view pytouhou/ui/gamerunner.py @ 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 f3099ebf4f61
children 61adb5453e46
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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 itertools import chain

from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, glDisable,
                       glHint, glEnableClientState, glViewport, glScissor,
                       gluPerspective, gluOrtho2D,
                       GL_MODELVIEW, GL_PROJECTION,
                       GL_TEXTURE_2D, GL_BLEND, GL_FOG,
                       GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST,
                       GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY,
                       GL_SCISSOR_TEST)

from pytouhou.utils.helpers import get_logger

from .gamerenderer import GameRenderer


logger = get_logger(__name__)


class GameRunner(pyglet.window.Window, GameRenderer):
    def __init__(self, resource_loader, game=None, background=None, replay=None):
        GameRenderer.__init__(self, resource_loader, game, background)

        width, height = (game.interface.width, game.interface.height) if game else (None, None)
        pyglet.window.Window.__init__(self, width=width, height=height,
                                      caption='PyTouhou', resizable=False)

        self.replay_level = None
        if not replay or not replay.levels[game.stage-1]:
            self.keys = pyglet.window.key.KeyStateHandler()
            self.push_handlers(self.keys)
        else:
            self.keys = 0
            self.replay_level = replay.levels[game.stage-1]
            self.game.players[0].state.lives = self.replay_level.lives
            self.game.players[0].state.power = self.replay_level.power
            self.game.players[0].state.bombs = self.replay_level.bombs
            self.game.difficulty = self.replay_level.difficulty

        self.clock = pyglet.clock.get_default()


    def start(self, width=None, height=None):
        width = width or (self.game.interface.width if self.game else 640)
        height = height or (self.game.interface.height if self.game else 480)
        if (width, height) != (self.width, self.height):
            self.set_size(width, height)

        # Initialize OpenGL
        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.render_game()
            self.render_interface()
            self.flip()


    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:
            logger.warn('Pyglet error: %s', traceback.format_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:
            if not self.replay_level:
                #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)
            else:
                keystate = 0
                for frame, _keystate, unknown in self.replay_level.keys:
                    if self.game.frame < frame:
                        break
                    else:
                        keystate = _keystate

                self.game.run_iter(keystate)


    def render_game(self):
        # Switch to game projection
        #TODO: move that to GameRenderer?
        x, y = self.game.interface.game_pos
        glViewport(x, y, self.game.width, self.game.height)
        glScissor(x, y, self.game.width, self.game.height)
        glEnable(GL_SCISSOR_TEST)
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(30, float(self.game.width) / float(self.game.height),
                       101010101./2010101., 101010101./10101.)

        GameRenderer.render(self)

        glDisable(GL_SCISSOR_TEST)


    def render_interface(self):
        # Interface
        interface = self.game.interface
        interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps())

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluOrtho2D(0., float(self.width), float(self.height), 0.)
        glViewport(0, 0, self.width, self.height)

        items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
        labels = interface.labels
        if items:
            # Force rendering of labels
            self.render_elements(items)
            self.render_elements(chain(*(label.objects()
                                            for label in labels.itervalues())))
        else:
            self.render_elements(chain(*(label.objects()
                                            for label in labels.itervalues()
                                                if label.changed)))
        for label in interface.labels.itervalues():
            label.changed = False