self.player_x) self.in_scene.append(self.myNave) self.myNave2 = Nave(self.animation_propellant_enemy, self.player2_x) self.in_scene.append(self.myNave2) self.imageID_back = self.loadImage("img/Background.png") for i in range(EXPLOSION_FRAMES): self.animation_explosion[i] = self.loadImage("img/explosion/Comp" + str(i) + ".png") for i in range(PROPELLANT_FRAMES): self.animation_propellant_enemy[i] = self.loadImage( "img/fire/Comp" + str(i) + ".png") self.img_nave_amarela = self.loadImage("img/nave4.png") self.img_nave_azul = self.loadImage("img/nave1.png") self.img_nave_preta = self.loadImage("img/nave3.png") self.img_tiro_amarelo = self.loadImage("img/nave4_pow.png") self.img_tiro_preto = self.loadImage("img/nave3_pow.png") self.img_tiro_azul = self.loadImage("img/nave1_pow.png") self.img_tiro = self.loadImage("img/nave2_pow.png") self.logo_init = self.loadImage("img/SpaceCute.png") self.logo_end = self.loadImage("img/YouDied.png") self.myLogo_i.load("inicio", self.logo_init, self.logo_end) self.ornaments.append(self.myLogo_i) self.myLogo_i.inited = True self.myLogo_e.load("fim", self.logo_init, self.logo_end) self.init_queue()
def initializeGL(self): glClearColor(0.0, 0.0, 0.0, 0.0) glShadeModel(GL_SMOOTH) glEnable(GL_DEPTH_TEST) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_ALPHA_TEST) glAlphaFunc(GL_NOTEQUAL, 0.0) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(45, 1.65, 0.1, 500) gluLookAt(0, -100, 50, 0, 0, 0, 0, 1, 0) glMatrixMode(GL_MODELVIEW) glLoadIdentity() self.myNave = Nave(self.animation_propellant_enemy, 0) self.in_scene.append(self.myNave) for i in range(EXPLOSION_FRAMES): self.animation_explosion[i] = self.loadImage("img/explosion/Comp" + str(i) + ".png") for i in range(PROPELLANT_FRAMES): self.animation_propellant_enemy[i] = self.loadImage( "img/fire/Comp" + str(i) + ".png") for i in range(10): self.img_planets[i] = self.loadImage("img/planets/planeta" + str(i) + ".png") self.img_nave_amarela = self.loadImage("img/nave4.png") self.img_nave_azul = self.loadImage("img/nave1.png") self.img_nave_preta = self.loadImage("img/nave3.png") self.img_tiro_amarelo = self.loadImage("img/nave4_pow.png") self.img_tiro_preto = self.loadImage("img/nave3_pow.png") self.img_tiro_azul = self.loadImage("img/nave1_pow.png") self.img_tiro = self.loadImage("img/nave2_pow.png") self.logo_init = self.loadImage("img/SpaceCute.png") self.logo_end = self.loadImage("img/YouDied.png") self.power_up_vida = self.loadImage("img/power_up_life.png") self.power_up_shoot = self.loadImage("img/power_up_shot.png") self.power_up_speed = self.loadImage("img/power_up_speed.png") self.myLogo_i.load("inicio", self.logo_init, self.logo_end) self.ornaments.append(self.myLogo_i) self.myLogo_i.inited = True self.myLogo_e.load("fim", self.logo_init, self.logo_end) self.init_queue() # Arrumando erros de frict fix_p = self.propellant_queue.pop() fix_p.load(self.animation_propellant_enemy, 1000, 1000, "fix") self.ornaments.append(fix_p) new_explosion = self.explosion_queue.pop() new_explosion.load(self.animation_explosion, 1000, 1000, "fix") self.ornaments.append(new_explosion) tx = 0 ambiente = [0.2, 0.2, 0.2, 1.0] difusa = [0.7, 0.7, 0.7, 1.0] especular = [1.0, 1.0, 1.0, 1.0] posicao = [0.0, 3.0, 2.0, 0.0] lmodelo_ambiente = [0.2, 0.2, 0.2, 1.0] glLightfv(GL_LIGHT0, GL_AMBIENT, ambiente) glLightfv(GL_LIGHT0, GL_DIFFUSE, difusa) glLightfv(GL_LIGHT0, GL_POSITION, posicao) glLightfv(GL_LIGHT0, GL_SPECULAR, especular) glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodelo_ambiente) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glEnable(GL_COLOR_MATERIAL)