Kivy自定义着色器触摸事件

时间:2019-04-09 08:08:13

标签: python kivy kivy-language

我在游戏中使用自定义着色器,并且由于性能原因,我必须这样做。现在我正要把触摸事件绑定到我的粒子/ Ufo上,以便我可以决定当有人触摸它们时该怎么做,但是我不知道如何计算它们的宽度和高度。目前,我可以判断触摸事件发生在哪里,但是我的collide_point函数始终返回False,因为我没有游戏粒子的正确的WidthHeightcollide_point函数需要粒子的righttop,粒子的右上角需要粒子的widthheight才能工作。在文档中说

  

widthheight属性受布局逻辑的约束

但不使用任何Layout,而是使用Widget。我如何计算游戏粒子的宽度和高度。下面是代码

from __future__ import division
from collections import namedtuple
import json
import math
import random
from kivy import platform
from kivy.app import App
from kivy.base import EventLoop
from kivy.clock import Clock
from kivy.core.image import Image
from kivy.core.window import Window
from kivy.graphics import Mesh
from kivy.graphics.instructions import RenderContext
from kivy.uix.widget import Widget
from kivy.utils import get_color_from_hex
import base64

UVMapping = namedtuple('UVMapping', 'u0 v0 u1 v1 su sv')

GLSL = """
---vertex
$HEADER$

attribute vec2  vCenter;
attribute float vScale;

void main(void)
{
    tex_coord0 = vTexCoords0;
    mat4 move_mat = mat4
        (1.0, 0.0, 0.0, vCenter.x,
         0.0, 1.0, 0.0, vCenter.y,
         0.0, 0.0, 1.0, 0.0,
         0.0, 0.0, 0.0, 1.0);
    vec4 pos = vec4(vPosition.xy * vScale, 0.0, 1.0)
        * move_mat;
    gl_Position = projection_mat * modelview_mat * pos;
}

---fragment
$HEADER$

void main(void)
{
    gl_FragColor = texture2D(texture0, tex_coord0);
}

"""

with open("game.glsl", "wb")  as glslc:
    glslc.write(GLSL)

def load_atlas():
    atlas = json.loads('''{"game-0.png": {"Elien": [2, 26, 100, 100]}}''') 

    tex_name, mapping = atlas.popitem()
    data = '''iVBORw0KGgoAAAANSUhEUgAAAIAAAACACAYAAADDPmHLAAACJklEQVR4nO3dy1ICQRAF0YLw/39ZVxMBGCjEMF23JvOsXPgounMaN61VQrtsH3x3TqFfLv9/ykdcq9z8RKv25Lro5yiUAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAfXUPsNM79ydWXbYZZVoAey7MPH6tQdScAI64KbV9T3QI6QGsuCKHDiH5l8DVd1aRd2QTT4DOjcCdBmknQMpTmDLH4ZICSFv0tHkOkRJA6mKnzvUxCQGkL3L6fLskBKBG3QFMebqmzPm2zgCmLeq0eV/SfQKoWVcAU5+mqXM/5QkA1xHA9Kdo+vx3PAHgDADOAOBWB3CW98+zvA5PADoDgDMAOAOAMwA4A4AzADgDgDMAuNUBnOXCxVlehycAnQHAGQBcRwDT3z+nz3/HEwCuK4CpT9HUuZ/yBIDrDGDa0zRt3pd0nwBTFnXKnG/rDkDNEgJIf7rS59slIYCq3EVOnetjUgKoylvstHkOkRRAVc6ip8xxuMS/E7gtfsflC8zGb9JOgFurNwO3+VWZJ8CtFacBcuM36QFsjggBvfGbKQFsHjfNfxix07QAHrmpOyX/EqgFDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwA7lrl7YpE7okkSZIkSZIkSZIkSZIkSZIkSZL+9AMvSSThyPfOhQAAAABJRU5ErkJggg=='''
    with open(tex_name, "wb")  as co:
        co.write(base64.b64decode(data))
    tex = Image(tex_name).texture
    tex_width, tex_height = tex.size

    uvmap = {}
    for name, val in mapping.items():
        x0, y0, w, h = val
        x1, y1 = x0 + w, y0 + h
        uvmap[name] = UVMapping(
            x0 / tex_width, 1 - y1 / tex_height,
            x1 / tex_width, 1 - y0 / tex_height,
            0.5 * w, 0.5 * h)

    return tex, uvmap


class Particle:
    x = 0
    y = 0
    size = 1

    def __init__(self, parent, i):
        self.parent = parent
        self.vsize = parent.vsize
        self.base_i = 4 * i * self.vsize
        self.reset(created=True)

