Mercurial > touhou
annotate pytouhou/ui/gamerunner.py @ 353:451bee1d2cec
Allow Z as well as W to shoot.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 07 Jul 2012 21:48:58 +0200 |
parents | 2c4589370cc6 |
children | 74471afbac37 |
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 from itertools import chain |
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18 |
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19 from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, glDisable, |
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20 glHint, glEnableClientState, glViewport, glScissor, |
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21 gluPerspective, gluOrtho2D, |
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22 GL_MODELVIEW, GL_PROJECTION, |
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23 GL_TEXTURE_2D, GL_BLEND, GL_FOG, |
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24 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
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25 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, |
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26 GL_SCISSOR_TEST) |
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27 |
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28 from pytouhou.utils.helpers import get_logger |
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29 |
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30 from .gamerenderer import GameRenderer |
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31 from .music import MusicPlayer, SFXPlayer |
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32 |
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33 |
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34 logger = get_logger(__name__) |
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35 |
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36 |
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37 class GameRunner(pyglet.window.Window, GameRenderer): |
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38 def __init__(self, resource_loader, game=None, background=None, replay=None, double_buffer=True, fps_limit=60): |
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39 GameRenderer.__init__(self, resource_loader, game, background) |
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40 |
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41 config = pyglet.gl.Config(double_buffer=double_buffer) |
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42 width, height = (game.interface.width, game.interface.height) if game else (None, None) |
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43 pyglet.window.Window.__init__(self, width=width, height=height, |
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44 caption='PyTouhou', resizable=False, |
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45 config=config) |
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46 |
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47 self.fps_limit = fps_limit |
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48 self.replay_level = None |
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49 |
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50 if game: |
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51 self.load_game(game, background, replay) |
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52 |
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53 self.clock = pyglet.clock.get_default() |
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54 |
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55 |
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56 def load_game(self, game=None, background=None, bgms=None, replay=None): |
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57 GameRenderer.load_game(self, game, background) |
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58 self.replay_level = None |
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59 if not replay or not replay.levels[game.stage-1]: |
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60 self.keys = pyglet.window.key.KeyStateHandler() |
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61 self.push_handlers(self.keys) |
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62 else: |
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63 self.keys = 0 |
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64 self.replay_level = replay.levels[game.stage-1] |
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65 game.players[0].state.lives = self.replay_level.lives |
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66 game.players[0].state.power = self.replay_level.power |
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67 game.players[0].state.bombs = self.replay_level.bombs |
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68 game.difficulty = self.replay_level.difficulty |
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69 |
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70 game.music = MusicPlayer(game.resource_loader, bgms) |
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71 game.music.play(0) |
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72 |
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73 game.player_sfx = SFXPlayer(game.resource_loader) |
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74 game.enemy_sfx = SFXPlayer(game.resource_loader) |
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75 |
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76 |
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77 def start(self, width=None, height=None): |
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78 width = width or (self.game.interface.width if self.game else 640) |
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79 height = height or (self.game.interface.height if self.game else 480) |
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80 if (width, height) != (self.width, self.height): |
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81 self.set_size(width, height) |
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82 |
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83 # Initialize OpenGL |
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84 glEnable(GL_BLEND) |
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85 glEnable(GL_TEXTURE_2D) |
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86 glEnable(GL_FOG) |
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87 glHint(GL_FOG_HINT, GL_NICEST) |
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88 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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89 glEnableClientState(GL_COLOR_ARRAY) |
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90 glEnableClientState(GL_VERTEX_ARRAY) |
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91 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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92 |
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93 if self.fps_limit > 0: |
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94 pyglet.clock.set_fps_limit(self.fps_limit) |
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95 while not self.has_exit: |
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96 pyglet.clock.tick() |
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97 self.dispatch_events() |
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98 self.update() |
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99 self.render_game() |
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100 self.render_interface() |
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101 self.flip() |
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102 |
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103 |
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104 def _event_text_symbol(self, ev): |
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105 # XXX: Ugly workaround to a pyglet bug on X11 |
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106 #TODO: fix that bug in pyglet |
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107 try: |
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108 return pyglet.window.Window._event_text_symbol(self, ev) |
