This commit is contained in:
richard 2022-02-02 20:28:08 +00:00
parent 218d9a18f7
commit 82d310ea76
12 changed files with 20 additions and 134 deletions

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@ -3,7 +3,8 @@
raylib [core] example - 2d camera raylib [core] example - 2d camera
""" """
from raylib.pyray import PyRay import pyray
from raylib.colors import ( from raylib.colors import (
RAYWHITE, RAYWHITE,
DARKGRAY, DARKGRAY,
@ -15,7 +16,7 @@ from raylib.colors import (
) )
pyray = PyRay()
# Initialization # Initialization
MAX_BUILDINGS = 100 MAX_BUILDINGS = 100

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@ -5,7 +5,7 @@ raylib [core] example - 2d camera platformer
""" """
from math import sqrt from math import sqrt
from raylib.pyray import PyRay import pyray
from raylib.colors import ( from raylib.colors import (
DARKGRAY, DARKGRAY,
RED, RED,
@ -15,7 +15,6 @@ from raylib.colors import (
) )
pyray = PyRay()
# Initialization # Initialization
global g_evening_out, g_even_out_target global g_evening_out, g_even_out_target

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@ -3,14 +3,14 @@
raylib [core] example - Basic window raylib [core] example - Basic window
""" """
from raylib.pyray import PyRay import pyray
from raylib.colors import ( from raylib.colors import (
RAYWHITE, RAYWHITE,
LIGHTGRAY, LIGHTGRAY,
) )
pyray = PyRay()
# Initialization # Initialization

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@ -3,7 +3,7 @@
raylib [core] example - Input Gestures Detection raylib [core] example - Input Gestures Detection
""" """
from raylib.pyray import PyRay import pyray
from raylib.colors import ( from raylib.colors import (
RAYWHITE, RAYWHITE,
LIGHTGRAY, LIGHTGRAY,
@ -13,7 +13,6 @@ from raylib.colors import (
) )
pyray = PyRay()
# Initialization # Initialization
MAX_GESTURE_STRINGS = 20 MAX_GESTURE_STRINGS = 20

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@ -3,7 +3,7 @@
raylib [core] example - Keyboard input raylib [core] example - Keyboard input
""" """
from raylib.pyray import PyRay import pyray
from raylib.colors import ( from raylib.colors import (
RAYWHITE, RAYWHITE,
DARKGRAY, DARKGRAY,
@ -11,7 +11,6 @@ from raylib.colors import (
) )
pyray = PyRay()
# Initialization # Initialization

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@ -3,7 +3,7 @@
raylib [core] example - Mouse input raylib [core] example - Mouse input
""" """
from raylib.pyray import PyRay import pyray
from raylib.colors import ( from raylib.colors import (
RAYWHITE, RAYWHITE,
DARKGRAY, DARKGRAY,
@ -13,7 +13,6 @@ from raylib.colors import (
) )
pyray = PyRay()
# Initialization # Initialization
@ -34,11 +33,11 @@ while not pyray.window_should_close(): # Detect window close button or ESC key
# Update # Update
ball_position = pyray.get_mouse_position() ball_position = pyray.get_mouse_position()
if pyray.is_mouse_button_pressed(pyray.MOUSE_LEFT_BUTTON): if pyray.is_mouse_button_pressed(pyray.MOUSE_BUTTON_LEFT):
ball_color = MAROON ball_color = MAROON
elif pyray.is_mouse_button_pressed(pyray.MOUSE_MIDDLE_BUTTON): elif pyray.is_mouse_button_pressed(pyray.MOUSE_BUTTON_MIDDLE):
ball_color = LIME ball_color = LIME
elif pyray.is_mouse_button_pressed(pyray.MOUSE_RIGHT_BUTTON): elif pyray.is_mouse_button_pressed(pyray.MOUSE_BUTTON_RIGHT):
ball_color = DARKBLUE ball_color = DARKBLUE
# Draw # Draw

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@ -3,7 +3,7 @@
raylib [core] example - Mouse wheel input raylib [core] example - Mouse wheel input
""" """
from raylib.pyray import PyRay import pyray
from raylib.colors import ( from raylib.colors import (
RAYWHITE, RAYWHITE,
GRAY, GRAY,
@ -12,7 +12,7 @@ from raylib.colors import (
) )
pyray = PyRay()
# Initialization # Initialization
@ -38,6 +38,8 @@ while not pyray.window_should_close(): # Detect window close button or ESC key
pyray.clear_background(RAYWHITE) pyray.clear_background(RAYWHITE)
# TODO
# FIXME
pyray.draw_rectangle( pyray.draw_rectangle(
SCREEN_WIDTH // 2 - 40, box_position_y, 80, 80, MAROON) SCREEN_WIDTH // 2 - 40, box_position_y, 80, 80, MAROON)

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@ -1,6 +1,6 @@
from math import sin, cos from math import sin, cos
import glm import glm
from raylib.dynamic import raylib as rl, ffi from raylib import rl, ffi
class CameraFly: class CameraFly:

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@ -9,7 +9,7 @@ python3 flow-field
import sys, math, time, random import sys, math, time, random
import glm import glm
from raylib.dynamic import raylib as rl, ffi from raylib import rl, ffi
from raylib.colors import * from raylib.colors import *
CTM = lambda: round(time.time() * 1000) CTM = lambda: round(time.time() * 1000)

