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lander.py
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lander.py
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# Allow pygame_sdl2 to be imported as pygame.
import pygame_sdl2
pygame_sdl2.import_as_pygame()
import pygame
# Import pymunc physics engine
import pymunk
from pymunk import Vec2d
import pymunk.pygame_util
# Import other libs
#import os
# Import own classes
from eventdispatcher import EventDispatcher
from entity import Entity
from player import Player
from scenery import Scenery
from menu import Menu
class LanderApp:
def __init__(self, screen_w, screen_h):
#
# Initialize Screenworld
#
# pygame = Screenworld
pygame.init()
# DEBUG SCREEN_INFO
print("INFO")
print(pygame.display.Info())
print("MODES")
print(pygame.display.list_modes(depth=0) )
print("FULLSCREEN_MODES")
print(pygame.display.list_modes(depth=0, flags=pygame.FULLSCREEN))
# set display mode and calculate _screen_size
if screen_w==0 and screen_h==0:
self._screen_size = (pygame.display.Info().current_w, pygame.display.Info().current_h)
else:
self._screen_size = (screen_w, screen_h)
#self._screen = pygame.display.set_mode(self._screen_size, flags=pygame.FULLSCREEN)
self._screen = pygame.display.set_mode(self._screen_size)
# Frame rate
self._fps = 60.0
# Number of physics steps per screen frame
self._physics_steps_per_frame = 1
# Time steps
self._dt = 1.0/self._fps/self._physics_steps_per_frame
#self._dt = 1. / self._fps
# pygame frame clock
self._clock = pygame.time.Clock()
#
# Initialize Game World
#
# Space = GameWorld
self._space = pymunk.Space()
# Gravity in m / s^2
self._space.gravity = (0.0, -9.81)
# Phyicsworld damoing in 1-x %
self._space.damping = 0.8
## sleep time theshold
#self.space.sleep_time_threshold = 0.3
# zoomfactor from physicsworld to pixelworld. 1 = show 100% of space.width on screen, 2=50%
self._zoom = 2
# Physicsworld size in m
self._space_size = (512, 320)
# Camera POV in space in m from left,down
self._space_pov = (256, 160)
# Scale factor from space to screen. 1 m in space = <scale> pixel in screen
#self._scale = Vec2d(self._screen_size).get_length() / Vec2d(self._space_size).get_length()
self._scale = self._screen_size[0] / self._space_size[0]
#print("SCALE: {0:f}".format(self._scale))
# viewrect of current cam in space
self._space_viewrect = (0,0,0,0)
self._calc_space_viewrect()
#
# Initialize Game Options
#
# Drawing Option. Setting _is_is_drawing to False enables headless mode
self._is_drawing = True
# Use pymunk debug draw. Note: I can't use it because I implement a scroller, scaler and zoom
# So I use my own drawing routines in the Entity-Subclasses
#self._draw_options = pymunk.pygame_util.DrawOptions(self._screen)
# Execution control
self._is_running = True
self._is_paused = True
self._show_menu = True
#
# Create Game Entities
#
# GUI
self._font = pygame.font.SysFont("DejaVuSans", 24)
self._text = self._font.render("Touch the screen.", True, (255, 255, 255, 255))
self._text_w, self._text_h = self._text.get_size()
self._add_hud()
# Menu
self.menu = Menu()
# Static Scenery
self.scenery = Scenery(self)
# Player
#self.player = Player(self._space, Vec2d(self._space_size)/2)
self.player = Player(self, Vec2d(256,160))
# Add Event Dispatcher for user input
self.ev = EventDispatcher()
def run(self):
"""
The main loop of the game.
:return: None
"""
# Main loop
while self._is_running:
self._process_events()
self._clear_screen()
if not self._is_paused:
## Progress time forward
#self._space.step(self._dt)
for x in range(self._physics_steps_per_frame):
self._space.step(self._dt)
self.scenery.update()
self.player.update()
self._update_hud()
# Delay fixed time between frames
self._clock.tick(self._fps)
#pygame.display.set_caption("fps: " + str(self._clock.get_fps()))
self._draw_objects()
### All done, lets flip the display
pygame.display.flip()
def _process_events(self):
"""
Handle game and events like keyboard input. Call once per frame only.
