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gameobjects.py
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gameobjects.py
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import random
from OpenGL.GL import *
import glfw
from pyrr import matrix44, matrix33, Vector3
from primitives import Cube, Sphere, Heart
from utils import Textureloader
PROJECTION_NEAR = 0.1
PROJECTION_FAR = 100.0
DEFAULT_VIEW = [0.0, -2.5, -8.0]
class SphereGameObject(Sphere):
""" Implements OpenGL sphere object """
VAO = None
VBO = None
EBO = None
# initial position
pos = [2.0, 0.0, 0.0]
# initial scale
scale = 0.5
shader = None
texture = None
def __init__(self, texture_path=None, pos=None):
""" Creates and binds buffers, sets initial position of the object, loads and binds texture """
super().__init__()
self.VAO = glGenVertexArrays(1)
glBindVertexArray(self.VAO)
self.VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.VBO)
glBufferData(GL_ARRAY_BUFFER, self.vertices.itemsize * len(self.vertices), self.vertices, GL_STATIC_DRAW)
self.EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, self.indices.itemsize * len(self.indices), self.indices, GL_STATIC_DRAW)
# position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.vertices.itemsize * 5, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
# textures
if texture_path:
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.vertices.itemsize * 5, ctypes.c_void_p(12))
glEnableVertexAttribArray(1)
self.texture = Textureloader.load(texture_path)
if pos:
self.pos = pos
def prep(self, shader, aspect_ratio, scale_val=None, angle=90.0):
""" Sets object's shader and enables it, sets scale and computes view and projection matrices """
self.shader = shader
self.shader.use()
if scale_val:
self.scale = scale_val
view = matrix44.create_from_translation(Vector3(DEFAULT_VIEW))
self.shader.set_mat4('view', view)
projection = matrix44.create_perspective_projection_matrix(angle, aspect_ratio, PROJECTION_NEAR, PROJECTION_FAR)
self.shader.set_mat4('projection', projection)
scale = matrix33.create_from_scale(Vector3([self.scale, self.scale, self.scale]))
scale = matrix44.create_from_matrix33(scale)
self.shader.set_mat4('scale', scale)
def draw(self):
""" Draws the object """
self.shader.use()
glBindVertexArray(self.VAO)
glBindBuffer(GL_ARRAY_BUFFER, self.VBO)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.EBO)
model = matrix44.create_from_translation(Vector3(self.pos))
glBindTexture(GL_TEXTURE_2D, self.texture)
self.shader.set_mat4('model', model)
glDrawElements(GL_LINE_LOOP, len(self.indices), GL_UNSIGNED_INT, None)
class Ball(SphereGameObject):
""" Implements falling ball object """
INITIAL_SPEED = 0.02
speed = INITIAL_SPEED
def __init__(self, texture_path):
super().__init__(texture_path, self.random_pos())
def random_pos(self):
self.pos = [random.uniform(-5, 5), 6.1, 0.0]
def draw(self, move):
if move:
self.move()
super().draw()
def move(self):
""" Move objects along y axis with constant speed"""
self.pos[1] = self.pos[1] - self.speed
class LiveHeart(Heart):
""" Implements OpenGL heart objects (show player's lifes"""
VAO = None
VBO = None
EBO = None
# initial scale
scale = 1.0
shader = None
def __init__(self, pos):
super().__init__()
self.pos = pos
self.VAO = glGenVertexArrays(1)
glBindVertexArray(self.VAO)
self.VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.VBO)
glBufferData(GL_ARRAY_BUFFER, self.vertices.itemsize * len(self.vertices), self.vertices, GL_STATIC_DRAW)
self.EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, self.indices.itemsize * len(self.indices), self.indices, GL_STATIC_DRAW)
