[[nichteuklidische_geometrie|← Back to project page]] ====== Sourcecode ====== Download the release version here:\\ {{:ss20:neg-world-engine.zip}} Or download the newest version from the Git repository:\\ [[https://gitlab.tubit.tu-berlin.de/srather/NEG-World-Engine.git]] ==== Folder Structure: ==== **[[neg_sourcecode|Root]]:** [[neg_sourcecode#readme|README]], [[neg_sourcecode#main|main]] * **[[neg_datatypes|Datatypes]]:** [[neg_datatypes#vector|Vector]], [[neg_datatypes#matrix|Matrix]] * **[[neg_drawables|Drawables]]:** [[neg_drawables#drawable|drawable]], [[neg_drawables#ray|Ray]], [[neg_drawables#polygon|Polygon]], [[neg_drawables#floor|Floor]], [[neg_drawables#portal|Portal]] * **[[neg_utility|Utility]]:** [[neg_utility#colors|colors]], [[neg_utility#generate|generate]], [[neg_utility#draw|draw]] ===== Utility ===== ---- ==== colors ==== WHITE = (0xff, 0xff, 0xff) LIGHT_GRAY = (0xc0, 0xc0, 0xc0) GRAY = (0x80, 0x80, 0x80) DARK_GRAY = (0x40, 0x40, 0x40) BLACK = (0x00, 0x00, 0x00) LIGHT_RED = (0xff, 0x40, 0x40) LIGHT_ORANGE = (0xff, 0xa0, 0x40) LIGHT_YELLOW = (0xff, 0xff, 0x40) LIGHT_GREEN = (0x40, 0xff, 0x40) LIGHT_CYAN = (0x40, 0xff, 0xff) LIGHT_BLUE = (0x40, 0x40, 0xff) LIGHT_PURPLE = (0xa0, 0x40, 0xff) LIGHT_MAGENTA = (0xff, 0x40, 0xff) BRIGHT_RED = (0xff, 0x00, 0x00) BRIGHT_ORANGE = (0xff, 0x80, 0x00) BRIGHT_YELLOW = (0xff, 0xff, 0x00) BRIGHT_GREEN = (0x00, 0xff, 0x00) BRIGHT_CYAN = (0x00, 0xff, 0xff) BRIGHT_BLUE = (0x00, 0x00, 0xff) BRIGHT_PURPLE = (0x80, 0x00, 0xff) BRIGHT_MAGENTA = (0xff, 0x00, 0xff) RED = (0xc0, 0x00, 0x00) ORANGE = (0xc0, 0x60, 0x00) YELLOW = (0xc0, 0xc0, 0x00) GREEN = (0x00, 0xc0, 0x00) CYAN = (0x00, 0xc0, 0xc0) BLUE = (0x00, 0x00, 0xc0) PURPLE = (0x60, 0x00, 0xc0) MAGENTA = (0xc0, 0x00, 0xc0) DARK_RED = (0x80, 0x00, 0x00) DARK_ORANGE = (0x80, 0x40, 0x00) DARK_YELLOW = (0x80, 0x80, 0x00) DARK_GREEN = (0x00, 0x80, 0x00) DARK_CYAN = (0x00, 0x80, 0x80) DARK_BLUE = (0x00, 0x00, 0x80) DARK_PURPLE = (0x40, 0x00, 0x80) DARK_MAGENTA = (0x80, 0x00, 0x80) [[#top|↑ Back to top]] ---- ==== generate ==== import math from polygon import * from matrix import * def polygon(edges, center, radius, phase=0, M=((1,0),(0,1)), color=(0,0,0)): """ Return a regular polygon. edges (int) -- number of sides center (Vector) -- position of center radius (float) -- radius to vertex phase (float) -- rotates polygon 'phase' vertics M (Matrix) -- distortion matrix """ poly = Polygon(color=color) for n in range(edges): x = radius * math.sin((n + phase) * math.tau / edges) y = radius * math.cos((n + phase) * math.tau / edges) poly.append(Vector(*center) + Matrix(*M).prod(Vector(x, y))) return poly def star(edges, center, radius, ratio=0.5, phase=0, M=Matrix((1,0),(0,1)), color=(0,0,0)): """ Return a regular star polygon. edges (int) -- number of convex vertices center (Vector) -- position of center radius (float) -- radius to vertex ratio (float) -- radius ratio to inner vertices phase (float) -- rotates polygon 'phase' vertics M (Matrix) -- distortion matrix """ poly = Polygon(color=color) for n in range(edges): x = radius * math.sin((n + phase) * math.tau / edges) y = radius * math.cos((n + phase) * math.tau / edges) poly.append(Vector(*center) + M.prod(Vector(x, y))) x = ratio * radius * math.sin((n + 0.5 + phase) * math.tau / edges) y = ratio * radius * math.cos((n + 0.5 + phase) * math.tau / edges) poly.append(Vector(*center) + M.prod(Vector(x, y))) return poly def border(polygon): """ Turn a polygon into a border. (split