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@ -47,7 +47,7 @@ SetTargetFPS(60); # Set our game to run at 60 frames-per-second
while not WindowShouldClose(): #// Detect window close button or ESC key while not WindowShouldClose(): #// Detect window close button or ESC key
#// Update #// Update
#//---------------------------------------------------------------------------------- #//----------------------------------------------------------------------------------
if IsMouseButtonDown(MOUSE_LEFT_BUTTON): if IsMouseButtonDown(MOUSE_BUTTON_LEFT):
#// Create more bunnies #// Create more bunnies
for i in range(0, 100): for i in range(0, 100):
if bunniesCount < MAX_BUNNIES: if bunniesCount < MAX_BUNNIES:

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@ -1,113 +0,0 @@
# /*******************************************************************************************
# *
# * raylib [textures] example - Bunnymark
# *
# * This example has been created using raylib 1.6 (www.raylib.com)
# * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
# *
# * Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
# *
# ********************************************************************************************/
from raylib.dynamic import ffi, raylib as rl
from raylib.colors import *
MAX_BUNNIES = 500000
# This is the maximum amount of elements (quads) per batch
# NOTE: This value is defined in [rlgl] module and can be changed there
MAX_BATCH_ELEMENTS = 8192
class Bunny:
def __init__(self):
self.position = ffi.new('struct Vector2 *', [0.0, 0.0])
self.speed = ffi.new('struct Vector2 *', [0.0, 0.0])
self.color = ffi.new('struct Color *', [0, 0, 0, 0])
# // Initialization
# //--------------------------------------------------------------------------------------
screenWidth = 1920;
screenHeight = 1080;
rl.InitWindow(screenWidth, screenHeight, b"raylib [textures] example - bunnymark")
# // Load bunny texture
texBunny = rl.LoadTexture(b"resources/wabbit_alpha.png")
bunnies = []
for i in range(0, MAX_BUNNIES):
bunnies.append(Bunny())
bunniesCount = 0; # Bunnies counter
rl.SetTargetFPS(60); # Set our game to run at 60 frames-per-second
#//--------------------------------------------------------------------------------------
#// Main game loop
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
#// Update
#//----------------------------------------------------------------------------------
if rl.IsMouseButtonDown(rl.MOUSE_LEFT_BUTTON):
#// Create more bunnies
for i in range(0, 100):
if bunniesCount < MAX_BUNNIES:
bunnies[bunniesCount].position = rl.GetMousePosition()
bunnies[bunniesCount].speed.x = rl.GetRandomValue(-250, 250)/60.0
bunnies[bunniesCount].speed.y = rl.GetRandomValue(-250, 250)/60.0
bunnies[bunniesCount].color = (rl.GetRandomValue(50, 240),
rl.GetRandomValue(80, 240),
rl.GetRandomValue(100, 240), 255 )
bunniesCount+=1
# // Update bunnies
for i in range(0, bunniesCount):
bunnies[i].position.x += bunnies[i].speed.x;
bunnies[i].position.y += bunnies[i].speed.y;
if ((bunnies[i].position.x + texBunny.width/2) > rl.GetScreenWidth()) or ((bunnies[i].position.x + texBunny.width/2) < 0):
bunnies[i].speed.x *= -1
if ((bunnies[i].position.y + texBunny.height/2) > rl.GetScreenHeight()) or ((bunnies[i].position.y + texBunny.height/2 - 40) < 0):
bunnies[i].speed.y *= -1
# //----------------------------------------------------------------------------------
#
# // Draw
# //----------------------------------------------------------------------------------
rl.BeginDrawing()
rl.ClearBackground(RAYWHITE)
for i in range(0, bunniesCount):
# // NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
# // a draw call is launched and buffer starts being filled again;
# // before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
# // Process of sending data is costly and it could happen that GPU data has not been completely
# // processed for drawing while new data is tried to be sent (updating current in-use buffers)
# // it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
rl.DrawTexture(texBunny, int(bunnies[i].position.x), int(bunnies[i].position.y), bunnies[i].color)
rl.DrawRectangle(0, 0, screenWidth, 40, BLACK)
text = f"bunnies {bunniesCount}"
rl.DrawText(text.encode('utf-8'), 120, 10, 20, GREEN)
text = f"batched draw calls: { 1 + int(bunniesCount/MAX_BATCH_ELEMENTS)}"
rl.DrawText(text.encode('utf-8'), 320, 10, 20, MAROON)
rl.DrawFPS(10, 10)
rl.EndDrawing()
#//----------------------------------------------------------------------------------
#// De-Initialization
#//--------------------------------------------------------------------------------------
rl.UnloadTexture(texBunny); #Unload bunny texture
rl.CloseWindow() # Close window and OpenGL context
#//--------------------------------------------------------------------------------------

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@ -45,7 +45,7 @@ SetTargetFPS(60); # Set our game to run at 60 frames-per-second
while not WindowShouldClose(): #// Detect window close button or ESC key while not WindowShouldClose(): #// Detect window close button or ESC key
#// Update #// Update
#//---------------------------------------------------------------------------------- #//----------------------------------------------------------------------------------
if IsMouseButtonDown(MOUSE_LEFT_BUTTON): if IsMouseButtonDown(MOUSE_BUTTON_LEFT):
#// Create more bunnies #// Create more bunnies
for i in range(0, 100): for i in range(0, 100):
if bunniesCount < MAX_BUNNIES: if bunniesCount < MAX_BUNNIES: