Example #1
0
    def update_info(self):
        try:
            numero_datos = unpack("i", recvpackage(self.s, 4))[0]
            if (numero_datos < 0):
                #hp
                if numero_datos == -1:
                    player.set_hp(unpack("f", recvpackage(self.s, 4))[0])
                #energy
                elif numero_datos == -2:
                    player.set_energy(unpack("f", recvpackage(self.s, 4))[0])
                #hp y energy
                elif numero_datos == -3:
                    player.set_hp(unpack("f", recvpackage(self.s, 4))[0])
                    player.set_energy(unpack("f", recvpackage(self.s, 4))[0])
                return True
            else:
                var = -10
                tmp = dict()
                player_pos = player.get_position()
                for taa in range(int(numero_datos)):
                    tmp2 = unpack("iifff", recvpackage(self.s, 20))


                    if(math.hypot(player_pos[0] - tmp2[2], player_pos[1] - tmp2[3])<20):
                        if tmp2[0] == -2:
                            ids = var
                            var -= 1
                        else:
                            ids = tmp2[0]
                        tmp[tmp2[0]] = [ids, tmp2[1], tmp2[2], tmp2[3], tmp2[4]]
                return tmp
        except:
            print "error network"
            print "len", numero_datos
            return True
Example #2
0
    def update_info(self):
        try:
            numero_datos = unpack("i", recvpackage(self.s, 4))[0]
            if numero_datos < 0:
                # hp
                if numero_datos == -1:
                    player.set_hp(unpack("f", recvpackage(self.s, 4))[0])
                # energy
                elif numero_datos == -2:
                    player.set_energy(unpack("f", recvpackage(self.s, 4))[0])
                # hp y energy
                elif numero_datos == -3:
                    player.set_hp(unpack("f", recvpackage(self.s, 4))[0])
                    player.set_energy(unpack("f", recvpackage(self.s, 4))[0])
                return True
            else:
                var = -10
                tmp = dict()
                player_pos = player.get_position()
                for taa in range(int(numero_datos)):
                    tmp2 = unpack("iifff", recvpackage(self.s, 20))

                    if math.hypot(player_pos[0] - tmp2[2], player_pos[1] - tmp2[3]) < 20:
                        if tmp2[0] == -2:
                            ids = var
                            var -= 1
                        else:
                            ids = tmp2[0]
                        tmp[tmp2[0]] = [ids, tmp2[1], tmp2[2], tmp2[3], tmp2[4]]
                return tmp
        except:
            print "error network"
            print "len", numero_datos
            return True
Example #3
0
def create_camera(zoom_lock):
    glLoadIdentity()
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    if(zoom_lock):
        zoom_tmp = 3.0
    else:
        zoom_tmp = zoom
    if (aspect >= 1.0):
        glOrtho(-zoom_tmp * aspect, zoom_tmp * aspect, -zoom_tmp, zoom_tmp, -zoom_tmp, zoom_tmp)
    else:
        print "wtf"
        glOrtho(-zoom_tmp, zoom_tmp, -zoom_tmp / aspect, zoom_tmp / aspect, -zoom_tmp, zoom_tmp)
    glMatrixMode(GL_MODELVIEW)
    if (zoom_lock == False):
        glRotate(0, 0, 0, 0)
        glRotate(0, 1, 0, 0)
        glRotate(0, 0, 0, 1)
        camera = player.get_position()
        glTranslate( -camera[0] , -camera[1], 0)
Example #4
0
def create_camera(zoom_lock):
    glLoadIdentity()
    glMatrixMode(GL_PROJECTION)
    glLoadIdentity()
    if zoom_lock:
        zoom_tmp = 3.0
    else:
        zoom_tmp = zoom
    if aspect >= 1.0:
        glOrtho(-zoom_tmp * aspect, zoom_tmp * aspect, -zoom_tmp, zoom_tmp, -zoom_tmp, zoom_tmp)
    else:
        print "wtf"
        glOrtho(-zoom_tmp, zoom_tmp, -zoom_tmp / aspect, zoom_tmp / aspect, -zoom_tmp, zoom_tmp)
    glMatrixMode(GL_MODELVIEW)
    if zoom_lock == False:
        glRotate(0, 0, 0, 0)
        glRotate(0, 1, 0, 0)
        glRotate(0, 0, 0, 1)
        camera = player.get_position()
        glTranslate(-camera[0], -camera[1], 0)
Example #5
0
def create_camera():
    glRotate(0, 0, 0, 0)
    glRotate(0, 1, 0, 0)
    glRotate(0, 0, 0, 1)
    camera = player.get_position()[0]
    glTranslate(-camera[0], -camera[1], 0)
Example #6
0
def RenderGLFun():
    global status_global
    if status_global == 0 or status_global == 3:
        updateFPS()
        getDelta()
        glClearColor(0.0, 0.0, 0.0, 0.0)
        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()
        glPushMatrix()
        glLoadIdentity()
        if status_global == 0:
            draw_pantallazo(6)
            if (wasd[0] == True):
                status_global = 1
        else:
            draw_pantallazo(7)
        glPopMatrix()
        glutSwapBuffers()

