initial commit
This commit is contained in:
commit
9a497d056e
99
01_clock/v01/clock.py
Normal file
99
01_clock/v01/clock.py
Normal file
@ -0,0 +1,99 @@
|
||||
import pygame
|
||||
import sys
|
||||
import math
|
||||
import datetime
|
||||
|
||||
#Attribute der Uhr:---------------------------------------------------------------------------------
|
||||
windowMargin = 30 #Abstand Uhr -> Fensterwand
|
||||
windowWidth = 600
|
||||
windowHeight = windowWidth
|
||||
windowCenter = windowWidth/2, windowHeight/2
|
||||
clockMarginWidth = 20
|
||||
secondColor = (255,0,0)
|
||||
minuteColor = (100,200,0)
|
||||
hourColor = (100,200,0)
|
||||
clockMarginColor = (130,130,0)
|
||||
clockBackgroundColor = (20,40,30)
|
||||
backgroundColor = (255,255,255)
|
||||
hourCursorLength = windowWidth/2.0 - windowMargin -140
|
||||
minuteCursorLength = windowWidth/2.0 - windowMargin - 40
|
||||
secondCursorLength = windowWidth/2.0 - windowMargin - 10
|
||||
|
||||
virtualSpeed = 1
|
||||
useVirtualTimer = False
|
||||
|
||||
pygame.init()
|
||||
screen = pygame.display.set_mode((windowWidth, windowHeight), pygame.HWSURFACE | pygame.DOUBLEBUF)
|
||||
pygame.display.set_caption('AnalogClock')
|
||||
#Grundlegende Funktionen:---------------------------------------------------------------------------
|
||||
|
||||
#Funktion um die Position eines Zeiger zu ermitteln (0 Grad liegen auf 12 uhr!!!)
|
||||
def getCursorPositionDegrees(position, scale):
|
||||
#offset von -90 grad um 0 grad bei 12 uhr zu haben:
|
||||
cursorOffset = -90
|
||||
degrees = 360.0 / scale * position + cursorOffset
|
||||
return degrees
|
||||
|
||||
#zur Umrechnung in Bogenmass:
|
||||
def gradToBogenmass(degrees):
|
||||
return degrees/180.0*math.pi
|
||||
|
||||
#endpunkte der Zeiger berechnen:
|
||||
def getCirclePoint(position, scale, cursorLength):
|
||||
degrees = getCursorPositionDegrees(position, scale)
|
||||
bogenmass = gradToBogenmass(degrees)
|
||||
xPos = round(math.cos(bogenmass)*cursorLength+windowCenter[0])
|
||||
yPos = round(math.sin(bogenmass)*cursorLength+windowCenter[1])
|
||||
return (xPos,yPos)
|
||||
#Grafikfunktionen:----------------------------------------------------------------------------------
|
||||
def drawBackground():
|
||||
screen.fill(backgroundColor)
|
||||
pygame.draw.ellipse(screen, clockMarginColor, (windowMargin, windowMargin, windowWidth-2*windowMargin, windowWidth-2*windowMargin))
|
||||
pygame.draw.ellipse(screen, clockBackgroundColor,(windowMargin+clockMarginWidth/2,
|
||||
windowMargin+clockMarginWidth/2, windowWidth-(windowMargin+clockMarginWidth/2)*2,
|
||||
windowWidth-(windowMargin+clockMarginWidth/2)*2))
|
||||
|
||||
def drawForeground():
|
||||
pygame.draw.ellipse(screen,clockMarginColor,(windowWidth/2.0-9, windowHeight/2.0-9, 18, 18))
|
||||
|
||||
def drawCursor(color, width, length, position, scale):
|
||||
end = getCirclePoint(position, scale, length)
|
||||
pygame.draw.line(screen, color, windowCenter, end, width)
|
||||
|
||||
def drawCurrentTime():
|
||||
if useVirtualTimer:
|
||||
global hour, minute, second, micro
|
||||
timeGoesOn()
|
||||
else:
|
||||
now = datetime.datetime.now()
|
||||
micro = now.microsecond
|
||||
hour = now.hour
|
||||
minute = now.minute
|
||||
second = now.second
|
||||
|
||||
drawCursor(hourColor,15,hourCursorLength,hour+minute/60.0, 12)
|
||||
drawCursor(minuteColor, 8, minuteCursorLength, minute+second/60.0, 60)
|
||||
drawCursor(secondColor, 3, secondCursorLength, second+micro/1000000.0,60)
|
||||
#Enventhandling:------------------------------------------------------------------------------------
|
||||
def handleEvents():
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
sys.exit(0)
|
||||
elif event.type == pygame.KEYDOWN:
|
||||
sys.exit(0)
|
||||
#die Main:------------------------------------------------------------------------------------------
|
||||
def main():
|
||||
#Hauptschleife:
|
||||
while True:
|
||||
handleEvents()
|
||||
screen.fill(backgroundColor)
|
||||
|
||||
drawBackground()
|
||||
drawCurrentTime()
|
||||
drawForeground()
|
||||
|
||||
pygame.display.flip()
|
||||
pygame.time.delay(10)
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
147
02_gameOfLife/Main.py
Normal file
147
02_gameOfLife/Main.py
Normal file
@ -0,0 +1,147 @@
|
||||
#!/usr/bin/python
|
||||
import pygame
|
||||
import random
|
||||
from OpenGL.GL import *
|
||||
from OpenGL.GLU import *
|
||||
from pygame.locals import *
|
||||
|
||||
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
|
||||
|
||||
pygame.init()
|
||||
|
||||
dinfo = pygame.display.Info();
|
||||
|
||||
livingSpaceWidth = 48
|
||||
livingSpaceHeight = 27
|
||||
|
||||
creatureW = dinfo.current_w/(livingSpaceWidth)
|
||||
creatureH = dinfo.current_h/(livingSpaceHeight)
|
||||
|
||||
FPS = 40
|
||||
|
||||
livingSpace = []
|
||||
|
||||
def resize((width, height)):
|
||||
if height == 0:
|
||||
height = 1
|
||||
glViewport(0, 0, width, height)
|
||||
glMatrixMode(GL_PROJECTION)
|
||||
glLoadIdentity()
|
||||
glOrtho(0.0, livingSpaceWidth * creatureW, livingSpaceHeight * creatureH, 0.0, -6.0, 0.0)
|
||||
glMatrixMode(GL_MODELVIEW)
|
||||
glLoadIdentity()
|
||||
|
||||
def init():
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0)
|
||||
|
||||
def initLivingSpace():
|
||||
for x in range(livingSpaceWidth):
|
||||
livingSpace.append([])
|
||||
for y in range(livingSpaceHeight):
|
||||
if random.randint(0,1) ==1:
|
||||
livingSpace[x].append(1000)
|
||||
else:
|
||||
livingSpace[x].append(0)
|
||||
|
||||
def isAlive(x,y):
|
||||
return livingSpace[x][y] == 1000
|
||||
|
||||
def draw():
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
|
||||
glLoadIdentity()
|
||||
glTranslatef(0.0,0.0,3.0)
|
||||
|
||||
|
||||
glBegin(GL_QUADS)
|
||||
for column in range(livingSpaceWidth):
|
||||
for row in range(livingSpaceHeight):
|
||||
if livingSpace[column][row] != 0:
|
||||
health = float(float(livingSpace[column][row])/1000.0)
|
||||
|
||||
glColor4f(health*(float(column)/float(livingSpaceWidth)),
|
||||
health*(float(livingSpaceWidth-column)/float(livingSpaceWidth)),
|
||||
health*(float(row)/float(livingSpaceHeight)),1.0)
|
||||
x = column * creatureW
|
||||
y = row * creatureH
|
||||
|
||||
glVertex3f(x,y,0.0)
|
||||
glVertex3f(x + creatureW-1.0,y,0.0)
|
||||
glVertex3f(x+creatureW-1,y+creatureH-1,0.0)
|
||||
glVertex3f(x,y+creatureH-1,0.0)
|
||||
|
||||
glEnd()
|
||||
|
||||
def getNeighborCount(x,y):
