annotate pytouhou/ui/gamerenderer.pyx @ 337:bc162f60f0a0

Skip dialogs in the boss rush mode, and make boss rush skipping faster
author Thibaut Girka <thib@sitedethib.com>
date Sun, 01 Jul 2012 18:07:33 +0200
parents 16ed1ab1e14b
children 61caded6b4f5
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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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16 from itertools import chain
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18 from pyglet.gl import *
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20 from .renderer cimport Renderer
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21 from .background cimport get_background_rendering_data
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25 cdef class GameRenderer(Renderer):
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26 cdef public game
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27 cdef public background
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30 def __init__(self, resource_loader, game=None, background=None):
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31 Renderer.__init__(self, resource_loader)
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32 self.load_game(game, background)
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34
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35 cpdef load_game(self, game=None, background=None):
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36 self.game = game
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37 self.background = background
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39 if game:
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40 # Preload textures
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41 self.texture_manager.preload(game.resource_loader.instanced_anms.values())
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44 def render(self):
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45 glClear(GL_DEPTH_BUFFER_BIT)
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46
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47 back = self.background
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48 game = self.game
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49 texture_manager = self.texture_manager
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51 if game is not None and game.spellcard_effect is not None:
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52 self.setup_camera(0, 0, 1)
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53
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54 glDisable(GL_FOG)
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55 self.render_elements([game.spellcard_effect])
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56 glEnable(GL_FOG)
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57 elif back is not None:
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58 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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59 x, y, z = back.position_interpolator.values
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60 dx, dy, dz = back.position2_interpolator.values
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61
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62 glFogi(GL_FOG_MODE, GL_LINEAR)
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63 glFogf(GL_FOG_START, fog_start)
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64 glFogf(GL_FOG_END, fog_end)
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65 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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67 self.setup_camera(dx, dy, dz)
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68 glTranslatef(-x, -y, -z)
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69
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70 glEnable(GL_DEPTH_TEST)
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71 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back):
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72 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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73 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id)
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74 glVertexPointer(3, GL_FLOAT, 0, vertices)
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75 glTexCoordPointer(2, GL_FLOAT, 0, uvs)
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76 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
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77 glDrawArrays(GL_QUADS, 0, nb_vertices)
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78 glDisable(GL_DEPTH_TEST)
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79 else:
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80 glClear(GL_COLOR_BUFFER_BIT)
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81
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82 if game is not None:
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83 self.setup_camera(0, 0, 1)
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84
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85 glDisable(GL_FOG)
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86 self.render_elements(chain(*(enemy.objects() for enemy in game.enemies if enemy.visible)))
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87 self.render_elements(enemy for enemy in game.enemies if enemy.visible)
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88 self.render_elements(game.effects)
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89 self.render_elements(chain(game.players_bullets,
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90 game.lasers_sprites(),
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91 game.players,
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92 game.msg_sprites(),
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93 *(player.objects() for player in game.players)))
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94 self.render_elements(chain(game.bullets, game.lasers,
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95 game.cancelled_bullets, game.items,
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96 (item.indicator for item in game.items if item.indicator),
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97 *(label.objects() for label in game.labels)))
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98 glEnable(GL_FOG)
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99