本文整理匯總了Golang中github.com/gazed/vu.Eng.SetColor方法的典型用法代碼示例。如果您正苦於以下問題:Golang Eng.SetColor方法的具體用法?Golang Eng.SetColor怎麽用?Golang Eng.SetColor使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類github.com/gazed/vu.Eng
的用法示例。
在下文中一共展示了Eng.SetColor方法的11個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Golang代碼示例。
示例1: Create
// Create is the startup asset creation.
func (kc *kctag) Create(eng vu.Eng, s *vu.State) {
top := eng.Root().NewPov()
view := top.NewView()
view.SetUI()
kc.ui = view.Cam()
kc.positions = kc.keyPositions()
// Create the keyboard image.
kc.kb = top.NewPov().SetScale(900, 255, 0).SetLocation(450, 100+85, 0)
kc.kb.NewModel("uv").LoadMesh("icon").AddTex("keyboard")
// Pressed key focus
kc.focus = top.NewPov().SetScale(50, 50, 0)
kc.focus.NewModel("uv").LoadMesh("icon").AddTex("particle")
// Place the key symbols over the keys.
font := "lucidiaSu18"
fontColour := "lucidiaSu18Black"
for code, key := range kc.positions { // map key is key code, map value is key struct
if char := vu.Keysym(code); char > 0 {
cx, cy := key.location()
letter := top.NewPov().SetLocation(cx, cy, 0)
model := letter.NewModel("uv")
model.AddTex(fontColour).LoadFont(font).SetPhrase(string(char))
}
}
// Have a lighter default background.
eng.SetColor(0.45, 0.45, 0.45, 1)
kc.resize(s.W, s.H)
}
示例2: Create
// Create is the engine callback for initial asset creation.
func (rl *rltag) Create(eng vu.Eng, s *vu.State) {
rl.ww, rl.wh = 800, 600
rl.floors = make(map[int]*floor)
rl.setLevel(eng, vu.K_1)
eng.SetColor(0.15, 0.15, 0.15, 1)
return
}
示例3: Create
// Create is the engine callback for initial asset creation.
func (sg *sgtag) Create(eng vu.Eng, s *vu.State) {
sg.run = 10 // move so many cubes worth in one second.
sg.spin = 270 // spin so many degrees in one second.
sg.cam = eng.Root().NewCam()
sg.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 50)
sg.cam.SetLocation(0, 0, 6)
sg.tr = newTrooper(eng, 1)
// initialize the reactions
sg.reacts = map[int]inputHandler{
vu.K_W: sg.forward,
vu.K_A: sg.left,
vu.K_S: sg.back,
vu.K_D: sg.right,
vu.K_Equal: sg.attach,
vu.K_Minus: sg.detach,
vu.K_0: func(i *vu.Input, down int) { sg.setTr(down, 0) },
vu.K_1: func(i *vu.Input, down int) { sg.setTr(down, 1) },
vu.K_2: func(i *vu.Input, down int) { sg.setTr(down, 2) },
vu.K_3: func(i *vu.Input, down int) { sg.setTr(down, 3) },
vu.K_4: func(i *vu.Input, down int) { sg.setTr(down, 4) },
vu.K_5: func(i *vu.Input, down int) { sg.setTr(down, 5) },
vu.K_P: sg.stats,
}
eng.SetColor(0.1, 0.1, 0.1, 1.0)
}
示例4: Create
// Create is the engine callback for initial asset creation.
func (rl *rltag) Create(eng vu.Eng, s *vu.State) {
rl.run = 5 // move so many cubes worth in one second.
rl.spin = 270 // spin so many degrees in one second.
rl.ww, rl.wh = 800, 600
rl.floors = make(map[int]*floor)
rl.setLevel(eng, vu.K_1)
eng.SetColor(0.15, 0.15, 0.15, 1)
return
}
示例5: Create
// Create is the engine callback for initial asset creation.
func (cr *crtag) Create(eng vu.Eng, s *vu.State) {
cr.run = 10 // move so many cubes worth in one second.
cr.spin = 270 // spin so many degrees in one second.
cr.top = eng.Root().NewPov()
sun := cr.top.NewPov().SetLocation(0, 10, 10)
sun.NewLight().SetColour(0.8, 0.8, 0.8)
cr.view = cr.top.NewView()
cr.cam = cr.view.Cam()
cr.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 500)
cr.cam.SetLocation(0, 10, 25)
// load the static slab.
slab := cr.top.NewPov().SetScale(50, 50, 50).SetLocation(0, -25, 0)
slab.NewBody(vu.NewBox(25, 25, 25))
slab.SetSolid(0, 0.4)
slab.NewModel("gouraud").LoadMesh("cube").LoadMat("floor")
// create a single moving body.
useBalls := true // Flip to use boxes instead of spheres.
