annotate pytouhou/ui/gamerunner.pyx @ 459:6e733ed817bd

Move every rendering function from gamerunner to gamerenderer.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Fri, 06 Sep 2013 22:35:54 +0200
parents 1b56d62250ab
children 11708a1d0a1a
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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 from pytouhou.lib cimport sdl
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17 from .window cimport Window
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18 from .gamerenderer cimport GameRenderer
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19 from .music import MusicPlayer, SFXPlayer, NullPlayer
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21
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22 cdef class GameRunner:
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23 cdef object game, background
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24 cdef GameRenderer renderer
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25 cdef Window window
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26 cdef object replay_level, save_keystates
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27 cdef long width, height, keystate
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28 cdef bint skip, use_fixed_pipeline
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30 def __init__(self, window, resource_loader, bint skip=False):
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31 self.use_fixed_pipeline = window.use_fixed_pipeline #XXX
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33 self.renderer = GameRenderer(resource_loader, self.use_fixed_pipeline)
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34
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35 self.window = window
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36 self.replay_level = None
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37 self.skip = skip
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38 self.keystate = 0
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40 self.width = window.width #XXX
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41 self.height = window.height #XXX
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42
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43
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44 def load_game(self, game=None, background=None, bgms=None, replay=None, save_keystates=None):
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45 self.game = game
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46 self.background = background
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47
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48 self.renderer.texture_manager.load(game.resource_loader.instanced_anms.values())
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49 self.renderer.load_background(background)
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50
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51 self.set_input(replay)
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52 if replay and replay.levels[game.stage - 1]:
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53 game.players[0].state.lives = self.replay_level.lives
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54 game.players[0].state.power = self.replay_level.power
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55 game.players[0].state.bombs = self.replay_level.bombs
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56 game.difficulty = self.replay_level.difficulty
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57
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58 self.save_keystates = save_keystates
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59
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60 null_player = NullPlayer()
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61 if bgms:
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62 game.music = MusicPlayer(game.resource_loader, bgms)
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63 game.music.play(0)
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64 else:
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65 game.music = null_player
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67 game.sfx_player = SFXPlayer(game.resource_loader) if not self.skip else null_player
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70 def set_input(self, replay=None):
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71 if not replay or not replay.levels[self.game.stage-1]:
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72 self.replay_level = None
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73 else:
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74 self.replay_level = replay.levels[self.game.stage-1]
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75 self.keys = self.replay_level.iter_keystates()
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76
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77
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78 def start(self):
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79 cdef long width, height
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80 width = self.game.interface.width if self.game is not None else 640
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81 height = self.game.interface.height if self.game is not None else 480
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82 if width != self.width or height != self.height:
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83 self.window.set_size(width, height)
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84
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85 self.renderer.start(self.game)
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87
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88 def finish(self):
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89 #TODO: actually clean after buffers are not needed anymore.
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90 #if not self.use_fixed_pipeline:
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91 # vbo_array = (c_uint * 2)(self.vbo, self.back_vbo)
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92 # glDeleteBuffers(2, vbo_array)
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93 pass
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94
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95
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96 def update(self):
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97 cdef long keystate
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98
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99 if self.background:
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100 self.background.update(self.game.frame)
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101 for event in sdl.poll_events():
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102 type_ = event[0]
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103 if type_ == sdl.KEYDOWN:
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104 scancode = event[1]
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105 if scancode == sdl.SCANCODE_ESCAPE:
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106 return False #TODO: implement the pause.
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107 elif type_ == sdl.QUIT:
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108 return False
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109 if self.game:
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110 if self.replay_level is None:
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111 #TODO: allow user settings
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112 keys = sdl.get_keyboard_state()
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113 keystate = 0
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114 if keys[sdl.SCANCODE_Z]:
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115 keystate |= 1
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116 if keys[sdl.SCANCODE_X]:
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117 keystate |= 2
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118 if keys[sdl.SCANCODE_LSHIFT]:
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119 keystate |= 4
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120 if keys[sdl.SCANCODE_UP]:
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121 keystate |= 16
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122 if keys[sdl.SCANCODE_DOWN]:
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123 keystate |= 32
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124 if keys[sdl.SCANCODE_LEFT]:
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125 keystate |= 64
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63f59be04a54 Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
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diff changeset
126 if keys[sdl.SCANCODE_RIGHT]:
187
46793ccfedca Implement replays.
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diff changeset
127 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
128 if keys[sdl.SCANCODE_LCTRL]:
187
46793ccfedca Implement replays.
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129 keystate |= 256
46793ccfedca Implement replays.
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130 else:
374
6a63fd3deb76 Use an iterator to get the keystates from a replay.
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parents: 373
diff changeset
131 try:
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132 keystate = self.keys.next()
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diff changeset
133 except StopIteration:
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diff changeset
134 keystate = 0
378
11d895b6c0dc Add the debug feature to start a game at the end of a replay.
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parents: 374
diff changeset
135 if self.skip:
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parents: 374
diff changeset
136 self.set_input()
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parents: 374
diff changeset
137 self.skip = False
379
e0e284fcb288 Make a sound when an enemy is hit.
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parents: 378
diff changeset
138 self.game.sfx_player = SFXPlayer(self.game.resource_loader)
187
46793ccfedca Implement replays.
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parents: 158
diff changeset
139
373
6deab6ad8be8 Add the ability to save a replay.
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parents: 370
diff changeset
140 if self.save_keystates is not None:
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parents: 370
diff changeset
141 self.save_keystates.append(keystate)
6deab6ad8be8 Add the ability to save a replay.
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parents: 370
diff changeset
142
331
1b4f04b08729 Add the story mode.
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parents: 330
diff changeset
143 self.game.run_iter(keystate)
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
144 self.game.interface.labels['framerate'].set_text('%.2ffps' % self.window.get_fps())
422
52829ebe2561 Refactor window management in its own class.
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parents: 421
diff changeset
145 if not self.skip:
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
146 self.renderer.render(self.game)
422
52829ebe2561 Refactor window management in its own class.
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parents: 421
diff changeset
147 return True