annotate eclviewer.py @ 83:fc0294c745b6

Basic bullet handling! Clean up as soon as possible :p
author Thibaut Girka <thib@sitedethib.com>
date Sat, 03 Sep 2011 22:22:58 +0200
parents 6a08f44fa01b
children 85f3b8ba3f24
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1 #!/usr/bin/env python
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2 # -*- encoding: utf-8 -*-
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3 ##
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4 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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5 ##
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6 ## This program is free software; you can redistribute it and/or modify
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7 ## it under the terms of the GNU General Public License as published
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8 ## by the Free Software Foundation; version 3 only.
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9 ##
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10 ## This program is distributed in the hope that it will be useful,
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11 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 ## GNU General Public License for more details.
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14 ##
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15
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16 import sys
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17 import os
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18
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19 import struct
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20 from math import degrees, radians
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21 from io import BytesIO
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22 from itertools import chain
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23
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24 import pygame
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25
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26 from pytouhou.formats.pbg3 import PBG3
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27 from pytouhou.formats.std import Stage
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28 from pytouhou.formats.ecl import ECL
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29 from pytouhou.formats.anm0 import Animations
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30 from pytouhou.game.sprite import AnmWrapper
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31 from pytouhou.game.background import Background
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32 from pytouhou.game.enemymanager import EnemyManager
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33 from pytouhou.opengl.texture import TextureManager
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34 from pytouhou.game.game import GameState, Resources
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35 from pytouhou.game.player import Player
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36
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37 import OpenGL
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38 OpenGL.FORWARD_COMPATIBLE_ONLY = True
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39 from OpenGL.GL import *
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40 from OpenGL.GLU import *
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42
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43 def main(path, stage_num):
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44 # Initialize pygame
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45 pygame.init()
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46 window = pygame.display.set_mode((384, 448), pygame.OPENGL | pygame.DOUBLEBUF)
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47
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48 # Initialize OpenGL
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49 glMatrixMode(GL_PROJECTION)
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50 glLoadIdentity()
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51 gluPerspective(30, float(window.get_width())/window.get_height(), 101010101./2010101., 101010101./10101.)
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52
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53 glEnable(GL_BLEND)
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54 glEnable(GL_TEXTURE_2D)
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55 glEnable(GL_FOG)
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56 glHint(GL_FOG_HINT, GL_NICEST)
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57 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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58 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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59 glEnableClientState(GL_COLOR_ARRAY)
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60 glEnableClientState(GL_VERTEX_ARRAY)
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61 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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62
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63 texture_manager = TextureManager()
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64
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65 # Load common data
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66 with open(os.path.join(path, 'CM.DAT'), 'rb') as file:
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67 archive = PBG3.read(file)
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68 texture_manager.set_archive(archive)
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69 etama_anm_wrappers = (AnmWrapper([Animations.read(BytesIO(archive.extract('etama3.anm')))]),
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70 AnmWrapper([Animations.read(BytesIO(archive.extract('etama4.anm')))]))
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71 players_anm_wrappers = (AnmWrapper([Animations.read(BytesIO(archive.extract('player00.anm')))]),
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72 AnmWrapper([Animations.read(BytesIO(archive.extract('player01.anm')))]))
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73 effects_anm_wrapper = AnmWrapper([Animations.read(BytesIO(archive.extract('eff00.anm')))])
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74
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75 for anm_wrapper in etama_anm_wrappers:
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76 texture_manager.preload(anm_wrapper)
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77
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78 for anm_wrapper in players_anm_wrappers:
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79 texture_manager.preload(anm_wrapper)
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80
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81 texture_manager.preload(effects_anm_wrapper)
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82
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83 resources = Resources(etama_anm_wrappers, players_anm_wrappers, effects_anm_wrapper)
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84
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85 game_state = GameState(resources, [Player()], stage_num, 3, 16)
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86
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87 # Load stage data
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88 with open(os.path.join(path, 'ST.DAT'), 'rb') as file:
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89 archive = PBG3.read(file)
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90 texture_manager.set_archive(archive)
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91
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92 stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num)), stage_num)
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93
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94 ecl = ECL.read(BytesIO(archive.extract('ecldata%d.ecl' % stage_num)))
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95 enemies_anim = Animations.read(BytesIO(archive.extract('stg%denm.anm' % stage_num)))
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96 anims = [enemies_anim]
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97 try:
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98 enemies2_anim = Animations.read(BytesIO(archive.extract('stg%denm2.anm' % stage_num)))