|
||||
count = 0
|
||||
|
||||
xpn = (x + 1) % livingSpaceWidth
|
||||
ypn = (y + 1) % livingSpaceHeight
|
||||
# nach unten hin ist keine ausnahmebehandlung noetig,
|
||||
# da python bei negativen indizes automatisch die liste von hinten
|
||||
# durchlaeuft
|
||||
|
||||
# Vorsicht: boolscher Wert wird hier als Int genutzt!
|
||||
count += isAlive(x,ypn)
|
||||
count += isAlive(xpn,ypn)
|
||||
count += isAlive(xpn,y)
|
||||
count += isAlive(xpn,y-1)
|
||||
count += isAlive(x,y-1)
|
||||
count += isAlive(x-1,y-1)
|
||||
count += isAlive(x-1,y)
|
||||
count += isAlive(x-1,ypn)
|
||||
|
||||
return count
|
||||
|
||||
def calculateNextGeneration():
|
||||
neighborCount = []
|
||||
for column in range(livingSpaceWidth):
|
||||
neighborCount.append([])
|
||||
for row in range(livingSpaceHeight):
|
||||
neighborCount[column].append(getNeighborCount(column,row))
|
||||
|
||||
for column in range(livingSpaceWidth):
|
||||
for row in range(livingSpaceHeight):
|
||||
if 2 <= neighborCount[column][row] <= 3:
|
||||
if neighborCount[column][row] == 3:
|
||||
livingSpace[column][row] = 1000
|
||||
if not isAlive(column,row):
|
||||
livingSpace[column][row] = float(livingSpace[column][row])/1.2
|
||||
|
||||
else:
|
||||
livingSpace[column][row] = float(livingSpace[column][row])/1.2
|
||||
|
||||
if livingSpace[column][row] < 20:
|
||||
livingSpace[column][row] = 0
|
||||
|
||||
def main():
|
||||
|
||||
pygame.display.set_mode((dinfo.current_w,dinfo.current_h),video_flags)
|
||||
|
||||
initLivingSpace()
|
||||
resize((dinfo.current_w,dinfo.current_h))
|
||||
init()
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
frames = 0
|
||||
|
||||
#Hauptschleife:
|
||||
while True:
|
||||
|
||||
|
||||
ticktime = clock.tick(FPS)
|
||||
#print ticktime
|
||||
event = pygame.event.poll()
|
||||
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
|
||||
break
|
||||
|
||||
|
||||
draw()
|
||||
|
||||
pygame.display.flip()
|
||||
calculateNextGeneration()
|
||||
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
main()
|
1
README.md
Normal file
1
README.md
Normal file
@ -0,0 +1 @@
|
||||
just some stupid old python projects i created years ago
|
45
arcadegame/ball.py
Normal file
45
arcadegame/ball.py
Normal file
@ -0,0 +1,45 @@
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
from sys import exit
|
||||
|
||||
class ball(object):
|
||||
def __init__(self, x,y,dx,dy):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.dx = dx
|
||||
self.dy = dy
|
||||
|
||||
def setX(self,x):
|
||||
self.x = x
|
||||
|
||||
def setY(self,y):
|
||||
self.y = y
|
||||
|
||||
def setDx(self,dx):
|
||||
self.dx = dx
|
||||
|
||||
def setDy(self,dy):
|
||||
self.dy=dy
|
||||
|
||||
|
||||
def getX(self):
|
||||
return self.x
|
||||
|
||||
def getY(self):
|
||||
return self.y
|
||||
|
||||
def getDx(self):
|
||||
return self.dx
|
||||
|
||||
def getDy(self):
|
||||
return self.dy
|
||||
|
||||
|
||||
def update(self):
|
||||
self.x +=self.dx
|
||||
self.y +=self.dy
|
||||
|
||||
def draw(self,screen):
|
||||
pygame.draw.rect(screen,(255,255,255),Rect(self.x-5,self.y-5,10,10))
|
||||
|
||||
|
38
arcadegame/bat.py
Normal file
38
arcadegame/bat.py
Normal file
@ -0,0 +1,38 @@
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
from sys import exit
|
||||
|
||||
class bat(object):
|
||||
|
||||
def __init__(self, x,y,w,h,dy, maxY):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.w = w
|
||||
self.h = h
|
||||
self.dy = dy
|
||||
self.maxY = maxY
|
||||
|
||||
def moveUp(self):
|
||||
self.y-= self.dy
|
||||
if self.y<0:
|
||||
self.y=0
|
||||
|
||||
def moveDown(self):
|
||||
self.y += self.dy
|
||||
if self.y+self.h > self.maxY:
|
||||
self.y = self.maxY - self.h
|
||||
|
||||
def getY(self):
|
||||
return self.y
|
||||
|
||||
def checkCollision(self,x,y):
|
||||
if x<self.x or x>self.x+self.w:
|
||||
return False
|
||||
|
||||
if y<self.y or y > self.y + self.h:
|
||||
return False
|
||||
return True
|
||||
|
||||
def draw(self, screen):
|
||||
pygame.draw.rect(screen,(255,255,255),Rect(self.x,self.y,self.w,self.h))
|
||||
|
200
arcadegame/eventhandler.py
Normal file
200
arcadegame/eventhandler.py
Normal file
@ -0,0 +1,200 @@
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
from sys import exit
|
||||
|
||||
if __name__ == '__main__':
|
||||
pygame.init()
|
||||
|
||||
|
||||
#modul, welches Werkzeuge enthaelt, die zur eventbearbeitung dienen.
|
||||
KEY_INACTIVE = 0
|
||||
KEY_PRESSED = 1
|
||||
KEY_HOLD = 2
|
||||
KEY_RELEASED = 3
|
||||
|
||||
class EventHandler(object):
|
||||
def __init__(self):
|
||||
self.eventlist = []
|
||||
|
||||
|
||||
def update(self):
|
||||
|
||||
|
||||
self.eventlist = pygame.event.get()
|
||||
|
||||
|
||||
|
||||
def getEventList(self):
|
||||
return self.eventlist
|
||||
|
||||
|
||||
class KeyHandler(object):
|
||||
|
||||
def __init__(self):
|
||||
self.keyDict = {}
|
||||
|
||||
|
||||
def registerKey(self,keycode):
|
||||
self.keyDict[keycode] = KEY_INACTIVE
|
||||
|
||||
def getKeyState(self,keycode):
|
||||
|
||||
code = self.keyDict[keycode]
|
||||
|
||||
if code == KEY_PRESSED:
|
||||
self.keyDict[keycode] = KEY_HOLD
|
||||
elif code == KEY_RELEASED:
|
||||
self.keyDict[keycode] = KEY_INACTIVE
|
||||
return code
|
||||
|
||||
def update(self, e_handler):
|
||||
|
||||
eventlist = e_handler.getEventList()
|
||||
|
||||
#TODO: hier ist noch optimierungsbedarf, was die Geschwindigkeit angeht...
|
||||
for event in eventlist:
|
||||
|
||||
#I love verschachtelte if's ;)
|
||||
if event.type == KEYUP or event.type == KEYDOWN:
|
||||
if self.keyDict.has_key(event.key):
|
||||
|
||||
if self.keyDict[event.key] == KEY_INACTIVE:
|
||||
if event.type == KEYDOWN:
|
||||
self.keyDict[event.key] = KEY_PRESSED
|
||||
|
||||
elif self.keyDict[event.key] == KEY_HOLD:
|
||||
if event.type == KEYUP:
|
||||
self.keyDict[event.key] = KEY_RELEASED
|
||||
|
||||
|
||||
|
||||
|
||||
#klasse eig unnoetig, da pygame diese viel bequemer selber bereitstellt...
|
||||
class MouseHandler(object):
|
||||
|
||||
def __init__(self):
|
||||
self.mouseX = 0;
|
||||
self.mouseY = 0;
|
||||
self.LeftButton = KEY_INACTIVE
|
||||
self.MiddleButton = KEY_INACTIVE
|
||||
self.RightButton = KEY_INACTIVE
|
||||
self.isMouseMoved = False
|
||||
|
||||
def update(self, e_handler):
|
||||
elist = e_handler.getEventList()
|
||||
|
||||
|
||||
for event in elist:
|
||||
if event.type == MOUSEMOTION:
|
||||
self.mouseX, self.mouseY = event.pos
|
||||
self.isMouseMoved = True
|
||||
elif event.type == MOUSEBUTTONDOWN:
|
||||
if event.button == 1:
|
||||
if self.LeftButton == KEY_INACTIVE:
|
||||
self.LeftButton = KEY_PRESSED
|
||||
elif event.button == 2:
|
||||
if self.MiddleButton == KEY_INACTIVE:
|
||||
self.MiddleButton = KEY_PRESSED
|
||||
elif event.button == 3:
|
||||
if self.RightButton == KEY_INACTIVE:
|
||||
self.RightButton = KEY_PRESSED
|
||||
elif event.type == MOUSEBUTTONUP:
|
||||
if event.button == 1:
|
||||
if self.LeftButton == KEY_HOLD:
|
||||
self.LeftButton = KEY_RELEASED
|
||||
elif event.button == 2:
|
||||
if self.MiddleButton == KEY_HOLD:
|
||||
self.MiddleButton = KEY_RELEASED
|
||||
elif event.button == 3:
|
||||
if self.RightButton == KEY_HOLD:
|
||||
self.RightButton = KEY_RELEASED
|
||||
|
||||
def getLeftButtonState(self):
|
||||
code = self.LeftButton
|
||||
|
||||
if code == KEY_PRESSED:
|
||||
self.LeftButton = KEY_HOLD
|
||||
elif code == KEY_RELEASED:
|
||||
self.LeftButton = KEY_INACTIVE
|
||||
return code
|
||||
|
||||
def getMiddleButtonState(self):
|
||||
code = self.MiddleButton
|
||||
|
||||
if code == KEY_PRESSED:
|
||||
self.MiddleButton = KEY_HOLD
|
||||
elif code == KEY_RELEASED:
|
||||
self.MiddleButton = KEY_INACTIVE
|
||||
return code
|
||||
|
||||
def getRightButtonState(self):
|
||||
code = self.RightButton
|
||||
|
||||
if code == KEY_PRESSED:
|
||||
self.RightButton = KEY_HOLD
|
||||
elif code == KEY_RELEASED:
|
||||
self.RightButton = KEY_INACTIVE
|
||||
return code
|
||||
|
||||
def mouseMoved(self):
|
||||
if self.isMouseMoved:
|
||||
self.isMouseMoved = False
|
||||
return True
|
||||
return False
|
||||
|
||||
def getMouseX(self):
|
||||
return self.mouseX
|
||||
|
||||
def getMouseY(self):
|
||||
return self.mouseY
|
||||
|
||||
def getMousePos(self):
|
||||
return (self.mouseX, self.mouseY)
|
||||
|
||||
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
|
||||
font = pygame.font.SysFont("arial", 16);
|
||||
|
||||
elist = EventHandler()
|
||||
test = KeyHandler()
|
||||
mouse = MouseHandler()
|
||||
|
||||
screen = pygame.display.set_mode(( 800, 600),0,32);
|
||||
|
||||
|
||||
test.registerKey(K_UP)
|
||||
test.registerKey(K_DOWN)
|
||||
|
||||
while True:
|
||||
|
||||
screen.fill((255, 255, 255))
|
||||
elist.update();
|
||||
test.update(elist)
|
||||
mouse.update(elist)
|
||||
|
||||
code = test.getKeyState(K_UP)
|
||||
code2 = test.getKeyState(K_DOWN)
|
||||
moved = mouse.mouseMoved()
|
||||
|
||||
button = mouse.getLeftButtonState()
|
||||
|
||||
pos = mouse.getMousePos()
|
||||
|
||||
|
||||
|
||||
if code == KEY_RELEASED:
|
||||
exit();
|
||||
|
||||
screen.blit( font.render('KeyUp: '+str(code), True, (0, 0, 0)), (0, 0) )
|
||||
screen.blit( font.render('KeyDown: '+str(code2), True, (0, 0, 0)), (0, 20) )
|
||||
screen.blit( font.render('Maus: '+str(moved), True, (0, 0, 0)), (0, 40) )
|
||||
screen.blit( font.render('Maus: '+str(button), True, (0, 0, 0)), (0, 60) )
|
||||
screen.blit( font.render('Maus: '+str(pos), True, (0, 0, 0)), (0, 80) )
|
||||
pygame.display.update()
|
||||
|
||||
|
||||
|
||||
|
164
arcadegame/main.py
Normal file
164
arcadegame/main.py
Normal file
@ -0,0 +1,164 @@
|
||||
#!/usr/bin/python
|
||||
|
||||
import pygame
|
||||
import math
|
||||
from pygame.locals import *
|
||||
from sys import exit
|
||||
from ball import *
|
||||
from bat import *
|
||||
from eventhandler import *
|
||||
import eventhandler
|
||||
pygame.init();
|
||||
|
||||
#spielvariablen:
|
||||
|
||||
PLAYER_SPEED = 8
|
||||
KI_SPEED = 12
|
||||
|
||||
GAMESPEED = 1.0
|
||||
MAXSPEED = 3.0
|
||||
SPEEDFAKTOR = 1.2
|
||||
|
||||
PADHEIGHT = 100.0
|
||||
|
||||
FPS = 60
|
||||
|
||||
#hole infos ueber die derzeitige displaykonfiguration
|
||||
dinfo = pygame.display.Info();
|
||||
|
||||
#mache einen neuen Bildschirm in vollbild
|
||||
screen = pygame.display.set_mode(( dinfo.current_w, dinfo.current_h),FULLSCREEN | HWSURFACE,dinfo.bitsize);
|
||||
#screen = pygame.display.set_mode(( 800, 600),HWSURFACE,dinfo.bitsize);
|
||||
|
||||
font = pygame.font.SysFont("arial", 30);
|
||||
|
||||
|
||||
myball = ball(1050,50,-5,5)
|
||||
|
||||
batleft = bat(20,dinfo.current_h/2-PADHEIGHT/2, 30, PADHEIGHT, PLAYER_SPEED, dinfo.current_h)
|
||||
batright = bat(dinfo.current_w-50,dinfo.current_h/2-PADHEIGHT/2, 30, PADHEIGHT, KI_SPEED, dinfo.current_h)
|
||||
|
||||
e_handler=EventHandler()
|
||||
keys = KeyHandler()
|
||||
keys.registerKey(K_ESCAPE)
|
||||
keys.registerKey(K_UP)
|
||||
keys.registerKey(K_DOWN)
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
speed = GAMESPEED;
|
||||
|
||||
pointleft = 0
|
||||
pointright = 0
|
||||
|
||||
error_counter = 0
|
||||
|
||||
ticktime = 0.0
|
||||
|
||||
realFps = 0
|
||||
fpsCounter = 0
|
||||
|
||||
lastFps = 0
|
||||
|
||||
|
||||
while True:
|
||||
|
||||
#timer:
|
||||
|
||||
ticktime = clock.tick(FPS)
|
||||
|
||||
#zeichenoperationen:
|
||||
if (ticktime<1000.0/FPS+10):
|
||||
screen.fill((0,0,0))
|
||||
myball.draw(screen)
|
||||
batleft.draw(screen)
|
||||
batright.draw(screen)
|
||||
screen.blit( font.render(str(""+str(pointleft)+" : "+str(pointright)), True, (255, 255, 255)), (dinfo.current_w/2-30, 20) )
|
||||
screen.blit( font.render(str(lastFps), True, (255, 255, 255)), (dinfo.current_w/2-30, 60) )
|
||||
|
||||
pygame.display.update()
|
||||
|
||||
realFps +=1
|
||||
|
||||
#logik:
|
||||
|
||||
e_handler.update()
|
||||
keys.update(e_handler)
|
||||
fpsCounter +=1
|
||||
|
||||
if fpsCounter >= FPS:
|
||||
lastFps = realFps
|
||||
fpsCounter = 0
|
||||
realFps = 0
|
||||
|
||||
#spieler:
|
||||
if keys.getKeyState(K_UP) == KEY_HOLD:
|
||||
batleft.moveUp()
|
||||
if keys.getKeyState(K_DOWN) == KEY_HOLD:
|
||||
batleft.moveDown()
|
||||
|
||||
#computer:
|
||||
if myball.getY() < batright.getY()+20:
|
||||
batright.moveUp()
|
||||
if myball.getY() > batright.getY()+PADHEIGHT-20:
|
||||
batright.moveDown()
|
||||
|
||||
#kollisionsabfragen:
|
||||
|
||||
if batleft.checkCollision(myball.getX(), myball.getY()) and myball.getDx() <0:
|
||||
x = myball.getX()
|
||||
y = myball.getY()
|
||||
|
||||
y2 = batleft.getY()
|
||||
|
||||
dy = (float(y-y2)/PADHEIGHT*10.0)-5.0
|
||||
dx = 7.5-math.fabs(dy)
|
||||
|
||||
myball.setDx(dx*speed)
|
||||
myball.setDy(dy*speed)
|
||||
|
||||
speed *= SPEEDFAKTOR
|
||||
|
||||
if batright.checkCollision(myball.getX(), myball.getY()) and myball.getDx()>0:
|
||||
x = myball.getX()
|
||||
y = myball.getY()
|
||||
|
||||
y2 = batright.getY()
|
||||
|
||||
dy = (float(y-y2)/PADHEIGHT*10.0)-5.0
|
||||
dx = 7.5-math.fabs(dy)
|
||||
|
||||
myball.setDx(-dx*speed)
|
||||
myball.setDy(dy*speed)
|
||||
|
||||
speed *= SPEEDFAKTOR
|
||||
|
||||
if speed > MAXSPEED:
|
||||
speed = MAXSPEED
|
||||
|
||||
if myball.getY()-10<0 or myball.getY()+10>dinfo.current_h:
|
||||
myball.setDy(-myball.getDy())
|
||||
myball.update()
|
||||
|
||||
|
||||
|
||||
if myball.getX() < 0:
|
||||
pointright +=1
|
||||
speed = GAMESPEED
|
||||
myball.setX(dinfo.current_w/2)
|
||||
myball.setY(dinfo.current_h/2)
|
||||
myball.setDx(-6)
|
||||
myball.setDy(0)
|
||||
|
||||
if myball.getX() > dinfo.current_w:
|
||||
pointleft +=1
|
||||
speed = GAMESPEED
|
||||
myball.setX(dinfo.current_w/2)
|
||||
myball.setY(dinfo.current_h/2)
|
||||
myball.setDx(6)
|
||||
myball.setDy(0)
|
||||
|
||||
if keys.getKeyState(K_ESCAPE) != KEY_INACTIVE:
|
||||
exit()
|
||||
|
||||
|
77
laby2/Kachel.py
Normal file
77
laby2/Kachel.py
Normal file
@ -0,0 +1,77 @@
|
||||
from PIL import Image
|
||||
from PIL import ImageDraw
|
||||
|
||||
NORTH = 0
|
||||
EAST = 1
|
||||
SOUTH = 2
|
||||
WEST = 3
|
||||
|
||||
|
||||
class Kachel:
|
||||
|
||||
def __init__(self, pos, size):
|
||||
self.dirs = [False, False, False, False]
|
||||
self.visited = False
|
||||
self.pos = pos
|
||||
self.size = size
|
||||
self.walkable = False
|
||||
|
||||
def isVisited(self):
|
||||
return self.visited
|
||||
|
||||
def getPos(self):
|
||||
return self.pos
|
||||
|
||||
def open(self, direction):
|
||||
self.dirs[direction] = True
|
||||
|
||||
def isOpen(self, direction):
|
||||
return self.dirs[direction]
|
||||
|
||||
def touch(self):
|
||||
self.visited = True
|
||||
|
||||
def makeWalkable(self):
|
||||
self.walkable = True
|
||||
|
||||
def isWalkable(self):
|
||||
return self.walkable
|
||||
|
||||
def getNumberOfOpenWays(self):
|
||||
n = 0
|
||||
for i in self.dirs:
|
||||
if i:
|
||||
n += 1
|
||||
|
||||
return n
|
||||
|
||||
def getArrayOfClosedWays(self):
|
||||
result = []
|
||||
for i in range(4):
|
||||
if not self.dirs[i]:
|
||||
result.append(i)
|
||||
return result
|
||||
|
||||
def draw(self, target, offset):
|
||||
|
||||
pos = [(self.pos[0] * self. size[0] + offset[0],
|
||||
self.pos[1] * self.size[1] + offset[1]),
|
||||
((self.pos[0] + 1) * self.size[0] + offset[0],
|
||||
self.pos[1] * self.size[1] + offset[1]),
|
||||
((self.pos[0] + 1) * self.size[0] + offset[0],
|
||||
(self.pos[1] + 1) * self.size[1] + offset[1]),
|
||||
(self.pos[0] * self.size[0] + offset[0],
|
||||
(self.pos[1] + 1) * self.size[1] + offset[1])]
|
||||
|
||||
if (not self.dirs[NORTH]):
|
||||
target.line((pos[0], pos[1]), (0, 0, 0))
|
||||
|
||||
if (not self.dirs[EAST]):
|
||||
target.line((pos[1], pos[2]), (0, 0, 0))
|
||||
|
||||
if (not self.dirs[SOUTH]):
|
||||
target.line((pos[2], pos[3]), (0, 0, 0))
|
||||
|
||||
if (not self.dirs[WEST]):
|
||||
target.line((pos[3], pos[0]), (0, 0, 0))
|
||||
|
255
laby2/Laby.py
Normal file
255
laby2/Laby.py
Normal file
@ -0,0 +1,255 @@
|
||||
#!/usr/bin/python
|
||||
