def main(): pygame.init() screen = pygame.display.set_mode((1000, 600)) white_box = hitbox((400, 200), (200, 200)) blue_box = hitbox((0, 0), (50, 50)) red_box = hitbox((0, 0), (50, 50)) while True: for event in pygame.event.get(): if event.type == QUIT: return 0 blue_box.point[:] = pygame.mouse.get_pos() blue_box.point -= (25, 25) side, diff = complete_collision(blue_box, white_box) red_box.point[:] = blue_box.point red_box.point[side // 2] += diff screen.fill((0, 0, 0)) screen.fill((227, 227, 227), hb2r(white_box)) screen.fill((120, 120, 255), hb2r(blue_box)) screen.fill((255, 180, 50), hb2r(red_box)) pygame.display.flip() time.sleep(0.01)
def save(self): points = {'sp': numpy.array((self.sp.x(), self.sp.y())), 'hba': hitbox((self.hba.x(), self.hba.y()), (self.hba.width(), self.hba.height())), 'hbp': hitbox((self.hbp.x(), self.hbp.y()), (self.hbp.width(), self.hbp.height()))} with file(self.points_file, 'wb') as data: pickle.dump(points, data, 2) self.dirty = False
def load_points(imagefile): filename = os.path.splitext(imagefile)[0] + '.points' if os.path.exists(filename): data = file(filename, 'rb') try: points = pickle.load(data) data.close() return points except EOFError: data.close() return {'sp': numpy.array([200, 200]), 'hba': components.hitbox((0, 0), (10, 10)), 'hbp': components.hitbox((0, 0), (10, 10))}
def flip_frame(frame): flipped_name = frame['name'] + '/flipped' try: return frame_cache[flipped_name] except KeyError: hbp, hba = frame['hbp'], frame['hba'] hbp = components.hitbox(hbp.point * (-1, 1) + hbp.size * (-1, 0), hbp.size) hba = components.hitbox(hba.point * (-1, 1) + hba.size * (-1, 0), hba.size) sprite = frame['sprite'] f_data = numpy.copy(sprite.xyuv) f_data[:, 2:4] = sprite.xyuv[::-1, 2:4] newframe={'sprite': Sprite(sprite.atlas, f_data), 'sp': frame['sp'] * (-1, 1) + (-sprite.xyuv[2, 0], 0), 'hbp': hbp, 'hba': hba, 'name': flipped_name} frame_cache[flipped_name] = newframe return newframe
def load(filename): '''Returns a list of hitboxes - the rects stored in the file. Raises IOError if file doesn't exist; LevelFormatError if format is unsupported.''' with open(filename) as levelfile: data = levelformat.load(levelfile) if data.version != 2: raise levelformat.LevelFormatError('Too high version: {0}'.format(data.version)) # And return a list of all rects with their positions in world coordinates return [components.hitbox((r.x + r.dx, r.y + r.dy), (r.w, r.h)) for r in data.rects]
def main(level_file): clock = events.dispatcher('Clock') keyboard = events.dispatcher('Keyboard') pygame.init() pygame.display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8) pygame.display.set_mode((1000, 600), pygame.OPENGL | pygame.DOUBLEBUF | pygame.RESIZABLE) handle_resize(1000, 600) screen_center = (500, 300) camera_offset = 230 gl.glEnable(gl.GL_TEXTURE_2D) gl.glEnable(gl.GL_BLEND) gl.glBlendEquation(gl.GL_FUNC_ADD) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) gl.glClearColor(0, 0, 0, 1) tick_event = pygame.event.Event(constants.TICK) datadir = find_datadir() loader = pyglet.resource.Loader(datadir) player1 = viking(datadir, clock, keyboard, pygame.K_a, pygame.K_d, pygame.K_w, pygame.K_j) player2 = viking(datadir, clock, keyboard, pygame.K_LEFT, pygame.K_RIGHT, pygame.K_UP, pygame.K_RETURN) player2.location[0] = 900 entities = [player1, player2] scream = pygame.mixer.Sound(os.path.join(datadir, 'wilhelm.wav')) background = load_sprite(datadir, 'background') backgroundbuf = GLBuffer(4 * 4, numpy.float32, gl.GL_STATIC_DRAW) backgroundbuf[:] = background.xyuv if level_file is None: walls = [components.hitbox((-5, -5), (10, 610)), components.hitbox((995, -5), (10, 610)), components.hitbox((-5, 595), (1010, 5)), ] else: walls = level.load(level_file) for w in walls: numpy.round(w.point, out=w.point) numpy.round(w.size, out=w.size) walls_tlbr = numpy.empty((2, len(walls), 2)) walls_tlbr[0] = [w.point for w in walls] walls_tlbr[1] = [w.point + w.size for w in walls] # vertex positions for walls quads = numpy.empty((len(walls), 4, 2), dtype=numpy.float32) quads[:, 0, :] = [w.point for w in walls] quads[:, 2, :] = [w.size for w in walls] quads[:, 2, :] += quads[:, 0, :] quads[:, 1, 0] = quads[:, 0, 0] quads[:, 1, 1] = quads[:, 2, 1] quads[:, 3, 0] = quads[:, 2, 0] quads[:, 3, 1] = quads[:, 0, 1] wallbuf = GLBuffer(quads.size, numpy.float32, gl.GL_STATIC_DRAW) wallbuf[:] = quads del quads # contains vertex and texture positions for sprites entitybuf = GLBuffer(dtype=numpy.float32) # walls program wallprog = shaders.wall() spriteprog = shaders.sprite() dragonprog = shaders.psycho() dragonpalette = load_texture(os.path.join(datadir, 'wallpalette.png'), dimensions=1) dragonsprite_scales = load_sprite(datadir, 'dragon_scales') dragonsprite_contours = load_sprite(datadir, 'dragon_contours') dragonbuf = GLBuffer(4 * 4, numpy.float32, gl.GL_STATIC_DRAW) dragonbuf[:] = dragonsprite_scales.xyuv + (-100, 145, 0, 0) contourbuf = GLBuffer(4 * 4, numpy.float32, gl.GL_STATIC_DRAW) contourbuf[:] = dragonsprite_contours.xyuv + (-100, 145, 0, 0) debug_draw = False pause = False do_frame = False ticks_done = 0 while True: start = time.clock() key_events = [] resize_event = None for event in pygame.event.get(): if event.type == pygame.QUIT: return 0 elif event.type == pygame.KEYDOWN or event.type == pygame.KEYUP: key_events.append(event) elif event.type == pygame.VIDEORESIZE: resize_event = event if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: return 0 if event.key == pygame.K_F2: debug_draw = not debug_draw elif event.key == pygame.K_F3: entities.append(sheep(datadir, clock)) elif event.key == pygame.K_F4: entities.append(drake(datadir, clock)) elif event.key == pygame.K_F5: entities.append(floaty_sheep(datadir, clock)) elif event.key == pygame.K_p: pause = not pause elif event.key == pygame.K_PERIOD and pause: do_frame = True if resize_event: handle_resize(resize_event.w, resize_event.h) screen_center = (resize_event.w // 2, resize_event.h // 2) background.xyuv[:, :2] = [[0, 0], [0, resize_event.h], [resize_event.w, resize_event.h], [resize_event.w, 0]] backgroundbuf[:] = background.xyuv if (not pause) or do_frame: for event in key_events: keyboard.dispatch(event) location = components.entity.location delta = numpy.array(location) motion_a = components.entity.motion_a motion_v = components.entity.motion_v active_tl = components.entity.active_tl active_br = components.entity.active_br passive_tl = components.entity.passive_tl passive_br = components.entity.passive_br instances = components.entity._all[:components.entity._nentities] do_translate = components.entity.translate_all GROUNDED = intern('grounded') motion_a[:] = (0, constants.G) clock.dispatch(tick_event) for thing in entities: thing.tags.discard(GROUNDED) motion_v[:] += motion_a collisions.resolve_passive_active_collisions(instances, active_tl, active_br, passive_tl, passive_br) attempts = 0 adjust_significant = True rppc = collisions.resolve_passive_passive_collisions rwc = collisions.resolve_wall_collisions grounded_mask = numpy.zeros((len(instances),), dtype=bool) stop = numpy.empty((len(instances),2), dtype=bool) adjust, sides = rwc(motion_v, passive_tl, passive_br, walls_tlbr[0], walls_tlbr[1]) numpy.logical_or.reduce(sides.reshape(-1, 2, 2), out=stop, axis=2) motion_v[stop] = 0 do_translate(motion_v[:]) while attempts < 20 and adjust_significant: adjust, sides, done_impulse = rppc(motion_v, passive_tl, passive_br) grounded_mask |= sides[:,3] adjust *= 0.5 do_translate(adjust) adjust_significant = not numpy.allclose(adjust, 0, atol=0.125) adjust_significant |= done_impulse > 0.125 del adjust, sides