annotate pytouhou/opengl/gamerunner.py @ 152:86807b8a63bd

Add collisions with enemies and items.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 09 Oct 2011 15:32:43 -0700
parents 5cf927cbd9c5
children 7769ce7be03c
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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
131
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18 from pyglet.gl import *
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19
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20 from pytouhou.opengl.texture import TextureManager
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21 from pytouhou.opengl.sprite import get_sprite_rendering_data #TODO: cimport?
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22 from pytouhou.opengl.background import get_background_rendering_data
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23 from pytouhou.opengl.gamerenderer import GameRenderer
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24
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25
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26 class GameRunner(pyglet.window.Window, GameRenderer):
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27 def __init__(self, resource_loader, game=None, background=None):
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28 GameRenderer.__init__(self, resource_loader, game, background)
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29 pyglet.window.Window.__init__(self, caption='PyTouhou', resizable=False)
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30 self.keys = pyglet.window.key.KeyStateHandler()
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31 self.push_handlers(self.keys)
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32
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33 self.fps_display = pyglet.clock.ClockDisplay()
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34
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35
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36 def start(self, width=384, height=448):
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37 self.set_size(width, height)
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38
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39 # Initialize OpenGL
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40 glMatrixMode(GL_PROJECTION)
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41 glLoadIdentity()
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42 gluPerspective(30, float(width)/float(height),
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43 101010101./2010101., 101010101./10101.)
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44
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45 glEnable(GL_BLEND)
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46 glEnable(GL_TEXTURE_2D)
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47 glEnable(GL_FOG)
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48 glHint(GL_FOG_HINT, GL_NICEST)
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49 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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50 glEnableClientState(GL_COLOR_ARRAY)
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51 glEnableClientState(GL_VERTEX_ARRAY)
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52 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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53
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54 # Use our own loop to ensure 60 (for now, 120) fps
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55 pyglet.clock.set_fps_limit(120)
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56 while not self.has_exit:
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57 pyglet.clock.tick()
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58 self.dispatch_events()
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59 self.update()
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60 self.on_draw()
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61 self.flip()
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62
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63
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64 def on_resize(self, width, height):
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65 glViewport(0, 0, width, height)
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66
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67
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68 def _event_text_symbol(self, ev):
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69 # XXX: Ugly workaround to a pyglet bug on X11
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70 #TODO: fix that bug in pyglet
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71 try:
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72 return pyglet.window.Window._event_text_symbol(self, ev)
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73 except Exception as exc:
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74 print('*WARNING* Pyglet error:')
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75 traceback.print_exc(exc)
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76 return None, None
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77
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78
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79 def on_key_press(self, symbol, modifiers):
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80 if symbol == pyglet.window.key.ESCAPE:
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81 self.has_exit = True
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82 # XXX: Fullscreen will be enabled the day pyglet stops sucking
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83 elif symbol == pyglet.window.key.F11:
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84 self.set_fullscreen(not self.fullscreen)
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85
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86
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87 def update(self):
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88 if self.background:
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89 self.background.update(self.game.frame)
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90 if self.game:
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91 #TODO: allow user settings
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92 keystate = 0
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93 if self.keys[pyglet.window.key.W]:
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94 keystate |= 1
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95 if self.keys[pyglet.window.key.X]:
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96 keystate |= 2
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97 #TODO: on some configurations, LSHIFT is Shift_L when pressed
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98 # and ISO_Prev_Group when released, confusing the hell out of pyglet
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99 # and leading to a always-on LSHIFT...
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100 if self.keys[pyglet.window.key.LSHIFT]:
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101 keystate |= 4
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102 if self.keys[pyglet.window.key.UP]:
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103 keystate |= 16
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104 if self.keys[pyglet.window.key.DOWN]:
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105 keystate |= 32
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106 if self.keys[pyglet.window.key.LEFT]:
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107 keystate |= 64
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108 if self.keys[pyglet.window.key.RIGHT]:
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109 keystate |= 128
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110 if self.keys[pyglet.window.key.LCTRL]:
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111 keystate |= 256
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112 self.game.run_iter(keystate) #TODO: self.keys...
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113
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114
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115 def on_draw(self):
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116 GameRenderer.render(self)
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117
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118 #TODO
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119 glMatrixMode(GL_MODELVIEW)
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120 glLoadIdentity()
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121 gluLookAt(192., 224., 835.979370,
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122 192, 224., 0., 0., 1., 0.)
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123 self.fps_display.draw()
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124