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from ed2d import window |
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from ed2d import sysevents |
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from ed2d.events 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 ed2d import text |
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from ed2d import view |
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from ed2d import menu |
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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 = "Cubix" |
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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.sysEvents = sysevents.SystemEvents() |
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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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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: ', major, '.', minor) |
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gl.glViewport(0, 0, self.width, self.height) |
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vsPath = files.resolve_path('data', 'shaders', 'font.vs') |
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fsPath = files.resolve_path('data', 'shaders', 'font.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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fontPath = files.resolve_path('data', 'SourceCodePro-Regular.ttf') |
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self.font = text.Font(12, fontPath) |
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self.text = text.Text(self.program, self.font) |
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self.textScroll = 0 |
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self.meshes = [] |
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self.view = view.View() |
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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.view.new_projection('ortho', self.ortho) |
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self.view.register_shader('ortho', self.program) |
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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.view.set_projection('ortho', 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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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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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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self.text.draw_text(str(self.fpsEstimate), 0, 10) |
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def exit(self): |
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'''Commands to run before exit.''' |
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self.font.delete() |
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def do_run(self): |
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''' Process a single loop ''' |
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self.sysEvents.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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self.exit() |
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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.