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109 except Exception as exc: |
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110 logger.warn('Pyglet error: %s', traceback.format_exc(exc)) |
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111 return None, None |
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112 |
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113 |
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114 def on_key_press(self, symbol, modifiers): |
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115 if symbol == pyglet.window.key.ESCAPE: |
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116 self.has_exit = True |
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117 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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118 elif symbol == pyglet.window.key.F11: |
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119 self.set_fullscreen(not self.fullscreen) |
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120 |
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121 |
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122 def update(self): |
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123 if self.background: |
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124 self.background.update(self.game.frame) |
131
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125 if self.game: |
187
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126 if not self.replay_level: |
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127 #TODO: allow user settings |
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128 keystate = 0 |
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129 if self.keys[pyglet.window.key.W] or self.keys[pyglet.window.key.Z]: |
187
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130 keystate |= 1 |
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131 if self.keys[pyglet.window.key.X]: |
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132 keystate |= 2 |
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133 #TODO: on some configurations, LSHIFT is Shift_L when pressed |
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134 # and ISO_Prev_Group when released, confusing the hell out of pyglet |
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135 # and leading to a always-on LSHIFT... |
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136 if self.keys[pyglet.window.key.LSHIFT]: |
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137 keystate |= 4 |
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138 if self.keys[pyglet.window.key.UP]: |
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139 keystate |= 16 |
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140 if self.keys[pyglet.window.key.DOWN]: |
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141 keystate |= 32 |
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142 if self.keys[pyglet.window.key.LEFT]: |
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143 keystate |= 64 |
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144 if self.keys[pyglet.window.key.RIGHT]: |
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145 keystate |= 128 |
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146 if self.keys[pyglet.window.key.LCTRL]: |
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147 keystate |= 256 |
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148 else: |
188
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149 keystate = 0 |
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150 for frame, _keystate, unknown in self.replay_level.keys: |
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151 if self.game.frame < frame: |
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152 break |
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153 else: |
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154 keystate = _keystate |
187
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155 |
331
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156 self.game.run_iter(keystate) |
131
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157 |
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158 |
300
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159 def render_game(self): |
225
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160 # Switch to game projection |
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161 #TODO: move that to GameRenderer? |
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162 x, y = self.game.interface.game_pos |
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163 glViewport(x, y, self.game.width, self.game.height) |
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164 glScissor(x, y, self.game.width, self.game.height) |
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165 glEnable(GL_SCISSOR_TEST) |
225
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166 glMatrixMode(GL_PROJECTION) |
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167 glLoadIdentity() |
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168 gluPerspective(30, float(self.game.width) / float(self.game.height), |
225
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169 101010101./2010101., 101010101./10101.) |
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170 |
131
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171 GameRenderer.render(self) |
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172 |
300
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173 glDisable(GL_SCISSOR_TEST) |
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174 |
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175 |
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176 def render_interface(self): |
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177 # Interface |
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178 interface = self.game.interface |
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179 interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps()) |
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180 |
225
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181 glMatrixMode(GL_PROJECTION) |
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182 glLoadIdentity() |
131
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183 glMatrixMode(GL_MODELVIEW) |
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184 glLoadIdentity() |
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185 gluOrtho2D(0., float(self.width), float(self.height), 0.) |
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186 glViewport(0, 0, self.width, self.height) |
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187 |
304
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188 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
323
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189 labels = interface.labels.values() |
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190 |
300
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191 if items: |
323
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192 # Redraw all the interface |
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193 self.render_elements(items) |
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194 else: |
323
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195 # Redraw only changed labels |
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196 labels = [label for label in labels if label.changed] |
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197 |
345
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198 if self.game.boss: |
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199 self.render_elements(interface.boss_items) |
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200 |
323
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201 self.render_elements(labels) |
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202 self.render_elements(chain(*(label.objects() for label in labels))) |
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203 for label in labels: |
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204 label.changed = False |
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205 |