本文整理汇总了Python中GameEngine.GameEngine.loadImgDrawing方法的典型用法代码示例。如果您正苦于以下问题:Python GameEngine.loadImgDrawing方法的具体用法?Python GameEngine.loadImgDrawing怎么用?Python GameEngine.loadImgDrawing使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GameEngine.GameEngine
的用法示例。
在下文中一共展示了GameEngine.loadImgDrawing方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: SvgTest
# 需要导入模块: from GameEngine import GameEngine [as 别名]
# 或者: from GameEngine.GameEngine import loadImgDrawing [as 别名]
class SvgTest(unittest.TestCase):
def testRendering(self):
self.svg.transform.translate(256, 256)
self.svg.transform.rotate(3.141592)
self.svg.draw()
self.e.video.flip()
def testRenderToTexture(self):
scale = 4
fullwidth, fullheight = 512, 512
width, height = int(fullwidth / scale), int(fullheight / scale)
t = Texture()
self.e.svg.setProjection((0, 0, fullwidth, fullheight))
glViewport(0, 0, width, height)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.svg.transform.translate(width * scale / 2, height * scale / 2)
self.svg.transform.rotate(3.141592)
self.svg.draw()
glViewport(0, 0, fullwidth, fullheight)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluOrtho2D(0.0, 1.0, 0.0, 1.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
t.bind()
glEnable(GL_TEXTURE_2D)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glClear(GL_COLOR_BUFFER_BIT)
glColor3f(1.0, 1.0, 1.0)
glBegin(GL_TRIANGLE_STRIP)
glTexCoord2f(0.0, 0.0)
glVertex2f(0.0, 0.0)
glTexCoord2f(1.0, 0.0)
glVertex2f(1.0, 0.0)
glTexCoord2f(0.0, 1.0)
glVertex2f(0.0, 1.0)
glTexCoord2f(1.0, 1.0)
glVertex2f(1.0, 1.0)
glEnd()
self.e.video.flip()
import time
time.sleep(2)
def setUp(self):
config = Config.load(Version.appName() + ".ini", setAsDefault = True)
self.e = GameEngine(config)
self.e.loadImgDrawing(self, "svg", "mfhlogo.png")
while not self.svg:
self.e.run()
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
示例2: ImgTest
# 需要导入模块: from GameEngine import GameEngine [as 别名]
# 或者: from GameEngine.GameEngine import loadImgDrawing [as 别名]
class ImgTest(unittest.TestCase):
def testRendering(self):
self.img.transform.translate(256, 256)
self.img.transform.rotate(3.141592)
self.img.draw()
self.e.video.flip()
def testRenderToTexture(self):
scale = 4
fullwidth, fullheight = 512, 512
width, height = int(fullwidth / scale), int(fullheight / scale)
t = Texture()
self.e.img.setProjection((0, 0, fullwidth, fullheight))
t.prepareRenderTarget(width, height)
t.setAsRenderTarget()
glViewport(0, 0, width, height)
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.img.transform.translate(width * scale / 2, height * scale / 2)
self.img.transform.rotate(3.141592)
self.img.draw()
t.resetDefaultRenderTarget()
glViewport(0, 0, fullwidth, fullheight)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluOrtho2D(0.0, 1.0, 0.0, 1.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
t.bind()
glEnable(GL_TEXTURE_2D)
if not t.framebuffer.emulated:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glClear(GL_COLOR_BUFFER_BIT)
glColor3f(1.0, 1.0, 1.0)
glBegin(GL_TRIANGLE_STRIP)
glTexCoord2f(0.0, 0.0)
glVertex2f(0.0, 0.0)
glTexCoord2f(1.0, 0.0)
glVertex2f(1.0, 0.0)
glTexCoord2f(0.0, 1.0)
glVertex2f(0.0, 1.0)
glTexCoord2f(1.0, 1.0)
glVertex2f(1.0, 1.0)
glEnd()
self.e.video.flip()
import time
time.sleep(2)
def setUp(self):
self.e = GameEngine()
self.e.loadImgDrawing(self, "img", "koopa.png")
while not self.img:
self.e.run()
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)