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graphics.py
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import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
vertices = (
(1,-1,-1),
(1,1,-1),
(-1,1,-1),
(-1,-1,-1),
(1,-1,1),
(1,1,1),
(-1,-1,1),
(-1,1,1),
)
edges=(
(0,1),
(0,3),
(0,4),
(2,1),
(2,3),
(2,7),
(6,3),
(6,4),
(6,7),
(5,1),
(5,4),
(5,7),
)
surfaces=(
(0,1,2,3),
(3,2,7,6),
(6,5,7,4),
(4,5,1,0),
(3,5,7,2),
(4,0,3,6)
)
ground_vertices = (
(-10,-0.1,-100),
(-10,-0.1,100),
(10,-0.1,100),
(10,0.1,-100)
)
colors = (
(1,0,0),
(1,1,1),
(0,0,0),
(1,1,0),
(1,0,1),
(0,1,1),
(1,0,0),
(1,1,1),
(0,0,0),
(1,1,0),
(1,0,1),
(0,1,1)
)
def ground():
glBegin(GL_QUADS)
glColor3f(0.1,0.1,0.1)
for vertex in ground_vertices:
glVertex3fv(vertex)
glEnd()
def Cube():
glBegin(GL_QUADS)
glColor3f(0,1,0)
x=0
for surface in surfaces:
x=0
for vertex in surface:
x+=1
glColor3fv(colors[x])
glVertex3fv(vertices[vertex])
glEnd()
glBegin(GL_LINES)
for edge in edges:
for vertex in edge:
glVertex3fv(vertices[vertex])
glEnd()
def main():
object_passed = False
pygame.init()
pygame.key.set_repeat(300,100)
display = (600,600)
pygame.display.set_mode(display,DOUBLEBUF|OPENGL)
gluPerspective(45,(display[0]/display[1]),2,50)
glTranslatef(0,0,-50)
while not object_passed:
for event in pygame.event.get():
if event.type ==pygame.QUIT:
pygame.quit()
quit()
if event.type ==pygame.KEYDOWN:
if event.key ==pygame.K_UP:
glTranslatef(0,-0.1,0)
if event.key == pygame.K_DOWN:
glTranslatef(0,0.1,0)
if event.key ==pygame.K_LEFT:
glTranslatef(0.1,0,0)
if event.key == pygame.K_RIGHT:
glTranslatef(-0.1,0,0)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glTranslatef(0,0,0.2)
pos = glGetDoublev(GL_MODELVIEW_MATRIX)
camera_z =pos[3][2]
camera_x=pos[3][0]
camera_y=pos[3][1]
if camera_z <0:
object_passed = True
ground()
Cube()
pygame.display.flip()# Change to flip
pygame.time.wait(10)
for x in range(10):
main()