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99 except KeyError:
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100 pass
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101 else:
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102 anims.append(enemies2_anim)
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103 enemy_manager = EnemyManager(stage, AnmWrapper(anims), ecl, game_state)
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104 texture_manager.preload(anims)
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105
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106 background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num)))
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107 background = Background(stage, AnmWrapper((background_anim,)))
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108 texture_manager.preload((background_anim,))
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109
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110 print(enemy_manager.stage.name)
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111
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112 frame = 0
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113
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114 # Main loop
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115 clock = pygame.time.Clock()
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116 while True:
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117 # Check events
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118 for event in pygame.event.get():
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119 if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)):
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120 sys.exit(0)
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121 elif event.type == pygame.KEYDOWN:
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122 if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT:
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123 pygame.display.toggle_fullscreen()
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124
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125 # Update game
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126 enemy_manager.update(frame)
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127 background.update(frame)
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128
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129 frame += 1
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130
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131 # Draw everything
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132 # glClearColor(0.0, 0.0, 1.0, 0)
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133 glClear(GL_DEPTH_BUFFER_BIT)
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134
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135 fog_b, fog_g, fog_r, _, fog_start, fog_end = background.fog_interpolator.values
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136 x, y, z = background.position_interpolator.values
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137 dx, dy, dz = background.position2_interpolator.values
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138
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139 glFogi(GL_FOG_MODE, GL_LINEAR)
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140 glFogf(GL_FOG_START, fog_start)
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141 glFogf(GL_FOG_END, fog_end)
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142 glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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143
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144 #TODO
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145 glMatrixMode(GL_MODELVIEW)
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146 glLoadIdentity()
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147 # Some explanations on the magic constants:
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148 # 192. = 384. / 2. = width / 2.
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149 # 224. = 448. / 2. = height / 2.
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150 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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151 # This is so that objects on the (O, x, y) plane use pixel coordinates
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152 gluLookAt(192., 224., - 835.979370 * dz,
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153 192. + dx, 224. - dy, 0., 0., -1., 0.)
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154 glTranslatef(-x, -y, -z)
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155
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156 glEnable(GL_DEPTH_TEST)
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157 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in background.objects_by_texture.items():
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158 glBlendFunc(GL_SRC_ALPHA, {0: GL_ONE_MINUS_SRC_ALPHA, 1: GL_ONE}[blendfunc])
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159 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key])
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160 glVertexPointer(3, GL_FLOAT, 0, vertices)
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161 glTexCoordPointer(2, GL_FLOAT, 0, uvs)
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162 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
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163 glDrawArrays(GL_QUADS, 0, nb_vertices)
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164 glDisable(GL_DEPTH_TEST)
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165
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166 #TODO
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167 glMatrixMode(GL_MODELVIEW)
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168 glLoadIdentity()
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169 # Some explanations on the magic constants:
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170 # 192. = 384. / 2. = width / 2.
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171 # 224. = 448. / 2. = height / 2.
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172 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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173 # This is so that objects on the (O, x, y) plane use pixel coordinates
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174 gluLookAt(192., 224., - 835.979370,
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175 192., 224., 0., 0., -1., 0.)
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176
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177 glDisable(GL_FOG)
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178 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in enemy_manager.objects_by_texture.items():
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179 glBlendFunc(GL_SRC_ALPHA, {0: GL_ONE_MINUS_SRC_ALPHA, 1: GL_ONE}[blendfunc])
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180 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key])
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181 glVertexPointer(3, GL_FLOAT, 0, vertices)
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182 glTexCoordPointer(2, GL_FLOAT, 0, uvs)
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183 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
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184 glDrawArrays(GL_QUADS, 0, nb_vertices)
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185 glEnable(GL_FOG)
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186
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187 pygame.display.flip()
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188 clock.tick(120)
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189
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190
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191
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192 try:
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193 file_path, stage_num = sys.argv[1:]
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194 stage_num = int(stage_num)
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195 except ValueError:
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196 print('Usage: %s game_dir_path stage_num' % sys.argv[0])
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197 else:
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198 main(file_path, stage_num)
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199