def update(): if GameManager.wantChangeScreen: GameManager.createCurrentScreen() GameManager.currentScreen.update() # Dispose managers after updating the game InputManager.dispose() ShaderManager.dispose()
def init(): Logger.info("GameManager", "Created") # Init systems TextureManager.init() TextManager.init() InputManager.init(Config.inputs) GameManager.cam = camera.Camera( 70.0, [0, 0, -2 ]) # FOV 70, Precise position of cam to render 18 * 12 tiles ShaderManager.init() GameManager.setCurrentScreen("menuscreen", [True]) GameManager.createCurrentScreen()
def display(transition): # Displays two parts for maps: # Displays fist layer 0 -> 3, then answers EntityManager to display entities and finally display layer 4 -> 7 sm.updateLink("texture", "model", MapRender.model.matrix) tm.bind(MapRender.currentTileSet) MapRender.shapeDown.display() em.EntityManager.display() sm.updateLink("texture", "model", MapRender.model.matrix) tm.bind(MapRender.currentTileSet) MapRender.shapeUp.display() if transition: MapRender.transitionShape.display()
def setMapValues(vbo, ebo, mapValue, tilesPositon, vboCount, eboCount, tileSet): MapRender.mapValues = mapValue MapRender.tilesPosition = tilesPositon MapRender.vbo = vbo MapRender.ebo = ebo MapRender.vboCount = vboCount MapRender.eboCount = eboCount MapRender.currentTileSet = tileSet MapRender.tWidth = len(MapRender.mapValues[0][0]) MapRender.tHeight = len(MapRender.mapValues[0]) width = MapRender.tWidth height = MapRender.tHeight # Set the camera position from game.screen import gamemanager cam = gamemanager.GameManager.cam cam.setPos([0, 0, cam.pos[2]]) cam.setMaximum([width, height]) # Set camera position according to the size of map # In x if width > 18: # Follow the player cam.track[0] = True else: # Don't move cam.track[0] = False cam.addPos([-width / 2, 0, 0]) # In y if height > 12: # Follow the player cam.track[1] = True else: # Don't move cam.track[1] = False cam.addPos([0, -height / 2, 0]) cam.goToEntity() sm.dispose() MapRender.change = [True, True] MapRender.dispose()
def init(): # Images and json loading MapRender.loadTileSets() # Render's shapes loading MapRender.shapeUp = shape.Shape("texture", True) MapRender.shapeUp.setStorage(shape.Shape.STATIC_STORE, shape.Shape.STATIC_STORE) MapRender.shapeUp.setReading([3, 2]) MapRender.shapeDown = shape.Shape("texture", True) MapRender.shapeDown.setStorage(shape.Shape.STATIC_STORE, shape.Shape.STATIC_STORE) MapRender.shapeDown.setReading([3, 2]) MapRender.model = matrix4f.Matrix4f(True) sm.updateLink("texture", "model", MapRender.model.matrix) MapRender.transitionShape = guirenderer.GuiRenderer() MapRender.transitionShape.setImage([18, 12], "transition") MapRender.transitionShape.updateModel([9, 6])
def unload(): GameManager.currentScreen.unload() ShaderManager.unload() TextureManager.unload()
def display(self): sm.updateLink("texture", "model", self.model.matrix) tm.bind(self.texKey) self.shape.display()
def display(self): sm.updateLink(self.shaderName, "model", self.model.matrix) self.shape.display()
def display(): sm.updateLink("texture-hud", "model", Hud.model.matrix) tm.bind("hud") Hud.shape.display()
def display(self): sm.updateLink("text-hud", "model", self.model.matrix) txm.bind(self.font) self.shape.display()