/
dop.py
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/
dop.py
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from utils.ebs import World
import os
# import random
import time
import logging
from load_config import ConfigSectionMap as load_cfg
from collections import OrderedDict
import pyglet
import pymunk
from functions import center_image
from image_generator import grid_to_image
from components import *
from systems import *
from entities import *
from dungeon_generator import DungeonGenerator
pyglet.options['debug_gl'] = False
# Logging
logging.basicConfig(
filename='debug.log',
filemode='w',
format='%(asctime)s,%(msecs)d %(name)s %(levelname)s %(message)s',
datefmt='%H:%M:%S',
level=logging.DEBUG
)
logger = logging.getLogger(__name__)
ch = logging.StreamHandler()
ch.setLevel(logging.INFO)
logger.addHandler(ch)
logger.setLevel(logging.DEBUG)
# GLOBAL VARIABLES
ROOT = os.path.dirname(__file__)
RES_PATH = os.path.join(ROOT, "resources")
PAUSED = False
FPS = 60.0 # Target frames per second
# Simple settings (temp)
keymap = {
49: 1,
50: 2,
51: 3,
52: 4,
53: 5,
54: 6,
55: 7,
56: 8,
57: 9,
48: 10,
}
# Get information about the OS and display #
platform = pyglet.window.get_platform()
display = platform.get_default_display()
screen = display.get_default_screen()
# Limit the frames per second to 30 #
pyglet.clock.set_fps_limit(FPS)
class GameWorld(World):
def __init__(self):
loadstart = time.clock()
self.cfg = load_cfg("Game")
# Initialize a window
self.window = GameWindow()
# Forward window events to gameworld
self.window.on_mouse_motion = self.on_mouse_motion
self.window.on_mouse_press = self.on_mouse_press
self.window.on_mouse_scroll = self.on_mouse_scroll
self.window.on_key_press = self.on_key_press
self.window.on_resize = self.on_resize
# Set default zoom
self.view_area = (
0, self.window.width, 0, self.window.height
)
self.zoom_factor = 1.5
# Create a keyboard input handler for pyglet window
self.input_keys = pyglet.window.key.KeyStateHandler()
self.window.push_handlers(self.input_keys)
self.new_game(load=True)
end = time.clock()
logger.info("Game loaded in {:.3f}s.".format(end - loadstart))
def new_game(self, load=False):
super().__init__()
self.start_systems()
# self.components = {}
self.window.offset_x, self.window.offset_y = 640, 360
# Create batches and load textures
logger.info("Loading textures...")
start = time.clock()
self.batches = OrderedDict()
self.load_textures()
end = time.clock()
logger.info("Done, {:.3f}s.".format(end - start))
# Setup dungeon configuration
logger.info("Building dungeon...")
start = time.clock()
dungeon_cfg = load_cfg("Dungeon2")
self.dungeon = DungeonGenerator(
logger,
dungeon_cfg
)
self.game_size = (
dungeon_cfg["dungeon_size"][0] * 32,
dungeon_cfg["dungeon_size"][1] * 32
)
if load:
self.dungeon.load("saved.json")
else:
self.dungeon.generate()
end = time.clock()
logger.info("Done, {:.3f}s.".format(end - start))
if not load:
self.dungeon.save("saved.json")
logger.info("Generating dungeon graphics...")
start = time.clock()
if load:
pass
else:
img_grid = self.dungeon.get_tilemap()
grid_to_image(
img_grid, "dungeon", self.game_size
)
dungeon_texture = self.load_single_texture(
"dungeon"
)
dungeon_overlay_texture = self.load_single_texture(
"dungeon_overlay"
)
self.bg = BG(self, dungeon_texture)
self.fg = FG(self, dungeon_overlay_texture)
self.bg.batch = Batch("dungeon")
self.bg.batch.group = 0
self.bg.position.set(0, 0)
self.fg.batch = Batch("dungeon")
self.fg.batch.group = 1
self.fg.position.set(0, 0)
end = time.clock()
logger.info("Done, {:.3f}s.".format(end - start))
# Make physical space for physics engine
logger.info("Setup physics space...")
start = time.clock()
self.phys_space = pymunk.Space()
self.phys_space.damping = 0.001
end = time.clock()
logger.info("Done, {:.3f}s.".format(end - start))
# Add entities to the world
logger.info("Spawning enemies...")
start = time.clock()
self.enemies = []
for r in self.dungeon.enemy_rooms:
for spawn in r.spawn_locations:
x, y = spawn[0] * 32, spawn[1] * 32
e = Enemy(self)
e.position.set(x, y)
self.enemies.append(e)
end = time.clock()
logger.info("Done, {:.3f}s.".format(end - start))
logger.info("Generating wall rectangles...")
start = time.clock()
wall_rects = self.dungeon.wall_rects
self.walls = []
for w in wall_rects:
p1, p2 = w
x = (p1[0] * 32)
y = (p1[1] * 32)
w = p2[0] * 32 - p1[0] * 32 + 32
h = p2[1] * 32 - p1[1] * 32 + 32
# print(p1, p2, x, y, w, h)
wa = Wall(self)
wa.physbody = PhysBody(shape="square", width=w, height=h)
wa.position.set(x, y)
self.walls.append(wa)
end = time.clock()
logger.info("Done, {:.3f}s.".format(end - start))
logger.info("Placing collidable items...")
