Mercurial > touhou
annotate pytouhou/opengl/gamerunner.py @ 142:c7f0fd9d2145
Simple collision detection
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 25 Sep 2011 20:56:14 +0200 |
parents | fab7ad2f0d8b |
children | 96c30ffd9b87 |
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131
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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 from pyglet.gl import * |
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17 |
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18 from pytouhou.opengl.texture import TextureManager |
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19 from pytouhou.opengl.sprite import get_sprite_rendering_data #TODO: cimport? |
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20 from pytouhou.opengl.background import get_background_rendering_data |
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21 from pytouhou.opengl.gamerenderer import GameRenderer |
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22 |
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23 |
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24 class GameRunner(pyglet.window.Window, GameRenderer): |
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25 def __init__(self, resource_loader, game=None, background=None): |
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26 GameRenderer.__init__(self, resource_loader, game, background) |
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27 pyglet.window.Window.__init__(self, caption='PyTouhou', resizable=False) |
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28 self.keys = pyglet.window.key.KeyStateHandler() |
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29 self.push_handlers(self.keys) |
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30 |
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31 self.fps_display = pyglet.clock.ClockDisplay() |
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32 |
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33 |
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34 def start(self, width=384, height=448): |
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35 self.set_size(width, height) |
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36 |
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37 # Initialize OpenGL |
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38 glMatrixMode(GL_PROJECTION) |
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39 glLoadIdentity() |
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40 gluPerspective(30, float(width)/float(height), |
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41 101010101./2010101., 101010101./10101.) |
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42 |
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43 glEnable(GL_BLEND) |
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44 glEnable(GL_TEXTURE_2D) |
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45 glEnable(GL_FOG) |
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46 glHint(GL_FOG_HINT, GL_NICEST) |
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47 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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48 glEnableClientState(GL_COLOR_ARRAY) |
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49 glEnableClientState(GL_VERTEX_ARRAY) |
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50 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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51 |
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52 # Use our own loop to ensure 60 (for now, 120) fps |
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53 pyglet.clock.set_fps_limit(120) |
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54 while not self.has_exit: |
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55 pyglet.clock.tick() |
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56 self.dispatch_events() |
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57 self.update() |
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58 self.on_draw() |
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59 self.flip() |
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60 |
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61 |
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62 def on_resize(self, width, height): |
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63 glViewport(0, 0, width, height) |
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64 |
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65 |
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66 def on_key_press(self, symbol, modifiers): |
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67 if symbol == pyglet.window.key.ESCAPE: |
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68 self.has_exit = True |
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69 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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70 elif symbol == pyglet.window.key.F11: |
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71 self.set_fullscreen(not self.fullscreen) |
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72 |
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73 |
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74 def update(self): |
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75 if self.background: |
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76 self.background.update(self.game.game_state.frame) |
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77 if self.game: |
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78 #TODO: allow user settings |
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79 keystate = 0 |
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80 if self.keys[pyglet.window.key.W]: |
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81 keystate |= 1 |
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82 if self.keys[pyglet.window.key.X]: |
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83 keystate |= 2 |
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84 #TODO: on some configurations, LSHIFT is Shift_L when pressed |
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85 # and ISO_Prev_Group when released, confusing the hell out of pyglet |
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86 # and leading to a always-on LSHIFT... |
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87 if self.keys[pyglet.window.key.LSHIFT]: |
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88 keystate |= 4 |
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89 if self.keys[pyglet.window.key.UP]: |
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90 keystate |= 16 |
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91 if self.keys[pyglet.window.key.DOWN]: |
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92 keystate |= 32 |
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93 if self.keys[pyglet.window.key.LEFT]: |
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94 keystate |= 64 |
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95 if self.keys[pyglet.window.key.RIGHT]: |
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96 keystate |= 128 |
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97 if self.keys[pyglet.window.key.LCTRL]: |
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98 keystate |= 256 |
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99 self.game.run_iter(keystate) #TODO: self.keys... |
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100 |
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101 |
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102 def on_draw(self): |
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103 GameRenderer.render(self) |
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104 |
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105 #TODO |
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106 glMatrixMode(GL_MODELVIEW) |
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107 glLoadIdentity() |
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108 gluLookAt(192., 224., 835.979370, |
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109 192, 224., 0., 0., 1., 0.) |
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110 self.fps_display.draw() |
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111 |