from Kachel import *
|
||||
from PIL import Image
|
||||
from PIL import ImageDraw
|
||||
import random
|
||||
import sys
|
||||
import math
|
||||
|
||||
CHAR_WALL = "X"
|
||||
CHAR_START = "*"
|
||||
CHAR_END = "#"
|
||||
|
||||
|
||||
class Laby:
|
||||
|
||||
def __init__(self, size, arraySize, kachelSize, waySteps):
|
||||
self.kachelArray = []
|
||||
self.size = size
|
||||
self.arraySize = arraySize
|
||||
self.kachelSize = kachelSize
|
||||
self.img = None
|
||||
self.drawObject = None
|
||||
self.createImage()
|
||||
self.createArray()
|
||||
self.visitedFields = 0
|
||||
|
||||
self.maxWaysteps = waySteps # ein aenderung dieses wertes duerfte
|
||||
# den schwierigkeitsgrad beeinflussen
|
||||
|
||||
def createImage(self):
|
||||
self.img = Image.new("RGB", (self.size[0], self.size[1]),
|
||||
(255, 255, 255))
|
||||
self.drawObject = ImageDraw.ImageDraw(self.img)
|
||||
|
||||
def createArray(self):
|
||||
for x in range(self.arraySize[0]):
|
||||
tmp = []
|
||||
for y in range(self.arraySize[1]):
|
||||
tmp.append(Kachel((x, y), self.kachelSize))
|
||||
|
||||
self.kachelArray.append(tmp)
|
||||
|
||||
def makeAllWalkable(self):
|
||||
for y in self.kachelArray:
|
||||
for x in y:
|
||||
x.makeWalkable()
|
||||
|
||||
|
||||
|
||||
def draw(self):
|
||||
for i in self.kachelArray:
|
||||
for j in i:
|
||||
j.draw(self.drawObject, self.kachelSize)
|
||||
|
||||
def saveToTxt(self, filename):
|
||||
fobj = open(filename, "w")
|
||||
for j in range(self.arraySize[0]*2 + 1):
|
||||
fobj.write(CHAR_WALL)
|
||||
fobj.write("\n")
|
||||
for i in range(self.arraySize[1]):
|
||||
fobj.write(CHAR_WALL)
|
||||
for j in range(self.arraySize[0]):
|
||||
if (i == 0 and j == 0):
|
||||
fobj.write(CHAR_START)
|
||||
elif(i == self.arraySize[1]-1 and j == self.arraySize[0]-1):
|
||||
fobj.write(CHAR_END)
|
||||
else:
|
||||
fobj.write(" ")
|
||||
|
||||
if self.kachelArray[j][i].isOpen(EAST):
|
||||
fobj.write(" ")
|
||||
else:
|
||||
fobj.write(CHAR_WALL)
|
||||
|
||||
fobj.write("\n" + CHAR_WALL)
|
||||
for j in range(self.arraySize[0]):
|
||||
if self.kachelArray[j][i].isOpen(SOUTH):
|
||||
fobj.write(" ")
|
||||
else:
|
||||
fobj.write(CHAR_WALL)
|
||||
|
||||
fobj.write(CHAR_WALL)
|
||||
|
||||
fobj.write("\n")
|
||||
|
||||
fobj.close();
|
||||
|
||||
def showOnScreen(self):
|
||||
|
||||
self.img.show()
|
||||
|
||||
def save(self, filename):
|
||||
self.img.save(filename)
|
||||
|
||||
def openWay(self, pos, direction):
|
||||
self.kachelArray[pos[0]][pos[1]].open(direction)
|
||||
|
||||
if direction == NORTH:
|
||||
if pos[1] > 0:
|
||||
self.kachelArray[pos[0]][pos[1] - 1].open(SOUTH)
|
||||
elif direction == EAST:
|
||||
if pos[0] < self.arraySize[0] - 1:
|
||||
self.kachelArray[pos[0] + 1][pos[1]].open(WEST)
|
||||
elif direction == SOUTH:
|
||||
if pos[1] < self.arraySize[1] - 1:
|
||||
self.kachelArray[pos[0]][pos[1] + 1].open(NORTH)
|
||||
elif direction == WEST:
|
||||
if pos[0] > 0:
|
||||
self.kachelArray[pos[0] - 1][pos[1]].open(EAST)
|
||||
|
||||
def scanNeighbours(self, scanPos):
|
||||
scanResult = [0, 0, 0, 0] # 0 = nix, 1 = unbesucht, 2 = besucht
|
||||
# NORTH:
|
||||
if scanPos[1] > 0:
|
||||
north = self.kachelArray[scanPos[0]][scanPos[1] - 1]
|
||||
if north.isWalkable():
|
||||
if north.isVisited():
|
||||
scanResult[NORTH] = 2
|
||||
else:
|
||||
scanResult[NORTH] = 1
|
||||
# SOUTH:
|
||||
if scanPos[1] < self.arraySize[1] - 1:
|
||||
south = self.kachelArray[scanPos[0]][scanPos[1] + 1]
|
||||
if south.isWalkable():
|
||||
if south.isVisited():
|
||||
scanResult[SOUTH] = 2
|
||||
else:
|
||||
scanResult[SOUTH] = 1
|
||||
# WEST:
|
||||
if scanPos[0] > 0:
|
||||
west = self.kachelArray[scanPos[0] - 1][scanPos[1]]
|
||||
if west.isWalkable():
|
||||
if west.isVisited():
|
||||
scanResult[WEST] = 2
|
||||
else:
|
||||
scanResult[WEST] = 1
|
||||
# EAST:
|
||||
if scanPos[0] < self.arraySize[0] - 1:
|
||||
east = self.kachelArray[scanPos[0] + 1][scanPos[1]]
|
||||
if east.isWalkable():
|
||||
if east.isVisited():
|
||||
scanResult[EAST] = 2
|
||||
else:
|
||||
scanResult[EAST] = 1
|
||||
|
||||
return scanResult
|
||||
|
||||
def bakeWay(self, startPos):
|
||||
self.pos = startPos
|
||||
for c in range(self.maxWaysteps): # pro weg maximal waysteps schritte
|
||||
|
||||
self.kachelArray[self.pos[0]][self.pos[1]].touch()
|
||||
self.visitedFields += 1
|
||||
neighbours = self.scanNeighbours(self.pos)
|
||||
if neighbours.count(1) == 0:
|
||||
break
|
||||
|
||||
possibleDirections = []
|
||||
for i in range(4):
|
||||
if neighbours[i] == 1:
|
||||
possibleDirections.append(i)
|
||||
|
||||
#zufaellige richtung waehlen:
|
||||
nextDir = random.sample(possibleDirections, 1)[0]
|
||||
self.openWay(self.pos, nextDir)
|
||||
|
||||
#zur naechsten Kachel gehen:
|
||||
if nextDir == NORTH:
|
||||
self.pos = (self.pos[0], self.pos[1] - 1)
|
||||
|
||||
elif nextDir == EAST:
|
||||
self.pos = (self.pos[0] + 1, self.pos[1])
|
||||
|
||||
elif nextDir == SOUTH:
|
||||
self.pos = (self.pos[0], self.pos[1] + 1)
|
||||
|
||||
elif nextDir == WEST:
|
||||
self.pos = (self.pos[0] - 1, self.pos[1])
|
||||
|
||||
def bakeLaby(self, startPos, isFirstBake):
|
||||
if isFirstBake:
|
||||
print("Berechne Labyrinth...")
|
||||
self.bakeWay(startPos)
|
||||
unvisitedCounter = (self.arraySize[0]*self.arraySize[1]
|
||||
- self.visitedFields)
|
||||
|
||||
while unvisitedCounter > 0:
|
||||
#fortschritt in Prozent
|
||||
print(str(float(self.visitedFields * 100.0)
|
||||
/ float(self.arraySize[0] * self.arraySize[1])) + "%")
|
||||
# zaehle unbesuchte, an besuchten Feldern angrenzende Felder
|
||||
neighbours = []
|
||||
unvisitedCounter = 0
|
||||
for y in self.kachelArray:
|
||||
for x in y:
|
||||
if not x.isVisited():
|
||||
|
||||
if self.scanNeighbours(x.getPos()).count(2) > 0:
|
||||
unvisitedCounter += 1
|
||||
neighbours.append(x)
|
||||
|
||||
if unvisitedCounter > 0:
|
||||
nextPos = random.sample(neighbours, 1)[0]
|
||||
tmp = self.scanNeighbours(nextPos.getPos())
|
||||
possibleConnectDirs = []
|
||||
for i in range(4):
|
||||
if tmp[i] == 2:
|
||||
possibleConnectDirs.append(i)
|
||||
|
||||
connectDir = random.sample(possibleConnectDirs, 1)[0]
|
||||
self.openWay(nextPos.getPos(), connectDir)
|
||||
self.bakeWay(nextPos.getPos())
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
#programmaufruf: Laby.py [W] [H] [Feldgroesse] [filename]
|
||||
|
||||
try:
|
||||
KACHELSIZE = int(sys.argv[3])
|
||||
WIDTH = int(sys.argv[1])
|
||||
HEIGHT = int(sys.argv[2])
|
||||
FILENAME = sys.argv[4]
|
||||
|
||||
except:
|
||||
print("\nFehlerhafte Parameter!")
|
||||
print("Benoetigte Parameter:"
|
||||
+ "[BREITE] [HOEHE] [FELDGROESSE] [DATEINAME] <WAYSTEPS>"
|
||||
+ "\n\nBREITE: die Breite des Labyrinthes in Anzahl an Feldern"
|
||||
+ "\n\nHOEHE: die Hoehe des Labyrinthes in Anzahl an Feldern"
|
||||
+ "\n\nFELDGROESSE: Kantenlaenge eines Feldes in Pixeln"
|
||||
+ "\n\nDATEINAME: Dateiname fuer das fertige Labyrinth (ohne dateiendung)"
|
||||
+ "\n\nWAYSTEPS(optional): gibt die maximale Laenge eines "
|
||||
+ "\nWegstuecks in Feldern an, die ohne Abzweigung vom Algorithmus"
|
||||
+ "\ngeneriert werden kann. Pauschal kann man sagen: je kleiner "
|
||||
+ "\nder Wert, desto kuerzer ist der kuerzeste Weg zwischen zwei "
|
||||
+ "\nPunkten im Labyrinth. Standardwert ist 100 \n")
|
||||
|
||||
sys.exit(0)
|
||||
|
||||
# optionale Argumente:
|
||||
try:
|
||||
WAYSTEPS = int(sys.argv[5])
|
||||
except:
|
||||
WAYSTEPS = 100
|
||||
|
||||
laby = Laby(((WIDTH + 2) * KACHELSIZE, (HEIGHT + 2) * KACHELSIZE),
|
||||
(WIDTH, HEIGHT), (KACHELSIZE, KACHELSIZE), WAYSTEPS)
|
||||
laby.makeAllWalkable()
|
||||
laby.bakeLaby((0, 0),True)
|
||||
laby.saveToTxt(FILENAME + ".txt")
|
||||
laby.openWay((0, 0), WEST)
|
||||
laby.openWay((WIDTH - 1, HEIGHT - 1), EAST)
|
||||
laby.draw()
|
||||
laby.save(FILENAME + ".png")
|
||||
laby.showOnScreen()
|
BIN
simongame/GenBasR.ttf
Normal file
BIN
simongame/GenBasR.ttf
Normal file
Binary file not shown.