    #pepito
    elif status_global == 1:
        #updateFPS()
        #getDelta()
        update()
        #---- Init Experimental zone ----
        global animate
        animate += float(t_delta) / 60.0
        if animate > 16:
            animate = 0.0

        #---- End Experimental zone ----
        #Init Frame
        glClearColor(0.0, 0.0, 0.0, 0.0)
        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()
        create_camera()
        #draw time (optional)

        setupTexture(0)
        Lchunk[0].draw_static()
        setupTexture(3)
        Lchunk[0].draw_decoration()

        new_frame(True)
        Lchunk[0].draw_items(player.get_position())
        new_frame(False)
        Lchunk[0].draw_dynamics(player.get_position())
        setupTexture(1)
        draw_civils()
        player.draw(radians, animate, wasd)  #components.py:31 opengl
        setupTexture(2)
        for taa in list(bullet):
            if (taa.draw()):
                world.DestroyBody(taa.get_body())
                bullet.remove(taa)
        setupTexture(5)
        trenecito.draw(t_delta)
        #GUI

        glPushMatrix()
        glLoadIdentity()

        setupTexture(1)
        draw_caretos()
        setupTexture(4)
        draw_kills()
        setupTexture(3)
        draw_heals()
        draw_frases()

        glPopMatrix()
        #FIN GUI
        #draw_select()
        #go to gpu
        glutSwapBuffers()
Example #7
0
def object_select():
    v_object_select[0] = int((player.get_position()[0][0] + 0.16) * 3.125)
    v_object_select[1] = int((player.get_position()[0][1] + 0.16) * 3.125)
Example #8
0
def object_select():
    v_object_select[0] = int((player.get_position()[0][0] + 0.16) * 3.125)
    v_object_select[1] = int((player.get_position()[0][1] + 0.16) * 3.125)
Example #9
0
def create_camera():
    glRotate(0, 0, 0, 0)
    glRotate(0, 1, 0, 0)
    glRotate(0, 0, 0, 1)
    camera = player.get_position()[0]
    glTranslate( -camera[0] , -camera[1], 0)
Example #10
0
def RenderGLFun():
    global status_global
    if status_global == 0 or status_global == 3:
        updateFPS()
        getDelta()
        glClearColor(0.0,0.0,0.0,0.0)
        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()
        glPushMatrix()
        glLoadIdentity()
        if status_global == 0:
            draw_pantallazo(6)
            if (wasd[0] == True):
                status_global = 1
        else:
            draw_pantallazo(7)
        glPopMatrix()
        glutSwapBuffers()

    #pepito
    elif status_global == 1:
        #updateFPS()
        #getDelta()
        update()
        #---- Init Experimental zone ----
        global animate
        animate +=float(t_delta)/60.0
        if animate > 16:
            animate = 0.0

        #---- End Experimental zone ----
        #Init Frame
        glClearColor(0.0,0.0,0.0,0.0)
        glClear(GL_COLOR_BUFFER_BIT)
        glLoadIdentity()
        create_camera()
        #draw time (optional)

        setupTexture(0)
        Lchunk[0].draw_static()
        setupTexture(3)
        Lchunk[0].draw_decoration()

        new_frame(True)
        Lchunk[0].draw_items(player.get_position())
        new_frame(False)
        Lchunk[0].draw_dynamics(player.get_position())
        setupTexture(1)
        draw_civils()
        player.draw(radians, animate, wasd) #components.py:31 opengl
        setupTexture(2)
        for taa in list(bullet):
            if(taa.draw()):
                world.DestroyBody(taa.get_body())
                bullet.remove(taa)
        setupTexture(5)
        trenecito.draw(t_delta)
        #GUI

        glPushMatrix()
        glLoadIdentity()

        setupTexture(1)
        draw_caretos()
        setupTexture(4)
        draw_kills()
        setupTexture(3)
        draw_heals()
        draw_frases()

        glPopMatrix()
        #FIN GUI
        #draw_select()
        #go to gpu
        glutSwapBuffers()