Ejemplo n.º 1
0
def renderShip(ship):
  glTranslate(*ship.position + [0])
  with glMatrix():
    glRotatef(ship.alignment * 360, 0, 0, 1)
    with glPrimitive(GL_POLYGON):
      glColor(*ship.color)
      glVertex2f(1, 0)
      glVertex2f(-1, 0.5)
      glVertex2f(-0.5, 0)
      glVertex2f(-1, -0.5)

    with glPrimitive(GL_LINE_STRIP):
      for i in frange(0, ship.hull / 10000., 0.05):
        glColor(i, 1.0 - i, 0, 0.5)
        glVertex2f(sin(i * 2 * pi) * 2.2, cos(i * 2 * pi) * 2.2)

    if ship.shield < ship.maxShield and ship.shield > 0:
      amount = 1.0 * ship.shield / ship.maxShield
      with glPrimitive(GL_LINE_LOOP):
        glColor(1.0 - amount, amount, 0, amount)
        for i in range(0, 360, 36):
          glVertex2f(sin(i / 180. * pi) * 2, cos(i / 180. * pi) * 2)

  tryfind = [c for c in network.clients.values() if c.shipid == ship.id and c.remote]
  if tryfind:
    glEnable(GL_TEXTURE_2D)
    if tryfind[0] not in shipflags:
      txt = Text(tryfind[0].name)
      shipflags[tryfind[0]] = txt
    else:
      txt = shipflags[tryfind[0]]
    glTranslate(1.5, 0, 0)
    glScale(0.05,0.05,1)
    txt.draw()
    glDisable(GL_TEXTURE_2D)
Ejemplo n.º 2
0
def renderPlayer(player):
    glTranslate(*player.position + [0])
    glTranslate(-0.5, 0, 1)
    glRotatef(90, -1, 0, 0)
    with glMatrix():
        Texture("person").bind()
        with glPrimitive(GL_QUADS):
            glTexCoord2f(0, 0)
            glVertex2f(0, 0)
            glTexCoord2f(1, 0)
            glVertex2f(1, 0)
            glTexCoord2f(1, 1)
            glVertex2f(1, 1)
            glTexCoord2f(0, 1)
            glVertex2f(0, 1)

    tryfind = [c for c in network.clients.values() if c.stateid == player.id and c.remote]
    if tryfind:
        if tryfind[0] not in playerflags:
            txt = Text(tryfind[0].name)
            playerflags[tryfind[0]] = txt
        else:
            txt = playerflags[tryfind[0]]
        glTranslate(1.5, 0, 0)
        glScale(0.05, 0.05, 1)
        txt.draw()
Ejemplo n.º 3
0
def renderBullet(bul):
  glTranslate(*bul.position + [0])
  glScale(0.2, 0.2, 0.2)
  with glPrimitive(GL_POLYGON):
    glColor(0, 0, 1)
    for posi in [0, 0.4, 0.8, 0.2, 0.6]:
      glVertex2f(sin(posi * 2 * pi), cos(posi * 2 * pi))
Ejemplo n.º 4
0
def renderGameGrid(player):
    with glMatrix():
        # glTranslatef(player.position[0], player.position[1], 0)
        Texture("floor").bind()
        with glPrimitive(GL_QUADS):
            glTexCoord2f(0, 0)
            glVertex2f(-100, -100)
            glTexCoord2f(100, 0)
            glVertex2f(100, -100)
            glTexCoord2f(100, 100)
            glVertex2f(100, 100)
            glTexCoord2f(0, 100)
            glVertex2f(-100, 100)
Ejemplo n.º 5
0
Archivo: util.py Proyecto: timo/kuspak
def quad():
  with glPrimitive(GL_QUADS):
    glTexCoord2f(0, 1)
    glVertex2i(0, 1)

    glTexCoord2f(0, 0)
    glVertex2i(0, 0)

    glTexCoord2f(1, 0)
    glVertex2i(1, 0)

    glTexCoord2f(1, 1)
    glVertex2i(1, 1)
Ejemplo n.º 6
0
Archivo: font.py Proyecto: timo/kuspak
  def draw(self):
    glEnable(GL_TEXTURE_2D)
    self.bind()
    texw = self.w / float(self.texw)
    texh = self.h / float(self.texh)

    glColor4fv(self.rgba)
    with glPrimitive(GL_QUADS):
      glTexCoord2f(0, 0)
      glVertex2f(0, 0)

      glTexCoord2f(0, texh)
      glVertex2f(0, self.h)

      glTexCoord2f(texw, texh)
      glVertex2f(self.w, self.h)

      glTexCoord2f(texw, 0)
      glVertex2f(self.w, 0)
Ejemplo n.º 7
0
def renderGameGrid(player):
  with glPrimitive(GL_LINES):
    for x in range(int(player.position[0] - 30), int(player.position[0] + 30), 1):
      if x % 10 == 0:
        glColor(0.3, 0.3, 0, 1)
      elif x % 10 == 5:
        glColor(0.15, 0.15, 0, 1)
      else:
        glColor(0.05, 0.05, 0, 1)
      glVertex2f(x, player.position[1] - 30)
      glVertex2f(x, player.position[1] + 30)
    for y in range(int(player.position[1] - 30), int(player.position[1] + 30), 1):
      if y % 10 == 0:
        glColor(0.3, 0.3, 0)
      elif y % 10 == 5:
        glColor(0.15, 0.15, 0)
      else:
        glColor(0.05, 0.05, 0)
      glVertex2f(player.position[0] - 30, y)
      glVertex2f(player.position[0] + 30, y)
Ejemplo n.º 8
0
def renderPlanet(pla):
  glTranslate(*pla.position + [0])
  with glPrimitive(GL_POLYGON):
    glColor(*pla.color)
    for i in range(0, 360, 36):
      glVertex2f(sin(i / 180. * pi) * pla.size, cos(i / 180. * pi) * pla.size)
Ejemplo n.º 9
0
Archivo: main.py Proyecto: timo/kuspak
def rungame():
  global gsh
  global tickinterval
  global playerlist
  global chatitems
  global scene_matrix