43
simongame/button.py
Normal file
43
simongame/button.py
Normal file
@ -0,0 +1,43 @@
|
||||
import tools
|
||||
import eventmanager
|
||||
import maus
|
||||
|
||||
BUTTON_ALPHA_INACTIVE = 0.3
|
||||
BUTTON_ALPHA_SELECT = 0.8
|
||||
BUTTON_ALPHA_CLICKED = 1.0
|
||||
|
||||
class button(object):
|
||||
|
||||
def __init__(self, mouse, posRect, color, text, font):
|
||||
self.posRect = posRect
|
||||
self.color = color
|
||||
|
||||
self.alpha = BUTTON_ALPHA_INACTIVE
|
||||
|
||||
self.text = text
|
||||
self.font = font
|
||||
|
||||
self.mouse = mouse
|
||||
|
||||
self.clicked = False
|
||||
|
||||
def isClicked(self):
|
||||
|
||||
return self.mouse.getState(0) == maus.BUTTON_RELEASED and tools.is2DPointCollision(self.mouse.getPos(),self.posRect)
|
||||
|
||||
def update(self):
|
||||
if tools.is2DPointCollision(self.mouse.getPos(),self.posRect):
|
||||
if self.mouse.getState(0) == maus.BUTTON_HOLD:
|
||||
self.alpha = BUTTON_ALPHA_CLICKED
|
||||
else:
|
||||
self.alpha = BUTTON_ALPHA_SELECT
|
||||
else:
|
||||
self.alpha = BUTTON_ALPHA_INACTIVE
|
||||
|
||||
def draw(self):
|
||||
tools.drawRect((self.posRect[0]-2,self.posRect[1]-2,self.posRect[2]+4,self.posRect[3]+4),0,(0.0,0.0,0.0,1.0))
|
||||
tools.drawRect(self.posRect,0,(self.color[0],self.color[1],self.color[2],self.alpha))
|
||||
tools.writePerFTGL(self.text,self.font,
|
||||
(self.posRect[0] + 20,self.posRect[1]+self.posRect[3]/2+8),(1.0,1.0,1.0,1.0))
|
||||
|
||||
|
BIN
simongame/error.wav
Normal file
BIN
simongame/error.wav
Normal file
Binary file not shown.
21
simongame/eventmanager.py
Normal file
21
simongame/eventmanager.py
Normal file
@ -0,0 +1,21 @@
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
|
||||
class eventmanager(object):
|
||||
def __init__(self):
|
||||
self.eventlist = []
|
||||
|
||||
def update(self):
|
||||
self.eventlist = pygame.event.get()
|
||||
|
||||
def getAll(self):
|
||||
return self.eventlist
|
||||
|
||||
def getByType(self,Type):
|
||||
list = []
|
||||
for event in self.eventlist:
|
||||
if event.type == Type:
|
||||
list.append(event)
|
||||
|
||||
return list
|
||||
|
227
simongame/gitter.py
Normal file
227
simongame/gitter.py
Normal file
@ -0,0 +1,227 @@
|
||||
import pygame
|
||||
import random
|
||||
from pygame.locals import *
|
||||
import tools
|
||||
import kachel
|
||||
from maus import *
|
||||
import eventmanager
|
||||
import FTGL
|
||||
import button
|
||||
|
||||
#Groesse des Spielfeldes
|
||||
GITTER_W = 7
|
||||
GITTER_H = 5
|
||||
|
||||
#GitterModi:
|
||||
MODE_RANDOM = 0
|
||||
MODE_SHOW = 1
|
||||
MODE_PLAY = 2
|
||||
|
||||
#Werte fuer den Random Mode:
|
||||
|
||||
RANDOM_FRAMES = 60 #Anzahl der Frames fuer eine einzelne Sequenz
|
||||
RANDOM_ELEMENT_RANGE =GITTER_W*GITTER_H/4 #Wie viele Elemente werden Maximal zufaellig aktiviert (muss kleinergleich sein als Gitter_W*Gitter_H)
|
||||
|
||||
#Werte fuer den Show Mode:
|
||||
|
||||
TIME_FACTOR = 0.9
|
||||
MIN_STEPTIME = 20
|
||||
|
||||
COOLDOWNTIME = 20
|
||||
|
||||
|
||||
class gitter(object):
|
||||
def __init__(self,size,eManager,mouse,sounds):
|
||||
self.kachelarray = []
|
||||
|
||||
self.size = size
|
||||
|
||||
self.eManager = eManager
|
||||
|
||||
self.kachelW = size[0]/GITTER_W
|
||||
self.kachelH = size[1]/GITTER_H
|
||||
|
||||
self.sounds = sounds
|
||||
|
||||
self.mode = MODE_RANDOM
|
||||
|
||||
#Variablen fuer den MODE_RANDOM
|
||||
self.randomFrame = 0
|
||||
self.randomSequence = [] #wird auch fuer alle anderen Sequenzen verwendet
|
||||
|
||||
self.mausimaus = mouse
|
||||
|
||||
for x in range(GITTER_W*GITTER_H):
|
||||
self.kachelarray.append( kachel.kachel(x%GITTER_W,x//GITTER_W,self.kachelW,self.kachelH))
|
||||
|
||||
self.initRandomSequence()
|
||||
|
||||
#Variablen fuer den Play Mode:
|
||||
self.level = 1
|
||||
self.mistake = False
|
||||
self.playingStep = 0
|
||||
self.done = False
|
||||
|
||||
#Variablen fuer den Show Mode:
|
||||
self.curFrame = 0
|
||||
self.maxFrame = MIN_STEPTIME
|
||||
|
||||
self.showing = False
|
||||
|
||||
self.cooldown = COOLDOWNTIME
|
||||
|
||||
|
||||
|
||||
|
||||
def getIndex(self,pos):
|
||||
return pos[1]*GITTER_W + pos[0]
|
||||
|
||||
def getPos(self,index):
|
||||
return (index%GITTER_W,index//GITTER_W)
|
||||
|
||||
def deactivateAll(self):
|
||||
for kachel in self.kachelarray:
|
||||
kachel.deactivate()
|
||||
|
||||
def activateAll(self):
|
||||
for kachel in self.kachelarray:
|
||||
kachel.activate()
|
||||
|
||||
def setLevel(self,level):
|
||||
self.level = level
|
||||
|
||||
def initRandomSequence(self):
|
||||
self.randomFrame = 0
|
||||
|
||||
#alle deaktivieren:
|
||||
self.deactivateAll()
|
||||
|
||||
#erzeuge eine sequenz aus kachelindizies, die 1 bis RANDOM_ELEMENT_RANGE lang ist
|
||||
self.randomSequence = random.sample(range(GITTER_W*GITTER_H),random.randint(1,RANDOM_ELEMENT_RANGE))
|
||||
|
||||
#die in der random sequenz aktivieren:
|
||||
for i in self.randomSequence:
|
||||
self.kachelarray[i].activate()
|
||||
|
||||
def generatePlaySequence(self,level):
|
||||
self.randomSequence = random.sample(range(GITTER_W*GITTER_H),level)
|
||||
|
||||
def changeMode(self,mode):
|
||||
self.mode = mode
|
||||
|
||||
if mode == MODE_RANDOM:
|
||||
self.randomFrame = 0
|
||||
|
||||
#noch kurz die richtige Loesung zeigen:
|
||||
self.deactivateAll()
|
||||
for i in self.randomSequence:
|
||||
self.kachelarray[i].activate()
|
||||
|
||||
elif mode == MODE_SHOW:
|
||||
self.done = False
|
||||
self.cooldown = COOLDOWNTIME
|
||||
self.showing = True
|
||||
self.generatePlaySequence(self.level) #level sollte also vorher gesetzt werden !!!
|
||||
self.curFrame = 0
|
||||
self.maxFrame = MIN_STEPTIME + (TIME_FACTOR*MIN_STEPTIME)*self.level
|
||||
self.activateAll()
|
||||
self.sounds[1].play()
|
||||
|
||||
|
||||
elif mode == MODE_PLAY:
|
||||
self.cooldown = COOLDOWNTIME
|
||||
self.mistake = False
|
||||
self.playingStep = 0
|
||||
self.activateAll()
|
||||
self.sounds[1].play()
|
||||
|
||||
|
||||
else:
|
||||
pass #TODO: System fuer einheitliche Fehlermeldungen implementieren
|
||||
|
||||
def getMode(self):
|
||||
return self.mode
|
||||
|
||||
def readyToPlay(self):
|
||||
return not self.showing
|
||||
|
||||
def readyToShow(self):
|
||||
return self.done
|
||||
|
||||
def madeMistake(self):
|
||||
return self.mistake
|
||||
|
||||
def inSequence(self,kachel):
|
||||
|
||||
for i in range(self.level):
|
||||
if self.getIndex(kachel.getPos()) == self.randomSequence[i]:
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
|
||||
def update(self):
|
||||
|
||||
if self.cooldown > 0:
|
||||
self.cooldown -= 1
|
||||
if self.cooldown == 0:
|
||||
self.deactivateAll()
|
||||
|
||||
#und die kachel updaten:
|
||||
for kachel in self.kachelarray:
|
||||
kachel.update()
|
||||
else:
|
||||
|
||||
for kachel in self.kachelarray:
|
||||
kachel.deselect()
|
||||
kPos = kachel.getPos()
|
||||
|
||||
mausPos = self.mausimaus.getPos()
|
||||
|
||||
mousePressed = self.mausimaus.getState(0) == BUTTON_PRESSED
|
||||
|
||||
#WARNUNG: nicht in den verschachtelungen verirren!!!
|
||||
if not self.mode == MODE_SHOW:
|
||||
if tools.is2DPointCollision(mausPos,(kPos[0]*kPos[2],kPos[1]*kPos[3],kPos[2],kPos[3])):
|
||||
if not kachel.isActive:
|
||||
if mousePressed:
|
||||
|
||||
kachel.activate()
|
||||
|
||||
if self.mode == MODE_PLAY:
|
||||
if self.inSequence(kachel):
|
||||
self.playingStep += 1
|
||||
self.sounds[0].play()
|
||||
if self.playingStep == self.level:
|
||||
self.done = True
|
||||
|
||||
else:
|
||||
self.mistake = True
|
||||
self.sounds[2].play()
|
||||
self.done = True
|
||||
else:
|
||||
kachel.select()
|
||||
|
||||
kachel.update()
|
||||
|
||||
if self.mode == MODE_RANDOM:
|
||||
|
||||
self.randomFrame += 1
|
||||
if self.randomFrame > RANDOM_FRAMES:
|
||||
self.initRandomSequence()
|
||||
|
||||
|
||||
elif self.mode == MODE_SHOW:
|
||||
self.curFrame +=1
|
||||
if self.curFrame >= self.maxFrame:
|
||||
self.showing = False
|
||||
|
||||
for i in self.randomSequence:
|
||||
self.kachelarray[i].activate()
|
||||
|
||||
|
||||
|
||||
|
||||
def draw(self):
|
||||
for kachel in self.kachelarray:
|
||||
kachel.draw()
|
BIN
simongame/gong.wav
Normal file
BIN
simongame/gong.wav
Normal file
Binary file not shown.
