Mercurial > touhou
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> |
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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()