    def update(self):
        for i in range(self.base_i,
                       self.base_i + 4 * self.vsize,
                       self.vsize):
            self.parent.vertices[i:i + 3] = (
                self.x, self.y, self.size)

    def reset(self, created=False):
        raise NotImplementedError()

    def advance(self, nap):
        raise NotImplementedError()


class GameScreen(Widget):
    indices = []
    vertices = []
    particles = []

    def __init__(self, **kwargs):
        Widget.__init__(self, **kwargs)
        self.canvas = RenderContext(use_parent_projection=True)
        self.canvas.shader.source = "game.glsl"

        self.vfmt = (
            (b'vCenter', 2, 'float'),
            (b'vScale', 1, 'float'),
            (b'vPosition', 2, 'float'),
            (b'vTexCoords0', 2, 'float'),
        )

        self.vsize = sum(attr[1] for attr in self.vfmt)
        self.texture, self.uvmap = load_atlas()

    def on_touch_down(self, touch):
        for w in self.particles:
            if w.collide_point(*touch.pos):
                w.reset() #Not Working
        return super(GameScreen, self).on_touch_down(touch) 

    def on_touch_move(self, touch):
        for w in self.particles:
            if w.collide_point(*touch.pos):
                w.reset() #Not Working
        return super(GameScreen, self).on_touch_move(touch) 

    def make_particles(self, Ap, num):
        count = len(self.particles)
        uv = self.uvmap[Ap.tex_name]

        for i in range(count, count + num):
            j = 4 * i
            self.indices.extend((
                j, j + 1, j + 2, j + 2, j + 3, j))

            self.vertices.extend((
                0, 0, 1, -uv.su, -uv.sv, uv.u0, uv.v1,
                0, 0, 1,  uv.su, -uv.sv, uv.u1, uv.v1,
                0, 0, 1,  uv.su,  uv.sv, uv.u1, uv.v0,
                0, 0, 1, -uv.su,  uv.sv, uv.u0, uv.v0,
            ))

            p = Ap(self, i)
            self.particles.append(p)

    def update_glsl(self, nap):
        for p in self.particles:
            p.advance(nap)
            p.update()

        self.canvas.clear()

        with self.canvas:
            Mesh(fmt=self.vfmt, mode='triangles',
                 indices=self.indices, vertices=self.vertices,
                 texture=self.texture)

class Ufo(Particle):
    plane = 2.0
    tex_name = 'Elien' 
    texture_size = 129
    right = top = 129

    def reset(self, created=False):
        self.plane = random.uniform(2.0, 2.8)
        self.x = random.randint(15, self.parent.right-15)
        self.y = self.parent.top+random.randint(100, 2500)
        self.size = random.uniform(0.5, 1.0) #every particle must have a random size
        self.top = self.size * self.texture_size 
        self.right = self.size * self.texture_size 

    def collide_point(self, x, y):
        '''Check if a point (x, y) is inside the Ufo's axis aligned bounding box.'''
        with open('TouchFeedback.txt', 'wb') as c:
            c.write(str(x)+', '+str(y)) 

        return self.x <= x <= self.right and self.y <= y <= self.top

    def advance(self, nap):
        self.y -= 100 * self.plane * nap
        if self.y < 0:
            self.reset()

class Game(GameScreen):
    def initialize(self):
        self.make_particles(Ufo, 20)

    def update_glsl(self, nap):
        GameScreen.update_glsl(self, nap)

class GameApp(App):
    def build(self):
        EventLoop.ensure_window()
        return Game()

    def on_start(self):
        self.root.initialize()
        Clock.schedule_interval(self.root.update_glsl, 60 ** -1)

if __name__ == '__main__':
    Window.clearcolor = get_color_from_hex('111110')
    GameApp().run()

2 个答案:

答案 0 :(得分:0)

尝试使用collide_widget()

摘要

def on_touch_down(self, touch):
    if self.collide_point(*touch.pos):
        for w in self.particles:
            if self.collide_widget(w):
                w.reset()
                return True
    return super(GameScreen, self).on_touch_down(touch) 

Widget class » collide_widget

collide_widget(wid)

检查另一个窗口小部件是否与该窗口小部件冲突。默认情况下,此功能执行轴对齐的边界框相交测试。

参数:

wid:窗口小部件类 用于测试碰撞的小部件。

返回:
布尔如果其他窗口小部件与该窗口小部件冲突,则为True,否则为False。

答案 1 :(得分:0)

