Ejemplo n.º 1
0
class Dude:
    def __init__(self, x, y, t, angle=0.0):
        self.pos = x, y
        self.t = t
        self.angle = angle
        self.dude_circle = GLCircle(10)
        self.line_list = glGenLists(1)
        self.path = []
        self.possible_path = []

    def draw(self, screen, sel_level):
        self.dude_circle.draw(self.pos, dude_types[self.t][sel_level])
        glNewList(self.line_list, GL_COMPILE)
        glBegin(GL_LINES)
        glColor(*dude_types[self.t][sel_level])
        glVertex2f(*self.pos)
        glVertex2f(self.pos[0] + 15 * cos(self.angle), self.pos[1] + 15 * sin(self.angle))
        glEnd()
        glEndList()
        glCallList(self.line_list)

    def set_possible_orders(self, path):
        self.possible_path = path

    def issue_orders(self):
        if self.possible_path:
            self.path = self.possible_path
Ejemplo n.º 2
0
 def __init__(self, x, y, t, angle=0.0):
     self.pos = x, y
     self.t = t
     self.angle = angle
     self.dude_circle = GLCircle(10)
     self.line_list = glGenLists(1)
     self.path = []
     self.possible_path = []
Ejemplo n.º 3
0
def main():
    pygame.init()
    edit_mode = False
    width = 800
    height = 600
    screen = pygame.display.set_mode((width, height), pygame.OPENGL|pygame.DOUBLEBUF)
    vertex_circle = GLSolidCircle(4)
    fp_circle = GLCircle(10)
    marker_circle = GLSolidCircle(3)

    glClearColor(*background_color)

    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    gluOrtho2D(0.0, width, height, 0.0)

    level = Level()
    groups = [
        { 'dudes': [Dude( 250, 250, 1 ), Dude( 275, 250, 1 ),
                    Dude( 250, 275, 1 ), Dude( 275, 275, 1 ) ]},
        { 'dudes': [Dude( 500, 250, 0 ), Dude( 525, 250, 0 ),
                    Dude( 500, 275, 0 ), Dude( 525, 275, 0 ) ]},
    ]

    sel_group = 0
    sel_dude = 0
    mx, my = 0, 0

    def validate_sel_dude(x,z):
        n = len( groups[ sel_group ][ 'dudes' ] )
        return x if x < n else z

    while True:
    	global poly
        glClear(GL_COLOR_BUFFER_BIT)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        for event in pygame.event.get():
            if event.type == QUIT:
                return
            if event.type == KEYDOWN:
                if event.key == K_e:
                    edit_mode = not edit_mode
                    if poly != None and len(level.polys[poly]) < 3:
                    	level.del_poly(poly)
                    	poly = None

                elif event.key == K_TAB:
                    sel_group = (sel_group + 1) % len(groups)
                    # don't let the dindex point to an invalid dude.
                    sel_dude = validate_sel_dude( sel_dude, 0 )

                elif edit_mode:
                    if event.key == K_s:
                        level.save_file( 'level.dat' )
                    if event.key == K_l:
                        poly = None
                        level.load_file('level.dat')

                elif event.key == K_w:
                    sel_dude = validate_sel_dude( 0, sel_dude )
                elif event.key == K_a:
                    sel_dude = validate_sel_dude( 1, sel_dude )
                elif event.key == K_s:
                    sel_dude = validate_sel_dude( 2, sel_dude )
                elif event.key == K_d:
                    sel_dude = validate_sel_dude( 3, sel_dude )

            if event.type == MOUSEBUTTONDOWN:      
                if edit_mode:
                    do_edit_action( level, event )
                elif event.button == 1:
                    for dude in groups[sel_group]['dudes']:
                        dude.issue_orders()
            if event.type == MOUSEMOTION:
                mx, my = event.pos

        if edit_mode:
            pass
            #screen.blit(text, text.get_rect())

        # draw
        level.draw( screen, edit_mode )
        for index,group in enumerate(groups):
            for dindex, dude in enumerate(group['dudes']):
                sel_level = 0
                if sel_group == index:
                    sel_level = 2 if dindex == sel_dude else 1
                dude.draw( screen, sel_level )

        if edit_mode:
        	level.draw_vertex_circle( mx, my , vertex_circle)
        	level.draw_poly_vertex( poly, marker_circle )
        	level.draw_guide_line( poly, mx, my )
            	
        else:
            # show movement plan
            # todo: get this crap out of the renderer
            fp = level.get_firing_position_near( mx, my )
            if fp != None:
                for i, dude in enumerate(groups[sel_group]['dudes']):
                    f = intvec( get_position_for( fp, i ) )
                    color = (0.78, 0.59, 0.0) if i == 0 else (0.43, 0.27, 0.0)
                    fp_circle.draw( f, color )
                    path = level.get_path( dude.pos, f )
                    dude.set_possible_orders( path )
                    draw_path( path )
            else:
                for dude in groups[sel_group]['dudes']:
                    dude.set_possible_orders( None )

        pygame.display.flip()