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    Welcome!

    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello โ€” I'm @olemoritz on Twitter.


    need some criticized input please.

    Pythonista
    pythonista rpg game dev 2d assets
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    • cvp
      cvp @stephen last edited by

      @stephen transparency works

      import os
      import ui
      
      v = ui.View()
      v.frame = (0,0,500,250)
      v.name = 'with or without opacity=0'
      
      w1 = ui.WebView()
      w1.frame = (0,0,250,250)
      html = '''
      <?xml version="1.0" encoding="utf-8"?>
      <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.0//EN" "http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd">
      <svg xmlns="http://www.w3.org/2000/svg" width="304" height="290">
      	<path d="M2,111h300 l-242.7,176.3 92.7-285.3 92.7,285.3z"
      	fill="#FB2" stroke="#B00" stroke-width="4" stroke-linejoin="round"/>
      </svg>
      '''
      w1.load_html(html)
      v.add_subview(w1)
      
      w2 = ui.WebView()
      w2.frame = (250,0,250,250)
      html = '''
      <?xml version="1.0" encoding="utf-8"?>
      <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.0//EN" "http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd">
      <svg xmlns="http://www.w3.org/2000/svg" width="304" height="290">
      	<path d="M2,111h300 l-242.7,176.3 92.7-285.3 92.7,285.3z"
      	fill="#FB2" stroke="#B00" stroke-width="4" stroke-linejoin="round" fill-opacity="0"/>
      </svg>
      '''
      w2.load_html(html)
      v.add_subview(w2)
      
      v.present('sheet')
      
      #with ui.ImageContext(w.width, w.height) as ctx:
      #	w.draw_snapshot()
      #	ui_image = ctx.get_image()
      #	ui_image.show() 
      

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      • stephen
        stephen last edited by

        @cvp ya you are creating the opacity programaticaly (if thats the right term here lol ) where in my image it is solid where it should have a 50% alpha that i set in third party editor.

        cvp 2 Replies Last reply Reply Quote 0
        • cvp
          cvp @stephen last edited by

          @stephen I don't know anything about it but it is only to show that WebView supports opacity in static svg...

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          • cvp
            cvp @stephen last edited by cvp

            @stephen how are sure that your file test-svg.svg is half transparent?

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            • stephen
              stephen last edited by

              gotcha thank you @cvp ๐Ÿ™ƒ

              cvp 1 Reply Last reply Reply Quote 0
              • cvp
                cvp @stephen last edited by cvp

                @stephen sorry, I don't understand What you mean

                1 Reply Last reply Reply Quote 0
                • stephen
                  stephen last edited by

                  @cvp
                  its ok buddy i had done some research before (you probably know by now how i love research lol) and i couldnt find a way to use svg in scene. im sure there is an objc way but im not familier enough there lol

                  cvp 3 Replies Last reply Reply Quote 0
                  • cvp
                    cvp @stephen last edited by

                    @stephen I just found that WebView supports animated svg, try this

                    import os
                    import ui
                    
                    w = ui.WebView()
                    w.frame = (0,0,500,500)
                    #fpath = os.path.expanduser('~/Documents/svg-test.svg')
                    #w.load_url('file://'+fpath)
                    html = '''
                    <svg version="1.1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 800 300">
                        <rect class="mouse" x="0" y="0" width="800" height="300"/>
                        <polygon class="diamondTu tulip" points="400, 280, 310, 150, 400, 20, 490, 150"/>
                        <style>
                            .mouse { fill: #E5E4E3; }
                            .tulip { fill: #CC2954; }
                            .diamondTu {
                                animation-name: diamondTurns;
                                animation-duration: 4s;
                                animation-iteration-count: infinite;
                                transform-origin: 50% 50%;
                            }
                            @keyframes diamondTurns {
                                0%   { transform: rotate(0deg); }
                                50%  { transform: rotate(-90deg); }
                                100% { transform: rotate(0deg); }
                            }
                        </style>
                    </svg
                    '''
                    w.load_html(html)
                    w.present('sheet')
                    