133
simongame/hud.py
Normal file
133
simongame/hud.py
Normal file
@ -0,0 +1,133 @@
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
import tools
|
||||
from button import *
|
||||
|
||||
#hud-Modes:
|
||||
HUD_MODE_MAINMENU = 0
|
||||
HUD_MODE_PLAY = 1
|
||||
HUD_MODE_GAMEOVER = 2
|
||||
|
||||
#bissl wat zur GUI:
|
||||
SIDE_SPACING = 30
|
||||
BUTTON_HEIGTH = 50
|
||||
COLOR_FADE_FACTOR = 0.1
|
||||
|
||||
class hud(object):
|
||||
def __init__(self,posRect,mouse,font):
|
||||
self.posRect = posRect
|
||||
self.mode = HUD_MODE_MAINMENU
|
||||
self.font = font
|
||||
|
||||
#Die Buttons:
|
||||
playRect = (posRect[0]+SIDE_SPACING,posRect[1]+posRect[3]/5,posRect[2]-2*SIDE_SPACING,BUTTON_HEIGTH)
|
||||
self.play = button(mouse,playRect,(0.0,1.0,0.0),"Los gehts!",font)
|
||||
exitRect = (posRect[0]+SIDE_SPACING,posRect[1]+posRect[3]/5+2*BUTTON_HEIGTH,posRect[2]-2*SIDE_SPACING,BUTTON_HEIGTH)
|
||||
self.exit = button(mouse,exitRect,(1.0,0.0,0.0),"Tschau mit V!",font)
|
||||
|
||||
okRect = (posRect[0]+SIDE_SPACING,posRect[3]/2+100,posRect[2]-2*SIDE_SPACING,BUTTON_HEIGTH)
|
||||
self.ok = button(mouse,okRect,(0.0,1.0,0.0),"okay dokay",font)
|
||||
|
||||
self.bgColor = (0.0,0.0,0.0,1.0)
|
||||
self.currentBgColor = self.bgColor
|
||||
|
||||
self.exitClicked = False
|
||||
self.playClicked = False
|
||||
self.okClicked = False
|
||||
|
||||
self.menuText = "B-)"
|
||||
self.messageText = ";-P"
|
||||
|
||||
def getMode(self):
|
||||
return self.mode
|
||||
|
||||
def setMode(self,mode):
|
||||
self.mode = mode
|
||||
|
||||
def setBgColor(self,color):
|
||||
self.bgColor = color
|
||||
|
||||
def setMessage(self,msg):
|
||||
self.messageText = msg
|
||||
|
||||
def buttonUpdate(self):
|
||||
|
||||
if self.exit.isClicked() == True:
|
||||
self.exitClicked = True
|
||||
|
||||
|
||||
if self.play.isClicked() == True:
|
||||
self.playClicked = True
|
||||
|
||||
if self.ok.isClicked() == True:
|
||||
self.okClicked = True
|
||||
|
||||
self.play.update()
|
||||
self.exit.update()
|
||||
self.ok.update()
|
||||
|
||||
def isExitClicked(self):
|
||||
if self.exitClicked:
|
||||
self.exitClicked = False
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def isPlayClicked(self):
|
||||
if self.playClicked:
|
||||
self.playClicked = False
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def isOkClicked(self):
|
||||
if self.okClicked:
|
||||
self.okClicked = False
|
||||
return True
|
||||
|
||||
return False
|
||||
|
||||
def update(self):
|
||||
if self.mode == HUD_MODE_MAINMENU:
|
||||
self.play.update()
|
||||
self.exit.update()
|
||||
elif self.mode == HUD_MODE_GAMEOVER:
|
||||
self.ok.update()
|
||||
|
||||
self.buttonUpdate()
|
||||
|
||||
#hintergrundfarbe blenden:
|
||||
r = (self.bgColor[0] - self.currentBgColor[0])*COLOR_FADE_FACTOR
|
||||
g = (self.bgColor[1] - self.currentBgColor[1])*COLOR_FADE_FACTOR
|
||||
b = (self.bgColor[2] - self.currentBgColor[2])*COLOR_FADE_FACTOR
|
||||
a = (self.bgColor[3] - self.currentBgColor[3])*COLOR_FADE_FACTOR
|
||||
|
||||
self.currentBgColor = (self.currentBgColor[0]+ r,
|
||||
self.currentBgColor[1]+ g,
|
||||
self.currentBgColor[2]+ b,
|
||||
self.currentBgColor[3]+ a)
|
||||
|
||||
|
||||
|
||||
def draw(self):
|
||||
tools.drawRect(self.posRect,0,self.currentBgColor)
|
||||
if self.mode == HUD_MODE_MAINMENU:
|
||||
self.play.draw()
|
||||
self.exit.draw()
|
||||
|
||||
|
||||
if self.mode == HUD_MODE_GAMEOVER:
|
||||
#message
|
||||
tools.writePerFTGL("GAME OVER!",self.font,
|
||||
(self.posRect[0]+SIDE_SPACING+10,self.posRect[3]/2-30),
|
||||
(1.0,0.0,0.0,1.0))
|
||||
tools.writePerFTGL(self.messageText,self.font,
|
||||
(self.posRect[0]+SIDE_SPACING+10,self.posRect[3]/2+14),
|
||||
(1.0,1.0,1.0,1.0))
|
||||
self.ok.draw()
|
||||
|
||||
if self.mode == HUD_MODE_PLAY:
|
||||
tools.writePerFTGL(self.messageText,self.font,
|
||||
(self.posRect[0]+SIDE_SPACING+10,self.posRect[3]/2+14),
|
||||
(1.0,1.0,1.0,1.0))
|
||||
|
74
simongame/kachel.py
Normal file
74
simongame/kachel.py
Normal file
@ -0,0 +1,74 @@
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
import tools
|
||||
import gitter
|
||||
|
||||
KACHEL_ALPHA_ACTIVE = 1.0
|
||||
KACHEL_ALPHA_INACTIVE = 0.175
|
||||
KACHEL_ALPHA_SELECT = 0.5
|
||||
KACHEL_ALPHA_STEPFACTOR = 0.1
|
||||
|
||||
|
||||
class kachel(object):
|
||||
def __init__(self,x,y,w,h):
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.w = w
|
||||
self.h = h
|
||||
|
||||
#alphaverwaltung:
|
||||
self.currentAlpha = KACHEL_ALPHA_INACTIVE
|
||||
self.alpha = KACHEL_ALPHA_INACTIVE
|
||||
|
||||
self.r = 0.5-0.5/float(gitter.GITTER_W)*float(x)
|
||||
self.g = 0.5*float(y)/float(gitter.GITTER_H)
|
||||
self.b = float(x)/float(gitter.GITTER_W)
|
||||
|
||||
#verwaltungstechnisches:
|
||||
self.isActive = False
|
||||
self.isSelect = False
|
||||
|
||||
#nen paar getters und setters:
|
||||
|
||||
def getPos(self):
|
||||
return (self.x,self.y,self.w,self.h)
|
||||
|
||||
def isActive(self):
|
||||
return self.isActive
|
||||
|
||||
def isSelect(self):
|
||||
return self.isSelect
|
||||
|
||||
def activate(self):
|
||||
self.isActive = True
|
||||
self.alpha = KACHEL_ALPHA_ACTIVE
|
||||
|
||||
def deactivate(self):
|
||||
self.isActive = False
|
||||
self.alpha = KACHEL_ALPHA_INACTIVE
|
||||
|
||||
def toggle(self):
|
||||
self.isActive = not self.isActive
|
||||
if self.isActive:
|
||||
self.alpha = KACHEL_ALPHA_ACTIVE
|
||||
else:
|
||||
self.alpha = KACHEL_ALPHA_INACTIVE
|
||||
|
||||
def select(self):
|
||||
if not self.isActive:
|
||||
self.isSelect = True
|
||||
self.alpha = KACHEL_ALPHA_SELECT
|
||||
|
||||
def deselect(self):
|
||||
if not self.isActive:
|
||||
self.isSelect = False
|
||||
self.alpha = KACHEL_ALPHA_INACTIVE
|
||||
|
||||
#update:
|
||||
def update(self):
|
||||
self.currentAlpha += float(self.alpha - self.currentAlpha)*KACHEL_ALPHA_STEPFACTOR
|
||||
|
||||
def draw(self):
|
||||
tools.drawRect((self.x*self.w+2,self.y*self.h+2,self.w-2,self.h-2),0,(self.r,self.g,self.b,self.currentAlpha))
|
||||
|
||||
|
BIN
simongame/klick.wav
Normal file
BIN
simongame/klick.wav
Normal file
Binary file not shown.
BIN
simongame/klick__.wav
Normal file
BIN
simongame/klick__.wav
Normal file
Binary file not shown.