cr.striker = cr.top.NewPov()
cr.striker.SetLocation(15, 15, 0) // -5, 15, -3
if useBalls {
cr.getBall(cr.striker)
} else {
cr.getBox(cr.striker)
cr.striker.SetRotation(&lin.Q{X: 0.1825742, Y: 0.3651484, Z: 0.5477226, W: 0.7302967})
}
cr.striker.Model().SetColour(rand.Float64(), rand.Float64(), rand.Float64())
// create a block of physics bodies.
cubeSize := 3
startX := -5 - cubeSize/2
startY := -5
startZ := -3 - cubeSize/2
for k := 0; k < cubeSize; k++ {
for i := 0; i < cubeSize; i++ {
for j := 0; j < cubeSize; j++ {
bod := cr.top.NewPov()
lx := float64(2*i + startX)
ly := float64(20 + 2*k + startY)
lz := float64(2*j + startZ)
bod.SetLocation(lx, ly, lz)
if useBalls {
cr.getBall(bod)
} else {
cr.getBox(bod)
}
}
}
}
// set non default engine state.
eng.SetColor(0.15, 0.15, 0.15, 1)
rand.Seed(time.Now().UTC().UnixNano())
}
示例6: Create
// create the game screens before the main action/update loop is started.
func (mp *bampf) Create(eng vu.Eng, s *vu.State) {
rand.Seed(time.Now().UnixNano())
mp.eng = eng
mp.ani = &animator{}
mp.setMute(mp.mute)
mp.eventq = list.New()
mp.createScreens(s.W, s.H)
mp.state = mp.choosing
mp.active = mp.launch
mp.active.activate(screenActive)
eng.SetColor(1, 1, 1, 1) // White as default background.
}
示例7: Create
// Create is the engine callback for initial asset creation.
func (fm *fmtag) Create(eng vu.Eng, s *vu.State) {
fm.view = eng.Root().NewView()
fm.view.SetUI()
eng.SetColor(0.95, 0.95, 0.95, 1)
// create the panel layout examples.
fm.layouts = append(fm.layouts, fm.simpleLayout(eng, s.W, s.H))
fm.layouts = append(fm.layouts, fm.spanLayout(eng, s.W, s.H))
fm.layouts = append(fm.layouts, fm.grabLayout(eng))
fm.layouts = append(fm.layouts, fm.largeLayout(eng, s.W, s.H))
fm.layouts = append(fm.layouts, fm.doubleLayout(eng))
fm.layouts[fm.example].setVisible(true)
// set non default engine state.
fm.resize(s.W, s.H)
}
示例8: Create
// Create is the engine callback for initial asset creation.
func (ma *matag) Create(eng vu.Eng, s *vu.State) {
ma.run = 10 // move so many cubes worth in one second.
ma.spin = 270 // spin so many degrees in one second.
ma.top = eng.Root().NewPov()
ma.view = ma.top.NewView()
ma.cam = ma.view.Cam()
ma.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 50)
ma.cam.SetLocation(0, 3, 10)
// load any available IQM/E models. The loaded model data is fed to
// the animation capable shader "anim".
for _, modelFile := range ma.modelFiles() {
pov := ma.top.NewPov()
pov.SetScale(-1, 1, 1)
if modelFile == "runner" {
pov.SetScale(-3, 3, 3) // Runner is a bit small.
}
pov.Spin(-90, 0, 0) // Have the model face the camera.
pov.SetVisible(false) // Hide initially.
// Most IQ* files are expected to be animated.
// Use a "uv" shader to handle IQ* files without animations.
pov.NewModel("anim").LoadAnim(modelFile)
ma.models = append(ma.models, pov)
ma.names = append(ma.names, modelFile)
}
ma.model = ma.models[ma.index] // should always have at least one.
ma.model.SetVisible(true)
// Have a lighter default background.
eng.SetColor(0.15, 0.15, 0.15, 1)
// Create a banner to show the model name.
top2D := eng.Root().NewPov()
view2D := top2D.NewView()
view2D.SetUI()
ma.ui = view2D.Cam()
ma.ui.SetOrthographic(0, float64(s.W), 0, float64(s.H), 0, 10)
title := top2D.NewPov()
title.SetLocation(10, 5, 0)
ma.title = title.NewModel("uv").AddTex("lucidiaSu22White").LoadFont("lucidiaSu22")
ma.title.SetPhrase(" ")
}
示例9: Create
// Create is the engine callback for initial asset creation.
func (ff *fftag) Create(eng vu.Eng, s *vu.State) {
rand.Seed(time.Now().UTC().UnixNano())
// create the overlay
ff.top = eng.Root().NewPov()
view := ff.top.NewView()
view.SetUI()
ff.cam = view.Cam()
ff.mmap = ff.top.NewPov().SetScale(10, 10, 0)
ff.mmap.SetLocation(30, 30, 0)
// populate the map
ff.msize = 69
ff.plan = grid.New(grid.ROOMS_SKIRMISH)
ff.plan.Generate(ff.msize, ff.msize)
width, height := ff.plan.Size()
for x := 0; x < width; x++ {
for y := 0; y < height; y++ {
if ff.plan.IsOpen(x, y) {
block := ff.mmap.NewPov()
block.SetLocation(float64(x), float64(y), 0)
block.NewModel("uv").LoadMesh("icon").AddTex("wall")
ff.spots = append(ff.spots, ff.id(x, y))
}
}
}
// populate chasers and a goal.
