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gameoutput.py
377 lines (332 loc) · 15.8 KB
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gameoutput.py
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# -*- coding: utf-8 -*-
"""
メインルーチンはこの中のstep関数で定義されている。
step内のやりとりはこの中で別の関数にまとめたい。
"""
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import copy
from math import sqrt
import color
import gameobject
import character
import bullet
import mapobject
import util
hitcount = 0
def step(objects,joy,Map):
global hitcount
#描画設定の初期化
glMatrixMode(GL_MODELVIEW)
glClearColor(0,1,1,1)
glClearDepth(1)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glEnable(GL_DEPTH_TEST)
glEnable(GL_COLOR_MATERIAL)
light()
#ジョイスティックの読み取り
joy.input()
#オブジェクトの移動
Map.move(joy,objects)
for ob in objects[:]:
ob.move(joy,objects)
#衝突判定
for i in range(len(objects)-1):
for j in range(i+1,len(objects)):
collision_detection(objects[i],objects[j])
#if i == 0:
#print objects[i].y_speed
#オブジェクトの削除
# objects = [x for x in objects if x.isalive()]
for i, obj in reversed( tuple( enumerate( objects ) ) ):
if not obj.isalive():
del objects[ i ]
#オブジェクトの描画
for ob in objects:
ob.draw()
"""color.yellow_plastic()
glBegin(GL_QUADS)
glNormal3f(0,1,0)
glVertex3f(0,0,0)
glVertex3f(100,0,0)
glVertex3f(100,0,100)
glVertex3f(0,0,100)
glEnd()"""
draw2D(objects)
#描画の後処理
glDisable(GL_COLOR_MATERIAL)
glDisable(GL_DEPTH_TEST)
glutSwapBuffers()
#光源設定。毎回呼ばれる
def light():
lightamb = [0,0,0,1]
lightdiff = [1,1,1,1]
lightspe = [1,1,1,1]
lightpos = [-10,80,-40,1]
lightpos2 = [70,80,40,1]
lightpos3 = [-10,80,40,1]
lightspodir = (0,-1,0)
glLightfv(GL_LIGHT0, GL_AMBIENT, lightamb)
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightdiff)
glLightfv(GL_LIGHT0, GL_SPECULAR, lightspe)
glLightfv(GL_LIGHT0,GL_LINEAR_ATTENUATION,0.01)
#glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightspodir)
glLightfv(GL_LIGHT1, GL_AMBIENT, lightamb)
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightdiff)
glLightfv(GL_LIGHT1, GL_SPECULAR, lightspe)
glLightfv(GL_LIGHT1,GL_LINEAR_ATTENUATION,0.01)
#glLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, lightspodir)
glEnable(GL_LIGHT0)
glEnable(GL_LIGHT1)
glEnable(GL_LIGHTING)
glLightfv(GL_LIGHT0, GL_POSITION, lightpos)
glLightfv(GL_LIGHT1, GL_POSITION, lightpos2)
def draw2D(objects):
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluOrtho2D(0, 640, 0, 480)
#MODELVIEW行列を操作
glMatrixMode(GL_MODELVIEW)
glPushMatrix() #MODELVIEW行列を保存
glLoadIdentity()
#いろいろ無効にする
glDisable(GL_DEPTH_TEST)
glDisable(GL_LIGHTING)
glDisable(GL_LIGHT0)
#描画
glBegin(GL_QUADS)
glColor(0,0,0,1)
glVertex2f(10,460)
glVertex2f(10,430)
glVertex2f(400,430)
glVertex2f(400,460)
glEnd()
playerHP = objects[0].states[1]
MAXHP = objects[0].MAXHP
bar_length = 390.0 * playerHP / MAXHP
glBegin(GL_QUADS)
glColor(0,1,0,1)
glVertex2f(10,460)
glVertex2f(10,430)
glVertex2f(10 + bar_length,430)
glVertex2f(10 + bar_length,460)
glEnd()
glBegin(GL_QUADS)
glColor(0,0,0,1)
glVertex2f(220,10)
glVertex2f(220,40)
glVertex2f(420,40)
glVertex2f(420,10)
glEnd()