adjust, sides = rwc(motion_v, passive_tl, passive_br, walls_tlbr[0], walls_tlbr[1]) adjust_significant |= not numpy.allclose(adjust, 0, atol=0.5) do_translate(adjust) numpy.logical_or.reduce(sides.reshape(-1, 2, 2), out=stop, axis=2) motion_v[stop] = 0 grounded_mask |= sides[:,3] attempts += 1 for thing in numpy.compress(grounded_mask, instances): thing.tags.add(GROUNDED) do_frame = False ticks_done += 1 dead = [] gl.glLoadIdentity() gl.glEnableVertexAttribArray(0) gl.glUseProgram(spriteprog.id) gl.glBindTexture(gl.GL_TEXTURE_2D, background.texid) spriteprog['texture'] = 0 with backgroundbuf.bound: gl.glVertexAttribPointer(0, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, 0) gl.glDrawArrays(gl.GL_TRIANGLE_FAN, 0, 4) # Now move camera camera_location = (screen_center - numpy.round(entities[0].location)) + (0, camera_offset) gl.glTranslated(camera_location[0], camera_location[1], 0.0) for thing in entities: if thing.hitpoints <= 0 or thing.location[1] > 10000: dead.append(thing) continue for thing in dead: scream.play() if thing.name == 'Player': thing.hitpoints = 100 thing.location[:] = (500, -10) thing.motion_v[:] = 0 if thing.physics is not None: thing.physics.last_position[:] = thing.location else: entities.remove(thing) thing.dispose() xyuv = numpy.empty((4, 4), dtype=numpy.float32) texid = [0] * len(entities) with entitybuf.bound: for n, thing in enumerate(entities): xyuv[:] = thing.graphics.sprite.xyuv xy = xyuv[:, 0:2] xy[:] += thing.graphics.anchor xy[:] += thing.location numpy.round(xy, out=xy) offset = n * 16 entitybuf[offset:] = xyuv texid[n] = thing.graphics.sprite.texid #print('Loaded data for entity', n, xyuv, 'texid', texid[n]) gl.glVertexAttribPointer(0, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, 0) for n, t in enumerate(texid): gl.glBindTexture(gl.GL_TEXTURE_2D, t) gl.glDrawArrays(gl.GL_TRIANGLE_FAN, n * 4, 4) # draw walls gl.glUseProgram(wallprog.id) wallprog['color'] = (162.0/255.0, 153.0/255.0, 118.0/255.0, 1.0) with wallbuf.bound: gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, gl.GL_FALSE, 0, 0) gl.glDrawArrays(gl.GL_QUADS, 0, len(walls) * 8) # draw some shaders gl.glUseProgram(dragonprog.id) gl.glBindTexture(gl.GL_TEXTURE_2D, dragonsprite_scales.texid) gl.glActiveTexture(gl.GL_TEXTURE0 + 1) gl.glBindTexture(gl.GL_TEXTURE_1D, dragonpalette) gl.glActiveTexture(gl.GL_TEXTURE0) dragonprog['texture'] = 0 dragonprog['palette'] = 1 dragonprog['perturb'] = (ticks_done % 1024) / 128 dragonprog['shift'] = ticks_done / 600 with dragonbuf.bound: gl.glVertexAttribPointer(0, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, 0) gl.glDrawArrays(gl.GL_TRIANGLE_FAN, 0, 4) # now draw the rest of the f****n' dragon gl.glUseProgram(spriteprog.id) gl.glBindTexture(gl.GL_TEXTURE_2D, dragonsprite_contours.texid) spriteprog['texture'] = 0 with contourbuf.bound: gl.glVertexAttribPointer(0, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, 0) gl.glDrawArrays(gl.GL_TRIANGLE_FAN, 0, 4) if debug_draw: gl.glUseProgram(wallprog.id) wallprog['color'] = (0.89, 0.89, 0.89, 1.0) quads = numpy.zeros((len(entities), 4, 2), dtype=numpy.float32) quads[:, 0, :] = components.entity.passive_tl quads[:, 2, :] = components.entity.passive_br quads[:, 1, 0] = quads[:, 0, 0] quads[:, 1, 1] = quads[:, 2, 1] quads[:, 3, 0] = quads[:, 2, 0] quads[:, 3, 1] = quads[:, 0, 1] gl.glVertexAttribPointer(0, 2, gl.GL_FLOAT, gl.GL_FALSE, 0, quads.ctypes.data) gl.glDrawArrays(gl.GL_QUADS, 0, quads.size // 2) gl.glColor3f(1, 1, 1) gl.glEnable(gl.GL_TEXTURE_2D) #screen.fill((120, 50, 50), pygame.Rect(0, 10, player1.hitpoints * 2, 10)) #screen.fill((120, 50, 50), pygame.Rect(1000 - player2.hitpoints * 2, 10, player2.hitpoints * 2, 10)) pygame.display.flip() delta = time.clock() - start if delta < constants.FRAME: time.sleep(constants.FRAME - delta)