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from ed2d import window |
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from ed2d import events |
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from ed2d import context |
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from ed2d import timing |
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from ed2d import files |
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from ed2d import shaders |
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from ed2d.opengl import gl |
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from ed2d.opengl import pgl |
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from gem import matrix |
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from gem import vector |
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from ed2d import texture |
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from ed2d import mesh |
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from ed2d.physics import rectangle |
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from ed2d.physics import cmodel |
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from ed2d.physics import physobj |
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from ed2d.physics import physengine |
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class GameManager(object): |
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''' Entry point into the game, and manages the game in general ''' |
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def __init__(self): |
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self.width = 800 |
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self.height = 600 |
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self.title = "Edge Engine - Texture Filtering Demo" |
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self.running = False |
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self.fpsTimer = timing.FpsCounter() |
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self.fpsEstimate = 0 |
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self.events = events.Events() |
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self.window = window.Window(self.title, self.width, self.height, window.WindowedMode) |
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self.context = context.Context(3, 3, 2) |
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self.context.window = self.window |
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self.events.add_listener(self.process_event) |
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self.keys = [] |
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gl.init() |
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major = pgl.glGetInteger(gl.GL_MAJOR_VERSION) |
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minor = pgl.glGetInteger(gl.GL_MINOR_VERSION) |
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print ('OpenGL Version: {}.{}'.format(major, minor)) |
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gl.glViewport(0, 0, self.width, self.height) |
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# Shaders setup |
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vsPath = files.resolve_path('data', 'shaders', 'main.vs') |
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fsPath = files.resolve_path('data', 'shaders', 'texturefiltering.fs') |
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vertex = shaders.VertexShader(vsPath) |
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fragment = shaders.FragmentShader(fsPath) |
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self.program = shaders.ShaderProgram(vertex, fragment) |
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self.program.use() |
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self.orthoID = self.program.new_uniform(b'ortho') |
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self.viewPortID = self.program.new_uniform(b'viewPortResolution') |
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self.vao = pgl.glGenVertexArrays(1) |
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# Load character image into new opengl texture |
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imagePath = files.resolve_path('data', 'images', 'cubix.png') |
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self.texAtlas = texture.Texture(imagePath, self.program) |
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### Physics Scene ### |
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# Create a physics engine |
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self.physicsEngineTest = physengine.PhysEngine() |
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### Player physical model ### |
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# Create a rectangle the long way, this will be the player |
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self.cModelTestRect = rectangle.Rectangle(0.0, 0.0, width=800, height=600) |
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self.cModelTestRect.update() |
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# Creating a object steps: |
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# Create a collision model object |
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# Create a physics object to simulate |
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# Create a mesh object to render |
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self.cModelTest = cmodel.cModel(self.cModelTestRect) |
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self.physicsObjectTest = physobj.PhysObj(self.cModelTest, vector.Vector(3, data=[0.0, 0.0, 1.0])) |
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self.physicsEngineTest.addObject(self.physicsObjectTest) |
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self.meshObjectTest = mesh.Mesh() |
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self.meshObjectTest.fromData(data=[ |
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[0.0, 1.0, 0.0], |
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[1.0, 1.0, 0.0], |
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[0.0, 0.0, 0.0], |
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[1.0, 0.0, 0.0]]) |
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self.meshObjectTest.setBuffers() |
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self.meshObjectTest.addProgram(self.program) |
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self.meshObjectTest.addTexture(self.texAtlas) |
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self.meshObjectTest.addPhysicsObject(self.physicsObjectTest) |
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### End Player ### |
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# Setup projection |
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self.ortho = matrix.orthographic(0.0, self.width, self.height, 0.0, -1.0, 1.0) |
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# Update the uniforms in the shaders |
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self.program.set_uniform_matrix(self.orthoID, self.ortho) |
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self.program.set_uniform_array(self.viewPortID, [float(self.width), float(self.height)]) |
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glerr = gl.glGetError() |
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if glerr != 0: |
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print ('GLError:', glerr) |
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def resize(self, width, height): |
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self.width = width |
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self.height = height |
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gl.glViewport(0, 0, self.width, self.height) |
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self.ortho = matrix.orthographic(0.0, self.width, self.height, 0.0, -1.0, 1.0) |
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self.program.set_uniform_matrix(self.orthoID, self.ortho) |
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def process_event(self, event, data): |
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if event == 'quit' or event == 'window_close': |
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self.running = False |
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elif event == 'window_resized': |
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winID, x, y = data |
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self.resize(x, y) |
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elif event == 'mouse_move': |
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x, y = data |
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# Translate and then update it, this can be handled better but for now, this will do |
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#self.physicsObjectTest.translate(x,y) |
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#self.meshObjectTest.update(self.physicsObjectTest) |
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elif event == 'key_down': |
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self.keys.append(data[0]) |
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print (self.keys) |
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elif event == 'key_up': |
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self.keys.remove(data[0]) |
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def update(self): |
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pass |
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#Disabled because it can get really annoying, really fast >:[ |
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#self.physicsEngineTest.simulate(self.fpsTimer.tick()) |
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def render(self): |
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gl.glClearColor(0.5, 0.5, 0.5, 1.0) |
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gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) |
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gl.glEnable(gl.GL_BLEND) |
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gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) |
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gl.glBindVertexArray(self.vao) |
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self.meshObjectTest.render() |
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gl.glBindVertexArray(0) |
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def do_run(self): |
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''' Process a single loop ''' |
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self.events.process() |
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self.update() |
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self.render() |
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self.window.flip() |
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self.fpsTimer.tick() |
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if self.fpsTimer.fpsTime >= 2000: |
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self.fpsEstimate = self.fpsTimer.get_fps() |
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print ("{:.2f} fps".format(self.fpsEstimate)) |
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def run(self): |
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''' Called from launcher doesnt exit until the game is quit ''' |
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self.running = True |
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while self.running: |
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self.do_run() |
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Duplicated code is one of the most pungent code smells. If you need to duplicate the same code in three or more different places, we strongly encourage you to look into extracting the code into a single class or operation.
You can also find more detailed suggestions in the “Code” section of your repository.