61
simongame/maus.py
Normal file
61
simongame/maus.py
Normal file
@ -0,0 +1,61 @@
|
||||
import pygame
|
||||
from OpenGL.GL import *
|
||||
from OpenGL.GLU import *
|
||||
from pygame.locals import *
|
||||
import eventmanager
|
||||
|
||||
BUTTON_PRESSED = 0
|
||||
BUTTON_HOLD = 1
|
||||
BUTTON_RELEASED = 2
|
||||
BUTTON_INACTIVE = 3
|
||||
|
||||
class maus(object):
|
||||
def __init__(self):
|
||||
self.pressed = [False,False,False]
|
||||
self.hold = [False,False,False]
|
||||
self.release = [False, False, False]
|
||||
self.inactive = [True,True,True]
|
||||
|
||||
self.pos = (0,0)
|
||||
|
||||
def update(self):
|
||||
pressed = pygame.mouse.get_pressed()
|
||||
self.pos = pygame.mouse.get_pos()
|
||||
for i in range(3):
|
||||
|
||||
if self.pressed[i]:
|
||||
self.pressed[i] = False
|
||||
self.hold[i] = True
|
||||
|
||||
if self.release[i]:
|
||||
self.release[i] = False
|
||||
self.inactive[i] = True
|
||||
|
||||
if pressed[i]:
|
||||
if self.inactive[i]:
|
||||
self.inactive[i] = False
|
||||
self.pressed[i] = True
|
||||
else:
|
||||
if self.hold[i]:
|
||||
self.hold[i] = False
|
||||
self.release[i] = True
|
||||
|
||||
|
||||
|
||||
|
||||
def getState(self,button):
|
||||
if self.pressed[button]:
|
||||
|
||||
return BUTTON_PRESSED
|
||||
elif self.release[button]:
|
||||
|
||||
return BUTTON_RELEASED
|
||||
|
||||
elif self.hold[button]:
|
||||
return BUTTON_HOLD
|
||||
|
||||
return BUTTON_INACTIVE
|
||||
|
||||
def getPos(self):
|
||||
return self.pos
|
||||
|
340
simongame/pyftgl/COPYING
Normal file
340
simongame/pyftgl/COPYING
Normal file
@ -0,0 +1,340 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 2, June 1991
|
||||
|
||||
Copyright (C) 1989, 1991 Free Software Foundation, Inc.
|
||||
59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The licenses for most software are designed to take away your
|
||||
freedom to share and change it. By contrast, the GNU General Public
|
||||
License is intended to guarantee your freedom to share and change free
|
||||
software--to make sure the software is free for all its users. This
|
||||
General Public License applies to most of the Free Software
|
||||
Foundation's software and to any other program whose authors commit to
|
||||
using it. (Some other Free Software Foundation software is covered by
|
||||
the GNU Library General Public License instead.) You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
this service if you wish), that you receive source code or can get it
|
||||
if you want it, that you can change the software or use pieces of it
|
||||
in new free programs; and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to make restrictions that forbid
|
||||
anyone to deny you these rights or to ask you to surrender the rights.
|
||||
These restrictions translate to certain responsibilities for you if you
|
||||
distribute copies of the software, or if you modify it.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must give the recipients all the rights that
|
||||
you have. You must make sure that they, too, receive or can get the
|
||||
source code. And you must show them these terms so they know their
|
||||
rights.
|
||||
|
||||
We protect your rights with two steps: (1) copyright the software, and
|
||||
(2) offer you this license which gives you legal permission to copy,
|
||||
distribute and/or modify the software.
|
||||
|
||||
Also, for each author's protection and ours, we want to make certain
|
||||
that everyone understands that there is no warranty for this free
|
||||
software. If the software is modified by someone else and passed on, we
|
||||
want its recipients to know that what they have is not the original, so
|
||||
that any problems introduced by others will not reflect on the original
|
||||
authors' reputations.
|
||||
|
||||
Finally, any free program is threatened constantly by software
|
||||
patents. We wish to avoid the danger that redistributors of a free
|
||||
program will individually obtain patent licenses, in effect making the
|
||||
program proprietary. To prevent this, we have made it clear that any
|
||||
patent must be licensed for everyone's free use or not licensed at all.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
|
||||
|
||||
0. This License applies to any program or other work which contains
|
||||
a notice placed by the copyright holder saying it may be distributed
|
||||
under the terms of this General Public License. The "Program", below,
|
||||
refers to any such program or work, and a "work based on the Program"
|
||||
means either the Program or any derivative work under copyright law:
|
||||
that is to say, a work containing the Program or a portion of it,
|
||||
either verbatim or with modifications and/or translated into another
|
||||
language. (Hereinafter, translation is included without limitation in
|
||||
the term "modification".) Each licensee is addressed as "you".
|
||||
|
||||
Activities other than copying, distribution and modification are not
|
||||
covered by this License; they are outside its scope. The act of
|
||||
running the Program is not restricted, and the output from the Program
|
||||
is covered only if its contents constitute a work based on the
|
||||
Program (independent of having been made by running the Program).
|
||||
Whether that is true depends on what the Program does.
|
||||
|
||||
1. You may copy and distribute verbatim copies of the Program's
|
||||
source code as you receive it, in any medium, provided that you
|
||||
conspicuously and appropriately publish on each copy an appropriate
|
||||
copyright notice and disclaimer of warranty; keep intact all the
|
||||
notices that refer to this License and to the absence of any warranty;
|
||||
and give any other recipients of the Program a copy of this License
|
||||
along with the Program.
|
||||
|
||||
You may charge a fee for the physical act of transferring a copy, and
|
||||
you may at your option offer warranty protection in exchange for a fee.
|
||||
|
||||
2. You may modify your copy or copies of the Program or any portion
|
||||
of it, thus forming a work based on the Program, and copy and
|
||||
distribute such modifications or work under the terms of Section 1
|
||||
above, provided that you also meet all of these conditions:
|
||||
|
||||
a) You must cause the modified files to carry prominent notices
|
||||
stating that you changed the files and the date of any change.
|
||||
|
||||
b) You must cause any work that you distribute or publish, that in
|
||||
whole or in part contains or is derived from the Program or any
|
||||
part thereof, to be licensed as a whole at no charge to all third
|
||||
parties under the terms of this License.
|
||||
|
||||
c) If the modified program normally reads commands interactively
|
||||
when run, you must cause it, when started running for such
|
||||
interactive use in the most ordinary way, to print or display an
|
||||
announcement including an appropriate copyright notice and a
|
||||
notice that there is no warranty (or else, saying that you provide
|
||||
a warranty) and that users may redistribute the program under
|
||||
these conditions, and telling the user how to view a copy of this
|
||||
License. (Exception: if the Program itself is interactive but
|
||||
does not normally print such an announcement, your work based on
|
||||
the Program is not required to print an announcement.)
|
||||
|
||||
These requirements apply to the modified work as a whole. If
|
||||
identifiable sections of that work are not derived from the Program,
|
||||
and can be reasonably considered independent and separate works in
|
||||
themselves, then this License, and its terms, do not apply to those
|
||||
sections when you distribute them as separate works. But when you
|
||||
distribute the same sections as part of a whole which is a work based
|
||||
on the Program, the distribution of the whole must be on the terms of
|
||||
this License, whose permissions for other licensees extend to the
|
||||
entire whole, and thus to each and every part regardless of who wrote it.
|
||||
|
||||
Thus, it is not the intent of this section to claim rights or contest
|
||||
your rights to work written entirely by you; rather, the intent is to
|
||||
exercise the right to control the distribution of derivative or
|
||||
collective works based on the Program.
|
||||
|
||||
In addition, mere aggregation of another work not based on the Program
|
||||
with the Program (or with a work based on the Program) on a volume of
|
||||
a storage or distribution medium does not bring the other work under
|
||||
the scope of this License.
|
||||
|
||||
3. You may copy and distribute the Program (or a work based on it,
|
||||
under Section 2) in object code or executable form under the terms of
|
||||
Sections 1 and 2 above provided that you also do one of the following:
|
||||
|
||||
a) Accompany it with the complete corresponding machine-readable
|
||||
source code, which must be distributed under the terms of Sections
|
||||
1 and 2 above on a medium customarily used for software interchange; or,
|
||||
|
||||
b) Accompany it with a written offer, valid for at least three
|
||||
years, to give any third party, for a charge no more than your
|
||||
cost of physically performing source distribution, a complete
|
||||
machine-readable copy of the corresponding source code, to be
|
||||
distributed under the terms of Sections 1 and 2 above on a medium
|
||||
customarily used for software interchange; or,
|
||||
|
||||
c) Accompany it with the information you received as to the offer
|
||||
to distribute corresponding source code. (This alternative is
|
||||
allowed only for noncommercial distribution and only if you
|
||||
received the program in object code or executable form with such
|
||||
an offer, in accord with Subsection b above.)
|
||||
|
||||
The source code for a work means the preferred form of the work for
|
||||
making modifications to it. For an executable work, complete source
|
||||
code means all the source code for all modules it contains, plus any
|
||||
associated interface definition files, plus the scripts used to
|
||||
control compilation and installation of the executable. However, as a
|
||||
special exception, the source code distributed need not include
|
||||
anything that is normally distributed (in either source or binary
|
||||
form) with the major components (compiler, kernel, and so on) of the
|
||||
operating system on which the executable runs, unless that component
|
||||
itself accompanies the executable.
|
||||
|
||||
If distribution of executable or object code is made by offering
|
||||
access to copy from a designated place, then offering equivalent
|
||||
access to copy the source code from the same place counts as
|
||||
distribution of the source code, even though third parties are not
|
||||
compelled to copy the source along with the object code.
|
||||
|
||||
4. You may not copy, modify, sublicense, or distribute the Program
|
||||
except as expressly provided under this License. Any attempt
|
||||
otherwise to copy, modify, sublicense or distribute the Program is
|
||||
void, and will automatically terminate your rights under this License.
|
||||
However, parties who have received copies, or rights, from you under
|
||||
this License will not have their licenses terminated so long as such
|
||||
parties remain in full compliance.
|
||||
|
||||
5. You are not required to accept this License, since you have not
|
||||
signed it. However, nothing else grants you permission to modify or
|
||||
distribute the Program or its derivative works. These actions are
|
||||
prohibited by law if you do not accept this License. Therefore, by
|
||||
modifying or distributing the Program (or any work based on the
|
||||
Program), you indicate your acceptance of this License to do so, and
|
||||
all its terms and conditions for copying, distributing or modifying
|
||||
the Program or works based on it.
|
||||
|
||||
6. Each time you redistribute the Program (or any work based on the
|
||||
Program), the recipient automatically receives a license from the
|
||||
original licensor to copy, distribute or modify the Program subject to
|
||||
these terms and conditions. You may not impose any further
|
||||
restrictions on the recipients' exercise of the rights granted herein.
|
||||
You are not responsible for enforcing compliance by third parties to
|
||||
this License.
