def render_space_screen(): seq_duration = 20.0 fx_timer = 0.0 while fx_timer < seq_duration: dt_sec = clock.update() fx_timer += dt_sec render.clear() render.set_blend_mode2d(render.BlendAlpha) x_star = RangeAdjust(fx_timer, 0.0, seq_duration, demo_screen_size[0], -53 * zoom_size()) x_moon = RangeAdjust(fx_timer, seq_duration * 0.475, seq_duration, demo_screen_size[0], -60 * zoom_size()) x_planet = RangeAdjust(fx_timer, seq_duration * 0.65, seq_duration, demo_screen_size[0], -95 * zoom_size()) render.image2d(x_star, (demo_screen_size[1] - 53 * zoom_size()) * 0.5, zoom_size(), "@assets/space_star.png") render.image2d(x_moon, (demo_screen_size[1] - 60 * zoom_size()) * 0.5, zoom_size(), "@assets/space_moon.png") render.image2d(x_planet, 0, zoom_size(), "@assets/space_planet.png") render.set_blend_mode2d(render.BlendOpaque) render.flip()
def render_landscape_screen(): seq_duration = 40.0 fx_timer = 0.0 y_offset = 50 logo_freq = 6 while fx_timer < seq_duration: dt_sec = clock.update() fx_timer += dt_sec render.clear() render.set_blend_mode2d(render.BlendAlpha) render.image2d( (demo_screen_size[0] - 320 * zoom_size()) * 0.5, (demo_screen_size[1] - (34 + y_offset) * zoom_size()) * 0.5, zoom_size(), "@assets/landscape_mountains.png") render.image2d( (demo_screen_size[0] - 100 * zoom_size()) * 0.5, (demo_screen_size[1] - (80 + y_offset) * zoom_size()) * 0.5, zoom_size(), "@assets/landscape_stones.png") x, y = math.cos( fx_timer / seq_duration * math.pi * 2 * logo_freq) * 16, math.sin( fx_timer / seq_duration * math.pi * 5 * logo_freq) * 16 render.image2d( (demo_screen_size[0] - (187 + x) * zoom_size()) * 0.5, (demo_screen_size[1] - (106 - 80 + y) * zoom_size()) * 0.5, zoom_size(), "@assets/logo_exxos.png") render.set_blend_mode2d(render.BlendOpaque) render.flip()
def play_simulation(): while not input.key_press(gs.InputDevice.KeyEscape): clock.update() fps.update(clock.get_dt()) render.set_camera3d(fps.pos.x, fps.pos.y, fps.pos.z, fps.rot.x, fps.rot.y, fps.rot.z) render.clear() for perso in array_perso: perso.draw() perso.update(physic_world) array_perso[0].kohonen_behaviour.draw(render.get_renderer().GetCurrentOutputWindow().GetSize().x, render.get_renderer().GetCurrentOutputWindow().GetSize().y) physic_world.draw() # render text if input.key_down(gs.InputDevice.KeyL): render.text2d(10, 120, 'Frag in Mem: %d' % KohonenBehaviour.memory.GetNbFragment()) for action in range(perso_actions.nb_actions): render.text2d(10, 140 + 20*action, 'Frag for %s: %d, %d%%' % (perso_actions.get_current_action_name(action), KohonenBehaviour.memory.m_NbFragmentPerActionArray[action], KohonenBehaviour.memory.m_TabPercentFragmentPerAction[action]), 12, array_perso[0].kohonen_behaviour.color_array[action]) render.text2d(10, 50, str(perso.selected_action)+" "+perso_actions.get_current_action_name(perso.selected_action)) #draw it to the screen render.flip()