player_boost = objects[0].boost_power
glBegin(GL_QUADS)
glColor(0,1,1,0)
glVertex2f(220,10)
glVertex2f(220,40)
glVertex2f(220 + player_boost * 2.0,40)
glVertex2f(220 + player_boost * 2.0,10)
glEnd()
glBegin(GL_LINES)
glColor(0,1,0,1)
glVertex2f(320,225)
glVertex2f(320,245)
glVertex2f(310,235)
glVertex2f(330,235)
glEnd()
#元に戻す(3D用へ戻る)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glPopMatrix() #MODELVIEW行列をもとに戻す
glMatrixMode(GL_PROJECTION)
glPopMatrix() #PROJECTION行列をもとに戻す
def collision_detection(obj1,obj2):
"""
もともとcharacterクラス内で書かれていたので、書き直す必要がある。
selfはcharacterのインスタンスを指します。
self.positionは長さ3のリストで(x座標、y座標,z座標)となります。
self.earthはpotが地面にめり込まないための定数です。
画面に表示する際はこの値だけself.positionのy座標にプラスして表示しているので、
当たり判定でもそこを考慮して計算する必要がある。
"""
if isinstance(obj1,gameobject.character):
if isinstance(obj2,bullet.Bullet):
if chara_and_bullet(obj1,obj2):
obj1.damage(obj2.states[1])
obj2.kill()
elif isinstance(obj2,gameobject.character):
chara_and_chara_ALL(obj1,obj2)
elif isinstance(obj2,mapobject.floor):
result = chara_and_floor(obj1,obj2)
if result == 1:
if obj1.y_speed < 0:
obj1.y_speed = 0
obj1.onearth = True
elif result == 0:
obj1.onearth = False
else:
pass
elif isinstance(obj2,mapobject.wall):
chara_and_wall_ALL(obj1,obj2)
elif isinstance(obj1,bullet.Bullet):
if isinstance(obj2,gameobject.character):
if chara_and_bullet(obj1,obj2):
obj2.damage(obj1.states[1])
obj1.kill()
elif isinstance(obj2,mapobject.floor):
if bullet_and_floor(obj1,obj2):
obj1.kill()
elif isinstance(obj2,mapobject.wall):
if bullet_and_wall(obj1,obj2):
obj1.kill()
elif isinstance(obj1,mapobject.floor):
if isinstance(obj2,gameobject.character):
result = chara_and_floor(obj2,obj1)
if result == 1:
if obj2.y_speed < 0:
obj2.y_speed = 0
obj2.onearth = True
elif result == 0:
obj2.onearth = False
else:
pass
elif isinstance(obj2,bullet.Bullet):
if bullet_and_floor(obj2,obj1):
obj2.kill()
elif isinstance(obj1,mapobject.wall):
if isinstance(obj2,gameobject.character):
chara_and_wall_ALL(obj2,obj1)
elif isinstance(obj2,bullet.Bullet):
if bullet_and_wall(obj2,obj1):
obj2.kill()
def chara_and_bullet(chara,bullet):
if chara.states[0] == bullet.states[0]:
return False
if not isinstance(chara,gameobject.character):
return False
pot = chara.position - (0,chara.earth,0)
after_bullet = bullet.position
before_bullet = bullet.before_position
before_to_after = after_bullet - util.Vec(before_bullet)
pot_to_before = util.Vec(before_bullet) - util.Vec(pot)
pot_to_after = util.Vec(after_bullet) - util.Vec(pot)
if util.dot(before_to_after,-1 * pot_to_before) < 0:
return abs(pot_to_before) < chara.radius
elif util.dot(before_to_after,pot_to_after) < 0:
return abs(pot_to_after) < chara.radius
else:
return abs(util.cross3d(before_to_after,pot_to_before)) / abs(before_to_after) < chara.radius
def chara_and_floor(chara,floor):
"""
キャラクターと地面との判定
着地時は1を、してないときは0を、
そもそもxz的に平面上にないとき、または平面の下にいるとき-1を返す
"""
if isinstance(chara,gameobject.player):
camera_and_floor_ALL(chara,floor)
