annotate pytouhou/ui/gamerunner.py @ 217:577f45454402

Change background during spellcards.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 17 Dec 2011 21:18:39 +0100
parents ee6dfd14a785
children 9bb26dbb8438
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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
203
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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, gluLookAt,
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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 .gamerenderer import GameRenderer
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27
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28
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29 class GameRunner(pyglet.window.Window, GameRenderer):
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30 def __init__(self, resource_loader, game=None, background=None, replay=None):
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31 GameRenderer.__init__(self, resource_loader, game, background)
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32 pyglet.window.Window.__init__(self, caption='PyTouhou', resizable=False)
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33 self.replay_level = None
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34 if not replay or not replay.levels[game.stage-1]:
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35 self.keys = pyglet.window.key.KeyStateHandler()
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36 self.push_handlers(self.keys)
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37 else:
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38 self.keys = 0
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39 self.replay_level = replay.levels[game.stage-1]
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40
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41 self.fps_display = pyglet.clock.ClockDisplay()
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42
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43
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44 def start(self, width=384, height=448):
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45 self.set_size(width, height)
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46
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47 # Initialize OpenGL
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48 glMatrixMode(GL_PROJECTION)
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49 glLoadIdentity()
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50 gluPerspective(30, float(width)/float(height),
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51 101010101./2010101., 101010101./10101.)
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52
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53 glEnable(GL_BLEND)
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54 glEnable(GL_TEXTURE_2D)
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55 glEnable(GL_FOG)
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56 glHint(GL_FOG_HINT, GL_NICEST)
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57 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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58 glEnableClientState(GL_COLOR_ARRAY)
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59 glEnableClientState(GL_VERTEX_ARRAY)
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60 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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61
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62 # Use our own loop to ensure 60 (for now, 120) fps
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63 pyglet.clock.set_fps_limit(120)
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64 while not self.has_exit:
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65 pyglet.clock.tick()
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66 self.dispatch_events()
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67 self.update()
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68 self.on_draw()
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69 self.flip()
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70
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71
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72 def on_resize(self, width, height):
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73 glViewport(0, 0, width, height)
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74
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75
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76 def _event_text_symbol(self, ev):
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77 # XXX: Ugly workaround to a pyglet bug on X11
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78 #TODO: fix that bug in pyglet
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79 try:
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80 return pyglet.window.Window._event_text_symbol(self, ev)
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81 except Exception as exc:
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82 print('*WARNING* Pyglet error:')
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83 traceback.print_exc(exc)
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84 return None, None
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85
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86
131
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87 def on_key_press(self, symbol, modifiers):
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88 if symbol == pyglet.window.key.ESCAPE:
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89 self.has_exit = True
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90 # XXX: Fullscreen will be enabled the day pyglet stops sucking
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91 elif symbol == pyglet.window.key.F11:
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92 self.set_fullscreen(not self.fullscreen)
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93
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94
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95 def update(self):
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96 if self.background:
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97 self.background.update(self.game.frame)
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98 if self.game:
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99 if not self.replay_level:
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100 #TODO: allow user settings
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101 keystate = 0
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102 if self.keys[pyglet.window.key.W]:
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103 keystate |= 1
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104 if self.keys[pyglet.window.key.X]:
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105 keystate |= 2
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106 #TODO: on some configurations, LSHIFT is Shift_L when pressed
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107 # and ISO_Prev_Group when released, confusing the hell out of pyglet
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108 # and leading to a always-on LSHIFT...
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109 if self.keys[pyglet.window.key.LSHIFT]:
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110 keystate |= 4
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111 if self.keys[pyglet.window.key.UP]:
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112 keystate |= 16
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113 if self.keys[pyglet.window.key.DOWN]:
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114 keystate |= 32
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115 if self.keys[pyglet.window.key.LEFT]:
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116 keystate |= 64
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117 if self.keys[pyglet.window.key.RIGHT]:
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118 keystate |= 128
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119 if self.keys[pyglet.window.key.LCTRL]:
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120 keystate |= 256
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121 self.game.run_iter(keystate)
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122 else:
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123 keystate = 0
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124 for frame, _keystate, unknown in self.replay_level.keys:
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125 if self.game.frame < frame:
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126 break
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127 else:
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128 keystate = _keystate
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129
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130 self.game.run_iter(keystate)
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131
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132
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133 def on_draw(self):
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134 GameRenderer.render(self)
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135
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136 #TODO
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137 glMatrixMode(GL_MODELVIEW)
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138 glLoadIdentity()
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139 gluLookAt(192., 224., 835.979370,
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140 192, 224., 0., 0., 1., 0.)
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141 self.fps_display.draw()
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142