Esempio n. 1
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def init(name_of_game):
    print("INFO: pygame version: " + pygame.version.ver)
    print("INFO: initializing sounds...")
    pygame.mixer.pre_init(44100, -16, 1, 2048)

    pygame.mixer.init()
    pygame.init()

    window_icon = pygame.image.load(Utils.resource_path("assets/icon.png"))
    pygame.display.set_icon(window_icon)

    window.create_instance(window_size=DEFAULT_SCREEN_SIZE,
                           min_size=MINIMUM_SCREEN_SIZE)
    window.get_instance().set_caption(name_of_game)
    window.get_instance().show()

    render_eng = renderengine.create_instance()
    render_eng.init(*DEFAULT_SCREEN_SIZE)
    render_eng.set_min_size(*MINIMUM_SCREEN_SIZE)

    # REPLACE with a call to a function that builds the real assets surface
    sprite_atlas = spritesheets.create_instance()
    sprite_atlas.add_sheet(DemoJunk.demo_sheet)

    atlas_surface = sprite_atlas.create_atlas_surface()

    # uncomment to save out the full texture atlas
    # pygame.image.save(atlas_surface, "texture_atlas.png")

    texture_data = pygame.image.tostring(atlas_surface, "RGBA", 1)
    width = atlas_surface.get_width()
    height = atlas_surface.get_height()
    render_eng.set_texture(texture_data, width, height)

    # REPLACE with whatever layers you need
    COLOR = True
    SORTS = True
    render_eng.add_layer(
        layers.ImageLayer(DemoJunk.FLOOR_LAYER, 0, False, COLOR))
    render_eng.add_layer(
        layers.ImageLayer(DemoJunk.SHADOW_LAYER, 5, False, COLOR))
    render_eng.add_layer(
        layers.ImageLayer(DemoJunk.WALL_LAYER, 10, False, COLOR))
    render_eng.add_layer(layers.PolygonLayer(DemoJunk.POLYGON_LAYER, 12,
                                             SORTS))
    render_eng.add_layer(
        layers.ImageLayer(DemoJunk.ENTITY_LAYER, 15, SORTS, COLOR))

    render_eng.add_layer(
        layers.ImageLayer(DemoJunk.UI_FG_LAYER, 20, SORTS, COLOR))
    render_eng.add_layer(
        layers.ImageLayer(DemoJunk.UI_BG_LAYER, 19, SORTS, COLOR))

    inputs.create_instance()

    px_scale = _calc_pixel_scale(DEFAULT_SCREEN_SIZE)
    render_eng.set_pixel_scale(px_scale)

    DemoJunk.px_scale = px_scale
Esempio n. 2
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    def __init__(self, game):
        self._game = game
        self._clock = pygame.time.Clock()

        print("INFO: pygame version: " + pygame.version.ver)
        print("INFO: initializing sounds...")
        pygame.mixer.pre_init(44100, -16, 1, 2048)

        pygame.mixer.init()
        pygame.init()

        window_icon = pygame.image.load(Utils.resource_path("assets/icon.png"))
        pygame.display.set_icon(window_icon)

        window.create_instance(window_size=configs.default_window_size,
                               min_size=configs.minimum_window_size)
        window.get_instance().set_caption(configs.name_of_game)
        window.get_instance().show()

        render_eng = renderengine.create_instance()
        render_eng.init(*configs.default_window_size)
        render_eng.set_min_size(*configs.minimum_window_size)

        sprite_atlas = spritesheets.create_instance()
        for sheet in self._game.create_sheets():
            sprite_atlas.add_sheet(sheet)

        atlas_surface = sprite_atlas.create_atlas_surface()

        # uncomment to save out the full texture atlas
        # pygame.image.save(atlas_surface, "texture_atlas.png")

        texture_data = pygame.image.tostring(atlas_surface, "RGBA", 1)
        width = atlas_surface.get_width()
        height = atlas_surface.get_height()
        render_eng.set_texture(texture_data, width, height)

        for layer in self._game.create_layers():
            renderengine.get_instance().add_layer(layer)

        inputs.create_instance()

        px_scale = self._calc_pixel_scale(
            window.get_instance().get_display_size())
        render_eng.set_pixel_scale(px_scale)
Esempio n. 3
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    def _update_triangles(self):
        p1 = self.p1()
        p2 = self.p2()
        if p1 == p2:
            self._triangle1 = self._triangle1.update(new_points=(p1, p1, p1),
                                                     new_color=self.color(),
                                                     new_depth=self.depth())
            self._triangle2 = self._triangle2.update(new_points=(p1, p1, p1),
                                                     new_color=self.color(),
                                                     new_depth=self.depth())
        else:
            thickness = self.thickness()
            color = self.color()

            line_vec = Utils.sub(p2, p1)
            ortho_up = Utils.set_length(Utils.rotate(line_vec, 3.141529 / 2),
                                        thickness // 2)
            ortho_down = Utils.set_length(
                Utils.rotate(line_vec, -3.141529 / 2),
                int(0.5 + thickness / 2))

            #  r1-------r2
            #  p1     - p2
            #  |  -      |
            #  r4-------r3
            r1 = Utils.sum([p1, ortho_up])
            r2 = Utils.sum([p1, line_vec, ortho_up])
            r3 = Utils.sum([p1, line_vec, ortho_down])
            r4 = Utils.sum([p1, ortho_down])

            self._triangle1 = self._triangle1.update(new_points=(r1, r2, r4),
                                                     new_color=color,
                                                     new_depth=self.depth())
            self._triangle2 = self._triangle2.update(new_points=(r3, r4, r2),
                                                     new_color=color,
                                                     new_depth=self.depth())
Esempio n. 4
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def _play_song_forcefully(song):
    if song is None or song.is_continue():
        raise ValueError("_play_song_forcefully needs a real song, instead got: {}".format(song))

    global _MASTER_VOLUME, CURRENT_SONG
    if not CURRENT_SONG.is_silence():
        if CURRENT_SONG != song:
            print("INFO: stopping song {}".format(CURRENT_SONG))
        pygame.mixer.music.stop()

    if song.is_silence():
        CURRENT_SONG = Songs.SILENCE
    else:
        if CURRENT_SONG == song:
            print("WARN: starting song that's already playing {}".format(song))
        else:
            print("INFO: starting song {}".format(song))

        real_filename = Utils.resource_path(os.path.join("assets", "songs", song.filename))
        pygame.mixer.music.set_volume(_MASTER_VOLUME * song.volume)
        pygame.mixer.music.load(real_filename)
        pygame.mixer.music.play(-1, 0)

        CURRENT_SONG = song
Esempio n. 5
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    def update(self):
        if len(self.entity_sprites) == 0:
            self.entity_sprites.append(
                sprites.ImageSprite.new_sprite(DemoGame.ENTITY_LAYER,
                                               scale=1))  # player
            self.entity_sprites.append(
                sprites.ImageSprite.new_sprite(DemoGame.ENTITY_LAYER,
                                               scale=1))  # tv

        if len(self.wall_sprites) == 0:
            for pos in self.wall_positions:
                new_sprite = sprites.ImageSprite(
                    DemoGame.demo_sheet.wall_model,
                    pos[0] * DemoGame.cell_size,
                    pos[1] * DemoGame.cell_size,
                    DemoGame.WALL_LAYER,
                    scale=2)
                self.wall_sprites.append(new_sprite)

        if len(self.floor_sprites) == 0:
            for pos in self.floor_positions:
                new_sprite = sprites.ImageSprite(
                    DemoGame.demo_sheet.floor_model,
                    pos[0] * DemoGame.cell_size,
                    pos[1] * DemoGame.cell_size,
                    DemoGame.FLOOR_LAYER,
                    scale=2)
                self.floor_sprites.append(new_sprite)

        if len(self.shadow_sprites) == 0:
            for _ in self.entity_sprites:
                self.shadow_sprites.append(
                    sprites.ImageSprite(DemoGame.demo_sheet.shadow_model,
                                        0,
                                        0,
                                        DemoGame.SHADOW_LAYER,
                                        scale=1))

        if self.triangle_sprite is None:
            self.triangle_sprite = sprites.TriangleSprite(
                DemoGame.POLYGON_LAYER, color=(0, 0, 0))

        while len(self.cube_line_sprites) < 12:
            self.cube_line_sprites.append(
                sprites.LineSprite(DemoGame.POLYGON_LAYER,
                                   thickness=self.cube_line_thickness))

        anim_tick = globaltimer.tick_count() // 16

        speed = 2
        dx = 0
        new_xflip = None
        if inputs.get_instance().is_held([pygame.K_a, pygame.K_LEFT]):
            dx -= speed
            new_xflip = False
        elif inputs.get_instance().is_held([pygame.K_d, pygame.K_RIGHT]):
            dx += speed
            new_xflip = True

        dy = 0
        if inputs.get_instance().is_held([pygame.K_w, pygame.K_UP]):
            dy -= speed
        elif inputs.get_instance().is_held([pygame.K_s, pygame.K_DOWN]):
            dy += speed

        player_x = self.entity_positions[0][0] + dx
        new_y = self.entity_positions[0][1] + dy
        player_y = max(new_y,
                       int(1.1 * DemoGame.cell_size))  # collision with walls~

        self.entity_positions[0] = (player_x, player_y)
        new_model = DemoGame.demo_sheet.player_models[anim_tick % len(
            DemoGame.demo_sheet.player_models)]
        player_sprite = self.entity_sprites[0]
        player_scale = player_sprite.scale()
        self.entity_sprites[0] = player_sprite.update(
            new_model=new_model,
            new_x=player_x - new_model.width() * player_scale // 2,
            new_y=player_y - new_model.height() * player_scale,
            new_xflip=new_xflip,
            new_depth=-player_y)

        tv_model = DemoGame.demo_sheet.tv_models[(anim_tick // 2) % len(
            DemoGame.demo_sheet.tv_models)]
        tv_x = self.entity_positions[1][0]
        tv_y = self.entity_positions[1][1]
        tv_xflip = player_x > tv_x  # turn to face player
        tv_sprite = self.entity_sprites[1]
        tv_scale = tv_sprite.scale()

        self.entity_sprites[1] = tv_sprite.update(
            new_model=tv_model,
            new_x=tv_x - tv_model.width() * tv_scale // 2,
            new_y=tv_y - tv_model.height() * tv_scale,
            new_xflip=tv_xflip,
            new_depth=-tv_y)

        for i in range(0, len(self.entity_positions)):
            xy = self.entity_positions[i]
            shadow_sprite = self.shadow_sprites[i]
            shadow_model = self.demo_sheet.shadow_model
            shadow_x = xy[0] - shadow_sprite.scale() * shadow_model.width() // 2
            shadow_y = xy[1] - shadow_sprite.scale() * shadow_model.height(
            ) // 2
            self.shadow_sprites[i] = shadow_sprite.update(
                new_model=shadow_model, new_x=shadow_x, new_y=shadow_y)

        min_rot_speed = 0.3
        max_rot_speed = 4

        if self.triangle_sprite is not None:
            tri_center = self.triangle_center
            tri_angle = self.triangle_angle * 2 * 3.141529 / 360
            tri_length = self.triangle_length

            p1 = Utils.add(tri_center, Utils.rotate((tri_length, 0),
                                                    tri_angle))
            p2 = Utils.add(
                tri_center,
                Utils.rotate((tri_length, 0), tri_angle + 3.141529 * 2 / 3))
            p3 = Utils.add(
                tri_center,
                Utils.rotate((tri_length, 0), tri_angle + 3.141529 * 4 / 3))

            self.triangle_sprite = self.triangle_sprite.update(new_points=(p1,
                                                                           p2,
                                                                           p3))

            player_dist = Utils.dist(self.entity_positions[0], tri_center)
            if player_dist > 100:
                rot_speed = min_rot_speed
            else:
                rot_speed = Utils.linear_interp(min_rot_speed, max_rot_speed,
                                                (100 - player_dist) / 100)

            self.triangle_angle += rot_speed

        text_inset = 4

        title_text = "Demo Scene"
        if self.title_text_sprite is None:
            self.title_text_sprite = sprites.TextSprite(
                DemoGame.UI_FG_LAYER, 0, text_inset, title_text)