if chara.position[0] + chara.radius >= floor.origin[0] and chara.position[0] - chara.radius < floor.origin[0] + floor.xlength and chara.position[2] + chara.radius >= floor.origin[2] and chara.position[2] - chara.radius < floor.origin[2] + floor.zlength:
if chara.before_position[1] >= chara.position[1]:
if chara.before_position[1] >= floor.height and chara.position[1] <= floor.height:
chara.position += (0,floor.height - chara.position[1],0)
return 1
elif chara.position[1] > floor.height:
return 0
else:
return -1
else:
if chara.before_position[1] >= floor.height:
return 0
elif chara.position[1] + 1.6 >= floor.height:
chara.y_speed = 0
chara.position += (0,floor.height - chara.position[1] -1.6,0)
return -1
else:
return -1
else:
return -1
def chara_and_chara_ALL(chara1,chara2):
distance = abs(chara1.position - chara2.position)
if distance < chara1.radius + chara2.radius:
chara1to2 = chara2.position - chara1.position
chara1to2 /= abs(chara1to2)
movedistance = chara1.radius + chara2.radius - distance
chara1.position -= movedistance * chara1to2
chara2.position += movedistance * chara1to2
def bullet_and_floor(bullet,floor):
return bullet.position[0] >= floor.origin[0] and bullet.position[0] < floor.origin[0] + floor.xlength and bullet.position[2] >= floor.origin[2] and bullet.position[2] < floor.origin[2] + floor.zlength and (bullet.position[1] + 1.2 - floor.height) * (bullet.before_position[1] + 1.2 - floor.height) <= 0
def chara_and_wall_ALL(chara,wall):
chara_xzposi = util.Vec(chara.position[0],chara.position[2])
wall_xzbase = [util.Vec(x[0],x[2]) for x in [wall.base_point1,wall.base_point2]]
wall_xznormal = util.Vec(wall.normal[0],wall.normal[2])
point1to2 = wall_xzbase[1] - wall_xzbase[0]
point1tochara = chara_xzposi - wall_xzbase[0]
point2tochara = chara_xzposi - wall_xzbase[1]
if chara.position[1] + chara.radius * 2 >= wall.base_point1[1] and chara.position[1] < wall.base_point1[1] + wall.height:
wall_r_xzbase = [wall_xzbase[0] - point1to2 * chara.radius / abs(point1to2),
wall_xzbase[1] + point1to2 * chara.radius / abs(point1to2)]
point_r_tochara = [chara_xzposi - x for x in wall_r_xzbase]
if util.dot(point1to2,point1tochara) * util.dot(point1to2,point2tochara) <= 0 :
if isinstance(chara,gameobject.player):
camera_and_wall_ALL(chara,wall)
before_chara_xzposi = util.Vec(chara.before_position[0],chara.before_position[2])
point1tochara = [chara_xzposi + chara.radius * wall_xznormal - wall_xzbase[0],
chara_xzposi - chara.radius * wall_xznormal - wall_xzbase[0],
chara_xzposi - wall_xzbase[0]]
point1tobeforechara = [before_chara_xzposi + chara.radius * wall_xznormal - wall_xzbase[0],
before_chara_xzposi - chara.radius * wall_xznormal - wall_xzbase[0],
before_chara_xzposi - wall_xzbase[0]]
if util.dot(wall_xznormal,point1tochara[0]) * util.dot(wall_xznormal,point1tobeforechara[0]) <= 0 or util.dot(wall_xznormal,point1tochara[1]) * util.dot(wall_xznormal,point1tobeforechara[1]) <= 0:
distance = sqrt((abs(point1tochara[2])) ** 2 - (util.dot(point1to2,point1tochara[2]) / abs(point1to2)) ** 2)
slip = 1.5
if util.dot(wall_xznormal,point1tobeforechara[2]) >= 0:
if util.dot(wall_xznormal,point1tochara[2]) >= 0:
chara.position += 1.1 * (chara.radius - distance) * wall.normal
