/
2dengine.py
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/
2dengine.py
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import sys
import sdl2 as sdl
import sdl2.ext as sdle
import time
import random
from multiprocessing.dummy import Pool as ThreadPool
from ctypes import *
import math
import array
import sys
from PIL import Image
sys.setrecursionlimit(10000)
def getColor(r, g, b, a):
return (r << 16 | g << 8 | b)
def getPixel(x, y, sx):
return sx * y + x
class TimeManager:
currentTime = time.time()
startTime = currentTime
previousTime = currentTime
tickTime = 0.0
ticks = 0.0
duration = 0.0
timers = {}
def tick(self):
self.duration = self.currentTime - self.startTime
self.tickTime = self.currentTime - self.previousTime
self.previousTime = self.currentTime
self.currentTime = time.time()
self.ticks=self.ticks+1
if self.ticks > 1000000:
self.ticks = 0
def setTimer(self, name, curTime):
self.timers[name] = curTime
def getTimer(self, name):
return self.timers[name]
class Sprite:
sx = 0
sy = 0
pixels = None
name = ""
def __init__(self, name):
self.name = name
def loadImage(self, filename):
img = Image.open(filename)
pixels = img.load()
self.sx, self.sy = img.size
pixelSize = self.sx * self.sy
self.pixels = [0]*pixelSize
for x in range(0, self.sx):
for y in range(0, self.sy):
r, g, b, a = pixels[x, y]
self.pixels[getPixel(x, y, self.sx)] = getColor(r, g, b, a)
class Entity:
sprites = {}
x = 0
y = 0
px = 0
py = 0
#sx = 0
#sy = 0
xspeed = 0
yspeed = 0
currentSprite = ""
name = ""
def __init__(self, name, defaultSprite):
self.currentSprite = defaultSprite
self.name = name
def addSprite(self, sprite):
self.sprites[sprite.name] = sprite
def sprite(self):
return self.sprites[self.currentSprite]
class Renderer:
WINDOW_X = 1280
WINDOW_Y = 960
PIXCNT=WINDOW_X*WINDOW_Y
scale = 5
pixels = array.array('i', [c_int(0).value for i in range(PIXCNT)])
pitch = c_int()
frameCount = 0
backgroundColor=sdle.Color(0, 0, 0)
previousFrameTime = 0
setPixels = []
def __init__(self, entities, timer):
self.entities = entities
self.timer=timer
self.window = sdle.Window("Game", size=(self.WINDOW_X, self.WINDOW_Y))
self.renderer = sdle.Renderer(self.window, flags=sdl.SDL_RENDERER_ACCELERATED)
self.texture = sdl.SDL_CreateTexture(self.renderer.renderer, sdl.SDL_PIXELFORMAT_ARGB8888, sdl.SDL_TEXTUREACCESS_STREAMING, self.WINDOW_X, self.WINDOW_Y)
self.window.show()
def blit(self, _x, _y, _sx, _sy):
sdl.SDL_UpdateTexture(self.texture, None, c_void_p(self.pixels.buffer_info()[0]), c_int(self.WINDOW_X*4))
sdl.SDL_RenderCopy(self.renderer.renderer, self.texture, None, None)
self.renderer.present()
def drawRect(self, _x, _y, _sx, _sy, r, g, b, a=255):
for y in range(_y, _y+_sy, 1):
if y >= self.WINDOW_Y - 1 or y < 0:
continue
for x in range(_x, _x+_sx, 1):
if x >= self.WINDOW_X-1 or x < 0:
continue
self.pixels[c_int(getPixel(x, y, self.WINDOW_X)).value] = c_int(getColor(r, g, b, a)).value
def setPixel(self, x, y, color):
#if x >=0 and y >=0 and x < self.WINDOW_X and y < self.WINDOW_Y:
self.pixels[c_int(getPixel(x, y, self.WINDOW_X)).value] = color
self.setPixels.append([x,y])
def drawSprite(self, sprite, ex, ey):
for y in range(sprite.sy):
#if y >= self.WINDOW_Y - 1 or y < 0 or y >= sprite.sy:
# continue
for x in range(sprite.sx):
#if x >= self.WINDOW_X-1 or x < 0 or x >= sprite.sx:
# continue
self.setPixel(x+ex, y+ey, sprite.pixels[getPixel(x, y, sprite.sx)])
def clearScreen(self):
for x, y in self.setPixels:
self.pixels[c_int(getPixel(x, y, self.WINDOW_X)).value] = 0
self.setPixels = []
def render(self):
self.clearScreen()
for k, e in self.entities.items():
self.drawSprite(e.sprites[e.currentSprite], e.x, e.y)
self.blit(0, 0, self.WINDOW_X, self.WINDOW_Y)
self.frameCount = self.frameCount+1
if self.timer.currentTime - self.previousFrameTime >= 1.0:
print ("fps:", self.frameCount)
self.previousFrameTime = self.timer.currentTime
self.frameCount=0
class Game:
entities = {}
