annotate pytouhou/ui/gamerunner.py @ 420:3a7b36324611

Replace Pyglet’s image loader with our SDL2_image-based one.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 16 Jul 2013 21:07:15 +0200
parents 1c92721f8e49
children b1248bab2d0f
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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
418
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15 from pytouhou.lib import sdl
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16
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17 from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, glDisable,
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18 glHint, glEnableClientState, glViewport, glScissor,
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19 glLoadMatrixf, glGenBuffers, glDeleteBuffers,
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20 GL_MODELVIEW, GL_PROJECTION,
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21 GL_TEXTURE_2D, GL_BLEND, GL_FOG,
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22 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST,
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23 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY,
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24 GL_SCISSOR_TEST)
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25
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26 from pytouhou.utils.helpers import get_logger
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27 from pytouhou.utils.maths import perspective, setup_camera, ortho_2d
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28
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29 from .gamerenderer import GameRenderer
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30 from .music import MusicPlayer, SFXPlayer, NullPlayer
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31 from .shaders.eosd import GameShader, BackgroundShader
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32
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33 from ctypes import c_uint, byref
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36 logger = get_logger(__name__)
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37
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38
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39 class Clock(object):
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40 def __init__(self, fps=None):
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41 self._target_fps = 0
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42 self._ref_tick = 0
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43 self._ref_frame = 0
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44 self._fps_tick = 0
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45 self._fps_frame = 0
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46 self._rate = 0
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47 self.set_target_fps(fps)
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48
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49
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50 def set_target_fps(self, fps):
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51 self._target_fps = fps
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52 self._ref_tick = 0
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53 self._fps_tick = 0
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54
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55
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56 def get_fps(self):
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57 return self._rate
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58
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59
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60 def tick(self):
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61 current = sdl.get_ticks()
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62
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63 if not self._ref_tick:
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64 self._ref_tick = current
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65 self._ref_frame = 0
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66
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67 if self._fps_frame >= (self._target_fps or 60):
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68 self._rate = self._fps_frame * 1000. / (current - self._fps_tick)
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69 self._fps_tick = current
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70 self._fps_frame = 0
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71
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72 self._ref_frame += 1
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73 self._fps_frame += 1
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74
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75 target_tick = self._ref_tick
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76 if self._target_fps:
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77 target_tick += int(self._ref_frame * 1000 / self._target_fps)
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78
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79 if current <= target_tick:
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80 sdl.delay(target_tick - current)
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81 else:
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82 self._ref_tick = current
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83 self._ref_frame = 0
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84
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85
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86 class GameRunner(GameRenderer):
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87 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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88 GameRenderer.__init__(self, resource_loader, game, background)
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89
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90 sdl.init(sdl.INIT_VIDEO)
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91 sdl.img_init(sdl.INIT_PNG)
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92 sdl.gl_set_attribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2)
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93 sdl.gl_set_attribute(sdl.GL_CONTEXT_MINOR_VERSION, 1)
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94 sdl.gl_set_attribute(sdl.GL_DOUBLEBUFFER, int(double_buffer))
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95 sdl.gl_set_attribute(sdl.GL_DEPTH_SIZE, 24)
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96
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97 self.width, self.height = (game.interface.width, game.interface.height) if game else (640, 480)
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98 self.win = sdl.Window('PyTouhou',
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99 sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED,
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100 self.width, self.height,
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101 sdl.WINDOW_OPENGL | sdl.WINDOW_SHOWN)
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102 self.win.gl_create_context()
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103
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104 self.fps_limit = fps_limit
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105 self.use_fixed_pipeline = fixed_pipeline
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106 self.replay_level = None
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107 self.skip = skip
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108 self.has_exit = False
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109 self.keystate = 0
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110
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111 if not self.use_fixed_pipeline:
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112 self.game_shader = GameShader()
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113 self.background_shader = BackgroundShader()
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114 self.interface_shader = self.game_shader
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115
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116 vbo_array = (c_uint * 2)()
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117 glGenBuffers(2, vbo_array)
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118 self.vbo, self.back_vbo = vbo_array
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119
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120 if game:
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121 self.load_game(game, background, replay)
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122
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123 self.clock = Clock(self.fps_limit)
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124
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125
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126 def load_game(self, game=None, background=None, bgms=None, replay=None, save_keystates=None):
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127 GameRenderer.load_game(self, game, background)
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128 self.set_input(replay)
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129 if replay and replay.levels[game.stage - 1]:
341
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diff changeset
130 game.players[0].state.lives = self.replay_level.lives
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diff changeset
131 game.players[0].state.power = self.replay_level.power
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diff changeset
132 game.players[0].state.bombs = self.replay_level.bombs
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diff changeset
133 game.difficulty = self.replay_level.difficulty
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diff changeset
134
373
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diff changeset
135 self.save_keystates = save_keystates
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diff changeset
136
341
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diff changeset
137 game.music = MusicPlayer(game.resource_loader, bgms)
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diff changeset
138 game.music.play(0)
379
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parents: 378
diff changeset
139 game.sfx_player = SFXPlayer(game.resource_loader) if not self.skip else NullPlayer()
343
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parents: 341
diff changeset
140
131
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141
378
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diff changeset
142 def set_input(self, replay=None):
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diff changeset
143 if not replay or not replay.levels[self.game.stage-1]:
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diff changeset
144 self.replay_level = None
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diff changeset
145 else:
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diff changeset
146 self.replay_level = replay.levels[self.game.stage-1]
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diff changeset
147 self.keys = self.replay_level.iter_keystates()
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diff changeset
148
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diff changeset
149
418
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diff changeset
150 def set_size(self, width, height):
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diff changeset
151 self.win.set_window_size(width, height)
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152
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153
225
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parents: 224
diff changeset
154 def start(self, width=None, height=None):
300
da53bc29b94a Add the game interface.
