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ss20:neg_utility

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Sourcecode

Download sourcecode from Git repository:

https://gitlab.tubit.tu-berlin.de/srather/NEG-World-Engine.git

Folder Structure:

Utility


colors

colors.py
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)

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generate

generate.py
import math
from polygon import *
from matrix import *
 
def polygon(edges, center, radius, phase=0, M=Matrix((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) + 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):
    bor = []
    for i, _ in enumerate(polygon):
        bor.append(Polygon(polygon[i-1], polygon[i]))
    return bor
 
def door(start, end, part):
    return (Polygon(start, start+(1-part)/2*(end-start)), Polygon(end+(1-part)/2*(start-end), end))

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draw

draw.py
import pygame.gfxdraw
import colors
from drawable import *
from portal import *
 
def player(screen, offset, player):
    rect = Vector(*screen.get_rect()[2:])
    # pygame.draw.aaline(screen, colors.BRIGHT_RED, round((rect + Vector(player, player)) / 2 - offset), round((rect - Vector(player, player)) / 2 - offset))
    # pygame.draw.aaline(screen, colors.BRIGHT_RED, round((rect + Vector(player, -player)) / 2 - offset), round((rect - Vector(player, -player)) / 2 - offset))
    pygame.gfxdraw.aacircle(screen, *round(rect / 2), player // 2, colors.WHITE)
    pygame.gfxdraw.filled_circle(screen, *round(rect / 2), player // 2, colors.WHITE)
 
 
def world(screen, wrld, offset, depth, M=Matrix((1,0),(0,1))):
    dists = []
    for object in wrld:
        dists.append((object.dist_to(offset), object))
 
    for object in reversed(sorted(dists)):
        if isinstance(object[1], drawable):
            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")
 
 
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],
}
 
def debug(screen, y, fps, color):
    pos = screen.get_rect()[2] - 4
    for char in reversed(str(fps)):
        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

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ss20/neg_utility.1598468395.txt.gz · Zuletzt geändert: 2020/08/26 20:59 von srather