Total Complexity | 48 |
Total Lines | 306 |
Duplicated Lines | 0 % |
Complex classes like framework.game.GameManager often do a lot of different things. To break such a class down, we need to identify a cohesive component within that class. A common approach to find such a component is to look for fields/methods that share the same prefixes, or suffixes.
Once you have determined the fields that belong together, you can apply the Extract Class refactoring. If the component makes sense as a sub-class, Extract Subclass is also a candidate, and is often faster.
1 | import math |
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68 | class GameManager(object): |
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69 | ''' Entry point into the game, and manages the game in general ''' |
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70 | def __init__(self): |
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71 | |||
72 | self.width = 1920 |
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73 | self.height = 1080 |
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74 | self.title = "ed2d" |
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75 | self.running = False |
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76 | |||
77 | self.fpsTimer = timing.FpsCounter() |
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78 | self.fpsEstimate = 0 |
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79 | |||
80 | self.sysEvents = sysevents.SystemEvents() |
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81 | self.window = window.Window(self.title, self.width, self.height, window.WindowedMode) |
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82 | self.context = context.Context(3, 3, 2) |
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83 | self.context.window = self.window |
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84 | |||
85 | Events.add_listener(self.process_event) |
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86 | |||
87 | self.keys = [] |
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88 | |||
89 | # Mouse Information |
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90 | self.mousePos = [0.0, 0.0] |
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91 | self.mouseButtons = [] |
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92 | self.mouseRelX = 0 |
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93 | self.mouseRelY = 0 |
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94 | self.mousePosX = 0 |
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95 | self.mousePosY = 0 |
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96 | cursor.set_relative_mode(False) |
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97 | cursor.show_cursor() |
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98 | |||
99 | gl.init() |
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100 | major = pgl.glGetInteger(gl.GL_MAJOR_VERSION) |
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101 | minor = pgl.glGetInteger(gl.GL_MINOR_VERSION) |
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102 | print('OpenGL Version: {}.{}'.format(major, minor)) |
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103 | |||
104 | gl.glViewport(0, 0, self.width, self.height) |
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105 | |||
106 | # For CSG to work properly |
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107 | gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) |
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108 | gl.glEnable(gl.GL_DEPTH_TEST) |
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109 | gl.glEnable(gl.GL_CULL_FACE) |
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110 | gl.glEnable(gl.GL_MULTISAMPLE) |
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111 | |||
112 | gl.glClearColor(0.0, 0.0, 0.4, 0.0) |
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113 | |||
114 | vsPath = files.resolve_path('data', 'shaders', 'main2.vs') |
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115 | fsPath = files.resolve_path('data', 'shaders', 'main2.fs') |
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116 | |||
117 | vertex = shaders.VertexShader(vsPath) |
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118 | fragment = shaders.FragmentShader(fsPath) |
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119 | self.program = shaders.ShaderProgram(vertex, fragment) |
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120 | self.program.use() |
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121 | |||
122 | #self.testID1 = self.program.new_uniform(b'perp') |
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123 | self.testID2 = self.program.new_uniform(b'view') |
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124 | |||
125 | self.vao = pgl.glGenVertexArrays(1) |
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126 | |||
127 | self.scenegraph = SceneGraph() |
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128 | |||
129 | # Creating a object steps: |
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130 | # Create a mesh object to render |
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131 | objFL = objloader.OBJ('buildings') |
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132 | self.meshTest = mesh.Mesh() |
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133 | self.meshTest.fromData(objFL) |
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134 | self.meshTest.addProgram(self.program) |
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135 | self.meshTestID = self.scenegraph.establish(self.meshTest) |
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136 | self.meshTest.translate(0.0, 0.0, 0.0) |
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137 | |||
138 | |||
139 | objBox = objloader.OBJ('box') |
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140 | self.boxMesh = mesh.Mesh() |
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141 | self.boxMesh.fromData(objBox) |
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142 | self.boxMesh.addProgram(self.program) |
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143 | self.boxMesh.scale(0.25) |
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144 | self.boxMeshID = self.scenegraph.establish(self.boxMesh) |
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145 | |||
146 | |||
147 | self.loadText() |
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148 | |||
149 | self.vpManager = ViewportManager() |
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150 | self.vpManager.update_screen(self.width, self.height) |
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151 | |||
152 | self.cameraOrtho = camera.Camera(camera.MODE_ORTHOGRAPHIC) |
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153 | self.cameraOrtho.set_view(self.vpManager.view) |
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154 | self.cameraOrtho.set_program(self.textProgram) |
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155 | self.vpFull = Viewport('full', self.cameraOrtho) |
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156 | self.vpFull.screenSize = (self.width, self.height) |
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157 | |||
158 | for i in range(4): |
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159 | cam = camera.Camera(camera.MODE_PERSPECTIVE) |
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160 | vp = self.vpManager.create_viewport('sceneview{0}'.format(i), cam) |
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161 | |||
162 | cam.setPosition(vector.Vector(3, data=[0.5, -2.0, 10.0])) |
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163 | cam.set_program( self.program) |