        title_text_width = self.title_text_sprite.get_size()[0]
        title_text_x = renderengine.get_instance().get_game_size(
        )[0] - title_text_width - text_inset
        self.title_text_sprite = self.title_text_sprite.update(
            new_x=title_text_x)

        if self.fps_text_sprite is None:
            self.fps_text_sprite = sprites.TextSprite(DemoGame.UI_FG_LAYER,
                                                      text_inset, text_inset,
                                                      "FPS: 0")
        fps_text = "FPS: {}".format(int(globaltimer.get_fps()))
        self.fps_text_sprite = self.fps_text_sprite.update(new_x=text_inset,
                                                           new_y=text_inset,
                                                           new_text=fps_text)

        player_to_tv_dist = Utils.dist(self.entity_positions[0],
                                       self.entity_positions[1])
        info_text = "There's something wrong with the TV. Maybe it's better this way." if player_to_tv_dist < 32 else None
        info_text_w = 400 - 32
        info_text_h = 48
        info_text_rect = [
            renderengine.get_instance().get_game_size()[0] // 2 -
            info_text_w // 2,
            renderengine.get_instance().get_game_size()[1] - info_text_h - 16,
            info_text_w, info_text_h
        ]
        if info_text is None:
            self.text_box_text_sprite = None
            self.text_box_sprite = None
        else:
            wrapped_text = "\n".join(
                sprites.TextSprite.wrap_text_to_fit(info_text,
                                                    info_text_rect[2]))
            if self.text_box_text_sprite is None:
                self.text_box_text_sprite = sprites.TextSprite(
                    DemoGame.UI_FG_LAYER, 0, 0, wrapped_text)
            self.text_box_text_sprite = self.text_box_text_sprite.update(
                new_x=info_text_rect[0],
                new_y=info_text_rect[1],
                new_text=wrapped_text)
            if self.text_box_sprite is None:
                self.text_box_sprite = sprites.BorderBoxSprite(
                    DemoGame.UI_BG_LAYER,
                    info_text_rect,
                    all_borders=DemoGame.demo_sheet.border_models)
            self.text_box_sprite = self.text_box_sprite.update(
                new_rect=info_text_rect, new_scale=2)

        if len(self.cube_line_sprites) == 12:
            cube_center = self.cube_center
            cube_angle = self.cube_angle * 2 * 3.141529 / 360
            cube_length = self.cube_length
            cube_color = self.cube_color

            cube_top_pts = []
            cube_btm_pts = []

            for i in range(0, 4):
                dx = cube_length / 2 * math.cos(cube_angle + i * 3.141529 / 2)
                dy = cube_length / 2 * math.sin(
                    cube_angle +
                    i * 3.141529 / 2) / 2  # foreshortened in the y-axis
                cube_btm_pts.append(Utils.add(cube_center, (dx, dy)))
                cube_top_pts.append(
                    Utils.add(cube_center, (dx, dy - cube_length)))

            for i in range(0, 12):
                if i < 4:  # bottom lines
                    p1 = cube_btm_pts[i % 4]
                    p2 = cube_btm_pts[(i + 1) % 4]
                elif i < 8:  # top lines
                    p1 = cube_top_pts[i % 4]
                    p2 = cube_top_pts[(i + 1) % 4]
                else:  # bottom to top lines
                    p1 = cube_btm_pts[i % 4]
                    p2 = cube_top_pts[i % 4]

                self.cube_line_sprites[i].update(new_p1=p1,
                                                 new_p2=p2,
                                                 new_color=cube_color)

            player_dist = Utils.dist(self.entity_positions[0], cube_center)
            if player_dist > 100:
                rotation_speed = min_rot_speed
            else:
                rotation_speed = Utils.linear_interp(min_rot_speed,
                                                     max_rot_speed,
                                                     (100 - player_dist) / 100)

            self.cube_angle += rotation_speed

        # setting layer positions
        camera_x = player_x - renderengine.get_instance().get_game_size(
        )[0] // 2
        camera_y = player_y - renderengine.get_instance().get_game_size(
        )[1] // 2
        for layer_id in DemoGame.world_layer_ids:
            renderengine.get_instance().set_layer_offset(
                layer_id, camera_x, camera_y)
Esempio n. 6
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def set_volume(volume):
    global _MASTER_VOLUME
    _MASTER_VOLUME = Utils.bound(volume, 0.0, 1.0)
Esempio n. 7
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def init(name_of_game):
    print("INFO: pygame version: " + pygame.version.ver)
    print("INFO: initializing sounds...")
    pygame.mixer.pre_init(44100, -16, 1, 2048)