it into its sides) """ bor = [] for i, _ in enumerate(polygon): bor.append(Polygon(polygon[i-1], polygon[i])) return bor def door(start, end, part): """ Turn a wall into a door. (make a hole in the middle with relative size 'part') """ return (Polygon(start, start+(1-part)/2*(end-start)), Polygon(end+(1-part)/2*(start-end), end)) [[#top|↑ Back to top]] ---- ==== draw ==== import pygame.gfxdraw import colors from drawable import * from portal import * def player(screen, offset, size): """ Draw the player as a white circle in the middle of the screen. """ rect = Vector(*screen.get_rect()[2:]) pygame.gfxdraw.aacircle(screen, *round(rect / 2), size // 2, colors.WHITE) pygame.gfxdraw.filled_circle(screen, *round(rect / 2), size // 2, colors.WHITE) def world(screen, wrld, offset, depth): """ Draw all objects in 'wrld' in the right order with their shadows and portal worlds to the maximum recursion-'depth'. """ # put all objects in a tuple with their distance to be sortable dists = [] for object in wrld: dists.append((object.dist_to(offset), object)) # draw the furtheset object first for object in reversed(sorted(dists)): if isinstance(object[1], drawable): # draw order: shadow, portal world, object object[1].draw_shadow(screen, offset, offset) if depth > 0 and type(object[1]) is Portal: world(screen, object[1].portal_world(wrld, offset), offset, depth - 1) object[1].draw(screen, offset) else: raise TypeError(f"draw_world() expected drawable objects, but '{object.__class__.__name__}' found") def debug(screen, y, info, color): """ Draw debug information 'info' to the top right corner. 'y' is the textline and 'color' the color. """ # binary representation of some chars chars = { '': [0b10101010, 0b01010101, 0b10101010, 0b01010101, 0b10101010, 0b01010101], '0': [0b00111110, 0b01000101, 0b01001001, 0b01010001, 0b00111110, 0b00000000], '1': [0b01000000, 0b01000000, 0b01111111, 0b01000010, 0b01000000, 0b00000000], '2': [0b01000110, 0b01001001, 0b01001001, 0b01010001, 0b01100010, 0b00000000], '3': [0b00110110, 0b01001001, 0b01001001, 0b01000001, 0b00100010, 0b00000000], '4': [0b01111111, 0b00010001, 0b00010010, 0b00010100, 0b00011000, 0b00000000], '5': [0b00111001, 0b01000101, 0b01000101, 0b01000101, 0b00100111, 0b00000000], '6': [0b00110000, 0b01001001, 0b01001001, 0b01001010, 0b00111100, 0b00000000], '7': [0b00000111, 0b00001001, 0b01110001, 0b00000001, 0b00000011, 0b00000000], '8': [0b00110110, 0b01001001, 0b01001001, 0b01001001, 0b00110110, 0b00000000], '9': [0b00011110, 0b00101001, 0b01001001, 0b01001001, 0b00000110, 0b00000000], '.': [0b01100000, 0b00000000], ',': [0b11100000, 0b00000000], '+': [0b00001000, 0b00001000, 0b00111110, 0b00001000, 0b00001000, 0b00000000], '-': [0b00001000, 0b00001000, 0b00001000, 0b00001000, 0b00001000, 0b00000000], ' ': [0b00000000, 0b00000000, 0b00000000], 'F': [0b00000001, 0b00001001, 0b00001001, 0b00001001, 0b01111111, 0b00000000], 'P': [0b00000110, 0b00001001, 0b00001001, 0b00001001, 0b01111111, 0b00000000], 'S': [0b00110001, 0b01001001, 0b01001001, 0b01001001, 0b01000110, 0b00000000], 'X': [0b01100011, 0b00010100, 0b00001000, 0b00010100, 0b01100011, 0b00000000], 'Y': [0b00000011, 0b00000100, 0b01111000, 0b00000100, 0b00000011, 0b00000000], } pos = screen.get_rect()[2] - 4 for char in reversed(str(info)): for line in chars.get(char, chars.get(char.upper(), chars[''])): for i in range(8): if line >> i & 0b1: pygame.gfxdraw.pixel(screen, pos, i+3 + 10*y, color) pos -= 1 [[#top|↑ Back to top]]