annotate pytouhou/ui/gamerunner.py @ 266:3a86c4e070dc

Implement ECL’s 3rd hardcoded function.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 23 Jan 2012 19:01:04 +0100
parents 067f6d9c562b
children da53bc29b94a
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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,
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19 glHint, glEnableClientState, glViewport,
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20 gluPerspective, gluOrtho2D,
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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
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26 from pytouhou.utils.helpers import get_logger
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27
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28 from .gamerenderer import GameRenderer
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29
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30
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31 logger = get_logger(__name__)
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32
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33
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34 class GameRunner(pyglet.window.Window, GameRenderer):
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35 def __init__(self, resource_loader, game=None, background=None, replay=None):
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36 GameRenderer.__init__(self, resource_loader, game, background)
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37
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38 width, height = (game.width, game.height) if game else (None, None)
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39 pyglet.window.Window.__init__(self, width=width, height=height,
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40 caption='PyTouhou', resizable=False)
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41
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42 self.replay_level = None
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43 if not replay or not replay.levels[game.stage-1]:
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44 self.keys = pyglet.window.key.KeyStateHandler()
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45 self.push_handlers(self.keys)
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46 else:
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47 self.keys = 0
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48 self.replay_level = replay.levels[game.stage-1]
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49 self.game.players[0].state.lives = self.replay_level.lives
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50 self.game.players[0].state.power = self.replay_level.power
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51 self.game.players[0].state.bombs = self.replay_level.bombs
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52 self.game.difficulty = self.replay_level.difficulty
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53
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54 self.fps_display = pyglet.clock.ClockDisplay()
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55
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56
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57 def start(self, width=None, height=None):
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58 width = width or (self.game.width if self.game else 640)
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59 height = height or (self.game.height if self.game else 480)
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60
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61 if (width, height) != (self.width, self.height):
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62 self.set_size(width, height)
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63
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64 # Initialize OpenGL
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65 glEnable(GL_BLEND)
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66 glEnable(GL_TEXTURE_2D)
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67 glEnable(GL_FOG)
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68 glHint(GL_FOG_HINT, GL_NICEST)
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69 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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70 glEnableClientState(GL_COLOR_ARRAY)
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71 glEnableClientState(GL_VERTEX_ARRAY)
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72 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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73
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74 # Use our own loop to ensure 60 (for now, 120) fps
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75 pyglet.clock.set_fps_limit(120)
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76 while not self.has_exit:
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77 pyglet.clock.tick()
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78 self.dispatch_events()
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79 self.update()
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80 self.on_draw()
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81 self.flip()
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82
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83
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84 def on_resize(self, width, height):
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85 glViewport(0, 0, width, height)
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86
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87
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88 def _event_text_symbol(self, ev):
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89 # XXX: Ugly workaround to a pyglet bug on X11
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90 #TODO: fix that bug in pyglet
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91 try:
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92 return pyglet.window.Window._event_text_symbol(self, ev)
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93 except Exception as exc:
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94 logger.warn('Pyglet error: %s', traceback.format_exc(exc))
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95 return None, None
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96
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97
131
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98 def on_key_press(self, symbol, modifiers):
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99 if symbol == pyglet.window.key.ESCAPE:
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100 self.has_exit = True
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101 # XXX: Fullscreen will be enabled the day pyglet stops sucking
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102 elif symbol == pyglet.window.key.F11:
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103 self.set_fullscreen(not self.fullscreen)
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104
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105
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106 def update(self):
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107 if self.background:
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108 self.background.update(self.game.frame)
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109 if self.game:
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110 if not self.replay_level:
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111 #TODO: allow user settings
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112 keystate = 0
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113 if self.keys[pyglet.window.key.W]:
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114 keystate |= 1
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115 if self.keys[pyglet.window.key.X]:
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116 keystate |= 2
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117 #TODO: on some configurations, LSHIFT is Shift_L when pressed
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118 # and ISO_Prev_Group when released, confusing the hell out of pyglet
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119 # and leading to a always-on LSHIFT...
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120 if self.keys[pyglet.window.key.LSHIFT]:
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121 keystate |= 4
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122 if self.keys[pyglet.window.key.UP]:
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123 keystate |= 16
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124 if self.keys[pyglet.window.key.DOWN]:
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125 keystate |= 32
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126 if self.keys[pyglet.window.key.LEFT]:
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127 keystate |= 64
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128 if self.keys[pyglet.window.key.RIGHT]:
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129 keystate |= 128
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130 if self.keys[pyglet.window.key.LCTRL]:
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131 keystate |= 256
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132 self.game.run_iter(keystate)
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133 else:
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134 keystate = 0
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135 for frame, _keystate, unknown in self.replay_level.keys:
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136 if self.game.frame < frame:
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137 break
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138 else:
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139 keystate = _keystate
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140
188
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141 self.game.run_iter(keystate)
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142
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143
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144 def on_draw(self):
225
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145 # Switch to game projection
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146 #TODO: move that to GameRenderer?
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147 glMatrixMode(GL_PROJECTION)
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148 glLoadIdentity()
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149 gluPerspective(30, float(self.width) / float(self.height),
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150 101010101./2010101., 101010101./10101.)
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151
131
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152 GameRenderer.render(self)
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153
225
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154 # Get back to standard orthographic projection
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155 glMatrixMode(GL_PROJECTION)
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156 glLoadIdentity()
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157 glMatrixMode(GL_MODELVIEW)
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158 glLoadIdentity()
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159
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160 #TODO: draw interface
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161 gluOrtho2D(0., float(self.game.width), 0., float(self.game.height))
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162 self.fps_display.draw()
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163