    pygame.mixer.init()
    pygame.init()

    window_icon = pygame.image.load(Utils.resource_path("assets/icon.png"))
    pygame.display.set_icon(window_icon)

    window.create_instance(window_size=DEFAULT_SCREEN_SIZE,
                           min_size=MINIMUM_SCREEN_SIZE)
    window.get_instance().set_caption(name_of_game)
    window.get_instance().show()

    render_eng = renderengine.create_instance()
    render_eng.init(*DEFAULT_SCREEN_SIZE)
    render_eng.set_min_size(*MINIMUM_SCREEN_SIZE)

    sprite_atlas = spritesheets.create_instance()

    spriteref.MAIN_SHEET = sprite_atlas.add_sheet(spriteref.MainSheet())

    atlas_surface = sprite_atlas.create_atlas_surface()

    # uncomment to save out the full texture atlas
    # pygame.image.save(atlas_surface, "texture_atlas.png")

    texture_data = pygame.image.tostring(atlas_surface, "RGBA", 1)
    width = atlas_surface.get_width()
    height = atlas_surface.get_height()
    render_eng.set_texture(texture_data, width, height)

    COLOR = True
    SORTS = True
    render_eng.add_layer(
        layers.ImageLayer(spriteref.LAYER_SCENE_BG, 0, False, COLOR))
    render_eng.add_layer(
        layers.ImageLayer(spriteref.LAYER_SCENE_ENVIRONMENT, 5, False, COLOR))
    render_eng.add_layer(
        layers.ImageLayer(spriteref.LAYER_SCENE_FG, 10, SORTS, COLOR))

    render_eng.add_layer(
        layers.ImageLayer(spriteref.LAYER_UI_BG, 12, SORTS, COLOR))
    render_eng.add_layer(
        layers.ImageLayer(spriteref.LAYER_UI_FG, 15, SORTS, COLOR))
    render_eng.add_layer(
        layers.ImageLayer(spriteref.LAYER_UI_TOOLTIP, 20, SORTS, COLOR))

    import src.game.towers as towers  # bleh
    towers.init_towers()

    gs.create_instance()

    gs.get_instance().set_game_state(gamestate.GameState())

    inputs.create_instance()

    px_scale = _calc_pixel_scale(DEFAULT_SCREEN_SIZE)
    render_eng.set_pixel_scale(px_scale)
Esempio n. 8
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def run():
    clock = pygame.time.Clock()
    running = True

    ignore_resize_events_next_tick = False

    while running:
        # processing user input events
        all_resize_events = []
        toggled_fullscreen = False

        input_state = inputs.get_instance()
        for py_event in pygame.event.get():
            if py_event.type == pygame.QUIT:
                running = False
                continue
            elif py_event.type == pygame.KEYDOWN:
                input_state.set_key(py_event.key, True)
            elif py_event.type == pygame.KEYUP:
                input_state.set_key(py_event.key, False)

            elif py_event.type in (pygame.MOUSEMOTION, pygame.MOUSEBUTTONDOWN,
                                   pygame.MOUSEBUTTONUP):
                scr_pos = window.get_instance().window_to_screen_pos(
                    py_event.pos)
                game_pos = Utils.round(
                    Utils.mult(
                        scr_pos,
                        1 / renderengine.get_instance().get_pixel_scale()))
                input_state.set_mouse_pos(game_pos)

                if py_event.type == pygame.MOUSEBUTTONDOWN:
                    input_state.set_mouse_down(True, button=py_event.button)
                elif py_event.type == pygame.MOUSEBUTTONUP:
                    input_state.set_mouse_down(False, button=py_event.button)

            elif py_event.type == pygame.VIDEORESIZE:
                all_resize_events.append(py_event)

            if py_event.type == pygame.KEYDOWN and py_event.key == pygame.K_F4:
                toggled_fullscreen = True