def intro(): text_blink = 0.0 angle = 0 fps = camera.fps_controller(0, 2, -10) fps.update(clock.update()) render.set_camera3d(fps.pos.x, fps.pos.y, fps.pos.z, fps.rot.x, fps.rot.y, fps.rot.z) while not input.key_press(gs.InputDevice.KeyEnter): render.clear(gs.Color.White) text_blink += clock.update() if text_blink > 1.0: text_blink = 0.0 # Effet de background animé à la "Street Fighter" (hem) dessine_fond_qui_scroll() for z in range(-100, 100, 5): for x in range(-100, 100, 5): render.geometry3d(x, 0, z, cube) afficheTexte(500, 400, 'Quel est ton gourou ?', size=2) afficheTexte(500, 365, 'Choisis le sens de ta vie ~~~~~~~~~~~~~~') afficheTexte(500, 325, '...et appuie sur [enter]', text_blink) afficheTexte(815,20, 'Made by Trofis #CODE and Safae #DESIGN' , size=0.5) render.flip() angle += 0.01 while input.key_press(gs.InputDevice.KeyEnter): render.clear() render.flip()
def render_text_screen(strings=None, duration=4.0, fade_duration=1.0, render_callback=None): if strings is None: return fonts_dict = {} fx_timer = 0.0 while fx_timer < duration: dt_sec = clock.update() fx_timer += dt_sec if fx_timer < fade_duration: fade = RangeAdjust(fx_timer, 0.0, fade_duration, 0.0, 1.0) else: if fx_timer < duration - fade_duration: fade = 1.0 else: fade = RangeAdjust(fx_timer, duration - fade_duration, duration, 1.0, 0.0) render.clear() fonts_dict = render_strings_array(strings, fade, fonts_dict) if fade > 0.2: if render_callback is not None: render_callback() render.flip()
def generation(gourou, gourou_index_list): print(gourou_index_list) index_gourou = (gourou_index_list[0] + gourou_index_list[1] * 3) + 1 while not input.key_press(gs.InputDevice.KeyEnter): render.clear(gs.Color.White) # dessine_fond_qui_scroll() afficheTexte(800, 500, 'Voyons désormais quel est ton Gourou ....') # render.set_blend_mode2d(1) # render.image2d((1920-400)/2,(1024-350)/2,1.0,'@data/gourou' + str(index_gourou) + '.png') # render.set_blend_mode2d(0) render.flip() render.flip() # print(render.get_font(lesGourou [index_gourou])) gourou_scale = 0.25 gourou_acc = 0.995 y_offset = 0.0 while not input.key_press(gs.InputDevice.KeyEnter): render.clear(gs.Color.White) dessine_fond_qui_scroll() afficheTexte(700, 850, lesGourou[index_gourou-1] ) # afficheTexte(1050, 400, 'Au coeur ' + str(getTxt(phases, 1, indexImg[0], indexImg[1]))) # afficheTexte(1100, 300, 'Qui regarda '+str(getTxt(phases,2,indexImg[1], indexImg[2] ))) render.set_blend_mode2d(1) gourou_scale_tmp = gourou_scale * 1.5 render.image2d((1920 - (400 * gourou_scale_tmp)) / 2, (1024 - (350 * gourou_scale_tmp)) / 2 + y_offset * (1.0 - gourou_scale * gourou_scale), gourou_scale_tmp, '@data/gourou' + str(index_gourou) + '.png') render.set_blend_mode2d(0) render.flip() gourou_scale = (gourou_scale * gourou_acc + (1.0 - gourou_acc)) y_offset = y_offset * 0.95 + 0.5 * random.randint(-15, 15) render.flip() return index_gourou - 1
reset = True if lose: render.text2d(31.25*size_pixel.x, size.y/4, "You LOSE yourself \nto the devil !", 6.5*size_pixel.x, gameboy_palette[2], font_path="Early GameBoy.ttf") render.text2d(size.x/6, size.y/4*3, "Click to Restart", 7.8125*size_pixel.x, gameboy_palette[2], font_path="Early GameBoy.ttf") check_clicked() draw_pentacle(gs.Vector3(big_resolution.x*0.5, big_resolution.y*0.5, 0), 50, 40) if win: render.text2d(size.x/20, size.y/4*3.5, "The demon's door is \nnow closed\nCongratulation !", 7.8125*size_pixel.x, gameboy_palette[2], font_path="Early GameBoy.ttf") render.text2d(size.x/6, size.y/4, "Click to Restart", 7.8125*size_pixel.x, gameboy_palette[2], font_path="Early