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215 | """
This simple animation example shows how to use classes to animate
multiple objects on the screen at the same time.
Because this is redraws the shapes from scratch each frame, this is SLOW
and inefficient.
Using buffered drawing commands (Vertex Buffer Objects) is a bit more complex,
but faster.
See
https://api.arcade.academy/en/latest/examples/index.html#faster-drawing-with-shapeelementlists
for some examples.
Also, any Sprite class put in a SpriteList and drawn with the SpriteList will
be drawn using Vertex Buffer Objects for better performance.
If Python and Arcade are installed, this example can be run from the command line with:
python -m arcade.examples.shapes
"""
import arcade
import random
import timeit
# Set up the constants
SCREEN_WIDTH = 800
SCREEN_HEIGHT = 600
SCREEN_TITLE = "Shapes! Buffered"
RECT_WIDTH = 50
RECT_HEIGHT = 50
NUMBER_OF_SHAPES = 500
class Shape:
""" Generic base shape class """
def __init__(self, x, y, width, height, angle, delta_x, delta_y,
delta_angle, color):
self.x = x
self.y = y
self.width = width
self.height = height
self.angle = angle
self.delta_x = delta_x
self.delta_y = delta_y
self.delta_angle = delta_angle
self.color = color
self.shape_list = None
def move(self):
self.x += self.delta_x
self.y += self.delta_y
self.angle += self.delta_angle
if self.x < 0 and self.delta_x < 0:
self.delta_x *= -1
if self.y < 0 and self.delta_y < 0:
self.delta_y *= -1
if self.x > SCREEN_WIDTH and self.delta_x > 0:
self.delta_x *= -1
if self.y > SCREEN_HEIGHT and self.delta_y > 0:
self.delta_y *= -1
def draw(self):
self.shape_list.center_x = self.x
self.shape_list.center_y = self.y
# self.shape_list.angle = self.angle
self.shape_list.draw()
class Ellipse(Shape):
def __init__(self, x, y, width, height, angle, delta_x, delta_y,
delta_angle, color):
super().__init__(x, y, width, height, angle, delta_x, delta_y,
delta_angle, color)
shape = arcade.create_ellipse_filled(0, 0,
self.width, self.height,
self.color, self.angle)
self.shape_list = arcade.ShapeElementList()
self.shape_list.append(shape)
class Rectangle(Shape):
def __init__(self, x, y, width, height, angle, delta_x, delta_y,
delta_angle, color):
super().__init__(x, y, width, height, angle, delta_x, delta_y,
delta_angle, color)
shape = arcade.create_rectangle_filled(0, 0,
self.width, self.height,
self.color, self.angle)
self.shape_list = arcade.ShapeElementList()
self.shape_list.append(shape)
class Line(Shape):
def __init__(self, x, y, width, height, angle, delta_x, delta_y,
delta_angle, color):
super().__init__(x, y, width, height, angle, delta_x, delta_y,
delta_angle, color)
shape = arcade.create_line(0, 0,
self.width, self.height,
self.color, 2)
self.shape_list = arcade.ShapeElementList()
self.shape_list.append(shape)
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
self.shape_list = None
self.processing_time = 0
self.draw_time = 0
self.frame_count = 0
self.fps_start_timer = None
self.fps = None
def setup(self):
""" Set up the game and initialize the variables. """
self.shape_list = []
for i in range(NUMBER_OF_SHAPES):
x = random.randrange(0, SCREEN_WIDTH)
y = random.randrange(0, SCREEN_HEIGHT)
width = random.randrange(10, 30)
height = random.randrange(10, 30)
angle = random.randrange(0, 360)
d_x = random.randrange(-3, 4)
d_y = random.randrange(-3, 4)
d_angle = random.randrange(-3, 4)
red = random.randrange(256)
green = random.randrange(256)
blue = random.randrange(256)
alpha = random.randrange(256)
shape_type = random.randrange(3)
# shape_type = 2
if shape_type == 0:
shape = Rectangle(x, y, width, height, angle, d_x, d_y,
d_angle, (red, green, blue, alpha))
elif shape_type == 1:
shape = Ellipse(x, y, width, height, angle, d_x, d_y,
d_angle, (red, green, blue, alpha))
elif shape_type == 2:
shape = Line(x, y, width, height, angle, d_x, d_y,
d_angle, (red, green, blue, alpha))
self.shape_list.append(shape)
def on_update(self, dt):
""" Move everything """
start_time = timeit.default_timer()
for shape in self.shape_list:
shape.move()
self.processing_time = timeit.default_timer() - start_time
def on_draw(self):
"""
Render the screen.
"""
# Start timing how long this takes
draw_start_time = timeit.default_timer()
if self.frame_count % 60 == 0:
if self.fps_start_timer is not None:
total_time = timeit.default_timer() - self.fps_start_timer
self.fps = 60 / total_time
self.fps_start_timer = timeit.default_timer()
self.frame_count += 1
arcade.start_render()
for shape in self.shape_list:
shape.draw()
# Display timings
output = f"Processing time: {self.processing_time:.3f}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 20, arcade.color.WHITE, 16)
output = f"Drawing time: {self.draw_time:.3f}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 40, arcade.color.WHITE, 16)
if self.fps is not None:
output = f"FPS: {self.fps:.0f}"
arcade.draw_text(output, 20, SCREEN_HEIGHT - 60, arcade.color.WHITE, 16)
self.draw_time = timeit.default_timer() - draw_start_time
def main():
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
|