annotate pytouhou/ui/gamerenderer.pyx @ 316:f0be7ea62330

Fix a bug with ECL instruction 96, and fix overall ECL handling. The issue with instruction 96 was about death callbacks, being executed on the caller of instruction 96 instead of the dying enemies. This was introduced by changeset 5930b33a0370. Additionnaly, ECL processes are now an attribute of the Enemy, and death/timeout conditions are checked right after the ECL frame, even if the ECL script has already ended, just like in the original game.
author Thibaut Girka <thib@sitedethib.com>
date Thu, 29 Mar 2012 21:18:35 +0200
parents e935ed8dc5e6
children 13201d90bb22
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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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33 self.game = game
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34 self.background = background
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36 if game:
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37 # Preload textures
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38 self.texture_manager.preload(game.resource_loader.instanced_anms.values())
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41 def render(self):
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42 glClear(GL_DEPTH_BUFFER_BIT)
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43
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44 back = self.background
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45 game = self.game
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46 texture_manager = self.texture_manager
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47
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48 if game is not None and game.spellcard_effect is not None:
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49 self.setup_camera(0, 0, 1)
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51 glDisable(GL_FOG)
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52 self.render_elements([game.spellcard_effect])
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53 glEnable(GL_FOG)
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54 elif back is not None:
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55 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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56 x, y, z = back.position_interpolator.values
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57 dx, dy, dz = back.position2_interpolator.values
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58
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59 glFogi(GL_FOG_MODE, GL_LINEAR)
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60 glFogf(GL_FOG_START, fog_start)
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61 glFogf(GL_FOG_END, fog_end)
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62 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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64 self.setup_camera(dx, dy, dz)
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65 glTranslatef(-x, -y, -z)
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67 glEnable(GL_DEPTH_TEST)
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68 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back):
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69 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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70 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id)
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71 glVertexPointer(3, GL_FLOAT, 0, vertices)
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72 glTexCoordPointer(2, GL_FLOAT, 0, uvs)
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73 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
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74 glDrawArrays(GL_QUADS, 0, nb_vertices)
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75 glDisable(GL_DEPTH_TEST)
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76 else:
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77 glClear(GL_COLOR_BUFFER_BIT)
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78
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79 if game is not None:
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80 self.setup_camera(0, 0, 1)
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81
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82 glDisable(GL_FOG)
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83 self.render_elements(chain(*(enemy.objects() for enemy in game.enemies if enemy.visible)))
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84 self.render_elements(enemy for enemy in game.enemies if enemy.visible)
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85 self.render_elements(game.effects)
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86 self.render_elements(chain(game.players_bullets,
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87 game.lasers_sprites(),
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88 game.players,
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89 game.msg_sprites(),
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90 *(player.objects() for player in game.players)))
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91 self.render_elements(chain(game.bullets, game.lasers,
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92 game.cancelled_bullets, game.items,
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93 (item.indicator for item in game.items if item.indicator)))
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94 #TODO: display item indicators
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95 glEnable(GL_FOG)
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96