:return: None
"""
# Handle menu
if self._show_menu:
menu_choice = self.menu.update(self.menu, self)
if menu_choice == "Play":
self._show_menu = False
self._is_paused = False
#if menu_choice == "Options":
# self.option_menu =
if not self._is_paused:
for event in self.ev.get():
if event["type"] == self.ev.BTNDN:
self.player.input(event["idx"],1)
elif event["type"]== self.ev.BTNUP:
self.player.input(event["idx"],0)
elif event["type"] == self.ev.QUIT or event["type"] == self.ev.ESCAPE:
self._is_running = False
elif event["type"] == self.ev.DRAW:
self._is_drawing = not self._is_drawing
elif event["type"] == self.ev.ZOOMINC:
self.set_zoom(self.get_zoom()*1.05)
elif event["type"] == self.ev.ZOOMDEC:
self.set_zoom(self.get_zoom()*0.95)
# self._text = self._font.render("Finder DOWN: {0:d}, {1:f}, {2:f}".format(f, x, y), True, (255, 255, 255, 255))
# self._text = self._font.render("Finder DOWN: {0:d}, {1:d}".format(pygame.display.Info().current_w, pygame.display.Info().current_h), True, (255, 255, 255, 255))
def _clear_screen(self):
"""
Clears the screen.
:return: None
"""
self._screen.fill((0,0,0,255))
def _draw_objects(self):
"""
Draw the objects.
:return: None
"""
if self._show_menu:
self.menu.draw(self._screen)
elif not self._is_paused:
### Draw space
#self._space.debug_draw(self._draw_options)
self.scenery.draw(self)
self.player.draw(self)
def _add_hud(self):
pass
def _update_hud(self):
#fps_str = "fps: " + str(self._clock.get_fps())
self._screen.blit(self._text, (self._screen_size[0]/2 - self._text_w / 2, self._screen_size[1]/2 - self._text_h / 2))
def to_screen(self, p):
z = self._scale * self._zoom
fx = 0.5 * self._space_size[0] / self._zoom
fy = 0.5 * self._space_size[1] / self._zoom
#x = (p[0] - self._space_pov[0]) * z + self._screen_size[0]/2
x = (p[0] - self._space_pov[0] + fx) * z
#y = (p[1] - self._space_pov[1]) * z + self._screen_size[1]/2
y = (p[1] - self._space_pov[1] + fy) * z
#print("s:{0:f}, z:{1:f}, p0:{2:f}, p1:{3:f}, wp0:{4:f}, wp1:{5:f}".format(world._scale, world._zoom, p[0], p[1], world._space_pov[0], world._space_pov[1]))
return int(x), int(self._screen_size[1] - y)
#def to_space(self):
# pass
#def get_mouse_in_space(self, surface):
# pass
# """Get position of the mouse pointer in pymunk coordinates.
# p = pygame.mouse.get_pos()
# return from_pygame(p, surface)"""
def set_space_pov(self, pos):
self._space_pov = pos
self._calc_space_viewrect()
def get__space_pov(self):
return self._space_pov
def _calc_space_viewrect(self):
w = self._space_size[0] / self._zoom
h = self._space_size[1] / self._zoom
x = self._space_pov[0] - 0.5 * w
y = self._space_pov[1] - 0.5 * h
self._space_viewrect = (x, y, w, h)
def get_space_viewrect(self):
return self._space_viewrect
def get_screen_pov(self):
return self.to_screen(self._space_pov)
def set_zoom(self, zoom):
self._zoom = zoom
self._calc_space_viewrect()
def get_zoom(self):
return self._zoom
def set_scale(self, scale):
self._scale = scale
def get_scale(self):
return self._scale
def main():
app = LanderApp(0,0)
app.run()
if __name__ == '__main__':
main()