GameBoy.ttf") check_clicked() random.seed(counter_seed) render.clear(gs.Color(16/255, 19/255, 12/255)) # render.clear(gs.Color.Black) # draw_circle_explosion(big_resolution.x * .5, big_resolution.y * .5, radius_circle_eye, 10, get_random_color()) # draw_circle(big_resolution.x * .5, big_resolution.y * .5, lerp(abs(math.cos(time_pass*3)), radius_circle_eye, radius_circle_eye + 10), get_random_color()) # draw_circle(big_resolution.x * .5, big_resolution.y * .5, radius_circle_eye + 10, get_random_color()) if reset: radius_circle_eye = radius_circle_eye + (15-radius_circle_eye)*dt_sec if abs(radius_circle_eye - 15) < 0.1: reset = False if not start and not lose: if radius_circle_eye < 5.0: win = True radius_circle_eye -= dt_sec * 10
def render_mask_screen(): mask_segment_list = wireframe_json_to_segment_list( "@assets/exxos_mask.json") scn = scene.new_scene() while not scn.IsReady(): scene.update_scene(scn, 0.0) # Add an environment to the scene env = gs.Environment() env.SetBackgroundColor(gs.Color.Black) scn.AddComponent(env) # Add a camera render_camera = gs.Node() render_camera.AddComponent(gs.Transform()) render_camera.AddComponent(gs.Camera()) scn.AddNode(render_camera) scn.SetCurrentCamera(render_camera) render_camera.GetTransform().SetPosition(gs.Vector3(0, 0, -50)) # Create a (parent) node to rotate the mask master_node = gs.Node() master_node.AddComponent(gs.Transform()) scn.AddNode(master_node) # Init the starfield starfield.init_stars() starfield.set_camera_velocity(gs.Vector3(0, 0, -50)) segment_nodes_list = [] for seg in mask_segment_list: node_a, node_b = gs.Node(), gs.Node() tr_a, tr_b = gs.Transform(), gs.Transform() tr_a.SetPosition(gs.Vector3(seg[0][0], seg[0][1], seg[0][2])) tr_b.SetPosition(gs.Vector3(seg[1][0], seg[1][1], seg[1][2])) tr_a.SetParent(master_node) tr_b.SetParent(master_node) node_a.AddComponent(tr_a) node_b.AddComponent(tr_b) scn.AddNode(node_a) scn.AddNode(node_b) segment_nodes_list.append([node_a, node_b]) seq_duration = 20.0 fx_timer = 0.0 while fx_timer < seq_duration: render.clear() dt_sec = clock.update() master_node.GetTransform().SetRotation( master_node.GetTransform().GetRotation() + gs.Vector3(1, 1, 1) * dt_sec * 0.25) scene.update_scene(scn, dt_sec) # render.commit_3d() # render.set_depth_write3d(False) starfield.update_stars(dt_sec) starfield.draw_stars(render) for seg in segment_nodes_list: pos_a = seg[0].GetTransform().GetWorld().GetTranslation() pos_b = seg[1].GetTransform().GetWorld().GetTranslation() render.line3d(pos_a.x, pos_a.y, pos_a.z, pos_b.x, pos_b.y, pos_b.z, start_color=gs.Color.Blue, end_color=gs.Color.Blue) render.flip() fx_timer += dt_sec
def final(): render.clear() # initialize graphic and audio systems movie = gs.WebMMovie() movie.Open("@data/sylvain_durif.webm") video_format = movie.GetVideoData().GetFormat() # create the frame textures and frame object gpu = render.get_renderer() y_tex = gpu.NewTexture() gpu.CreateTexture(y_tex, video_format.width, video_format.height, gs.GpuTexture.R8, gs.GpuTexture.NoAA, gs.GpuTexture.UsageDefault, False) u_tex = gpu.NewTexture() gpu.CreateTexture(u_tex, video_format.width // 2, video_format.height // 2, gs.GpuTexture.R8, gs.GpuTexture.NoAA, gs.GpuTexture.UsageDefault, False) v_tex = gpu.NewTexture() gpu.CreateTexture(v_tex, video_format.width // 2, video_format.height // 2, gs.GpuTexture.R8, gs.GpuTexture.NoAA, gs.GpuTexture.UsageDefault, False) frame = gs.VideoFrame() video_format.ClearFrame(frame) video_timestamp = gs.time(0) # assume first frame time stamp is 0 # load the YV12 to RGB shader and setup drawing states shader = gpu.LoadShader("@data/yv12.isl") gpu.EnableDepthTest(False) # disable depth testing so that we don't even need to clear the z-buffer # start streaming the movie audio data channel = audio.get_mixer().StreamData(movie.GetAudioData()) # play until movie ends while not movie.IsEOF(): render.clear() # fit the while output window screen_size = gpu.GetCurrentOutputWindow().GetSize() gpu.SetViewport(gs.fRect(0, 0, screen_size.x, screen_size.y)) gpu.Set2DMatrices() # update the 2d matrix # fetch the next video frame once audio gets past video audio_timestamp = audio.get_mixer().GetChannelPosition(channel) # audio timestamp as reported by the mixer if audio_timestamp >= video_timestamp: movie.GetVideoData().GetFrame(frame) video_timestamp = frame.GetTimestamp() gpu.BlitTexture(y_tex, frame.GetPlaneData(gs.VideoFrame.Y), video_format.width, video_format.height) gpu.BlitTexture(u_tex, frame.GetPlaneData(gs.VideoFrame.U), video_format.width // 2, video_format.height // 2) gpu.BlitTexture(v_tex, frame.GetPlaneData(gs.VideoFrame.V), video_format.width // 2, video_format.height // 2) # draw the current video frame to screen vtxs = [gs.Vector3(0, 0, 0.5), gs.Vector3(0, screen_size.y, 0.5), gs.Vector3(screen_size.x, screen_size.y, 0.5), gs.Vector3(0, 0, 0.5), gs.Vector3(screen_size.x, screen_size.y, 0.5), gs.Vector3(screen_size.x, 0, 0.5)] uvs = [gs.Vector2(0, 1), gs.Vector2(0, 0), gs.Vector2(1, 0), gs.Vector2(0, 1), gs.Vector2(1, 0), gs.Vector2(1, 1)] render_system = render.get_render_system() gpu.SetShader(shader) gs.SetShaderEngineValues(render_system) gpu.SetShaderTexture("y_tex", y_tex) gpu.SetShaderTexture("u_tex", u_tex) gpu.SetShaderTexture("v_tex", v_tex) render_system.DrawTriangleUV(2, vtxs, uvs) render.flip()
def selection(): global indexImg Gourou = [] gourou_index_list = [] indexDecor = 0 indexEntrer = -1 amplitude = 1 indexImg = {} for phase in range(len(phases)): joue_sfx_phase() entrer = False angle = 0 while not entrer: render.clear(gs.Color.White) # dessine_fond_qui_scroll() if input.key_press(gs.InputDevice.KeyLeft) and indexDecor > 0: indexDecor = (indexDecor - 1) % getImgParPha(phases) # joue_sfx_selection() amplitude = 1 if input.key_press(gs.InputDevice.KeyRight) and indexDecor < getImgParPha(phases) - 1: indexDecor = (indexDecor + 1) % getImgParPha(phases) # joue_sfx_selection() amplitude = 1 if indexDecor >= 0: amplitude *= 0.95 yOffSet = [0, 0, 0] # print(indexDecor) render.set_blend_mode2d(1) afficheImageNot(430, 165 + 25, 1, '@data/ornement_gauche.png') afficheImageNot(1090, 165 + 25, 1, '@data/ornement_droite.png') render.set_blend_mode2d(0) if phase == 0: yOffSet[indexDecor] = random.randint(-5, 5) afficheImage((SCREEN_W - 1050) / 2, 285 + random.randint(-25, 25) * amplitude, phase, 1.0, indexDecor, 0) afficheTexte(800, 220 + 25, 'OÙ VEUX TU TE RETIRER ?', size=0.75) render.set_blend_mode2d(1) afficheImageNot(600, 50, 1, '@data/choix_paysage.png') render.set_blend_mode2d(0) if