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
Beispiel #3
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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))}
Beispiel #4
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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
Beispiel #5
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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)