gameSpeed = 0
running = False
grid=[]
collisions=[]
def __init__(self):
self.running = True
self.timer = TimeManager()
self.renderer = Renderer(self.entities, self.timer)
startTime = time.time()
self.gameSpeed = 1.0/60.0
s=Sprite('test')
s.loadImage('test.png')
e=Entity('test', 'test')
e.x=50
e.y=50
e.addSprite(s)
self.addEntity(e)
self.gridSize=40
self.gridx = int(self.renderer.WINDOW_X/self.gridSize)
self.gridy = int(self.renderer.WINDOW_Y/self.gridSize)
self.grid = [["" for y in range(self.gridy)] for x in range(self.gridx)]
print (self.gridx, self.gridy, len(self.grid), len(self.grid[0]))
for i in range(0, 10):
s=Sprite('ai')
s.loadImage('test.png')
e=Entity('ai' + str(i), 'ai')
e.x=300+random.randint(50, self.renderer.WINDOW_X-50)
e.y=300+random.randint(50, self.renderer.WINDOW_Y-50)
if e.x+s.sx >= self.renderer.WINDOW_X:
e.x = self.renderer.WINDOW_X-(1+s.sx)
if e.y+s.sy >= self.renderer.WINDOW_Y:
e.y = self.renderer.WINDOW_Y-(1+s.sy)
e.xspeed=random.randint(-10, 10)
e.yspeed=random.randint(-10, 10)
e.addSprite(s)
self.addEntity(e)
self.keys = {}
def addEntity(self, entity):
self.entities[entity.name] = entity
def updateGame(self):
for i in range(0, 10):
e = self.entities['ai' + str(i)]
e.xspeed+=((i*10+int(math.sin(self.timer.duration*e.xspeed/100.0))*50+int(math.sin(self.timer.duration*e.xspeed/100.0)*60))/100.0 - random.randint(1, 10)/10.0)/2.5
e.yspeed+=((int(math.cos(self.timer.duration*e.yspeed/100.0))*50+int(math.cos(self.timer.duration*e.yspeed/100.0)*80))/100.0 - random.randint(1, 10)/6.3)/2.5
for k, e in self.entities.items():
s = e.sprite()
e.px=e.x
e.py=e.y
e.x+=int(e.xspeed)
e.y+=int(e.yspeed)
e.xspeed = e.xspeed/1.02
e.yspeed = e.yspeed/1.02
if e.x+s.sx >= self.renderer.WINDOW_X or e.x <= 0:
e.xspeed=e.xspeed*-1
e.x = e.px #self.renderer.WINDOW_X-s.sx
e.x+=int(e.xspeed)
if e.y+s.sy >= self.renderer.WINDOW_Y or e.y <= 0:
e.yspeed=e.yspeed*-1
e.y = e.py #self.renderer.WINDOW_Y-s.sy
e.y+=int(e.yspeed)
gx = int(e.x/self.gridSize)
gy = int(e.y/self.gridSize)
if self.grid[gx][gy] != "" and self.grid[gx][gy] != k:
self.collisions.append([self.grid[gx][gy], k])
self.grid[gx][gy] = ""
else:
self.grid[gx][gy] = k
for c in self.collisions:
l = self.entities[c[0]]
ls = l.sprite()
r = self.entities[c[1]]
rs = r.sprite()
if (l.x+ls.sx > r.x and l.x < r.x+rs.sx and l.y+ls.sy > r.y and l.y < r.y + rs.sy):
l.x=l.px
r.x=r.px
l.xspeed=l.xspeed*-1
r.xspeed=r.xspeed*-1
l.x+=int(l.xspeed)
r.x+=int(r.xspeed)
l.px=l.x
r.px=r.x
if (l.x+ls.sx > r.x and l.x < r.x+rs.sx and l.y+ls.sy > r.y and l.y < r.y + rs.sy):
l.y=l.py
r.y=r.py
l.yspeed=l.yspeed*-1
r.yspeed=r.yspeed*-1
l.y+=int(l.yspeed)
r.y+=int(r.yspeed)
l.py=l.y
r.py=r.y
self.collisions=[]
def keyDown(self, key):
try:
return self.keys[key]
except:
self.keys[key] = False
return False
def checkEvents(self):
for event in sdle.get_events():
if event.type == sdl.SDL_QUIT:
self.running = False
break
if event.type == sdl.SDL_KEYDOWN:
self.keys[event.key.keysym.sym] = True
if event.type == sdl.SDL_KEYUP:
self.keys[event.key.keysym.sym] = False
if self.keyDown(sdl.SDLK_DOWN):
s = self.entities['test'].sprite()
self.entities['test'].yspeed = self.entities['test'].yspeed+0.5
if self.keyDown(sdl.SDLK_UP):
s = self.entities['test'].sprite()
self.entities['test'].yspeed = self.entities['test'].yspeed-0.5
if self.keyDown(sdl.SDLK_RIGHT):
s = self.entities['test'].sprite()
self.entities['test'].xspeed = self.entities['test'].xspeed+0.5
if self.keyDown(sdl.SDLK_LEFT):
s = self.entities['test'].sprite()
self.entities['test'].xspeed = self.entities['test'].xspeed-0.5
def run(self):
while self.running:
self.timer.tick()
self.checkEvents()
self.updateGame()
self.renderer.render()
delta = (time.time() - self.timer.currentTime)
sleepTime = self.gameSpeed - delta
if sleepTime > 0:
sdl.SDL_Delay(int(sleepTime*1000))
return 0
def __del__(self):
return 0
if __name__ == "__main__":
sdle.init()
g = Game()
sys.exit(g.run())
sdle.quit()