chara.slip = (chara.radius - distance) * wall.normal * slip
else:
chara.position += 1.1 * (chara.radius + distance) * wall.normal
chara.slip = (chara.radius + distance) * wall.normal * slip
else:
if util.dot(wall_xznormal,point1tochara[2]) >= 0:
chara.position -= 1.1 * (chara.radius + distance) * wall.normal
chara.slip = -(chara.radius + distance) * wall.normal * slip
else:
chara.position -= 1.1 * (chara.radius - distance) * wall.normal
chara.slip = -(chara.radius - distance) * wall.normal * slip
elif (util.dot(point_r_tochara[0],point1to2) * util.dot(point1to2,point_r_tochara[1]) <= 0 and (abs(point1tochara) <= chara.radius or abs(point2tochara) <= chara.radius)):
before_chara_xzposi = util.Vec(chara.before_position[0],chara.before_position[2])
point1tobeforechara = before_chara_xzposi - wall_xzbase[0]
distance = sqrt((abs(point1tochara)) ** 2 - (util.dot(point1to2,point1tochara) / abs(point1to2)) ** 2)
slip = 0.5
if util.dot(wall_xznormal,point1tobeforechara) >= 0:
if util.dot(wall_xznormal,point1tochara) >= 0:
chara.position += 1.1 * (chara.radius - distance) * wall.normal
chara.slip = (chara.radius - distance) * wall.normal * slip
else:
chara.position += 1.1 * (chara.radius + distance) * wall.normal
chara.slip = (chara.radius + distance) * wall.normal * slip
else:
if util.dot(wall_xznormal,point1tochara) >= 0:
chara.position -= 1.1 * (chara.radius + distance) * wall.normal
chara.slip = -(chara.radius + distance) * wall.normal * slip
else:
chara.position -= 1.1 * (chara.radius - distance) * wall.normal
chara.slip = -(chara.radius - distance) * wall.normal * slip
def bullet_and_wall(bullet,wall):
bullet_xzposi = util.Vec(bullet.position[0],bullet.position[2])
wall_xzbase = [util.Vec(x[0],x[2]) for x in [wall.base_point1,wall.base_point2]]
wall_xznormal = util.Vec(wall.normal[0],wall.normal[2])
point1to2 = wall_xzbase[1] - wall_xzbase[0]
point1tobullet = bullet_xzposi - wall_xzbase[0]
point2tobullet = bullet_xzposi - wall_xzbase[1]
point1tobeforebullet = util.Vec(bullet.before_position[0],bullet.before_position[2]) - wall_xzbase[0]
return bullet.position[1] >= wall.base_point1[1] -1.2 and bullet.position[1] <= wall.base_point1[1] + wall.height - 1.2 and util.dot(point1to2,point1tobullet) * util.dot(point1to2,point2tobullet) <= 0 and util.dot(wall_xznormal,point1tobullet) * util.dot(wall_xznormal,point1tobeforebullet) <= 0
def camera_and_floor_ALL(chara,floor):
if chara.position[0] + chara.radius >= floor.origin[0] and chara.position[0] - chara.radius < floor.origin[0] + floor.xlength and chara.position[2] + chara.radius >= floor.origin[2] and chara.position[2] - chara.radius < floor.origin[2] + floor.zlength and (chara.position[1] + chara.radius - floor.height) * (chara.camera_position[1] - floor.height) < 0:
floor.draw_cancel = True
def camera_and_wall_ALL(chara,wall):
wall_to_chara = chara.position - wall.base_point1
wall_to_camera = chara.camera_position - wall.base_point1
if util.dot(wall.normal,wall_to_chara) * util.dot(wall.normal,wall_to_camera) <= 0:
wall.draw_cancel = True