            if not pygame.mouse.get_focused():
                input_state.set_mouse_pos(None)

        ignore_resize_events_this_tick = ignore_resize_events_next_tick
        ignore_resize_events_next_tick = False

        if toggled_fullscreen:
            # print("INFO {}: toggled fullscreen".format(gs.get_instance().tick_counter))
            win = window.get_instance()
            win.set_fullscreen(not win.is_fullscreen())

            new_size = win.get_display_size()
            new_pixel_scale = _calc_pixel_scale(new_size)
            if new_pixel_scale != renderengine.get_instance().get_pixel_scale(
            ):
                renderengine.get_instance().set_pixel_scale(new_pixel_scale)
            renderengine.get_instance().resize(new_size[0],
                                               new_size[1],
                                               px_scale=new_pixel_scale)

            # when it goes from fullscreen to windowed mode, pygame sends a VIDEORESIZE event
            # on the next frame that claims the window has been resized to the maximum resolution.
            # this is annoying so we ignore it. we want the window to remain the same size it was
            # before the fullscreen happened.
            ignore_resize_events_next_tick = True

        if not ignore_resize_events_this_tick and len(all_resize_events) > 0:
            last_resize_event = all_resize_events[-1]

            print("INFO: resizing to {}, {}".format(last_resize_event.w,
                                                    last_resize_event.h))

            window.get_instance().set_window_size(last_resize_event.w,
                                                  last_resize_event.h)

            display_w, display_h = window.get_instance().get_display_size()
            new_pixel_scale = _calc_pixel_scale(
                (last_resize_event.w, last_resize_event.h))

            renderengine.get_instance().resize(display_w,
                                               display_h,
                                               px_scale=new_pixel_scale)

        input_state.update(gs.get_instance().tick_count)
        sounds.update()

        if gs.get_instance().is_dev() and input_state.was_pressed(pygame.K_F1):
            # used to help find performance bottlenecks
            import src.utils.profiling as profiling
            profiling.get_instance().toggle()

        if input_state.was_pressed(pygame.K_F5):
            current_scale = gs.get_instance().px_scale
            options = gs.get_instance().px_scale_options
            if current_scale in options:
                new_scale = (options.index(current_scale) + 1) % len(options)
            else:
                print("WARN: illegal pixel scale={}, reverting to default".
                      format(current_scale))
                new_scale = options[0]
            gs.get_instance().px_scale = new_scale

            display_size = window.get_instance().get_display_size()
            new_pixel_scale = _calc_pixel_scale(display_size,
                                                px_scale_opt=new_scale)
            renderengine.get_instance().set_pixel_scale(new_pixel_scale)

        if input_state.was_pressed(pygame.K_r):
            print("INFO: restarting game")
            renderengine.get_instance().clear_all_sprites()  # full nuke
            gs.get_instance().set_game_state(gamestate.GameState())

        renderengine.get_instance().set_clear_color((0, 0, 0))

        gs.get_instance().update_all()

        renderengine.get_instance().render_layers()
        pygame.display.flip()

        slo_mo_mode = gs.get_instance().is_dev() and input_state.is_held(
            pygame.K_TAB)
        if slo_mo_mode:
            clock.tick(15)
        else:
            clock.tick(60)

        gs.get_instance().tick_count += 1

        if gs.get_instance().tick_count % 60 == 0:
            if clock.get_fps() < 55 and gs.get_instance().is_dev(
            ) and not slo_mo_mode:
                print("WARN: fps drop: {} ({} sprites)".format(
                    round(clock.get_fps() * 10) / 10.0,
                    renderengine.get_instance().count_sprites()))

    print("INFO: quitting game")
    pygame.quit()
Esempio n. 9
0
    def run(self):
        running = True

        ignore_resize_events_next_tick = False

        while running:
            # processing user input events
            all_resize_events = []

            input_state = inputs.get_instance()
            for py_event in pygame.event.get():
                if py_event.type == pygame.QUIT:
                    running = False
                    continue
                elif py_event.type == pygame.KEYDOWN:
                    input_state.set_key(py_event.key, True)
                elif py_event.type == pygame.KEYUP:
                    input_state.set_key(py_event.key, False)

