コード例 #1
0
    def render_layers(self):
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        # clear out sprites that weren't updated this tick
        cur_tick = globaltimer.tick_count()
        ids_to_remove = [
            sprite_id for sprite_id in self.sprite_info_lookup
            if self.sprite_info_lookup[sprite_id].last_updated_tick < cur_tick
        ]

        for sprite_id in ids_to_remove:
            sprite_info = self.sprite_info_lookup[sprite_id]
            self.layers[sprite_info.sprite.layer_id()].remove(sprite_id)
            del self.sprite_info_lookup[sprite_id]

        for layer in self.ordered_layers:
            if layer.is_dirty():
                layer.rebuild(self.sprite_info_lookup)

            if layer.get_layer_id() in self.hidden_layers:
                continue

            offs = layer.get_offset()

            self.set_matrix_offset(-offs[0], -offs[1])

            layer.render(self)
コード例 #2
0
    def update(self, sprite):
        if sprite is None:
            return

        if sprite.is_parent():
            for child_sprite in sprite.all_sprites():
                self.update(child_sprite)
        else:
            uid = sprite.uid()
            cur_tick = globaltimer.tick_count()

            if uid not in self.sprite_info_lookup:
                self.sprite_info_lookup[uid] = _SpriteInfoBundle(
                    sprite, cur_tick)
            else:
                self.sprite_info_lookup[uid].sprite = sprite
                self.sprite_info_lookup[uid].last_updated_tick = cur_tick

            layer = self.layers[sprite.layer_id()]

            if layer.accepts_sprite_type(sprite.sprite_type()):
                layer.update(uid, sprite.last_modified_tick())
            else:
                raise ValueError("Incompatible sprite type: {}".format(
                    sprite.sprite_type()))
コード例 #3
0
    def update(self):
        """
        Relies on globaltimer.tick_count().
        Remember that this gets called *after* inputs are passed in, and *before* game updates occur.
        """
        self._current_time = globaltimer.tick_count()

        if self._end_drags_when_mouse_leaves_window and not self.mouse_in_window(
        ):
            self._mouse_down_pos.clear()
コード例 #4
0
    def update(self):
        """
        Relies on globaltimer.tick_count().
        Remember that this gets called *after* inputs are passed in, and *before* game updates occur.
        """
        self._current_time = globaltimer.tick_count()

        self._pressed_this_frame.clear()
        self._pressed_this_frame.update(self._pressed_last_frame)
        self._pressed_last_frame.clear()
コード例 #5
0
ファイル: ui.py プロジェクト: davidpendergast/circuits
 def get_text_for_display(self):
     anim_tick = (globaltimer.tick_count() // 20) % 2
     if anim_tick == 0 and self.is_focused() and len(
             self.text) < self.char_limit:
         if self.cursor_pos >= len(self.text):
             return self.text + TextEditElement.CURSOR_CHAR
         else:
             l = list(self.text)
             l[max(0, self.cursor_pos)] = TextEditElement.CURSOR_CHAR
             return "".join(l)
     else:
         return self.text
コード例 #6
0
ファイル: circuits.py プロジェクト: davidpendergast/circuits
    def update(self):
        self._handle_global_keybinds()

        scenes.get_instance().update()
        gs.get_instance().update()

        songsystem.get_instance().update()

        if globaltimer.tick_count() % 15 == 0:
            window.get_instance().set_caption_info(
                "SPRITES",
                renderengine.get_instance().count_sprites())
            window.get_instance().set_caption_info(
                "NO_GL_MODE",
                None if window.get_instance().is_opengl_mode() else "True")
        return not gs.get_instance().should_exit()
コード例 #7
0
    def render_layers(self):
        self.clear_screen()

        # clear out sprites that weren't updated this tick
        cur_tick = globaltimer.tick_count()
        ids_to_remove = [sprite_id for sprite_id in self.sprite_info_lookup
                         if self.sprite_info_lookup[sprite_id].last_updated_tick < cur_tick]

        for sprite_id in ids_to_remove:
            sprite_info = self.sprite_info_lookup[sprite_id]
            self.layers[sprite_info.sprite.layer_id()].remove(sprite_id)
            del self.sprite_info_lookup[sprite_id]

        for layer in self.ordered_layers:
            if layer.is_dirty():
                layer.rebuild(self.sprite_info_lookup)

            if layer.get_layer_id() in self.hidden_layers:
                continue
            
            self.render_layer(layer)
コード例 #8
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()
            input_state.pre_update()

            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,
                                        ascii_val=py_event.unicode)
                    keybinds.get_instance().do_global_action_if_necessary(
                        py_event.key)

                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 = util.round_vec(
                        util.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 self._requested_fullscreen_toggle_this_tick:
                # TODO I have no idea if this **** is still necessary in pygame 2+
                win = window.get_instance()
                win.set_fullscreen(not win.is_fullscreen())

                new_size = win.get_display_size()
                new_pixel_scale = window.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

            self._requested_fullscreen_toggle_this_tick = False

            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 = window.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()
            sounds.update()

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

            if still_running is False:
                running = False

            # 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(
                self._game.get_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.get_show_fps():
                if globaltimer.tick_count() % 20 == 0:
                    window.get_instance().set_caption_info(
                        "FPS", "{:.1f}".format(globaltimer.get_fps()))
            elif 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()))
            if slo_mo_mode:
                self._slo_mo_timer += 1
            elif self._slo_mo_timer > 0:
                # useful for timing things in the game
                print("INFO: slow-mo mode ended after {} tick(s)".format(
                    self._slo_mo_timer))
                self._slo_mo_timer = 0

        self._game.cleanup()

        print("INFO: quitting game")
        pygame.quit()
コード例 #9
0
    def __init__(self, sprite_type, layer_id, uid=None):
        self._sprite_type = sprite_type
        self._layer_id = layer_id
        self._uid = gen_unique_id() if uid is None else uid

        self._last_modified_tick = globaltimer.tick_count()
コード例 #10
0
    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)
コード例 #11
0
ファイル: gameloop.py プロジェクト: davidpendergast/pyengine
    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()