C++ extension Effekseer for 3D and 2D games.
Project description
igeEffekseer
C++ extension Effekseer for 3D and 2D games.
Before running this tutorial, you have to install igeEffekseer
[pip install igeEffekseer]
The Editor
Get from link : https://effekseer.github.io/en/download.html
Tutorial
https://github.com/indigames/pyxieTutorials/tree/dev/igeEffekseer
Support
- Effeck : .efk
- Texture : .pyxi
APIs
Functions
-
static
- texture_loader
- set the texture loader callback
- use igeCore as a helper to load the texture then give back the texture information (width, height, id, has_mipmap)
textures = {} def f_texture_loader(name, type): print('f_texture_loader - ' + name) tex = core.texture(name) textures[name] = tex return (tex.width, tex.height, tex.id, tex.numMips > 1) igeEffekseer.texture_loader(f_texture_loader)
- texture_loader
-
getset
_particle = igeEffekseer.particle()
-
projection_ortho
- projection is ortho or perspective
- False as default
_particle.projection_ortho = False
-
projection_viewport
- the viewport for rendering
- Optional
_particle.projection_viewport = (_w, _h)
-
projection_viewsize
- the viewsize used for detecting (ortho width and height in Ortho mode) or (aspect ratio in Perspective mode)
- (480.0, 640.0) as default
_particle.projection_ortho = True _particle.projection_viewsize = (_w / 10, _h / 10)
-
projection_near
- projection near
- 1.0 as default
_particle.projection_near = 1.0
-
projection_far
- projection far
- 1000 as default
_particle.projection_near = 1.0
-
projection_fov
- projection fov for perspective view
- 90 degree as default
_particle.projection_fov = 90.0
-
camera_eye
- the camera eye position
- (0.0, 0.0, -20.0) as default
_particle.camera_eye = (10.0, 5.0, -20.0)
-
camera_at
- the camera target position
- (0.0, 0.0, 0.0) as default
_particle.camera_at = (0.0, 0.0, 0.0)
-
camera_up
- the camera up
- (0.0, 1.0, 0.0) as default
_particle.camera_up = (0.0, 1.0, 0.0)
-
framerate
- the desired framerate
- 60 fps as default
_particle.framerate = 60.0
-
-
particle
_particle = igeEffekseer.particle()
- shoot
- update then render the effekseer system
- shoot(delta_time, clean_screen)
- delta_time : float
- clean_screen : bool optional
_particle.shoot(core.getElapsedTime())
- add
- add the effect to the effekseer system
- handle = _particle.add(name)
- name : string
- the effect string path
- name : string
_distortion_handle = _particle.add('Simple_Distortion.efk')
- remove
- remove the effect from effekseer system
- _particle.remove(handle)
- handle : int
- the effect handle
- handle : int
_particle.remove(_distortion_hd)
- stop_all_effects
- remove | stop all the effect from effekseer system
_particle.stop_all_effects()
- set_target_location
- set target location for the effect handle
- _particle.set_target_location(handle, x, y, z)
- handle : int
- the effect handle
- x, y, z : float location
- handle : int
- get_location
- get location from the effect handle
- result = _particle.get_location(handle)
- handle : int
- the effect handle
- result : tuple location
- handle : int
- set_location
- set location for the effect handle
- _particle.set_location(handle, x, y, z)
- handle : int
- the effect handle
- x, y, z : float location
- handle : int
- set_rotation
- set rotation for the effect handle
- _particle.set_rotation(handle, x, y, z)
- handle : int
- the effect handle
- x, y, z : float rotation
- handle : int
- set_scale
- set scale for the effect handle
- _particle.set_scale(handle, x, y, z)
- handle : int
- the effect handle
- x, y, z : float scale
- handle : int
- set_color
- set scale for the effect handle
- _particle.set_scale(handle, red, green, blue, alpha)
- handle : int
- the effect handle
- red, green, blue, alpha : int value channel (0-255)
- handle : int
- get_speed
- get speed from the effect handle
- result = _particle.get_speed(handle)
- handle : int
- the effect handle
- result : float speed
- handle : int
- set_speed
- set speed for the effect handle
- _particle.set_speed(handle, speed)
- handle : int
- the effect handle
- speed : float value
- handle : int
- is_playing
- checking the effect is playing
- result = _particle.is_playing(handle)
- handle : int
- the effect handle
- result : bool. True if the effect is playing
- handle : int
- set_pause
- pause the effect handle
- _particle.set_pause(handle, paused)
- handle : int
- the effect handle
- paused : bool value
- handle : int
- get_pause
- get the pause status from the effect handle
- result = _particle.get_pause(handle)
- handle : int
- the effect handle
- result : bool value
- handle : int
- set_shown
- switch between show or hide of the effect handle
- _particle.set_shown(handle, shown)
- handle : int
- the effect handle
- shown : bool value
- handle : int
- get_shown
- get the show status from the effect handle
- result = _particle.get_shown(handle)
- handle : int
- the effect handle
- result : bool value
- handle : int
- shoot
-
statistic
- drawcall_count
- return the drawcall count
- count = _particle.drawcall_count()
- vertex_count
- return the draw vertex count
- count = _particle.vertex_count()
- update_time
- return the update time take
- time = _particle.update_time()
- time : int (micro second)
- draw_time
- return the draw time take
- time = _particle.draw_time()
- time : int (micro second)
- drawcall_count
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