                elif py_event.type in (pygame.MOUSEMOTION,
                                       pygame.MOUSEBUTTONDOWN,
                                       pygame.MOUSEBUTTONUP):
                    scr_pos = window.get_instance().window_to_screen_pos(
                        py_event.pos)
                    game_pos = Utils.round(
                        Utils.mult(
                            scr_pos,
                            1 / renderengine.get_instance().get_pixel_scale()))
                    input_state.set_mouse_pos(game_pos)

                    if py_event.type == pygame.MOUSEBUTTONDOWN:
                        input_state.set_mouse_down(True,
                                                   button=py_event.button)
                    elif py_event.type == pygame.MOUSEBUTTONUP:
                        input_state.set_mouse_down(False,
                                                   button=py_event.button)

                elif py_event.type == pygame.VIDEORESIZE:
                    all_resize_events.append(py_event)

                if not pygame.mouse.get_focused():
                    input_state.set_mouse_pos(None)

            ignore_resize_events_this_tick = ignore_resize_events_next_tick
            ignore_resize_events_next_tick = False

            if input_state.was_pressed(
                    pygame.K_F4) and configs.allow_fullscreen:
                win = window.get_instance()
                win.set_fullscreen(not win.is_fullscreen())

                new_size = win.get_display_size()
                new_pixel_scale = self._calc_pixel_scale(new_size)
                if new_pixel_scale != renderengine.get_instance(
                ).get_pixel_scale():
                    renderengine.get_instance().set_pixel_scale(
                        new_pixel_scale)
                renderengine.get_instance().resize(new_size[0],
                                                   new_size[1],
                                                   px_scale=new_pixel_scale)

                # when it goes from fullscreen to windowed mode, pygame sends a VIDEORESIZE event
                # on the next frame that claims the window has been resized to the maximum resolution.
                # this is annoying so we ignore it. we want the window to remain the same size it was
                # before the fullscreen happened.
                ignore_resize_events_next_tick = True

            if not ignore_resize_events_this_tick and len(
                    all_resize_events) > 0:
                last_resize_event = all_resize_events[-1]

                window.get_instance().set_window_size(last_resize_event.w,
                                                      last_resize_event.h)

                display_w, display_h = window.get_instance().get_display_size()
                new_pixel_scale = self._calc_pixel_scale(
                    (last_resize_event.w, last_resize_event.h))

                renderengine.get_instance().resize(display_w,
                                                   display_h,
                                                   px_scale=new_pixel_scale)

            if configs.is_dev and input_state.was_pressed(pygame.K_F1):
                # used to help find performance bottlenecks
                import src.utils.profiling as profiling
                profiling.get_instance().toggle()

            input_state.update()
            sounds.update()

            # updates the actual game state
            self._game.update()

            # draws the actual game state
            for spr in self._game.all_sprites():
                if spr is not None:
                    renderengine.get_instance().update(spr)

            renderengine.get_instance().set_clear_color(configs.clear_color)
            renderengine.get_instance().render_layers()

            pygame.display.flip()

            slo_mo_mode = configs.is_dev and input_state.is_held(pygame.K_TAB)
            target_fps = configs.target_fps if not slo_mo_mode else configs.target_fps // 4

            self._wait_until_next_frame(target_fps)

            globaltimer.inc_tick_count()

            if globaltimer.tick_count() % configs.target_fps == 0:
                if globaltimer.get_fps(
                ) < 0.9 * configs.target_fps and configs.is_dev and not slo_mo_mode:
                    print("WARN: fps drop: {} ({} sprites)".format(
                        round(globaltimer.get_fps() * 10) / 10.0,
                        renderengine.get_instance().count_sprites()))

        print("INFO: quitting game")
        pygame.quit()
Esempio n. 10
0
def set_master_volume(val):
    global _MASTER_VOLUME, CURRENT_SONG
    if val != _MASTER_VOLUME:
        print("INFO: setting master music volume to {}".format(val))
        _MASTER_VOLUME = Utils.bound(val, 0.0, 1.0)
        pygame.mixer.music.set_volume(_MASTER_VOLUME * CURRENT_SONG.volume)