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164 | |||
165 | halfWidth = int(self.width /2) |
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166 | halfHeight = int(self.height/2) |
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167 | |||
168 | vps = self.vpManager.viewports |
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169 | vps[0].set_rect(0, 0, halfWidth, halfHeight) |
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170 | vps[1].set_rect(0, halfHeight, halfWidth, halfHeight) |
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171 | vps[2].set_rect(halfWidth, halfHeight, halfWidth, halfHeight) |
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172 | vps[3].set_rect(halfWidth, 0, halfWidth, halfHeight) |
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173 | self.camera = vps[0].camera |
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174 | |||
175 | self.vpFull.set_rect(0, 0, self.width, self.height) |
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176 | |||
177 | self.model = matrix.Matrix(4) |
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178 | #self.model = matrix.Matrix(4).translate(vector.Vector(3, data=[4.0, -2.0, -8])) |
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179 | |||
180 | |||
181 | glerr = gl.glGetError() |
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182 | if glerr != 0: |
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183 | print('GLError:', glerr) |
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184 | |||
185 | def loadText(self): |
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186 | vsPath = files.resolve_path('data', 'shaders', 'font.vs') |
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187 | fsPath = files.resolve_path('data', 'shaders', 'font.fs') |
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188 | |||
189 | vertex = shaders.VertexShader(vsPath) |
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190 | fragment = shaders.FragmentShader(fsPath) |
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191 | self.textProgram = shaders.ShaderProgram(vertex, fragment) |
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192 | |||
193 | fontPath = files.resolve_path('data', 'SourceCodePro-Regular.ttf') |
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194 | self.font = text.Font(12, fontPath) |
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195 | self.text = text.Text(self.textProgram, self.font) |
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196 | |||
197 | def resize(self, width, height): |
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198 | self.width = width |
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199 | self.height = height |
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200 | |||
201 | self.vpManager.update_screen(self.width, self.height) |
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202 | self.vpFull.screenSize = (self.width, self.height) |
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203 | |||
204 | halfWidth = int(self.width /2) |
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205 | halfHeight = int(self.height/2) |
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206 | |||
207 | vps = self.vpManager.viewports |
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208 | vps[0].set_rect(0, 0, halfWidth, halfHeight) |
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209 | vps[1].set_rect(halfWidth, 0, halfWidth, halfHeight) |
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210 | vps[2].set_rect(halfWidth, halfHeight, halfWidth, halfHeight) |
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211 | vps[3].set_rect(0, halfHeight, halfWidth, halfHeight) |
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212 | |||
213 | self.vpFull.set_rect(0, 0, self.width, self.height) |
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214 | |||
215 | def process_event(self, event, data): |
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216 | if event == 'quit' or event == 'window_close': |
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217 | self.running = False |
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218 | elif event == 'window_resized': |
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219 | winID, x, y = data |
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220 | self.resize(x, y) |
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221 | elif event == 'mouse_move': |
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222 | if cursor.is_relative(): |
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223 | self.mouseRelX, self.mouseRelY = data |
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224 | else: |
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225 | self.mousePosX, self.mousePosY = data |
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226 | elif event == 'key_down': |
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227 | if data[0] == 'c': |
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228 | cursor.set_relative_mode(True) |
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229 | elif data[0] == 'r': |
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230 | cursor.set_relative_mode(False) |
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231 | cursor.move_cursor(self.mousePosX, self.mousePosY) |
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232 | self.keys.append(data[0]) |
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233 | print(self.keys) |
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234 | elif event == 'key_up': |
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235 | self.keys.remove(data[0]) |
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236 | elif event == 'mouse_button_down': |
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237 | self.mouseButtons.append(data[0]) |
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238 | print(self.mouseButtons) |
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239 | elif event == 'mouse_button_up': |
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240 | self.mouseButtons.remove(data[0]) |
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241 | |||
242 | def keyUpdate(self): |
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243 | |||
244 | moveAmount = 0.5 * self.fpsTimer.tickDelta |
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245 | |||
246 | for key in self.keys: |
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247 | if key == 'w': |
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248 | self.camera.move(self.camera.vec_back, moveAmount) |
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249 | |||
250 | elif key == 's': |
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251 | self.camera.move(self.camera.vec_forward, moveAmount) |
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252 | |||
253 | elif key == 'a': |
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254 | self.camera.move(self.camera.vec_left, moveAmount) |
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255 | |||
256 | elif key == 'd': |
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257 | self.camera.move(self.camera.vec_right, moveAmount) |
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258 | |||
259 | elif key == 'q': |
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260 | self.camera.move(self.camera.vec_up, moveAmount) |
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261 | |||
262 | elif key == 'e': |
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263 | self.camera.move(self.camera.vec_down, moveAmount) |
