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155 lines
5.3 KiB
Python

#!/usr/bin/python
import pyglet
import random
class Map(object):
def __init__(self, window):
self.window = window
#generate map
self.water_map = [[random.randint(0,11) for x in xrange(128)] for y in xrange(128)]
self.batch = pyglet.graphics.Batch()
self.animate = 0
self.x = 0
self.y = 0
self.dx = 0
self.dy = 0
self.vertex_lists = [[] for x in xrange((self.window.height-48)//32)]
self._load_resources()
self._init_map()
pyglet.clock.schedule_interval(self.animate_water, 1/6.0)
pyglet.clock.schedule_interval(self.update, 1/60.0)
def _load_resources(self):
atlas = pyglet.image.atlas.TextureAtlas(width=384, height=416)
self.tiles = [[atlas.add(pyglet.image.load('data/tiles/water/%d watrtl%d.pcx/%d.png'%(j,j+1,i))) for i in xrange(12)] for j in xrange(20, 32)]
self.water_texture = atlas.texture
def _init_map(self):
try:
for row in self.vertex_lists:
for vlist in row:
vlist.delete()
except:
raise
self.vertex_lists = [[] for x in xrange((self.window.height-48)//32)]
group = pyglet.graphics.TextureGroup(self.water_texture)
for y in xrange((self.window.height-48)//32):
y1 = y*32+48
y2 = y1+32
for x in xrange((self.window.width-192)//32):
x1 = x*32
x2 = x1+32
tile = self.tiles[self.water_map[y][x]][self.animate]
self.vertex_lists[y].append(self.batch.add(4, pyglet.gl.GL_QUADS, group,
('v2i', [x1, y1, x2, y1, x2, y2, x1, y2]),
('t3f', tile.tex_coords),
('c4B', (255,255,255,255) * 4)))
def on_draw(self):
pyglet.gl.glClear(pyglet.gl.GL_COLOR_BUFFER_BIT | pyglet.gl.GL_DEPTH_BUFFER_BIT)
self.batch.draw()
def _move(self, dx, dy):
div_y, mod_y = divmod(self.y+dy, 32)
div_x, mod_x = divmod(self.x+dx, 32)
if div_x != self.x//32 or div_y != self.y//32:
update_texture = True
else:
update_texture = False
self.x += dx
self.y += dy
for y in xrange((self.window.height-48)//32):
y1 = mod_y+y*32+48
y2 = y1+32
for x in xrange((self.window.width-192)//32):
x1 = mod_x+x*32
x2 = x1+32
self.vertex_lists[y][x].vertices = [x1, y1, x2, y1, x2, y2, x1, y2]
if update_texture:
tile = self.tiles[self.water_map[y-div_y][x-div_x]][self.animate]
self.vertex_lists[y][x].tex_coords=tile.tex_coords
def update(self, dt):
try:
if self.window.keys[pyglet.window.key.LCTRL] and \
any([self.window.keys[pyglet.window.key.UP],
self.window.keys[pyglet.window.key.DOWN],
self.window.keys[pyglet.window.key.LEFT],
self.window.keys[pyglet.window.key.RIGHT]]):
if self.window.keys[pyglet.window.key.LEFT]:
x = 1
elif self.window.keys[pyglet.window.key.RIGHT]:
x = -1
else:
x = 0
if self.window.keys[pyglet.window.key.UP]:
y = -1
elif self.window.keys[pyglet.window.key.DOWN]:
y = 1
else:
y = 0
self.dx += x*8
self.dy += y*8
except KeyError:
pass
if self.dx or self.dy:
self._move(self.dx, self.dy)
self.dx = 0
self.dy = 0
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
self.dx += dx
self.dy += dy
return pyglet.event.EVENT_HANDLED
def on_resize(self, width, height):
self._init_map()
def animate_water(self, dt):
for y in xrange((self.window.height-48)//32):
for x in xrange((self.window.width-192)//32):
tile = self.tiles[self.water_map[y-self.y//32][x-self.x//32]][self.animate]
self.vertex_lists[y][x].tex_coords=tile.tex_coords
self.animate = (self.animate+1)%12
class Window(pyglet.window.Window):
def __init__(self, *args, **kwargs):
super(Window, self).__init__(800, 600, resizable=True, vsync=False )
img = pyglet.resource.image("data/cursors/default.png")
self.set_mouse_cursor(pyglet.window.ImageMouseCursor(img, 4, 28))
self.keys = pyglet.window.key.KeyStateHandler()
self.push_handlers(self.keys)
self.fps = pyglet.clock.ClockDisplay()
def on_draw(self):
self.fps.draw()
def empty(self, dt):
pass
def main():
pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA)
window = Window()
map = Map(window)
window.push_handlers(map)
pyglet.clock.schedule(window.empty)
pyglet.app.run()
if __name__ == '__main__':
main()