Mercurial > touhou
annotate pytouhou/ui/gamerunner.py @ 399:1c773544eaeb
Make the background use a single vbo and offsets, just like the 2D code.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 12 Feb 2013 19:19:31 +0100 |
parents | 34a91f918e7c |
children | 5fe6cd6ceb48 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 import pyglet |
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16 import traceback |
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17 |
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18 from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, glDisable, |
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19 glHint, glEnableClientState, glViewport, glScissor, |
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20 glLoadMatrixf, glGenBuffers, glDeleteBuffers, |
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21 GL_MODELVIEW, GL_PROJECTION, |
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22 GL_TEXTURE_2D, GL_BLEND, GL_FOG, |
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23 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
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24 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, |
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25 GL_SCISSOR_TEST) |
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26 |
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27 from pytouhou.utils.helpers import get_logger |
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28 from pytouhou.utils.matrix import Matrix |
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29 |
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30 from .gamerenderer import GameRenderer |
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31 from .music import MusicPlayer, SFXPlayer, NullPlayer |
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32 from .shaders.eosd import GameShader, BackgroundShader |
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33 |
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34 from ctypes import c_uint, byref |
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35 |
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36 |
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37 logger = get_logger(__name__) |
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38 |
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39 |
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40 class GameRunner(pyglet.window.Window, GameRenderer): |
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41 def __init__(self, resource_loader, game=None, background=None, replay=None, double_buffer=True, fps_limit=60, fixed_pipeline=False, skip=False): |
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42 GameRenderer.__init__(self, resource_loader, game, background) |
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43 |
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44 config = pyglet.gl.Config(double_buffer=double_buffer) |
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45 width, height = (game.interface.width, game.interface.height) if game else (None, None) |
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46 pyglet.window.Window.__init__(self, width=width, height=height, |
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47 caption='PyTouhou', resizable=False, |
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48 config=config) |
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49 |
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50 self.fps_limit = fps_limit |
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51 self.use_fixed_pipeline = fixed_pipeline |
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52 self.replay_level = None |
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53 self.skip = skip |
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54 |
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55 if not self.use_fixed_pipeline: |
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56 self.game_shader = GameShader() |
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57 self.background_shader = BackgroundShader() |
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58 self.interface_shader = self.game_shader |
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59 |
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60 vbo_array = (c_uint * 2)() |
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61 glGenBuffers(2, vbo_array) |
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62 self.vbo, self.back_vbo = vbo_array |
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63 |
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64 if game: |
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65 self.load_game(game, background, replay) |
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66 |
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67 self.clock = pyglet.clock.get_default() |
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68 |
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69 |
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70 def load_game(self, game=None, background=None, bgms=None, replay=None, save_keystates=None): |
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71 GameRenderer.load_game(self, game, background) |
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72 self.set_input(replay) |
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73 if replay and replay.levels[game.stage - 1]: |
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74 game.players[0].state.lives = self.replay_level.lives |
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75 game.players[0].state.power = self.replay_level.power |
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76 game.players[0].state.bombs = self.replay_level.bombs |
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77 game.difficulty = self.replay_level.difficulty |
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78 |
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79 self.save_keystates = save_keystates |
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80 |
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81 game.music = MusicPlayer(game.resource_loader, bgms) |
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82 game.music.play(0) |
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83 game.sfx_player = SFXPlayer(game.resource_loader) if not self.skip else NullPlayer() |
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84 |
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85 |
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86 def set_input(self, replay=None): |
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87 if not replay or not replay.levels[self.game.stage-1]: |
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88 self.keys = pyglet.window.key.KeyStateHandler() |
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89 self.push_handlers(self.keys) |
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90 self.replay_level = None |
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91 else: |
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92 self.replay_level = replay.levels[self.game.stage-1] |
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93 self.keys = self.replay_level.iter_keystates() |
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94 |
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95 |
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96 def start(self, width=None, height=None): |
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97 width = width or (self.game.interface.width if self.game else 640) |
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98 height = height or (self.game.interface.height if self.game else 480) |
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99 if (width, height) != (self.width, self.height): |
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100 self.set_size(width, height) |
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101 |
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102 # Initialize OpenGL |
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103 glEnable(GL_BLEND) |
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104 if self.use_fixed_pipeline: |
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105 glEnable(GL_TEXTURE_2D) |
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106 glHint(GL_FOG_HINT, GL_NICEST) |
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107 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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108 glEnableClientState(GL_COLOR_ARRAY) |
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109 glEnableClientState(GL_VERTEX_ARRAY) |
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110 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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111 |
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112 self.proj = self.perspective(30, float(self.game.width) / float(self.game.height), |
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113 101010101./2010101., 101010101./10101.) |
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114 game_view = self.setup_camera(0, 0, 1) |
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115 self.game_mvp = game_view * self.proj |
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116 self.interface_mvp = self.ortho_2d(0., float(self.width), float(self.height), 0.) |
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117 |
334
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118 if self.fps_limit > 0: |
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119 pyglet.clock.set_fps_limit(self.fps_limit) |
131
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120 while not self.has_exit: |
378
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121 if not self.skip: |
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122 pyglet.clock.tick() |
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123 self.dispatch_events() |
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124 self.update() |
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125 self.render_game() |
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126 self.render_interface() |