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diff changeset
155 width = width or (self.game.interface.width if self.game else 640)
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diff changeset
156 height = height or (self.game.interface.height if self.game else 480)
225
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parents: 224
diff changeset
157 if (width, height) != (self.width, self.height):
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diff changeset
158 self.set_size(width, height)
131
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159
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160 # Initialize OpenGL
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161 glEnable(GL_BLEND)
394
346614f788f1 Replace gl{Vertex,TexCoord,Color}Pointer with the more modern glVertexAttribPointer.
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parents: 387
diff changeset
162 if self.use_fixed_pipeline:
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parents: 387
diff changeset
163 glEnable(GL_TEXTURE_2D)
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parents: 387
diff changeset
164 glHint(GL_FOG_HINT, GL_NICEST)
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parents: 387
diff changeset
165 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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diff changeset
166 glEnableClientState(GL_COLOR_ARRAY)
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parents: 387
diff changeset
167 glEnableClientState(GL_VERTEX_ARRAY)
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diff changeset
168 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
131
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parents:
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169
412
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
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parents: 399
diff changeset
170 self.proj = perspective(30, float(self.game.width) / float(self.game.height),
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
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parents: 399
diff changeset
171 101010101./2010101., 101010101./10101.)
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
172 game_view = setup_camera(0, 0, 1)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 353
diff changeset
173 self.game_mvp = game_view * self.proj
412
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
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parents: 399
diff changeset
174 self.interface_mvp = ortho_2d(0., float(self.width), float(self.height), 0.)
370
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parents: 353
diff changeset
175
131
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diff changeset
176 while not self.has_exit:
378
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diff changeset
177 if not self.skip:
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diff changeset
178 self.update()
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diff changeset
179 self.render_game()
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diff changeset
180 self.render_interface()
418
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diff changeset
181 self.win.gl_swap_window()
419
1c92721f8e49 Re-implement frame control
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parents: 418
diff changeset
182 self.clock.tick()
378
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diff changeset
183 else:
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diff changeset
184 self.update()
131
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diff changeset
185
396
34a91f918e7c Use Buffer Objects instead of host pointers.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 394
diff changeset
186 if not self.use_fixed_pipeline:
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 396
diff changeset
187 vbo_array = (c_uint * 2)(self.vbo, self.back_vbo)
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 396
diff changeset
188 glDeleteBuffers(2, vbo_array)
396
34a91f918e7c Use Buffer Objects instead of host pointers.
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parents: 394
diff changeset
189
418
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diff changeset
190 self.win.gl_delete_context()
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diff changeset
191 self.win.destroy_window()
420
3a7b36324611 Replace Pyglet’s image loader with our SDL2_image-based one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 419
diff changeset
192 sdl.img_quit()
418
63f59be04a54 Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
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diff changeset
193 sdl.quit()
131
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diff changeset
194
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parents:
diff changeset
195
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parents:
diff changeset
196 def update(self):
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197 if self.background:
151
5cf927cbd9c5 Merge GameState into Game. TODO: Merge PlayerState into Player
Thibaut Girka <thib@sitedethib.com>
parents: 146
diff changeset
198 self.background.update(self.game.frame)
418
63f59be04a54 Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
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diff changeset
199 for event in sdl.poll_events():
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parents: 412
diff changeset
200 type_ = event[0]
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parents: 412
diff changeset
201 if type_ == sdl.KEYDOWN:
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parents: 412
diff changeset
202 scancode = event[1]
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parents: 412
diff changeset
203 if scancode == sdl.SCANCODE_ESCAPE:
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parents: 412
diff changeset
204 self.has_exit = True #TODO: implement the pause.
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diff changeset
205 elif type_ == sdl.QUIT:
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diff changeset
206 self.has_exit = True
131
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parents:
diff changeset
207 if self.game:
187
46793ccfedca Implement replays.
