Example #1
0
File: player.py Project: ext/scfa
    def draw(self):
        model = Matrix.identity()

        # translate
        model[3,0] = self.pos.x + (self.dir == -1 and 1.0 or 0.0)
        model[3,1] = self.pos.y
        model[0,0] = self.dir

        Shader.upload_model(model)
        self.texture.texture_bind()
        self.vbo.draw()
Example #2
0
File: item.py Project: ext/scfa
    def __init__(self, name, x, y, **kwargs):
        self.name = name
        self.pos = Vector2f(x,-y) * (1.0 / 8)

        mat = Matrix.identity()
        mat[3,0] = self.pos.x
        mat[3,1] = self.pos.y
        mat[0,0] = 1
        mat[1,1] = 1
        self.mat = mat
        self.killed = False
Example #3
0
File: map.py Project: ext/scfa
 def draw(self, *args, **kwargs):
     Shader.upload_model(Matrix.identity())
     self.texture.texture_bind()
     self.vbo.draw(*args, **kwargs)
Example #4
0
File: game.py Project: ext/scfa
    def init(self, size, fullscreen=False):
        flags = OPENGL|DOUBLEBUF
        if fullscreen:
            flags |= FULLSCREEN

        pygame.display.set_mode(size.xy, flags)
        pygame.display.set_caption('Super Chainsaw Food Adventure')

        i = pygame.display.Info()
        self.size = Vector2i(i.current_w, i.current_h)

        glMatrixMode(GL_MODELVIEW)
        glEnable(GL_TEXTURE_2D)
        glDisable(GL_CULL_FACE)
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)

        self.stage = 1
        self.projection = Matrix.perspective(75, self.size, 0.1, 100)
        self.ortho = Matrix.ortho(self.size)

        v = np.array([
                0,0,0, 0,0,
                1,0,0, 1,0,
                1,1,0, 1,1,
                0,1,0, 0,1,
                ], np.float32)
        i = np.array([0,1,2,3], np.uint32)
        self.quad = VBO(GL_QUADS, v, i)

        # parallax
        self.parallax_rep = 25
        v = np.array([
                0,0,0, 0,1,
                1,0,0, self.parallax_rep, 1,
                1,1,0, self.parallax_rep,0,
                0,1,0, 0,0,
                ], np.float32)
        i = np.array([0,1,2,3], np.uint32)
        self.repquad = VBO(GL_QUADS, v, i)
        self.parallax = Image('texture/sky.png', wrap=GL_REPEAT)
        self.parallax2 = Image('texture/sky2.png', wrap=GL_REPEAT)

        self.fbo = FBO(self.size, format=GL_RGB8, depth=True)

        self.shader = Shader('derp')
        self.passthru = Shader('passtru')
        self.herp = Shader('herp')

        self.map = Map('map.json')
        self.player = Player(Vector2f(55,-9))
        self.clock = pygame.time.Clock()
        self.hud = HUD(Vector2i(500,100))
        self.hpmeter = HUD(Vector2i(20, 500))
        self.font = self.hud.create_font(size=16)
        self.font2 = self.hud.create_font(size=12)

        self.land = pygame.mixer.Sound('data/sound/land.wav')
        self.ding = pygame.mixer.Sound('data/sound/ding.wav')
        self.eat = pygame.mixer.Sound('data/sound/eat.wav')
        self.wind = pygame.mixer.Sound('data/sound/wind.wav')

        self.wind.play(loops=-1)

        self.set_stage(1)
        self.killfade = None
        self.killfade2 = 1.0 # fade amount
        self.textbuf = []
        self.texttime = -10.0
        self.message('<b>Welcome adventurer!</b>\nYou can start exploring the world but beware of wandering away too far.')
        self.message('When outside of lights your <i>HP</i> will drain and you will get lost in the woods.')
        self.message('Eat food to temporary increase your <i>HP</i>.')
        self.message('Quest started: "Find the chainsaw".')
        self.message('Quest started: "Frobnicate something".')

        with self.hud:
            self.hud.clear((0,1,1,1))
Example #5
0
File: game.py Project: ext/scfa
    def render(self):
        glClearColor(1,0,1,1)
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)

        with self.hpmeter as hud:
            hud.clear((0.3,0,0,1))
            hud.cr.identity_matrix()

            hud.rectangle(0,0, hud.width, hud.height * self.player.hp_ratio, (0,0.3,0,1))

            hud.cr.translate(18,0)
            hud.cr.rotate(math.pi*0.5)
            hud.text(' Energy: %d / %d' % (int(math.ceil(self.player.hp/10)) * 10, Player.max_hp), self.font2, color=(1,0.8,0,1))

        with self.hud:
            self.hud.clear((0,0,0,0))
            self.hud.cr.identity_matrix()

            t = pygame.time.get_ticks() / 1000.0
            s = (t - self.texttime) / 4.0

            if s > 1.0:
                if len(self.textbuf) > 0:
                    self.texttime = pygame.time.get_ticks() / 1000.0
                    self.text = self.textbuf.pop(0)
            else:
                a = min(1.0-s, 0.2) * 5
                self.hud.cr.translate(0,25)
                self.hud.text(self.text, self.font, color=(1,0.8,0,a), width=self.hud.width, alignment=ALIGN_CENTER)

        view = Matrix.lookat(
            self.player.pos.x, self.player.pos.y+7, 15,
            self.player.pos.x, self.player.pos.y+7, 0,
            0,1,0)

        with self.fbo as frame:
            frame.clear(0,0.03,0.15,1)

            Shader.upload_projection_view(self.projection, view)
            Shader.upload_player(self.player)
            self.shader.bind()

            # parallax background
            pm1 = Matrix.identity()
            pm1[3,0] = self.player.pos.x * 0.35 - 20
            pm1[3,1] = self.player.pos.y * 0.5 - 20
            pm1[0,0] = 42.0 * self.parallax_rep
            pm1[1,1] = 42.0
            self.parallax.texture_bind()
            Shader.upload_model(pm1)
            self.repquad.draw()

            Shader.upload_projection_view(self.projection, view)

            self.map.draw()

            # entities
            for obj in self.map.pickups:
                obj.draw(self.quad)
            self.player.draw()

            # parallax 2
            pm1 = Matrix.identity()
            pm1[3,0] = self.player.pos.x * -2.0 + 100
            pm1[3,1] = self.player.pos.y * 0.5 - 45 * 3 + 10
            pm1[0,0] = 45.0 * self.parallax_rep * 3
            pm1[1,1] = 45 * 3
            self.parallax2.texture_bind()
            Shader.upload_model(pm1)
            self.repquad.draw()

        mat = Matrix.identity()
        mat[0,0] = self.size.x
        mat[1,1] = self.size.y
        Shader.upload_projection_view(self.ortho, Matrix.identity())
        Shader.upload_model(mat)

        self.fbo.bind_texture()
        self.herp.bind()
        self.quad.draw()

        # messagebox
        mat = Matrix.identity()
        mat[3,0] = self.size.x / 2 - self.hud.width / 2
        mat[3,1] = self.size.y - self.hud.height
        Shader.upload_model(mat)
        self.hud.draw()

        # hpmeter
        mat = Matrix.identity()
        mat[3,1] = self.size.y / 2 - self.hpmeter.height / 2
        Shader.upload_model(mat)
        self.hpmeter.draw()

        Shader.unbind()

        pygame.display.flip()