Mercurial > touhou
view pytouhou/opengl/gamerunner.py @ 139:3af65541dfd3
Add EoSD's hitboxes
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 25 Sep 2011 19:59:41 +0200 |
parents | fab7ad2f0d8b |
children | 96c30ffd9b87 |
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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 from pyglet.gl import * from pytouhou.opengl.texture import TextureManager from pytouhou.opengl.sprite import get_sprite_rendering_data #TODO: cimport? from pytouhou.opengl.background import get_background_rendering_data 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 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.game_state.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()