view pytouhou/opengl/gamerunner.py @ 182:20843875ad8f

(Hopefully) use difficulty as it should. The difficulty[0] (also called rank) varies from 0 to 32 and affects various parts of the game. The difficulty now impact those parts, but how it is modified during the gameplay is not clear. Such changes to the difficulty are not handled yet. [0] http://en.touhouwiki.net/wiki/Embodiment_of_Scarlet_Devil/Gameplay#Rank
author Thibaut Girka <thib@sitedethib.com>
date Tue, 25 Oct 2011 01:29:40 +0200
parents 7769ce7be03c
children 46793ccfedca
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# -*- encoding: utf-8 -*-
##
## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
##
## This program is free software; you can redistribute it and/or modify
## it under the terms of the GNU General Public License as published
## by the Free Software Foundation; version 3 only.
##
## This program is distributed in the hope that it will be useful,
## but WITHOUT ANY WARRANTY; without even the implied warranty of
## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
## GNU General Public License for more details.
##

import pyglet
import traceback

from pyglet.gl import *

from pytouhou.opengl.gamerenderer import GameRenderer


class GameRunner(pyglet.window.Window, GameRenderer):
    def __init__(self, resource_loader, game=None, background=None):
        GameRenderer.__init__(self, resource_loader, game, background)
        pyglet.window.Window.__init__(self, caption='PyTouhou', resizable=False)
        self.keys = pyglet.window.key.KeyStateHandler()
        self.push_handlers(self.keys)

        self.fps_display = pyglet.clock.ClockDisplay()


    def start(self, width=384, height=448):
        self.set_size(width, height)

        # Initialize OpenGL
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(30, float(width)/float(height),
                       101010101./2010101., 101010101./10101.)

        glEnable(GL_BLEND)
        glEnable(GL_TEXTURE_2D)
        glEnable(GL_FOG)
        glHint(GL_FOG_HINT, GL_NICEST)
        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
        glEnableClientState(GL_COLOR_ARRAY)
        glEnableClientState(GL_VERTEX_ARRAY)
        glEnableClientState(GL_TEXTURE_COORD_ARRAY)

        # Use our own loop to ensure 60 (for now, 120) fps
        pyglet.clock.set_fps_limit(120)
        while not self.has_exit:
            pyglet.clock.tick()
            self.dispatch_events()
            self.update()
            self.on_draw()
            self.flip()


    def on_resize(self, width, height):
        glViewport(0, 0, width, height)


    def _event_text_symbol(self, ev):
        # XXX: Ugly workaround to a pyglet bug on X11
        #TODO: fix that bug in pyglet
        try:
            return pyglet.window.Window._event_text_symbol(self, ev)
        except Exception as exc:
            print('*WARNING* Pyglet error:')
            traceback.print_exc(exc)
            return None, None


    def on_key_press(self, symbol, modifiers):
        if symbol == pyglet.window.key.ESCAPE:
            self.has_exit = True
        # XXX: Fullscreen will be enabled the day pyglet stops sucking
        elif symbol == pyglet.window.key.F11:
            self.set_fullscreen(not self.fullscreen)


    def update(self):
        if self.background:
            self.background.update(self.game.frame)
        if self.game:
            #TODO: allow user settings
            keystate = 0
            if self.keys[pyglet.window.key.W]:
                keystate |= 1
            if self.keys[pyglet.window.key.X]:
                keystate |= 2
            #TODO: on some configurations, LSHIFT is Shift_L when pressed
            # and ISO_Prev_Group when released, confusing the hell out of pyglet
            # and leading to a always-on LSHIFT...
            if self.keys[pyglet.window.key.LSHIFT]:
                keystate |= 4
            if self.keys[pyglet.window.key.UP]:
                keystate |= 16
            if self.keys[pyglet.window.key.DOWN]:
                keystate |= 32
            if self.keys[pyglet.window.key.LEFT]:
                keystate |= 64
            if self.keys[pyglet.window.key.RIGHT]:
                keystate |= 128
            if self.keys[pyglet.window.key.LCTRL]:
                keystate |= 256
            self.game.run_iter(keystate) #TODO: self.keys...


    def on_draw(self):
        GameRenderer.render(self)

        #TODO
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(192., 224., 835.979370,
                  192, 224., 0., 0., 1., 0.)
        self.fps_display.draw()