我认为您不是在计算/更新top对象的rightUfo属性。另外,由于您的GL代码将(x,y)视作圆心,而Kivy则将(x,y)视作对象的左下角,因此需要保持记住这一点。为了正确计算collide_point(),我向您的left添加了bottomUfo属性,并使用这些属性来计算碰撞。这是具有这些更改的代码的更新版本:

from __future__ import division
import kivy
from kivy.config import Config
from kivy.graphics.context_instructions import Color
from kivy.graphics.vertex_instructions import Rectangle
from kivy.lang import Builder

Config.set('modules', 'monitor', '')


from collections import namedtuple
import json
import math
import random
from kivy import platform
from kivy.app import App
from kivy.base import EventLoop
from kivy.clock import Clock
from kivy.core.image import Image
from kivy.core.window import Window
from kivy.event import EventDispatcher
from kivy.graphics import Mesh
from kivy.graphics.instructions import RenderContext
from kivy.properties import NumericProperty
from kivy.uix.widget import Widget
from kivy.utils import get_color_from_hex
import base64

UVMapping = namedtuple('UVMapping', 'u0 v0 u1 v1 su sv')

GLSL = """
---vertex
$HEADER$

attribute vec2  vCenter;
attribute float vScale;

void main(void)
{
    tex_coord0 = vTexCoords0;
    mat4 move_mat = mat4
        (1.0, 0.0, 0.0, vCenter.x,
         0.0, 1.0, 0.0, vCenter.y,
         0.0, 0.0, 1.0, 0.0,
         0.0, 0.0, 0.0, 1.0);
    vec4 pos = vec4(vPosition.xy * vScale, 0.0, 1.0)
        * move_mat;
    gl_Position = projection_mat * modelview_mat * pos;
}

---fragment
$HEADER$

void main(void)
{
    gl_FragColor = texture2D(texture0, tex_coord0);
}

"""

with open("game.glsl", "wb")  as glslc:
    glslc.write(GLSL.encode())

def load_atlas():
    atlas = json.loads('''{"game-0.png": {"Elien": [2, 26, 100, 100]}}''')

    tex_name, mapping = atlas.popitem()
    data = '''iVBORw0KGgoAAAANSUhEUgAAAIAAAACACAYAAADDPmHLAAACJklEQVR4nO3dy1ICQRAF0YLw/39ZVxMBGCjEMF23JvOsXPgounMaN61VQrtsH3x3TqFfLv9/ykdcq9z8RKv25Lro5yiUAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAfXUPsNM79ydWXbYZZVoAey7MPH6tQdScAI64KbV9T3QI6QGsuCKHDiH5l8DVd1aRd2QTT4DOjcCdBmknQMpTmDLH4ZICSFv0tHkOkRJA6mKnzvUxCQGkL3L6fLskBKBG3QFMebqmzPm2zgCmLeq0eV/SfQKoWVcAU5+mqXM/5QkA1xHA9Kdo+vx3PAHgDADOAOBWB3CW98+zvA5PADoDgDMAOAOAMwA4A4AzADgDgDMAuNUBnOXCxVlehycAnQHAGQBcRwDT3z+nz3/HEwCuK4CpT9HUuZ/yBIDrDGDa0zRt3pd0nwBTFnXKnG/rDkDNEgJIf7rS59slIYCq3EVOnetjUgKoylvstHkOkRRAVc6ip8xxuMS/E7gtfsflC8zGb9JOgFurNwO3+VWZJ8CtFacBcuM36QFsjggBvfGbKQFsHjfNfxix07QAHrmpOyX/EqgFDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwA7lrl7YpE7okkSZIkSZIkSZIkSZIkSZIkSZL+9AMvSSThyPfOhQAAAABJRU5ErkJggg=='''
    with open(tex_name, "wb")  as co:
        co.write(base64.b64decode(data))
    tex = Image(tex_name).texture
    tex_width, tex_height = tex.size

    uvmap = {}
    for name, val in mapping.items():
        x0, y0, w, h = val
        x1, y1 = x0 + w, y0 + h
        uvmap[name] = UVMapping(
            x0 / tex_width, 1 - y1 / tex_height,
            x1 / tex_width, 1 - y0 / tex_height,
            0.5 * w, 0.5 * h)

    return tex, uvmap


class Particle(EventDispatcher):
    # x = 0
    # y = 0
    x = NumericProperty(0)
    y = NumericProperty(0)
    size = 1

