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client.py
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client.py
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# Just a demo for now :-)
import glob
import pygame
import rabbyt
class Piece(rabbyt.Sprite):
def __init__(self, **kargs):
# back isn't understood by the Sprite class, so pop it out of the dict
self.back_texture = kargs.pop('back', None)
self.front_texture = kargs.get('texture', None)
self.flipped = False
# this must be a bug in rabbyt... why would textures be backwards by default...
kargs['tex_shape'] = [0, 0, 1, 1]
rabbyt.Sprite.__init__(self, **kargs)
self.animflag = False
def animendcallback(self):
self.animflag = False
def width(self):
return self.right - self.left
def height(self):
return self.bottom - self.top
def flip(self):
self.flipped = not self.flipped
if self.flipped and self.back_texture:
self.texture = self.back_texture
else:
self.texture = self.front_texture
class Game(object):
def __init__(self, width, height):
pygame.display.set_mode((width, height), pygame.OPENGL | pygame.DOUBLEBUF)
rabbyt.set_viewport((width, height), projection=(0, 0, width, height))
rabbyt.set_default_attribs()
self.size = (width, height)
self.ratio = float(width) / height
self.pieces = []
self.grabbed_piece = None
self.panning = False
self.panning_x = 0
self.panning_y = 0
self.viewport_x = 0
self.viewport_y = 0
self.z = 0
self.boards = [rabbyt.Sprite(texture='board.png')]
for card_image in glob.glob('cards/*png'):
self.pieces.append(Piece(texture=card_image, back='cards/backs/back-red-150-2.png'))
def update_viewport(self):
rabbyt.set_viewport(self.size, projection=(self.viewport_x,
self.viewport_y,
(self.size[0] - self.ratio * self.z) + self.viewport_x,
self.size[1] - self.z + self.viewport_y))
def handle_event(self, event):
if hasattr(event, 'pos'):
# translate the position from mouse coordinates to viewport coordinates
x_factor = float(event.pos[0]) / self.size[0]
y_factor = float(event.pos[1]) / self.size[1]
system_x = x_factor * (self.size[0] - self.ratio * self.z)
system_y = y_factor * (self.size[1] - self.z)
if not self.panning:
system_x += self.viewport_x
system_y += self.viewport_y
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
return False
elif event.type == pygame.MOUSEBUTTONDOWN:
grabbed_piece = None
# sort based on z-order
location = rabbyt.Sprite(x=system_x, y=system_y)
collisions = sorted(rabbyt.collisions.aabb_collide_single(location, self.pieces),
cmp=lambda x, y: cmp(self.pieces.index(y), self.pieces.index(x)))
if collisions:
self.grabbed_piece = collisions[0]
if self.grabbed_piece and event.button == 3:
self.grabbed_piece.flip()
if self.grabbed_piece:
#keep the list in z-order
self.pieces.remove(self.grabbed_piece)
self.pieces.append(self.grabbed_piece)
self.grabbed_piece.rgba = (.5, .5, .5, .75)
#self.grabbed_piece.scale = rabbyt.lerp(1, 1.25, dt=100, extend="reverse")
# Have the scrollwheel zoom in and zoom out when not hovering over a piece
if not self.grabbed_piece:
if event.button == 1:
self.panning = True
self.original_vx = self.viewport_x
self.original_vy = self.viewport_y
(self.panning_x, self.panning_y) = (system_x - self.viewport_x, system_y - self.viewport_y)#(event.pos[0], event.pos[1])
if event.button == 4:
if pygame.key.get_mods() & pygame.KMOD_CTRL:
self.z += 100
else:
self.z += 20
self.update_viewport()
elif event.button == 5:
if pygame.key.get_mods() & pygame.KMOD_CTRL:
self.z -= 100
else:
self.z -= 20
self.update_viewport()
if event.button == 4 and self.grabbed_piece and self.grabbed_piece.animflag == False:
self.grabbed_piece.animflag = True
self.grabbed_piece.rot = rabbyt.lerp(self.grabbed_piece.rot, self.grabbed_piece.rot + 45, dt=100);
rabbyt.scheduler.add(rabbyt.get_time()+200, self.grabbed_piece.animendcallback)
elif event.button == 5 and self.grabbed_piece and self.grabbed_piece.animflag == False:
self.grabbed_piece.animflag = True
self.grabbed_piece.rot = rabbyt.lerp(self.grabbed_piece.rot, self.grabbed_piece.rot - 45, dt=100);
rabbyt.scheduler.add(rabbyt.get_time()+200, self.grabbed_piece.animendcallback)
else:
if self.grabbed_piece:
self.offset_x = -(system_x - self.grabbed_piece.x)
self.offset_y = -(system_y - self.grabbed_piece.y)
elif event.type == pygame.MOUSEMOTION:
if self.panning:
self.viewport_x = self.original_vx - (system_x - self.panning_x)
self.viewport_y = self.original_vy - (system_y - self.panning_y)
self.update_viewport()
if self.grabbed_piece:
if pygame.key.get_mods() & pygame.KMOD_CTRL:
self.grabbed_piece.xy = ((system_x + self.offset_x) - (system_x + self.offset_x) % self.grabbed_piece.width(), (system_y + self.offset_y) - (system_y + self.offset_y) % self.grabbed_piece.height())
else:
self.grabbed_piece.x = system_x + self.offset_x
self.grabbed_piece.y = system_y + self.offset_y
elif event.type == pygame.MOUSEBUTTONUP:
if self.grabbed_piece:
self.grabbed_piece.rgba = (1, 1, 1, 1)
# this is causing pieces to slide somewhere else when I drop them now...
#if pygame.key.get_mods() & pygame.KMOD_CTRL:
# self.grabbed_piece.xy = rabbyt.lerp((self.grabbed_piece.x, self.grabbed_piece.y), (self.grabbed_piece.x - self.grabbed_piece.x % self.grabbed_piece.width(), self.grabbed_piece.y - self.grabbed_piece.y % self.grabbed_piece.height()), dt=200)
#self.grabbed_piece.scale = rabbyt.lerp(1.25, 1, dt=200)
self.grabbed_piece = None
self.panning = False
# keep running
return True
def render(self):
pass
pygame.init()
print "Click and drag the pieces. Scrollwheel to rotate pieces."
clock = pygame.time.Clock()
def run():
running = True
game = Game(1240, 780)
while running:
clock.tick(40)
for event in pygame.event.get():
running &= game.handle_event(event)
#game.render()
rabbyt.set_time(pygame.time.get_ticks())
rabbyt.clear()
rabbyt.render_unsorted(game.boards)
rabbyt.render_unsorted(game.pieces)
rabbyt.scheduler.pump()
pygame.display.flip()
import cProfile
cProfile.run('run()', 'profile.out')
import pstats
p = pstats.Stats('profile.out')
p.strip_dirs().sort_stats(-1).print_stats()