# self.collidable = []
# for c in self.dungeon.collidable:
# print(c.p1)
# co = Wall(self)
# co.physbody = PhysBody(shape="square", width=32, height=32)
# co.position.set(*c.p1)
# self.collidable.append(co)
logger.info("Spawning player...")
self.spawn_player()
# self.e = Enemy(self)
# self.e.position.set(self.p.position.x + 32, self.p.position.y)
# self.e.followtarget.who = self.p
# self.e.lightsource = LightSource()
self.viewlines = []
def load_game(self):
pass
def save_game(self):
pass
def initialize(self):
pass
def spawn_player(self, point=(0, 0)):
self.p = Player(self)
c = self.dungeon.startroom.center
x, y = c[0] * 32, c[1] * 32
self.p.position.set(x, y)
def load_textures(self):
goblin_img = center_image(
pyglet.image.load('resources/crappy_goblin.png')
)
player_body_img = center_image(
pyglet.image.load('resources/player_body.png')
)
player_body_glow_img = center_image(
pyglet.image.load('resources/player_body_glow.png')
)
wall_img = center_image(
pyglet.image.load('resources/wall.png')
)
bg_img = center_image(
pyglet.image.load('resources/bg.png')
)
self.textures = dict(
enemy=goblin_img,
player=player_body_img,
player_glow=player_body_glow_img,
wall=wall_img,
bg=bg_img
)
def load_single_texture(self, name, center=False):
if center:
return center_image(
pyglet.image.load(os.path.join(RES_PATH, name + '.png'))
)
else:
return pyglet.image.load(os.path.join(RES_PATH, name + '.png'))
def get_player(self):
return self.p
def get_gamepos(self, x, y):
return int(x - self.window.offset_x), int(y - self.window.offset_y)
def on_mouse_motion(self, x, y, dx, dy):
pass
# c = self.get_components(MouseControlled)
# e = None
# if c:
# try:
# e = self.get_entities(c[0])[0]
# except KeyError:
# pass
# if e:
# e.mousecontrolled.x, e.mousecontrolled.y = self.get_gamepos(x, y)
# print current mouse position
# print(x, y)
def on_resize(self, width, height):
glViewport(0, 0, width, height)
self.update_ortho(width, height)
# glMatrixMode(gl.GL_MODELVIEW)
# glLoadIdentity()
return pyglet.event.EVENT_HANDLED
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
if scroll_y == 1 and self.zoom_factor < 0.25:
self.zoom_factor += 0.05
elif scroll_y == 1 and self.zoom_factor < 0.5:
self.zoom_factor += 0.125
elif scroll_y == 1 and self.zoom_factor < 1.5:
self.zoom_factor += 0.25
elif scroll_y == 1 and self.zoom_factor < 5:
self.zoom_factor += 0.5
elif scroll_y == -1 and self.zoom_factor > 1.5:
self.zoom_factor -= 0.5
elif scroll_y == -1 and self.zoom_factor > 0.5:
self.zoom_factor -= 0.25
elif scroll_y == -1 and self.zoom_factor > 0.25:
self.zoom_factor -= 0.125
elif scroll_y == -1 and self.zoom_factor > 0.06:
self.zoom_factor -= 0.05
else:
return None
print("Zoom: ", self.zoom_factor, "x")
self.update_ortho(self.window.width, self.window.height)
def update_ortho(self, w, h):
lessen_w = int((w - (w / self.zoom_factor)) / 2)
lessen_h = int(lessen_w * (h / w))
self.view_area = lessen_w, w - lessen_w, lessen_h, h - lessen_h
glMatrixMode(gl.GL_PROJECTION)
glLoadIdentity()
glOrtho(*self.view_area, -1, 1)
glMatrixMode(gl.GL_MODELVIEW)
glLoadIdentity()
def on_mouse_press(self, x, y, button, modifiers):
# pass
# when a user presses a mouse button, print which one and mousepos
print("{0} pressed at: {1},{2}.".format(button, x, y))
p = self.get_player()
p.mouseclicked = MouseClicked(button, *self.get_gamepos(x, y))
def on_key_press(self, k, modifiers):
if k == key.ESCAPE:
