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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 β€” I'm @olemoritz on Twitter.


    need some criticized input please.

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

      gotcha thank you @cvp πŸ™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() 
            
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            • 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 😒

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

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

                Γ‰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 😒

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                    • cvp
                      cvp @stephen last edited by

                      @stephen You only πŸ™„ 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 😊 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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