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264 | |||
265 | elif key == 'UP': |
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266 | self.camera.rotate(self.camera.vec_right, moveAmount * 0.05) |
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267 | |||
268 | elif key == 'DOWN': |
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269 | self.camera.rotate(self.camera.vec_left, moveAmount * 0.05) |
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270 | |||
271 | elif key == 'LEFT': |
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272 | self.camera.rotate(self.camera.vec_up, moveAmount * 0.05) |
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273 | |||
274 | elif key == 'RIGHT': |
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275 | self.camera.rotate(self.camera.vec_down, moveAmount * 0.05) |
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276 | |||
277 | def mouseUpdate(self): |
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278 | |||
279 | if 1 in self.mouseButtons: |
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280 | if not cursor.is_relative(): |
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281 | cursor.set_relative_mode(True) |
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282 | tick = self.fpsTimer.tickDelta |
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283 | sensitivity = 0.5 |
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284 | if self.mouseRelX != 0: |
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285 | self.camera.rotate(self.camera.yAxis, math.radians(-self.mouseRelX * sensitivity * tick)) |
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286 | |||
287 | if self.mouseRelY != 0: |
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288 | self.camera.rotate(self.camera.vec_right, math.radians(-self.mouseRelY * sensitivity * tick)) |
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289 | |||
290 | self.mouseRelX, self.mouseRelY = 0, 0 |
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291 | else: |
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292 | if cursor.is_relative(): |
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293 | cursor.set_relative_mode(False) |
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294 | cursor.move_cursor(self.mousePosX, self.mousePosY) |
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295 | |||
296 | def update(self): |
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297 | posVec = self.camera.position.vector |
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298 | self.boxMesh.translate(posVec[0], posVec[1], posVec[2]-2.0) |
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299 | if not cursor.is_relative(): |
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300 | for vp in self.vpManager.viewports: |
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301 | w = vp.width |
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302 | h = vp.height |
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303 | x = vp.x |
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304 | y = vp.y |
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305 | |||
306 | |||
307 | if (self.mousePosX >= x and self.mousePosX < x+w and |
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308 | self.mousePosY >= y and self.mousePosY < y+h): |
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309 | self.camera = vp.camera |
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310 | break |
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311 | |||
312 | |||
313 | |||
314 | self.mouseUpdate() |
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315 | self.keyUpdate() |
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316 | |||
317 | self.scenegraph.update() |
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318 | |||
319 | def render(self): |
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320 | # We need this viewport clear the whole screen (I think) |
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321 | self.vpFull.make_current() |
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322 | |||
323 | gl.glEnable(gl.GL_DEPTH_TEST) |
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324 | gl.glClearColor(0.3, 0.3, 0.3, 1.0) |
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325 | gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) |
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326 | |||
327 | # Change view to perspective projection |
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328 | gl.glDisable(gl.GL_BLEND) |
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329 | |||
330 | for vp in self.vpManager.viewports: |
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331 | |||
332 | vp.make_current() |
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333 | self.program.use() |
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334 | view = vp.camera.getViewMatrix() |
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335 | self.program.set_uniform_matrix(self.testID2, view) |
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336 | |||
337 | # Draw 3D stuff |
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338 | gl.glBindVertexArray(self.vao) |
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339 | |||
340 | self.scenegraph.render() |
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341 | |||
342 | gl.glBindVertexArray(0) |
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343 | |||
344 | gl.glEnable(gl.GL_BLEND) |
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345 | gl.glDisable(gl.GL_DEPTH_TEST) |
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346 | gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) |
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347 | |||
348 | # Change to orthographic projection to draw the text |
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349 | self.textProgram.use() |
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350 | self.vpFull.make_current() |
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351 | self.text.draw_text(str(self.fpsEstimate) + ' FPS', 0, 10) |
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352 | |||
353 | gl.glDisable(gl.GL_BLEND) |
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354 | gl.glEnable(gl.GL_DEPTH_TEST) |
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355 | |||
356 | |||
357 | def do_run(self): |
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358 | ''' Process a single loop ''' |
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359 | self.sysEvents.process() |
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360 | self.update() |
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361 | self.render() |
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362 | self.window.flip() |
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363 | self.fpsTimer.tick() |
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364 | |||
365 | if self.fpsTimer.fpsTime >= 2000: |
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366 | self.fpsEstimate = self.fpsTimer.get_fps() |
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367 | print("{:.2f} fps".format(self.fpsEstimate)) |
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368 | |||
369 | def run(self): |
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370 | ''' Called from launcher doesnt exit until the game is quit ''' |
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371 | self.running = True |
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372 | while self.running: |
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373 | self.do_run() |
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374 |