# logger.info("Exiting...")
pyglet.app.exit()
if k == key._1:
self.zoom_factor = 1
if k == key._2:
self.zoom_factor = 2
if k == key._3:
self.zoom_factor = 3
if k == key.F2:
e = [None]
c = self.get_components(Input)
for comp in c:
e = self.get_entities(comp)
if e[0] == self.p:
delattr(self.p, "input")
# self.e.input = Input()
else:
delattr(e[0], "input")
self.p.input = Input()
if k == key.F4:
if getattr(self.p, "staticposition"):
delattr(self.p, "staticposition")
self.p.windowposition = WindowPosition()
else:
self.p.staticposition = StaticPosition(x=640, y=360)
self.window.offset_x = 640 - self.p.position.x
self.window.offset_y = 360 - self.p.position.y
delattr(self.p, "windowposition")
if k == key.F5:
if getattr(self.p, "lightsource"):
delattr(self.p, "lightsource")
else:
self.p.lightsource = LightSource()
if k == key.F8:
self.new_game(load=False)
if k == key.F9:
self.new_game(load=True)
if k == key.F11:
self.cfg["lighting_enabled"] = not self.cfg["lighting_enabled"]
if k == key.F12:
self.cfg["show_rays"] = not self.cfg["show_rays"]
c = self.get_components(KeyboardControlled)
e = None
if c:
try:
e = self.get_entities(c[0])[0]
except KeyError:
pass
if e:
if getattr(e, "activeabilities"):
try:
print(e.activeabilities.slots[keymap[k]])
except KeyError:
# print("No ability defined for that key.")
pass
def start_systems(self):
self.add_system(InitializeEffectiveStatsSystem(self))
self.add_system(ApplyAttributeStatsSystem(self))
self.add_system(ApplyHPSystem(self))
self.add_system(ApplyStaminaSystem(self))
self.add_system(ApplyManaSystem(self))
self.add_system(ApplyBasicAttackSystem(self))
self.add_system(ApplyMovementSpeedSystem(self))
self.add_system(AutoAttackSystem(self))
self.add_system(CheckDeadSystem(self))
self.add_system(CheckAttackTargetSystem(self))
self.add_system(CheckAutoAttackTargetSystem(self))
self.add_system(CheckFollowTargetSystem(self))
self.add_system(SearchTargetSystem(self))
self.add_system(AutoAttackInRangeSystem(self))
self.add_system(LevelUpSystem(self))
self.add_system(MobNamingSystem(self))
self.add_system(GlowBatchSystem(self))
self.add_system(SpriteBatchSystem(self))
self.add_system(InputMovementSystem(self))
self.add_system(HeadBobbingSystem(self))
self.add_system(AIBehaviorSystem(self))
self.add_system(MoveSystem(self))
self.add_system(FollowSystem(self))
self.add_system(PhysicsSystem(self))
self.add_system(TargetMobSystem(self))
self.add_system(StaticSpritePosSystem(self))
self.add_system(StaticGlowEffectPosSystem(self))
self.add_system(WindowPosSystem(self))
self.add_system(SpritePosSystem(self))
self.add_system(GlowPosSystem(self))
self.add_system(HideSpriteSystem(self))
self.add_system(PulseAnimationSystem(self))
self.add_system(CleanupClickSystem(self))
self.add_system(LightingSystem(self))
self.add_system(RenderSystem(self))
class GameWindow(pyglet.window.Window): # Main game window
def __init__(self):
# Template for multisampling
gl_template = pyglet.gl.Config(
sample_buffers=1,
samples=2,
alpha_size=8,
stencil_size=8
)
try: # to enable multisampling
gl_config = screen.get_best_config(gl_template)
except pyglet.window.NoSuchConfigException:
gl_template = pyglet.gl.Config(alpha_size=8)
gl_config = screen.get_best_config(gl_template)
gl_context = gl_config.create_context(None)
super(GameWindow, self).__init__(
context=gl_context,
config=gl_config,
resizable=False,
vsync=True,
)
if not self.fullscreen:
self.set_location(
(screen.width - 1280) // 2,
(screen.height - 720) // 2
)
self.width, self.height = 1280, 720
self.offset_x, self.offset_y = 640, 360
if __name__ == "__main__":
# Initialize world
appworld = GameWorld()
# Add component types
# appworld.add_componenttype(KeyboardControl)
# Add systems to the world to be processed in that order.
# appworld.add_system(KeyboardHandling(appworld))
# Schedule the update function on the world to run every frame.
pyglet.clock.schedule_interval(appworld.process, 1.0 / FPS)
# Initialize pyglet app
pyglet.app.run()