hb2img = texs.loadTexture("textures/hornbeam2.png") #myecube = EnvironmentCube(900.0,"HALFCROSS") ectex=loadECfiles("textures/ecubes","sbox",texs) myecube = EnvironmentCube(900.0,"FACES") light = Light(0, 10,10,10, "", 0,100,0) light.on() # Create elevation map mapwidth=1000.0 mapdepth=1000.0 mapheight=60.0 mountimg1 = texs.loadTexture("textures/mountains3_512.jpg") mymap = ElevationMap("textures/mountainsHgt.jpg",mapwidth,mapdepth,mapheight,64,64) #testislands.jpg #Create tree models treeplane = Plane(4.0,5.0) treemodel1 = MergeShape("baretree") treemodel1.add(treeplane, 0,0,0) treemodel1.add(treeplane, 0,0,0, 0,90,0) treemodel2 = MergeShape("bushytree") treemodel2.add(treeplane, 0,0,0) treemodel2.add(treeplane, 0,0,0, 0,60,0) treemodel2.add(treeplane, 0,0,0, 0,120,0) #Create grass model grassplane = Plane(1.0,0.3,"",0,-2,0)
ectex = EnvironmentCube.loadECfiles('textures/ecubes/Miramar', 'miramar_256', suffix='png') myecube = EnvironmentCube.EnvironmentCube(size=1800.0, maptype='FACES') myecube.set_draw_details(flatsh, ectex) # Create elevation map mapwidth = 2000.0 mapdepth = 2000.0 mapheight = 100.0 mountimg1 = Texture('textures/mountains3_512.jpg') bumpimg = Texture('textures/grasstile_n.jpg') tigerbmp = Texture('models/Tiger/tiger_bump.jpg') topbmp = Texture('models/Tiger/top_bump.jpg') #roadway = Texture('textures/road5.png') mymap = ElevationMap(mapfile='textures/mountainsHgt2.png', width=mapwidth, depth=mapdepth, height=mapheight, divx=64, divy=64) mymap.buf[0].set_draw_details(shader, [mountimg1, bumpimg], 128.0, 0.0) FOG = (0.7, 0.8, 0.9, 0.5) def set_fog(shape): shape.set_fog(FOG, 1000.0) def make_model(filename, name, x=0, y=0, z=0, rx=0, ry=0, rz=0): model = Model(file_string='models/' + filename, name=name, x=x, y=y, z=z, rx=rx, ry=ry, rz=rz, sx=0.1, sy=0.1, sz=0.1) model.set_shader(shader) set_fog(model)
# Load textures texs = Textures() tree2img = texs.loadTexture("textures/tree2.png") tree1img = texs.loadTexture("textures/tree1.png") hb2img = texs.loadTexture("textures/hornbeam2.png") ectex = texs.loadTexture("textures/ecubes/skybox_stormydays.jpg") myecube = EnvironmentCube(900.0,"CROSS") # Create elevation map mapwidth=1000.0 mapdepth=1000.0 mapheight=60.0 landimg = texs.loadTexture("textures/stonygrass.jpg") mymap = ElevationMap("textures/mountainsHgt.jpg", mapwidth, mapdepth, mapheight, 64, 64, 10.0, "fw", 0,0,0,0,0,0,1,1,1,0,0,0,True) #testislands.jpg #mymap2 = ElevationMap("textures/mountainsHgt.jpg",mapwidth,mapdepth,mapheight,64,64, 128) myclip = ClipPlane() light = Light(0, 2,2,3, "", 5,5,0) light.on() #Create tree models treeplane = Plane(4.0,5.0) treemodel1 = MergeShape("baretree") treemodel1.add(treeplane, 0,0,0) treemodel1.add(treeplane, 0,0,0, 0,90,0) treemodel2 = MergeShape("bushytree")
FOG = ((0.3, 0.3, 0.4, 0.5), 650.0) TFOG = ((0.2, 0.24, 0.22, 0.3), 150.0) #myecube = EnvironmentCube(900.0,"HALFCROSS") ectex=loadECfiles("textures/ecubes","sbox") myecube = EnvironmentCube(size=900.0, maptype="FACES", name="cube") myecube.set_draw_details(flatsh, ectex) # Create elevation map mapwidth = 1000.0 mapdepth = 1000.0 mapheight = 60.0 mountimg1 = Texture("textures/mountains3_512.jpg") mymap = ElevationMap("textures/mountainsHgt.jpg", name="map", width=mapwidth, depth=mapdepth, height=mapheight, divx=32, divy=32) #testislands.jpg mymap.buf[0].set_draw_details(shader, [mountimg1, bumpimg, reflimg], 128.0, 0.0) mymap.set_fog(*FOG) #Create tree models treeplane = Plane(w=4.0, h=5.0) treemodel1 = MergeShape(name="baretree") treemodel1.add(treeplane.buf[0], 0,0,0) treemodel1.add(treeplane.buf[0], 0,0,0, 0,90,0) treemodel2 = MergeShape(name="bushytree") treemodel2.add(treeplane.buf[0], 0,0,0) treemodel2.add(treeplane.buf[0], 0,0,0, 0,60,0) treemodel2.add(treeplane.buf[0], 0,0,0, 0,120,0)
monsttex = Texture("textures/floor_nm.jpg") shineimg = Texture("textures/stars.jpg") # environment cube ectex = Texture("textures/ecubes/skybox_stormydays.jpg") myecube = EnvironmentCube(size=900.0, maptype="CROSS") myecube.set_draw_details(flatsh, ectex) # Create elevation map mapwidth = 1000.0 mapdepth = 1000.0 mapheight = 100.0 mymap = ElevationMap("textures/maze1.jpg", width=mapwidth, depth=mapdepth, height=mapheight, divx=128, divy=128, name="sub") mymap.set_draw_details(shader, [rockimg1, rockimg2, shineimg], 128.0, 0.05) # Create fog for more realistic fade in distance. This can be turned on and off between drawing different object (i.e backgound not foggy) mymap.set_fog((0.1, 0.1, 0.1, 1.0), 200.0) #Create tree models treeplane = Plane(w=4.0, h=5.0) treemodel1 = MergeShape(name="baretree") treemodel1.add(treeplane.buf[0], 0, 0, 0) treemodel1.add(treeplane.buf[0], 0, 0, 0, 0, 90, 0)
TFOG = ((0.1, 0.14, 0.12, 0.3), 150.0) #myecube = EnvironmentCube(900.0,"HALFCROSS") ectex = loadECfiles("textures/ecubes", "sbox") myecube = EnvironmentCube(size=900.0, maptype="FACES", name="cube") myecube.set_draw_details(flatsh, ectex) # Create elevation map mapwidth = 1000.0 mapdepth = 1000.0 mapheight = 60.0 mountimg1 = Texture("textures/mountains3_512.jpg") mymap = ElevationMap("textures/mountainsHgt.jpg", name="map", width=mapwidth, depth=mapdepth, height=mapheight, divx=32, divy=32) #testislands.jpg mymap.buf[0].set_draw_details(shader, [mountimg1, bumpimg, reflimg], 128.0, 0.0) mymap.set_fog(*FOG) #Create tree models treeplane = Plane(w=4.0, h=5.0) treemodel1 = MergeShape(name="baretree") treemodel1.add(treeplane.buf[0], 0, 0, 0) treemodel1.add(treeplane.buf[0], 0, 0, 0, 0, 90, 0) treemodel2 = MergeShape(name="bushytree")
#monster monster = Plane(camera, light, 5.0, 5.0, "monster", 0, 0, 0, 0, 0, 0) monster.buf[0].set_draw_details(flatsh, [monstimg]) # Create elevation map mapwidth = 50.0 mapdepth = 50.0 maphalf = 22.0 mapheight = 40.0 mymap = ElevationMap("textures/pong.jpg", camera=camera, light=light, width=mapwidth, depth=mapdepth, height=mapheight, divx=32, divy=32, ntiles=4, name="sub") mymap.buf[0].set_draw_details(shader, [groundimg, groundimg, ballimg], 1.0, 0.0) #avatar camera avhgt = 2.0 xm = 0.0 zm = 0.0 ym = 0.0 lastX0 = 0.0 lastZ0 = 0.0 camera.position((xm, 2 + ym, -maphalf - 2.5))