indexDecor == 0: afficheTexte(620, 25 + yOffSet[0], getTxt(phases, phase, 0, 0)) if indexDecor == 1: afficheTexte(890, 25 + yOffSet[1], getTxt(phases, phase, 0, 1)) if indexDecor == 2: afficheTexte(1165, 25 + yOffSet[2], getTxt(phases, phase, 0, 2)) elif phase == 1: yOffSet[indexDecor] = random.randint(-5, 5) afficheImage((SCREEN_W - 1050) / 2, 285 + random.randint(-25, 25) * amplitude, phase, 1.0, indexDecor, indexImg[phase - 1]) afficheTexte(740, 220 + 25, 'CHOISIS UNE AMBIANCE MYSTIQUE', size=0.75) render.set_blend_mode2d(1) afficheImageNot(600, 50, 1, '@data/choix_ambiance.png') render.set_blend_mode2d(0) # print(indexImg) if indexDecor == 0: afficheTexte(600, 25 + yOffSet[0], getTxt(phases, phase, indexImg[phase - 1], indexDecor), size=0.75) if indexDecor == 1: afficheTexte(840, 25 + yOffSet[1], getTxt(phases, phase, indexImg[phase - 1], indexDecor), size=0.75) if indexDecor == 2: afficheTexte(1050, 25 + yOffSet[2], getTxt(phases, phase, indexImg[phase - 1], indexDecor), size=0.75) else: yOffSet[indexDecor] = random.randint(-5, 5) afficheImage((SCREEN_W - 1050) / 2, 285 + random.randint(-25, 25) * amplitude, phase, 1.0, indexDecor, indexImg[phase - 1]) afficheTexte(700, 220 + 25, 'CHOISIS UN TRUC A OBSERVER', size=0.85) render.set_blend_mode2d(1) afficheImageNot(600, 50, 1, '@data/choix_paysage.png') render.set_blend_mode2d(0) if indexDecor == 0: afficheTexte(670, 25 + yOffSet[0], getTxt(phases, phase, indexImg[phase - 1], indexDecor)) if indexDecor == 1: afficheTexte(900, 25 + yOffSet[1], getTxt(phases, phase, indexImg[phase - 1], indexDecor)) if indexDecor == 2: afficheTexte(1180, 25 + yOffSet[2], getTxt(phases, phase, indexImg[phase - 1], indexDecor)) if input.key_press(gs.InputDevice.KeyEnter): gourou_index_list.append(indexDecor) entrer = True indexEntrer = indexDecor if phase == 0: Gourou.append(getTxt(phases, phase, 0, indexDecor)) else: Gourou.append(getTxt(phases, phase, indexImg[phase - 1], indexDecor)) if entrer: indexImg[phase] = indexEntrer # if phase > 0: # for index in range(len(indexImg)): # if index != 2: # render.set_blend_mode2d(1) # afficheImage(100+(600*(index)), 400, index , 0.6, indexImg[index]) # render.set_blend_mode2d(0) # else: # render.set_blend_mode2d(1) # afficheImage(450, 100, index , 0.6, indexImg[index]) # render.set_blend_mode2d(0) render.flip() render.flip() # prochaine phase, on joue un son de "selection" joue_sfx_selection() return Gourou, gourou_index_list
def gameMainLoop(mouse_device): # Update the ball motion ball.update(dt) # Update the player motion player.setMouse( mouse_device.GetValue(gs.InputDevice.InputAxisX) / SCR_DISP_WIDTH, mouse_device.GetValue(gs.InputDevice.InputAxisY) / SCR_DISP_HEIGHT) player.update(dt) # Update the AI ai.updateGameData(ball.pos_x, ball.pos_z, board.board_width, board.board_length) ai.update(dt) # Collisions if ball.velocity_z > 0.0: if (not ballIsBehindRacket(ball, player)) and (BallWasWithinXReach( ball, player) or BallIsWithinXReach(ball, player)): ball.setPosition( ball.pos_x, player.pos_z - ball.velocity_z * dt + min(0.0, player.velocity_z) * dt) player.setPosition(player.pos_x, ball.pos_z + player.length) ball.bounceZ() # Compute 3D/2D projections ball_2d_x, ball_2d_y, ball_2d_scale = project3DTo2D( ball.pos_x, ball.pos_z, board.board_width, board.board_length) ball_2d_x *= SCR_SCALE_FACTOR ball_2d_y = SCR_DISP_HEIGHT - (ball_2d_y * SCR_SCALE_FACTOR) player_2d_x, player_2d_y, player_2d_scale = project3DTo2D( player.pos_x, player.pos_z, board.board_width, board.board_length) player_2d_x *= SCR_SCALE_FACTOR player_2d_y = SCR_DISP_HEIGHT - (player_2d_y * SCR_SCALE_FACTOR) ai_2d_x, ai_2d_y, ai_2d_scale = project3DTo2D(ai.pos_x, ai.pos_z, board.board_width, board.board_length) ai_2d_x *= SCR_SCALE_FACTOR ai_2d_y = SCR_DISP_HEIGHT - (ai_2d_y * SCR_SCALE_FACTOR) render.clear() render.set_blend_mode2d(render.BlendAlpha) # Opponent render.sprite2d(SCR_MARGIN_X + (320 * 0.5) * SCR_SCALE_FACTOR, (SCR_PHYSIC_HEIGHT - 96 * 0.5) * SCR_SCALE_FACTOR, 106 * SCR_SCALE_FACTOR, "@assets/robot5.png") # Game board render.image2d(SCR_MARGIN_X, 0, SCR_SCALE_FACTOR, "@assets/game_board.png") # Score panel render.image2d(SCR_MARGIN_X, SCR_DISP_HEIGHT - (32 * SCR_SCALE_FACTOR), SCR_SCALE_FACTOR, "@assets/game_score_panel.png") # Render moving items according to their Z position renderAI(ai_2d_x, ai_2d_y, ai_2d_scale) if ball.pos_z - ball.radius < player.pos_z + player.length: renderBall(ball_2d_x, ball_2d_y, ball_2d_scale) renderPlayer(player_2d_x, player_2d_y, player_2d_scale) else: renderPlayer(player_2d_x, player_2d_y, player_2d_scale) renderBall(ball_2d_x, ball_2d_y, ball_2d_scale) render.set_blend_mode2d(render.BlendOpaque)
for spr_file in os.listdir("data/"): if not spr_file.startswith("scaled_"): render.init(512, 512, "../pkg.core") spr_pic = gs.LoadPicture("@data/" + spr_file) w, h = spr_pic.GetWidth(), spr_pic.GetHeight() render.uninit() render.init(w * scaled_copies, h, "../pkg.core") capture_buffer = gs.Picture(w * scaled_copies, h, gs.Picture.RGBA8) for i in range(2): render.clear(gs.Color(1, 0, 1)) for i in range(scaled_copies): sprite_scale_factor = RangeAdjust(float(i), 0.0, float(scaled_copies), 1.0, min_factor) render.image2d(i * w + (w * (1.0 - sprite_scale_factor) * 0.5), h * (1.0 - sprite_scale_factor) * 0.5, sprite_scale_factor, "@data/" + spr_file) # render.sprite2d(512 - 64, 512 - 64, 128, "@data/blink.jpg") # render.blit2d(0, 0, 512, 512, 80, 80, 512 - 160, 512 - 160, "@data/owl.jpg") render.flip() render.get_renderer().CaptureFramebuffer(capture_buffer) gs.SavePicture(capture_buffer, "@data/" + "scaled_" + spr_file, 'STB', 'format:png')
#launch fade out with the new scene if state == state_fade_out: fade_percent -= fade_speed * globals.dt_sec if fade_percent < 0: fade_percent = 0 state = state_ready if fade_percent > 0: color = gs.Color(0, 0, 0, fade_percent) size = render.get_renderer().GetCurrentOutputWindow().GetSize() render.triangle2d(0, 0, size.x, size.y, size.x, 0, color, color, color) render.triangle2d(0, 0, 0, size.y, size.x, size.y, color, color, color) while not input.key_press(gs.InputDevice.KeyEscape): globals.dt_sec = clock.update() render.clear(gs.Color.Black) if state == state_ready or state == state_fade_out: if globals.current_scene is not None: globals.current_scene.draw() globals.current_scene.update() else: if globals.prev_scene_fade is not None: globals.prev_scene_fade.draw() globals.prev_scene_fade.update() fade_between_scene() render.flip()