    def __init__(self, parent, i):
        super(Particle, self).__init__()
        self.parent = parent
        self.vsize = parent.vsize
        self.base_i = 4 * i * self.vsize
        self.reset(created=True)

    def update(self):
        for i in range(self.base_i,
                       self.base_i + 4 * self.vsize,
                       self.vsize):
            self.parent.vertices[i:i + 3] = (
                self.x, self.y, self.size)

    def reset(self, created=False):
        raise NotImplementedError()

    def advance(self, nap):
        raise NotImplementedError()


class GameScreen(Widget):
    indices = []
    vertices = []
    particles = []

    def __init__(self, **kwargs):
        Widget.__init__(self, **kwargs)
        self.canvas = RenderContext(use_parent_projection=True)
        self.canvas.shader.source = "game.glsl"

        self.vfmt = (
            (b'vCenter', 2, 'float'),
            (b'vScale', 1, 'float'),
            (b'vPosition', 2, 'float'),
            (b'vTexCoords0', 2, 'float'),
        )

        self.vsize = sum(attr[1] for attr in self.vfmt)
        self.texture, self.uvmap = load_atlas()

    def on_touch_down(self, touch):
        for w in self.particles:
            if w.collide_point(*touch.pos):
                w.reset() #Not Working
        return super(GameScreen, self).on_touch_down(touch)

    def on_touch_move(self, touch):
        for w in self.particles:
            if w.collide_point(*touch.pos):
                w.reset() #Not Working
        return super(GameScreen, self).on_touch_move(touch)

    def make_particles(self, Ap, num):
        count = len(self.particles)
        uv = self.uvmap[Ap.tex_name]

        for i in range(count, count + num):
            j = 4 * i
            self.indices.extend((
                j, j + 1, j + 2, j + 2, j + 3, j))

            self.vertices.extend((
                0, 0, 1, -uv.su, -uv.sv, uv.u0, uv.v1,
                0, 0, 1,  uv.su, -uv.sv, uv.u1, uv.v1,
                0, 0, 1,  uv.su,  uv.sv, uv.u1, uv.v0,
                0, 0, 1, -uv.su,  uv.sv, uv.u0, uv.v0,
            ))

            p = Ap(self, i)
            self.particles.append(p)

    def update_glsl(self, nap):
        for p in self.particles:
            p.advance(nap)
            p.update()

        self.canvas.clear()
        self.canvas.before.clear()  # temporary

        with self.canvas.before:  # temporary code block
            for p in self.particles:
                Rectangle(pos=(p.left, p.bottom), size=(p.size*p.texture_size, p.size*p.texture_size))

        with self.canvas:
            Mesh(fmt=self.vfmt, mode='triangles',
                 indices=self.indices, vertices=self.vertices,
                 texture=self.texture)


class Ufo(Particle):
    plane = 2.0
    tex_name = 'Elien'
    texture_size = 129
    right = NumericProperty(129)
    top = NumericProperty(129)
    left = NumericProperty(0)
    bottom = NumericProperty(0)

    def reset(self, created=False):
        self.plane = random.uniform(2.0, 2.8)
        self.size = random.uniform(0.5, 1.0) #every particle must have a random size
        self.x = random.randint(15, self.parent.right-15)
        self.y = self.parent.top+random.randint(100, 2500)

    def collide_point(self, x, y):
        '''Check if a point (x, y) is inside the Ufo's axis aligned bounding box.'''
        return self.left <= x <= self.right and self.bottom <= y <= self.top

    def advance(self, nap):
        self.y -= 100 * self.plane * nap
        if self.y < 0:
            self.reset()

    def on_x(self, instance, new_x):
        self.right = new_x + self.size * self.texture_size / 2.0
        self.left = new_x - self.size * self.texture_size / 2.0

    def on_y(self, instance, new_y):
        self.top = new_y + self.size * self.texture_size / 2.0
        self.bottom = new_y - self.size * self.texture_size / 2.0

class Game(GameScreen):
    def initialize(self):
        self.make_particles(Ufo, 20)

    def update_glsl(self, nap):
        GameScreen.update_glsl(self, nap)

class GameApp(App):
    def build(self):
        EventLoop.ensure_window()
        return Game()

    def on_start(self):
        self.root.initialize()
        Clock.schedule_interval(self.root.update_glsl, 60 ** -1)

if __name__ == '__main__':
    Window.clearcolor = get_color_from_hex('111110')
    GameApp().run()

我还使用Ufo添加了图形canvas.before边界框。这只是为了可视化每个clickable的{​​{1}}区域,并且可以轻松删除。