def setup(self): super(GameControllerNode, self).setup() # set up window = WindowNode(name='window', parent=self) window.open() window.make_context_current() gl.init() err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) scene = SceneNode(name='scene', parent=window) # scenenode.SceneNode(name='scene') debugdraw_renderer = debugdraw.RendererNode(name='debugdraw_renderer', parent=scene) sprite_renderer = spritenode.RendererNode(name="sprite_renderer", parent=scene) camera_transform = transformnode.TransformNode3D(name='camera_transform', parent=scene, m=Mat4.Translation(Vec3(0.0, 0.0, 3.0))) camera = debugdraw.CameraNode(name='camera', parent=camera_transform) camera.make_current() camera_controller = CameraController(input_map=InputMap(), parent=camera_transform) grid = debugdraw.ShapeNode.Grid(1.0, 100, 100, name='grid', parent=scene) aabb = AABB3() aabb.include_point(Vec3(0.0, 0.0, 0.0)) aabb.include_point(Vec3(1.0, 2.0, 3.0)) box = debugdraw.ShapeNode.AABB3(aabb, parent=scene, mode=gl.TRIANGLES) window.on('key', self.key_callback) gl.enable(gl.DEPTH_TEST) gl.enable(gl.BLEND) gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
def setup(self): super(GameControllerNode, self).setup() # set up window = WindowNode(name='window', parent=self) window.open() window.make_context_current() gl.init() err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) scene = physicsnode.SceneNode(name='scene', parent=window) # scenenode.SceneNode(name='scene') debugdraw_renderer = debugdraw.RendererNode(name='debugdraw_renderer', parent=scene) sprite_renderer = spritenode.RendererNode(name="sprite_renderer", parent=scene) camera_transform = transformnode.TransformNode3D(name='camera_transform', parent=scene, m=Mat4.Translation(Vec3(0.0, 0.0, 3.0))) camera = debugdraw.CameraNode(name='camera', parent=camera_transform) camera.make_current() # camera_controller = CameraController(input_map=InputMap(), parent=camera_transform) # create_wheelchair_guy(scene) create_ship(scene) window.on('key', self.key_callback) gl.enable(gl.DEPTH_TEST) gl.enable(gl.BLEND) gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA)
def setup(self): super(GameControllerNode, self).setup() # set up window = WindowNode(name='window', parent=self) window.open() window.make_context_current() gl.init() err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) scene = SceneNode(name='scene', parent=window) # scenenode.SceneNode(name='scene') debugdraw_renderer = debugdraw.RendererNode(name='debugdraw_renderer', parent=scene) sprite_renderer = spritenode.RendererNode(name="sprite_renderer", parent=scene) camera_transform = transformnode.TransformNode3D(name='camera_transform', parent=scene, m=Mat4.Translation(Vec3(0.0, 0.0, 3.0))) camera = debugdraw.CameraNode(name='camera', parent=camera_transform) camera.make_current() # camera_controller = CameraController(input_map=InputMap(), parent=camera_transform) window.on('key', self.key_callback) gl.enable(gl.DEPTH_TEST) gl.enable(gl.BLEND) gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA) updater = BoundsUpdater(parent=scene, name='updater') b0 = BodyNode(position=(0.0, -1.0), velocity=(0.0, 0.1), angle=0.0, angular_velocity=0.0, name="body0", parent=scene) b1 = BodyNode(position=(0.0, 1.0), velocity=(0.0, -0.1), angle=0.0, angular_velocity=0.0, name="body1", parent=scene) shape = CircleShapeNode(radius=0.1, center=(0.0, 0.0), name='shap0', parent=b0) shape_debugdraw = debugdraw.ShapeNode.Circle(radius=0.1, center=shape.center, nverts=8, name='draw_shape0', parent=shape) shape = CircleShapeNode(radius=0.1, center=(0.0, 0.0), name='shape1', parent=b1) shape_debugdraw = debugdraw.ShapeNode.Circle(radius=0.1, center=shape.center, nverts=8, name='draw_shape1', parent=shape) return # random scene NVERTS = 8 for i in range(5): ANGULAR_VELOCITY = 2.0 body = BodyNode( position=(random.uniform(-1.0, 1.0), random.uniform(-1.0, 1.0)), velocity=(random.uniform(-0.1, 0.1), random.uniform(-0.1, 0.1)), angle=random.uniform(-math.pi, math.pi), angular_velocity=random.uniform(-ANGULAR_VELOCITY*math.pi, ANGULAR_VELOCITY*math.pi), name='body%s' % i, parent=scene ) for j in range(3): if random.uniform(0.0, 1.0) < 1.0: shape = CircleShapeNode(radius=0.1, center=(random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2)), name='shape%i'%j, parent=body) shape_debugdraw = debugdraw.ShapeNode.Circle(radius=0.1, center=shape.center, nverts=NVERTS, name='draw_shape%i'%j, parent=shape) else: transform = Transform(Vec2(random.uniform(-0.2, 0.2), random.uniform(-0.2, 0.2)), random.uniform(-math.pi, math.pi)) w = random.uniform(0.1, 0.2) * 0.5 h = random.uniform(0.1, 0.2) * 0.5 vertices = [Vec2(w, h), Vec2(-w, h), Vec2(-w, -h), Vec2(w, -h)] radius = 0.1 nverts = 20 step = math.pi * 2.0 / nverts center = Vec2() #vertices = [Vec2(math.cos(step*i)*radius+center.x, math.sin(step*i)*radius+center.y) for i in range(nverts)] vertices = [transform.apply(v) for v in vertices] shape = PolygonShapeNode(vertices, name='shape%i'%j, parent=body) m = math.pi * radius * radius print("M:", shape.compute_mass(), m, m * 0.5 * math.pi * radius * radius) color = (1.0, 1.0, 1.0) #draw_vertices = [(Vec3(v.x, v.y, 0.0), color) for v in vertices] draw_vertices = [] for i, v in enumerate(vertices): v0 = vertices[(i-1)%len(vertices)] draw_vertices.append((Vec3(v0.x, v0.y, 0.0), color)) draw_vertices.append((Vec3(v.x, v.y, 0.0), color)) shape_debugdraw = debugdraw.ShapeNode(vertices=draw_vertices, name='draw_shape%i'%j, parent=body)
def testWindowSize(self): window = WindowNode() window.open() window.window_size = (640, 480) self.assertEqual(window.window_size, (640, 480))
def testSetWindowSize(self): window = WindowNode() window.open() window.set_window_size(640, 480) self.assertEqual(window.get_window_size(), (640, 480))
def testClose(self): window = WindowNode() window.open() window.close() self.assertEqual(window.window, None)
def testOpen(self): window = WindowNode() window.open() self.assertEqual(window.get_window_size(), WindowNode.DEFAULT_RESOLUTION)