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127 self.flip() |
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128 else: |
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129 self.update() |
131
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130 |
396
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131 if not self.use_fixed_pipeline: |
399
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132 vbo_array = (c_uint * 2)(self.vbo, self.back_vbo) |
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133 glDeleteBuffers(2, vbo_array) |
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134 |
131
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135 |
146
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136 def _event_text_symbol(self, ev): |
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137 # XXX: Ugly workaround to a pyglet bug on X11 |
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138 #TODO: fix that bug in pyglet |
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139 try: |
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140 return pyglet.window.Window._event_text_symbol(self, ev) |
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141 except Exception as exc: |
224
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142 logger.warn('Pyglet error: %s', traceback.format_exc(exc)) |
146
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143 return None, None |
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144 |
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145 |
131
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146 def on_key_press(self, symbol, modifiers): |
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147 if symbol == pyglet.window.key.ESCAPE: |
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148 self.has_exit = True |
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149 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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150 elif symbol == pyglet.window.key.F11: |
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151 self.set_fullscreen(not self.fullscreen) |
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152 |
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153 |
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154 def update(self): |
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155 if self.background: |
151
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156 self.background.update(self.game.frame) |
131
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157 if self.game: |
187
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158 if not self.replay_level: |
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159 #TODO: allow user settings |
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160 keystate = 0 |
353
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161 if self.keys[pyglet.window.key.W] or self.keys[pyglet.window.key.Z]: |
187
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162 keystate |= 1 |
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163 if self.keys[pyglet.window.key.X]: |
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164 keystate |= 2 |
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165 #TODO: on some configurations, LSHIFT is Shift_L when pressed |
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166 # and ISO_Prev_Group when released, confusing the hell out of pyglet |
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167 # and leading to a always-on LSHIFT... |
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168 if self.keys[pyglet.window.key.LSHIFT]: |
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169 keystate |= 4 |
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170 if self.keys[pyglet.window.key.UP]: |
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171 keystate |= 16 |
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172 if self.keys[pyglet.window.key.DOWN]: |
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173 keystate |= 32 |
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174 if self.keys[pyglet.window.key.LEFT]: |
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175 keystate |= 64 |
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176 if self.keys[pyglet.window.key.RIGHT]: |
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177 keystate |= 128 |
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178 if self.keys[pyglet.window.key.LCTRL]: |
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179 keystate |= 256 |
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180 else: |
374
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181 try: |
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182 keystate = self.keys.next() |
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183 except StopIteration: |
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184 keystate = 0 |
378
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185 if self.skip: |
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186 self.set_input() |
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187 self.skip = False |
379
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188 self.game.sfx_player = SFXPlayer(self.game.resource_loader) |
187
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189 |
373
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190 if self.save_keystates is not None: |
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191 self.save_keystates.append(keystate) |
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192 |
331
1b4f04b08729
Add the story mode.
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193 self.game.run_iter(keystate) |
131
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194 |
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195 |
300
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196 def render_game(self): |
225
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197 # Switch to game projection |
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198 #TODO: move that to GameRenderer? |
300
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199 x, y = self.game.interface.game_pos |
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200 glViewport(x, y, self.game.width, self.game.height) |
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201 glScissor(x, y, self.game.width, self.game.height) |
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202 glEnable(GL_SCISSOR_TEST) |
225
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203 |
131
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204 GameRenderer.render(self) |
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205 |
300
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206 glDisable(GL_SCISSOR_TEST) |
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207 |
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208 |
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209 def render_interface(self): |
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210 interface = self.game.interface |
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211 interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps()) |
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212 |
370
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213 if self.use_fixed_pipeline: |
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214 glMatrixMode(GL_MODELVIEW) |
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215 glLoadMatrixf(self.interface_mvp.get_c_data()) |
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216 glDisable(GL_FOG) |
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217 else: |
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218 self.interface_shader.bind() |
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219 self.interface_shader.uniform_matrixf('mvp', self.interface_mvp.get_c_data()) |
300
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220 glViewport(0, 0, self.width, self.height) |
225
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221 |
304
f3099ebf4f61
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222 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
323
2fcdb8966957
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223 labels = interface.labels.values() |
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224 |
300
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Add the game interface.
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225 if items: |
323
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226 # Redraw all the interface |
300
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227 self.render_elements(items) |
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228 else: |
323
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229 # Redraw only changed labels |
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230 labels = [label for label in labels if label.changed] |
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231 |
387
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Display something at the start of a stage.
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232 self.render_elements(interface.level_start) |
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233 |
345
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Display a boss remaining lives and timeout.
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234 if self.game.boss: |
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parents:
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235 self.render_elements(interface.boss_items) |
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parents:
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236 |
323
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237 self.render_elements(labels) |
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238 for label in labels: |
304
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Update attribute names to reflect the actual interface.
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239 label.changed = False |
131
fab7ad2f0d8b
Use Cython, improve performances!
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parents:
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240 |