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parents: 158
diff changeset
208 if not self.replay_level:
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parents: 158
diff changeset
209 #TODO: allow user settings
418
63f59be04a54 Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
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diff changeset
210 keys = sdl.get_keyboard_state()
187
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parents: 158
diff changeset
211 keystate = 0
418
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parents: 412
diff changeset
212 if keys[sdl.SCANCODE_Z]:
187
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parents: 158
diff changeset
213 keystate |= 1
418
63f59be04a54 Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
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parents: 412
diff changeset
214 if keys[sdl.SCANCODE_X]:
187
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parents: 158
diff changeset
215 keystate |= 2
418
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parents: 412
diff changeset
216 if keys[sdl.SCANCODE_LSHIFT]:
187
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diff changeset
217 keystate |= 4
418
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parents: 412
diff changeset
218 if keys[sdl.SCANCODE_UP]:
187
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parents: 158
diff changeset
219 keystate |= 16
418
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diff changeset
220 if keys[sdl.SCANCODE_DOWN]:
187
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parents: 158
diff changeset
221 keystate |= 32
418
63f59be04a54 Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
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parents: 412
diff changeset
222 if keys[sdl.SCANCODE_LEFT]:
187
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parents: 158
diff changeset
223 keystate |= 64
418
63f59be04a54 Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
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parents: 412
diff changeset
224 if keys[sdl.SCANCODE_RIGHT]:
187
46793ccfedca Implement replays.
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parents: 158
diff changeset
225 keystate |= 128
418
63f59be04a54 Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
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parents: 412
diff changeset
226 if keys[sdl.SCANCODE_LCTRL]:
187
46793ccfedca Implement replays.
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parents: 158
diff changeset
227 keystate |= 256
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diff changeset
228 else:
374
6a63fd3deb76 Use an iterator to get the keystates from a replay.
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parents: 373
diff changeset
229 try:
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parents: 373
diff changeset
230 keystate = self.keys.next()
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parents: 373
diff changeset
231 except StopIteration:
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diff changeset
232 keystate = 0
378
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parents: 374
diff changeset
233 if self.skip:
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parents: 374
diff changeset
234 self.set_input()
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diff changeset
235 self.skip = False
379
e0e284fcb288 Make a sound when an enemy is hit.
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parents: 378
diff changeset
236 self.game.sfx_player = SFXPlayer(self.game.resource_loader)
187
46793ccfedca Implement replays.
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parents: 158
diff changeset
237
373
6deab6ad8be8 Add the ability to save a replay.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 370
diff changeset
238 if self.save_keystates is not None:
6deab6ad8be8 Add the ability to save a replay.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 370
diff changeset
239 self.save_keystates.append(keystate)
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parents: 370
diff changeset
240
331
1b4f04b08729 Add the story mode.
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parents: 330
diff changeset
241 self.game.run_iter(keystate)
131
fab7ad2f0d8b Use Cython, improve performances!
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242
fab7ad2f0d8b Use Cython, improve performances!
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parents:
diff changeset
243
300
da53bc29b94a Add the game interface.
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parents: 233
diff changeset
244 def render_game(self):
225
2d35565b5608 Move game size in the game's definition, and don't keep changing the window's size.
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parents: 224
diff changeset
245 # Switch to game projection
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parents: 224
diff changeset
246 #TODO: move that to GameRenderer?
300
da53bc29b94a Add the game interface.
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parents: 233
diff changeset
247 x, y = self.game.interface.game_pos
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parents: 233
diff changeset
248 glViewport(x, y, self.game.width, self.game.height)
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parents: 233
diff changeset
249 glScissor(x, y, self.game.width, self.game.height)
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parents: 233
diff changeset
250 glEnable(GL_SCISSOR_TEST)
225
2d35565b5608 Move game size in the game's definition, and don't keep changing the window's size.
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parents: 224
diff changeset
251
131
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parents:
diff changeset
252 GameRenderer.render(self)
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parents:
diff changeset
253
300
da53bc29b94a Add the game interface.
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parents: 233
diff changeset
254 glDisable(GL_SCISSOR_TEST)
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parents: 233
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255
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256
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257 def render_interface(self):
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258 interface = self.game.interface
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259 interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps())
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260
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261 if self.use_fixed_pipeline:
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262 glMatrixMode(GL_MODELVIEW)
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263 glLoadMatrixf(self.interface_mvp.get_c_data())
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264 glDisable(GL_FOG)
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265 else:
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266 self.interface_shader.bind()
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267 self.interface_shader.uniform_matrixf('mvp', self.interface_mvp.get_c_data())
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268 glViewport(0, 0, self.width, self.height)
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269
304
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270 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
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271 labels = interface.labels.values()
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272
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273 if items:
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274 # Redraw all the interface
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275 self.render_elements(items)
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276 else:
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277 # Redraw only changed labels
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278 labels = [label for label in labels if label.changed]
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279
387
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280 self.render_elements(interface.level_start)
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281
345
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282 if self.game.boss:
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283 self.render_elements(interface.boss_items)
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284
323
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285 self.render_elements(labels)
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286 for label in labels:
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287 label.changed = False
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288