# position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.vertices.itemsize * 3, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
def prep(self, shader, aspect_ratio, scale_val=None, angle=90.0):
self.shader = shader
self.shader.use()
if scale_val:
self.scale = scale_val
view = matrix44.create_from_translation(Vector3(DEFAULT_VIEW))
self.shader.set_mat4('view', view)
projection = matrix44.create_perspective_projection_matrix(angle, aspect_ratio, PROJECTION_NEAR, PROJECTION_FAR)
self.shader.set_mat4('projection', projection)
scale = matrix33.create_from_scale(Vector3([self.scale, self.scale, self.scale]))
scale = matrix44.create_from_matrix33(scale)
self.shader.set_mat4('scale', scale)
def draw(self):
self.shader.use()
glBindVertexArray(self.VAO)
glEnable(GL_PRIMITIVE_RESTART)
glPrimitiveRestartIndex(GL_PRIMITIVE_RESTART_FIXED_INDEX)
glBindBuffer(GL_ARRAY_BUFFER, self.VBO)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.EBO)
model = matrix44.create_from_translation(Vector3(self.pos))
self.shader.set_mat4('model', model)
glDrawElements(GL_TRIANGLES, len(self.indices), GL_UNSIGNED_INT, None)
class CubeGameObject(Cube):
VAO = None
VBO = None
EBO = None
pos = [0.0, 0.0, 0.0]
scale = 1.0
shader = None
texture = None
def __init__(self, texture_path=None, pos=None):
super().__init__()
self.VAO = glGenVertexArrays(1)
glBindVertexArray(self.VAO)
self.VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, self.VBO)
glBufferData(GL_ARRAY_BUFFER, self.vertices.itemsize * len(self.vertices), self.vertices, GL_STATIC_DRAW)
self.EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, self.indices.itemsize * len(self.indices), self.indices, GL_STATIC_DRAW)
# position
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.vertices.itemsize * 5, ctypes.c_void_p(0))
glEnableVertexAttribArray(0)
# textures
if (texture_path):
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.vertices.itemsize * 5, ctypes.c_void_p(12))
glEnableVertexAttribArray(1)
self.texture = Textureloader.load(texture_path)
if pos:
self.pos = pos
def prep(self, shader, aspect_ratio, scale_val=None, angle=90.0):
self.shader = shader
self.shader.use()
if scale_val:
self.scale = scale_val
view = matrix44.create_from_translation(Vector3(DEFAULT_VIEW))
self.shader.set_mat4('view', view)
projection = matrix44.create_perspective_projection_matrix(angle, aspect_ratio, PROJECTION_NEAR, PROJECTION_FAR)
self.shader.set_mat4('projection', projection)
scale = matrix33.create_from_scale(Vector3([self.scale, self.scale, self.scale]))
scale = matrix44.create_from_matrix33(scale)
self.shader.set_mat4('scale', scale)
def draw(self):
self.shader.use()
glBindVertexArray(self.VAO)
glBindBuffer(GL_ARRAY_BUFFER, self.VBO)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.EBO)
model = matrix44.create_from_translation(Vector3(self.pos))
glBindTexture(GL_TEXTURE_2D, self.texture)
self.shader.set_mat4('model', model)
glDrawElements(GL_TRIANGLES, len(self.indices), GL_UNSIGNED_INT, None)
class Platform(CubeGameObject):
LEFT = -1
STOP = 0
RIGHT = 1
STEP = 0.2
curr_movement = 0
def __init__(self, texture_path, pos=None):
super().__init__(texture_path, pos)
def draw(self, move):
if move:
self.move()
super().draw()
def prep(self, shader, aspect_ratio, scale_val=None, angle=90.0):
super().prep(shader, aspect_ratio, scale_val, angle)
def move(self):
if self.curr_movement == self.LEFT and self.pos[0] >= -5.0 or \
self.curr_movement == self.RIGHT and self.pos[0] <= 5.0:
self.pos[0] = self.pos[0] + self.curr_movement * glfw.get_time() * self.STEP
class Background(CubeGameObject):
scale = 11.0
def __init__(self, texture_path):
super().__init__(texture_path, [0.0, 5.2, 0.0])