raspimg = Texture("textures/Raspi256x256.png") monstimg = Texture("textures/pong2.jpg") monsttex = Texture("textures/floor_nm.jpg") shineimg = Texture("textures/stars.jpg") # environment cube ectex = Texture("textures/ecubes/skybox_stormydays.jpg") myecube = EnvironmentCube(size=900.0, maptype="CROSS") myecube.set_draw_details(flatsh, ectex) # Create elevation map mapwidth = 1000.0 mapdepth = 1000.0 mapheight = 100.0 mymap = ElevationMap("textures/maze1.jpg", width=mapwidth, depth=mapdepth, height=mapheight, divx=128, divy=128, name="sub") mymap.set_draw_details(shader, [rockimg1, rockimg2, shineimg], 128.0, 0.05) # Create fog for more realistic fade in distance. This can be turned on and off between drawing different object (i.e backgound not foggy) mymap.set_fog((0.1,0.1,0.1,1.0), 200.0) #Create tree models treeplane = Plane(w=4.0, h=5.0) treemodel1 = MergeShape(name="baretree") treemodel1.add(treeplane.buf[0], 0,0,0) treemodel1.add(treeplane.buf[0], 0,0,0, 0,90,0) #Scatter them on map using Merge shape's cluster function mytrees1 = MergeShape(name="trees1")
ectex = texs.loadTexture("textures/ecubes/skybox_stormydays.jpg") myecube = EnvironmentCube(900.0,"CROSS") #ball maxdsz = 0.3 radius = 1.0 ball = Sphere(radius,12,12,0.0,"sphere",-4,8,-7) #monster monster = Plane(5.0, 5.0, "monster", 0,0,0, 0,0,0) # Create elevation map mapwidth=50.0 mapdepth=50.0 maphalf=22.0 mapheight=40.0 #set smooth to give proper normals the bouncing won't work properly without and it doesn't look as good mymap = ElevationMap("textures/pong.jpg",mapwidth,mapdepth,mapheight,32,32,4,"sub",0,0,0, smooth=True) # lighting. The default light is a point light but I have made the position method capable of creating # a directional light and this is what I do inside the loop. If you want a torch you don't need to move it about light = Light(0, 2, 2, 1, "", 1,2,3, 0.1,0.1,0.2) #yellowish 'torch' or 'sun' with low level blueish ambient light.position(1,2,3,0) # set to directional light by setting position with 0 fourth parameter light.on() #avatar camera rot=0.0 tilt=0.0 avhgt = 2.0 xm=0.0 zm=0.0 ym=mapheight lastX0=0.0
monstimg = texs.loadTexture("textures/piom3.jpg") # environment cube ectex = texs.loadTexture("textures/ecubes/skybox_stormydays.jpg") myecube = EnvironmentCube(900.0,"CROSS") #monster radius = 1 ball = Sphere(radius,12,12,0.0,"sphere",-4,2,-7) # Create elevation map mapwidth=50.0 mapdepth=50.0 maphalf=23.0 mapheight=8 #set smooth to give proper normals mymap = ElevationMap("textures/Piom1b.jpg",mapwidth,mapdepth,mapheight,64,64,128,"sub",0,0,0, smooth=True) ################### increased tiles to 32 # lighting. The default light is a point light but I have made the position method capable of creating # a directional light and this is what I do inside the loop. If you want a torch you don't need to move it about light = Light(0, 2, 2, 1, "", 1,2,3, 0.1,0.1,0.2) #yellowish 'torch' or 'sun' with low level blueish ambient light.position(1,2,3,0) # set to directional light by settin position with 0 fourth parameter light.on() ########## need to create instances of these before using them in the loop! ################# camera = Matrix() #################### mykeys = Key() #################### mymouse = Mouse() #################### mymouse.start() #################### omx=mymouse.x #################### omy=mymouse.y ####################