  tickinterval = 50

  try:
    mode = argv[1]
    if mode == "s":
      port = argv[2]
      if len(argv) > 3:
        tickinterval = int(argv[3])
    elif mode == "c":
      addr = argv[2]
      port = argv[3]
  except:
    print "usage:"
    print argv[0], "s port [ticksize=50]"
    print argv[0], "c addr port"
    print "s is for server mode, c is for client mode."
    sys.exit()

  if mode == "c":
    init()
    loadImagery()
  
  if mode == "s": # in server mode
    gs = network.initServer(int(port))
  elif mode == "c": # in client mode
    gs = network.initClient(addr,int(port)) 
  else:
    print "specify either 's' or 'c' as mode."
    sys.exit()
  
  # sets some stuff for the network sockets.
  network.setupConn()

  # this is important for the simulation.
  gs.tickinterval = tickinterval

  # in order to be reactive, the state history, which is currently server-side
  # only, has to incorporate input events at the time they actually happened,
  # rather than when they were received. Thus, a number of old gamestates is
  # preserved.
  #
  # on the client, the history simply deals with python-object changes that
  # update proxy objects.
  gsh = StateHistory(gs)

  # since the server is dedicated and headless now, we don't need a ship for it
  if mode == "c":
    # this is used to fix the camera on the ship and display information about
    # his ship to the player.
    mystateid = network.clients[None].stateid
    # a proxy is an object, that will automatically be updated by the gamestate
    # history object to always reflect the current object. This is accomplished
    # with black magic.
    localplayer = gs.getById(mystateid).getProxy(gsh)

  # yay! play the game!
  
  # inits pygame and opengl.
  running = True
  timer.wantedFrameTime = tickinterval * 0.001
  timer.startTiming()

  timer.gameSpeed = 1

  # this variable is used to determine, when it would be wise to skip
  # displaying a single gamestate, to catch up with the time the data
  # from the server is received.
  catchUpAccum = 0

  cam_h = 10
  cam_v = 10

  if mode == "c":
    playerlist = []
    makePlayerList()
    # used for chat.
    sentence = ""
    textthing = Text(sentence)

    def updateTextThing():
      textthing.renderText(sentence)

  pick = [0, 0]

  while running:
    timer.startFrame()
    if mode == "c":
      for event in pygame.event.get():
        if event.type == QUIT:
          running = False

        elif event.type == MOUSEMOTION:
          try:
            pick = pickFloor(*event.pos)
          except: pass
        elif event.type == MOUSEBUTTONDOWN:
          sendCmd("t" + pack("!dd", *pick))
        elif event.type == KEYDOWN:
          if event.key == K_ESCAPE:
            running = False

          # chat stuff
          elif K_a <= event.key <= K_z:
            sentence += chr(ord('a') + event.key - K_a)
            updateTextThing()
          elif event.key == K_SPACE:
            sentence += " "
            updateTextThing()
          elif event.key == K_BACKSPACE:
            sentence = sentence[:-1]
            updateTextThing()
          elif event.key == K_RETURN:
            if sentence:
              network.sendChat(sentence)
            sentence = ""
            updateTextThing()
          # end chat stuff

      # player control stuff
      kp = pygame.key.get_pressed()
      if kp[K_LEFT]:
        cam_h -= 1
      if kp[K_RIGHT]:
        cam_h += 1
      if kp[K_UP]:
        cam_v += 1
      if kp[K_DOWN]:
        cam_v -= 1
      # end player control stuff

      catchUpAccum += timer.catchUp
      # only if the catchUp time is below our patience or we run the server,
      # the gamestate should be rendered and calculated.
      if catchUpAccum < 2:
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
        with glIdentityMatrix():
          # put the player in the middle of the screen
          gluLookAt(cam_h, cam_v, 10, localplayer.position[0], localplayer.position[1], 0, 0, 0, 1)
          scene_matrix = glGetDoublev(GL_MODELVIEW_MATRIX)
          # render everything
          with glMatrix():
            renderGameGrid(localplayer)
            renderWholeState(gsh[-1])

          with glMatrix():
            glDisable(GL_TEXTURE_2D)
            with glPrimitive(GL_LINES):
              glVertex(pick[0], pick[1], 4)
              glVertex(pick[0], pick[1], -4)
            glEnable(GL_TEXTURE_2D)

        with glIdentityMatrix():
          glScalef(1./32, 1./32, 1)
          # do gui stuff here
          with glMatrix():
            glScale(3, 3, 1)
            for pli in playerlist:
              pli.draw()
              glTranslate(0, 16, 0)
          with glMatrix():
            glScale(2, 2, 1)
            glTranslate(24, 540, 0)
            for msg in [textthing] + chatitems[::-1]:
              msg.draw()
              glTranslate(0, -17, 0)

        pygame.display.flip()

    # for the server, this lets new players in, distributes chat messages and
    # reacts to player inputs.
    network.pumpEvents()

    if mode == "c":
      if catchUpAccum > 2:
        print "catchUpAccum is", catchUpAccum
        catchUpAccum = 0

    timer.endFrame()

  # exit pygame
  if mode == "c":
    pygame.quit()