                    #with ui.ImageContext(w.width, w.height) as ctx:
                    #	w.draw_snapshot()
                    #	ui_image = ctx.get_image()
                    #	ui_image.show() 
                    
                    1 Reply Last reply Reply Quote 0
                    • cvp
                      cvp @stephen last edited by

                      @stephen said:

                      i couldnt find a way to use svg in scene. im sure there is an objc way

                      I think that I had read that SKTexture does not support svg ๐Ÿ˜ข

                      1 Reply Last reply Reply Quote 0
                      • cvp
                        cvp @stephen last edited by cvp

                        @stephen Perhpas could you use Shader, as here (try it)

                        ร‰dit: sorry, it needs a/your test.jpg in the folder of the script

                        # shader example from Pythonista doc about Scene.Shader
                        from scene import *
                        import os
                        
                        # RIPPLE GLSL shader program
                        ripple_shader1 = '''
                        precision highp float;
                        varying vec2 v_tex_coord; // texture coordinate
                        // These uniforms are set automatically:
                        uniform sampler2D u_texture; // input image
                        uniform float u_time; // timer 
                        uniform vec2 u_sprite_size;
                        // This uniform is set in response to touch events:
                        uniform vec2 u_offset;
                        
                        void main(void) {
                            vec2 p = -1.0 + 2.0 * v_tex_coord + (u_offset / u_sprite_size * 2.0);
                            float len = length(p);
                            vec2 uv = v_tex_coord + (p/len) * 1.5 * cos(len*50.0 - u_time*10.0) * 0.03;
                            gl_FragColor = texture2D(u_texture,uv); // fragment shader color
                        }
                        '''
                        
                        # SPHERE EFFECT GLSL shader program
                        ripple_shader2 = '''
                        precision highp float;
                        varying vec2 v_tex_coord; // texture coordinate
                        uniform float u_time; // time in seconds
                        uniform sampler2D tex0; // scene buffer
                        void main(void)
                        {
                          vec2 tc = v_tex_coord;
                          vec2 p = -1.0 + 2.0 * tc;
                          float r = dot(p,p);    
                          if (r > 1.0) discard; 
                          float f = (1.0-sqrt(1.0-r))/(r);
                          vec2 uv;
                          uv.x = p.x*f + u_time;
                          uv.y = p.y*f + u_time;
                          gl_FragColor = vec4(texture2D(tex0,uv).xyz, 1.0);
                        }
                        '''
                        
                        #  EDGE DETECTION shader program
                        ripple_shader3 = '''
                        precision highp float;
                        varying vec2 v_tex_coord; // texture coordinate
                        uniform vec2 imageResolution;
                        uniform sampler2D u_texture;
                          
                          void main() {
                            vec2 pos = vec2(v_tex_coord.x, 1.0 - v_tex_coord.y);
                            vec2 onePixel = vec2(1, 1) / imageResolution;
                            vec4 color = vec4(0);
                            mat3 edgeDetectionKernel = mat3(
                              -1, -1, -1,
                              -1, 8, -1,
                              -1, -1, -1
                            );
                            for(int i = 0; i < 3; i++) {
                              for(int j = 0; j < 3; j++) {
                                vec2 samplePos = pos + vec2(i - 1 , j - 1) * onePixel;
                                vec4 sampleColor = texture2D(u_texture, samplePos);
                                sampleColor *= edgeDetectionKernel[i][j];
                                color += sampleColor;
                              }
                            }
                            color.a = 1.0;
                            gl_FragColor = color;
                         }
                        '''
                        
                        #  EMBOSS shader program
                        ripple_shader4 = '''
                        precision highp float;
                        varying vec2 v_tex_coord;
                        uniform sampler2D u_texture;
                        uniform float u_time; // time in seconds
                        
                        void main()
                        {
                          // 2
                          vec2 onePixel = vec2(1.0 / 480.0, 1.0 / 320.0);
                        
                          // 3
                          vec2 texCoord = v_tex_coord;
                        