texs = Textures() tree2img = texs.loadTexture("textures/tree2.png") tree1img = texs.loadTexture("textures/tree1.png") grassimg = texs.loadTexture("textures/grass.png") hb2img = texs.loadTexture("textures/hornbeam2.png") #load environment cube ectex = loadECfiles("textures/ecubes","sbox_interstellar",texs) myecube = EnvironmentCube(900.0,"FACES") # Create elevation map mapwidth=1000.0 mapdepth=1000.0 mapheight=60.0 mountimg1 = texs.loadTexture("textures/mars_colour.png") mymap = ElevationMap("textures/mars_height.png",mapwidth,mapdepth,mapheight,128,128) #testislands.jpg #create robot metalimg = texs.loadTexture("textures/metalhull.jpg") robot_head= Sphere(2.0,12,12,0.5,"",0,3,0) robot_body = Cylinder(2.0,4,12,"",0,1,0) robot_leg = Cuboid(0.7,4.0,1.0,"",0,0.8,0) robot = MergeShape() robot.add(robot_head) robot.add(robot_body) robot.add(robot_leg, -2.1,0,0) robot.add(robot_leg, 2.1,0,0) #create space station ssphere = Sphere(10,16,16)
# Load textures reflcn = Texture("textures/stars.jpg") #load environment cube ectex = loadECfiles("textures/ecubes","sbox_interstellar") myecube = EnvironmentCube(size=900.0, maptype="FACES") myecube.set_draw_details(flatsh, ectex) # Create elevation map mapwidth=1000.0 mapdepth=1000.0 mapheight=60.0 mountimg1 = Texture("textures/mars_colour.png") bumpimg = Texture("textures/mudnormal.jpg") mymap = ElevationMap(mapfile="textures/mars_height.png", width=mapwidth, depth=mapdepth, height=mapheight, divx=128, divy=128) mymap.set_draw_details(shader,[mountimg1, bumpimg],128.0, 0.0) mymap.set_fog((0.3,0.15,0.1,0.1), 300.0) #create robot metalimg = Texture("textures/metalhull.jpg") robot_head= Sphere(radius=1.0) robot_body = Cylinder(radius=1.0, height=2.0, sides=12) robot_leg = Cuboid(w=0.35, h=2.0) robot = MergeShape() robot.add(robot_head.buf[0], 0.0, 1.6) robot.add(robot_body.buf[0], 0.0, 0.5) robot.add(robot_leg.buf[0], -1.04, 0, 0)
# Shape.set_draw_details is a wrapper for calling the method on each item in buf # as is done explicitly here for no reason than to show that it can be done! ball.buf[0].set_draw_details(shader,[ballimg], 0.0, 0.0) #monster monster = Plane(camera, light, 5.0, 5.0, "monster", 0,0,0, 0,0,0) monster.buf[0].set_draw_details(flatsh, [monstimg]) # Create elevation map mapwidth=50.0 mapdepth=50.0 maphalf=22.0 mapheight=40.0 mymap = ElevationMap("textures/pong.jpg", camera=camera, light=light, width=mapwidth, depth=mapdepth, height=mapheight, divx=32, divy=32, ntiles=4, name="sub") mymap.buf[0].set_draw_details(shader, [groundimg, groundimg, ballimg], 1.0, 0.0) #avatar camera avhgt = 2.0 xm = 0.0 zm = 0.0 ym = 0.0 lastX0 = 0.0 lastZ0 = 0.0 camera.position((xm, 2 + ym, -maphalf - 2.5)) arialFont = Font("AR_CENA","#dd00aa") #load AR_CENA font and set the font colour to 'raspberry' score = [0,0] score0 = String(camera, light, arialFont, str(score[0]), 0, 12, 0, 0.05, 0.05)
reflcn = Texture("textures/stars.jpg") #load environment cube ectex = loadECfiles("textures/ecubes", "sbox_interstellar") myecube = EnvironmentCube(size=900.0, maptype="FACES") myecube.set_draw_details(flatsh, ectex) # Create elevation map mapwidth = 1000.0 mapdepth = 1000.0 mapheight = 60.0 mountimg1 = Texture("textures/mars_colour.png") bumpimg = Texture("textures/mudnormal.jpg") mymap = ElevationMap(mapfile="textures/mars_height.png", width=mapwidth, depth=mapdepth, height=mapheight, divx=128, divy=128) mymap.set_draw_details(shader, [mountimg1, bumpimg], 128.0, 0.0) mymap.set_fog((0.3, 0.15, 0.1, 0.1), 300.0) #create robot metalimg = Texture("textures/metalhull.jpg") robot_head = Sphere(radius=1.0) robot_body = Cylinder(radius=1.0, height=2.0, sides=12) robot_leg = Cuboid(w=0.35, h=2.0) robot = MergeShape() robot.add(robot_head.buf[0], 0.0, 1.6) robot.add(robot_body.buf[0], 0.0, 0.5) robot.add(robot_leg.buf[0], -1.04, 0, 0)
blockimg = Texture("textures/squareblocks4.png") roofedgeimg = Texture("textures/roofedging.png") roofimg = Texture("textures/Roof.png") greenimg = Texture("textures/squareblocks4green.png") ectex = loadECfiles("textures/ecubes", "sbox", "jpg") myecube = EnvironmentCube(size=900.0, maptype="FACES") myecube.set_draw_details(flatsh, ectex) # Create elevation map mapwidth=1000.0 mapdepth=1000.0 mapheight=60.0 floorimg = Texture("textures/dunes3_512.jpg") bumpimg = Texture("textures/mudnormal.jpg") mymap = ElevationMap(mapfile="textures/mountainsHgt2.png", width=mapwidth, depth=mapdepth, height=mapheight, divx=64, divy=64) mymap.set_draw_details(shader,[floorimg, bumpimg],128.0, 0.0) mymap.set_fog((0.3,0.25,0.1,0.2), 500.0) #Create some random block models elsewhere on the map! corridor(150, 10, mymap, details = [shader, [blockimg, blockimg], 1.0, 0.0, 4.0, 4.0], walls="ns") corridor(120, -40, mymap, details = [shader, [blockimg, blockimg], 1.0, 0.0, 4.0, 4.0], walls="ew") # openSectionScheme: black is wall, white is corridor or room, grey has no ceiling, there is one model # Model 0: wall # Model 1: wall in the open # Model 2: roof # Model 3: roof edge openSectionSchemeMultimodel = {"#models": 4, (0,None) : [["R",2]], # black cell has a roof
# (this can be changed later to 'False' with 'rockimg2.blend = False') rockimg1 = texs.loadTexture("textures/techy1.jpg") rockimg2 = texs.loadTexture("textures/rock1.png", True) tree2img = texs.loadTexture("textures/tree2.png") raspimg = texs.loadTexture("textures/Raspi256x256.png") monstimg = texs.loadTexture("textures/pong2.jpg") # environment cube ectex = texs.loadTexture("textures/ecubes/skybox_stormydays.jpg") myecube = EnvironmentCube(900.0,"CROSS") # Create elevation map mapwidth=1000.0 mapdepth=1000.0 mapheight=100.0 mymap = ElevationMap("textures/maze1.jpg",mapwidth,mapdepth,mapheight,128,128,1,"sub",0,0,0, smooth=True) mymap2 = ElevationMap("textures/maze1.jpg",mapwidth,mapdepth,mapheight+0.1,128,128 ,64,"detail",0.0, 0.01, 0.0, smooth=True) # Crete fog for more realistic fade in distance. This can be turned on and off between drawing different object (i.e backgound not foggy) myfog = Fog(0.02, (0.1,0.1,0.1,1.0)) #Create tree models treeplane = Plane(4.0,5.0) treemodel1 = MergeShape("baretree") treemodel1.add(treeplane, 0,0,0) treemodel1.add(treeplane, 0,0,0, 0,90,0) shed = Model("models/shed1.obj",texs,"shed",0,3,0, 0,0,0, 2,2,2) #Scatter them on map using Merge shape's cluster function