def __init__(self): while True: self.x, self.y = np.random.uniform(-50.0, 50.0, 2) if not (self.x**2+self.y**2 < 10): break self.s = 3 self.z = self.s self.GPU = es.toGPUShape(oh.readOBJ2(os.path.join('mod','tex','obstacle.obj'), os.path.join('mod','tex','obstacle.png')), GL_REPEAT, GL_NEAREST) self.transform = np.matmul(tr.translate(self.x,self.y,self.z), np.matmul(tr.rotationX(np.pi), tr.uniformScale(self.s)))
def __init__(self): self.GPU = es.toGPUShape( oh.readOBJ2(os.path.join('mod', 'tex', 'ground.obj'), os.path.join('mod', 'tex', 'ground.png')), GL_REPEAT, GL_NEAREST) self.s = 100 self.x, self.y, self.z = 0, 0, -self.s self.transform = np.matmul(tr.translate(self.x, self.y, self.z), tr.uniformScale(self.s))
def __init__(self): self.x, self.y, self.z = -99, 0, 1 # position coordinates self.rho, self.phi = 0.01, 0 # direction vector self.bend = np.pi / 180 * 2 * 2 * 2 # how much to bend when turning self.turn = 0 # -1:right, 0:straight, 1:left self.time = 0 self.s = 2 # scale self.GPU = es.toGPUShape( oh.readOBJ2(os.path.join('mod', 'tex', 'pokeball.obj'), os.path.join('mod', 'tex', 'pokeball.png')), GL_REPEAT, GL_NEAREST) self.transform = np.matmul( np.matmul(tr.translate(*self.pos), tr.uniformScale(self.s / 2)), tr.rotationZ(self.phi))