numChasers := 30
for cnt := 0; cnt < numChasers; cnt++ {
chaser := ff.mmap.NewPov()
chaser.NewModel("uv").LoadMesh("icon").AddTex("token")
ff.chasers = append(ff.chasers, chaser)
}
ff.goal = ff.mmap.NewPov()
ff.goal.NewModel("uv").LoadMesh("icon").AddTex("goal")
ff.flow = grid.NewFlow(ff.plan) // flow field for the given plan.
ff.resetLocations()
// set non default engine state.
eng.SetColor(0.15, 0.15, 0.15, 1)
ff.resize(s.W, s.H)
}
示例10: Create
// Create is the engine callback for initial asset creation.
func (rc *rctag) Create(eng vu.Eng, s *vu.State) {
top := eng.Root().NewPov()
view := top.NewView()
rc.cam = view.Cam()
rc.cam.SetPitch(45) // Tilt the camera and
rc.cam.SetLocation(0, -14, 14) // ...point directly at 0, 0, 0
rc.gsize = 32 // 4x8 ie. image is 4x4 grid, tile.obj is oversampled by 8.
// The ray cast target is a plane displaying the image of a 32x32 grid.
rc.fsize = 10.0 // 2x2 plane to 20x20 plane.
rc.floor = top.NewPov() // create the floor.
rc.floor.NewBody(vu.NewPlane(0, 0, -1)) // the floors ray intersect shape.
rc.floor.SetScale(rc.fsize, rc.fsize, 0) // scale the model to fsize.
m := rc.floor.NewModel("uv").LoadMesh("tile") // put the image on the floor.
m.AddTex("tile").SetTexMode(0, vu.TEX_REPEAT)
// create a selected tile tracker.
rc.hilite = top.NewPov().SetScale(0.625, 0.625, 0.001) // scale to cover a single tile.
rc.hilite.NewModel("uv").LoadMesh("icon").AddTex("image")
// Put spheres at the floor corners.
rc.s0 = rc.makeSphere(top, 10, 10, 0, 1, 0, 0)
rc.s1 = rc.makeSphere(top, -10, 10, 0, 0, 1, 0)
rc.s2 = rc.makeSphere(top, 10, -10, 0, 0, 0, 1)
rc.s3 = rc.makeSphere(top, -10, -10, 0, 1, 1, 0)
// Add a banner to show the currently selected grid location.
top2D := eng.Root().NewPov()
view2D := top2D.NewView()
view2D.SetUI()
rc.ui = view2D.Cam()
rc.banner = top2D.NewPov()
rc.banner.SetLocation(100, 100, 0)
rc.banner.SetVisible(false)
m = rc.banner.NewModel("uv").AddTex("lucidiaSu22White")
m.LoadFont("lucidiaSu22").SetPhrase("Overlay Text")
// set non default engine state.
eng.SetColor(0.2, 0.2, 0.2, 1.0)
rc.resize(s.W, s.H)
}
示例11: Create
// Create is the engine callback for initial asset creation.
func (ps *pstag) Create(eng vu.Eng, s *vu.State) {
ps.run = 10 // move so many cubes worth in one second.
ps.spin = 270 // spin so many degrees in one second.
ps.live = []*vu.EffectParticle{}
ps.random = rand.New(rand.NewSource(time.Now().UTC().UnixNano()))
view := eng.Root().NewView()
ps.cam = view.Cam()
ps.cam.SetPerspective(60, float64(800)/float64(600), 0.1, 50)
ps.cam.SetLocation(0, 0, 2.5)
// A GPU/shader based particle example using a particle shader.
gpu := eng.Root().NewPov()
gpu.SetVisible(false)
m := gpu.NewModel("particle").AddTex("particle")
m.NewMesh("gpu").SetDrawMode(vu.POINTS).SetDepth(false)
ps.makeParticles(m)
ps.effects = append(ps.effects, gpu)
// A CPU/shader based particle example using an effect shader.
cpu := eng.Root().NewPov()
cpu.SetVisible(false)
m = cpu.NewModel("effect").AddTex("particle").SetDrawMode(vu.POINTS)
m.SetEffect(ps.fall, 250)
ps.effects = append(ps.effects, cpu)
// A jet engine exhaust attempt.
// FUTURE: update textures to look like engine exhaust.
jet := eng.Root().NewPov().SetLocation(0, -1, 0)
jet.SetVisible(false)
m = jet.NewModel("exhaust").AddTex("exhaust").SetDrawMode(vu.POINTS)
m.SetEffect(ps.vent, 40)
ps.effects = append(ps.effects, jet)
// Make the first particle effect visible to kick things off.
ps.effect = ps.effects[ps.index]
ps.effect.SetVisible(true)
// Non default engine state. Have a lighter default background.
eng.SetColor(0.15, 0.15, 0.15, 1)
}