                          // 4
                          vec4 color;
                          color.rgb = vec3(0.5);
                          color -= texture2D(u_texture, texCoord - onePixel) * 5.0; //*u_time;
                          color += texture2D(u_texture, texCoord + onePixel) * 5.0;
                          // 5
                          color.rgb = vec3((color.r + color.g + color.b) / 3.0);
                          gl_FragColor = vec4(color.rgb, 1);
                        }
                        '''
                        
                        # MIRROR EFFECT GLSL shader program
                        ripple_shader5 = '''
                        precision highp float;
                        varying vec2 v_tex_coord;
                        uniform sampler2D texture;
                        uniform vec2 u_sprite_size;
                        uniform float u_time; // time in seconds
                        
                        void main()
                        {
                          vec2 uv = v_tex_coord;
                          float sepoffset = 0.005*cos(u_time*3.0);
                          if (uv.y > 0.5)// + sepoffset)// is air - no reflection or effect
                            {
                                gl_FragColor = texture2D(texture, vec2(uv.x, uv.y));
                            }
                            else
                            {
                                // Compute the mirror effect.
                                float xoffset = 0.005*cos(u_time*3.0+200.0*uv.y);
                                float yoffset = ((0.3 - uv.y)/0.3) * 0.05*(1.0+cos(u_time*3.0+50.0*uv.y));
                                vec4 color = texture2D(texture, vec2(uv.x+xoffset , 1.0 - uv.y+ yoffset));
                                gl_FragColor = color;
                            }
                        }
                        '''
                        
                        class MyScene (Scene):
                            def setup(self):
                                    self.sprite = SpriteNode('test.jpg', parent=self)
                                    self.sprite.shader = Shader(ripple_shader1)
                                    self.did_change_size()
                        
                            def did_change_size(self):
                                    # Center the image:
                                    self.sprite.position = self.size/2
                        
                            def touch_began(self, touch):
                                    self.set_ripple_center(touch)
                        
                            def touch_moved(self, touch):
                                    self.set_ripple_center(touch)
                        
                            def set_ripple_center(self, touch):
                                    # Center the ripple effect on the touch location by setting the `u_offset` shader uniform:
                                    dx, dy = self.sprite.position - touch.location
                                    self.sprite.shader.set_uniform('u_offset', (dx, dy))
                        
                        run(MyScene())
                        
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                        • stephen
                          stephen last edited by

                          @cvp haha thats pretty awesome! i should look into shaders im sure some post processing will do some good haha

                          cvp 2 Replies Last reply Reply Quote 0
                          • cvp
                            cvp @stephen last edited by

                            @stephen yes, but no so easy, one language more to learn , I become too old for this stuff ๐Ÿ˜ข

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                            • cvp
                              cvp @stephen last edited by

                              @stephen You only ๐Ÿ™„ need to (find a tool to) convert SVG into GLSL language of Shader

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                              • stephen
                                stephen last edited by stephen

                                @cvp
                                never too old ๐Ÿ˜Š ive been tryingbto familierise myself with as many as i can. so far i have worked with:

                                • C# .net
                                • C
                                • C++
                                • java
                                • java script
                                • unreal script (language died)
                                • html
                                • css
                                • php
                                • sourceScript (Wraps C++ for source engine by valve)
                                • python

                                and currently objc, first through objc_utils then ObjC its self.
                                next will be gfx shaders

                                c# i got pretty well in tuned with but the rest i could use some more learning. i did notice they all, for the most part, are extremly close to eachother just dif rules

                                cvp 1 Reply Last reply Reply Quote 0
                                • cvp
                                  cvp @stephen last edited by

                                  @stephen I've worked during 40 years at IBM, mainly on main frame, thus a lot of languages but not the same as you, like Assembler, FORTRAN, COBOL, PL/1, APL, ... before Basic, VB, C, C++ and I surely forget some...

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                                  • stephen
                                    stephen last edited by

                                    @cvp thats awesome! all my study has been for recreational game development. mever had career writing

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