|
||||
|
||||
7. If, as a consequence of a court judgment or allegation of patent
|
||||
infringement or for any other reason (not limited to patent issues),
|
||||
conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot
|
||||
distribute so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you
|
||||
may not distribute the Program at all. For example, if a patent
|
||||
license would not permit royalty-free redistribution of the Program by
|
||||
all those who receive copies directly or indirectly through you, then
|
||||
the only way you could satisfy both it and this License would be to
|
||||
refrain entirely from distribution of the Program.
|
||||
|
||||
If any portion of this section is held invalid or unenforceable under
|
||||
any particular circumstance, the balance of the section is intended to
|
||||
apply and the section as a whole is intended to apply in other
|
||||
circumstances.
|
||||
|
||||
It is not the purpose of this section to induce you to infringe any
|
||||
patents or other property right claims or to contest validity of any
|
||||
such claims; this section has the sole purpose of protecting the
|
||||
integrity of the free software distribution system, which is
|
||||
implemented by public license practices. Many people have made
|
||||
generous contributions to the wide range of software distributed
|
||||
through that system in reliance on consistent application of that
|
||||
system; it is up to the author/donor to decide if he or she is willing
|
||||
to distribute software through any other system and a licensee cannot
|
||||
impose that choice.
|
||||
|
||||
This section is intended to make thoroughly clear what is believed to
|
||||
be a consequence of the rest of this License.
|
||||
|
||||
8. If the distribution and/or use of the Program is restricted in
|
||||
certain countries either by patents or by copyrighted interfaces, the
|
||||
original copyright holder who places the Program under this License
|
||||
may add an explicit geographical distribution limitation excluding
|
||||
those countries, so that distribution is permitted only in or among
|
||||
countries not thus excluded. In such case, this License incorporates
|
||||
the limitation as if written in the body of this License.
|
||||
|
||||
9. The Free Software Foundation may publish revised and/or new versions
|
||||
of the General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the Program
|
||||
specifies a version number of this License which applies to it and "any
|
||||
later version", you have the option of following the terms and conditions
|
||||
either of that version or of any later version published by the Free
|
||||
Software Foundation. If the Program does not specify a version number of
|
||||
this License, you may choose any version ever published by the Free Software
|
||||
Foundation.
|
||||
|
||||
10. If you wish to incorporate parts of the Program into other free
|
||||
programs whose distribution conditions are different, write to the author
|
||||
to ask for permission. For software which is copyrighted by the Free
|
||||
Software Foundation, write to the Free Software Foundation; we sometimes
|
||||
make exceptions for this. Our decision will be guided by the two goals
|
||||
of preserving the free status of all derivatives of our free software and
|
||||
of promoting the sharing and reuse of software generally.
|
||||
|
||||
NO WARRANTY
|
||||
|
||||
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
|
||||
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN
|
||||
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
|
||||
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
|
||||
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
|
||||
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS
|
||||
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE
|
||||
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
|
||||
REPAIR OR CORRECTION.
|
||||
|
||||
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
|
||||
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
|
||||
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
|
||||
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
|
||||
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
|
||||
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGES.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
convey the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program is interactive, make it output a short notice like this
|
||||
when it starts in an interactive mode:
|
||||
|
||||
Gnomovision version 69, Copyright (C) year name of author
|
||||
Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, the commands you use may
|
||||
be called something other than `show w' and `show c'; they could even be
|
||||
mouse-clicks or menu items--whatever suits your program.
|
||||
|
||||
You should also get your employer (if you work as a programmer) or your
|
||||
school, if any, to sign a "copyright disclaimer" for the program, if
|
||||
necessary. Here is a sample; alter the names:
|
||||
|
||||
Yoyodyne, Inc., hereby disclaims all copyright interest in the program
|
||||
`Gnomovision' (which makes passes at compilers) written by James Hacker.
|
||||
|
||||
<signature of Ty Coon>, 1 April 1989
|
||||
Ty Coon, President of Vice
|
||||
|
||||
This General Public License does not permit incorporating your program into
|
||||
proprietary programs. If your program is a subroutine library, you may
|
||||
consider it more useful to permit linking proprietary applications with the
|
||||
library. If this is what you want to do, use the GNU Library General
|
||||
Public License instead of this License.
|
3
simongame/pyftgl/MANIFEST.in
Normal file
3
simongame/pyftgl/MANIFEST.in
Normal file
@ -0,0 +1,3 @@
|
||||
include COPYING README MANIFEST.in
|
||||
include *.py
|
||||
include *.cpp
|
139
simongame/pyftgl/README
Normal file
139
simongame/pyftgl/README
Normal file
@ -0,0 +1,139 @@
|
||||
README for PyFTGL
|
||||
|
||||
|
||||
Introduction
|
||||
============
|
||||
|
||||
FTGL is a free, open source library to enable developers to use
|
||||
arbitrary fonts in their OpenGL applications. Unlike other OpenGL font
|
||||
libraries FTGL uses standard font file formats and the Freetype font
|
||||
library to open the fonts.
|
||||
|
||||
PyFTGL in turn wraps the functionality of FTGL into a Python module so
|
||||
that it can be used in conjunction with PyOpenGL.
|
||||
|
||||
|
||||
How to build
|
||||
============
|
||||
|
||||
Prerequisites
|
||||
-------------
|
||||
|
||||
Make sure you have the necessary libraries installed before attempting
|
||||
to build PyFTGL.
|
||||
|
||||
* FTGL
|
||||
http://homepages.paradise.net.nz/henryj/code/#FTGL
|
||||
|
||||
* FreeType
|
||||
http://www.freetype.org/
|
||||
|
||||
* boost::python
|
||||
http://www.boost.org/
|
||||
|
||||
|
||||
Build
|
||||
-----
|
||||
|
||||
$ python setup.py build
|
||||
|
||||
|
||||
Install
|
||||
-------
|
||||
|
||||
$ python setup.py install
|
||||
|
||||
|
||||
How to use
|
||||
==========
|
||||
|
||||
Overview
|
||||
--------
|
||||
|
||||
To use PyFTGL, start by import it:
|
||||
|
||||
>>> import FTGL
|
||||
|
||||
PyFTGL supports six different rendering modes:
|
||||
|
||||
* Bitmap
|
||||
* Anti-aliased pixmap
|
||||
* Anti-aliased texture maps
|
||||
* Outlines
|
||||
* Polygon meshes
|
||||
* Extruded polygon meshes
|
||||
|
||||
The first two modes draw directly to the screen raster, the texture
|
||||
map mode draw textured quads, while the last three draw actual
|
||||
geometry.
|
||||
|
||||
The indivdual modes are encapsulated in their respective class:
|
||||
|
||||
* BitmapFont
|
||||
* PixmapFont
|
||||
* TextureFont
|
||||
* OutlineFont
|
||||
* PolygonFont
|
||||
* ExtrdFont
|
||||
|
||||
However, the protocol for all modes are the same:
|
||||
|
||||
>>> font = FTGL.PolygonFont("example.ttf")
|
||||
>>> font.FaceSize(24)
|
||||
True
|
||||
>>> font.line_height
|
||||
37.51171875
|
||||
>>> font.Render("foo")
|
||||
|
||||
Obviously, you need to set up the OpenGL environment to make it
|
||||
useful. Please see the example.py script for a demonstration of
|
||||
PyFTGL.
|
||||
|
||||
|
||||
Classes
|
||||
-------
|
||||
|
||||
class BitmapFont()
|
||||
class PixmapFont()
|
||||
class TextureFont()
|
||||
class OutlineFont()
|
||||
class PolygonFont()
|
||||
class ExtrdFont()
|
||||
|
||||
Methods defined here:
|
||||
|
||||
Advance(string)
|
||||
Get the advance width for a string.
|
||||
|
||||
Attach(font_file_path)
|
||||
Attach auxilliary file to font e.g font metrics.
|
||||
Note: not all font formats implement this function.
|
||||
|
||||
BBox(string)
|
||||
Get the bounding box for a string. Returns tuple.
|
||||
|
||||
Depth(depth)
|
||||
Set the extrusion distance for the font. Only implemented
|
||||
by ExtrdFont.
|
||||
|
||||
FaceSize(size[, res])
|
||||
Set the char size for the current face.
|
||||
|
||||
Render(string)
|
||||
Render a string of characters.
|
||||
|
||||
UseDisplayList(useList)
|
||||
Enable or disable the use of Display Lists inside FTGL.
|
||||
|
||||
__init__(font_file_path)
|
||||
|
||||
Properties defined here:
|
||||
|
||||
ascender
|
||||
The global ascender height for the face.
|
||||
|
||||
descender
|
||||
The global descender height for the face.
|
||||
|
||||
line_height
|
||||
The line spacing for the font.
|
140
simongame/pyftgl/example.py
Normal file
140
simongame/pyftgl/example.py
Normal file
@ -0,0 +1,140 @@
|
||||
#!/usr/bin/python
|
||||
|
||||
import sys
|
||||
|
||||
from OpenGL.GL import *
|
||||
from OpenGL.GLU import *
|
||||
from OpenGL.GLUT import *
|
||||
|
||||
import FTGL
|
||||
|
||||
fonts = []
|
||||
width = 600
|
||||
height = 600
|
||||
|
||||
def do_ortho():
|
||||
w, h = width, height
|
||||
glViewport(0, 0, w, h)
|
||||
glMatrixMode(GL_PROJECTION)
|
||||
glLoadIdentity()
|
||||
size = max(w, h) / 2.0
|
||||
aspect = float(w) / float(h)
|
||||
if w <= h:
|
||||
aspect = float(h) / float(w)
|
||||
glOrtho(-size, size, -size*aspect, size*aspect, -100000.0, 100000.0)
|
||||
else:
|
||||
glOrtho(-size*aspect, size*aspect, -size, size, -100000.0, 100000.0)
|
||||
glScaled(aspect, aspect, 1.0)
|
||||
glMatrixMode(GL_MODELVIEW)
|
||||
glLoadIdentity()
|
||||
|
||||
def draw_scene():
|
||||
string = []
|
||||
chars = []
|
||||
|
||||
chars[:] = []
|
||||
for i in range(1, 32):
|
||||
chars.append(chr(i))
|
||||
string.append("".join(chars))
|
||||
|
||||
chars[:] = []
|
||||
for i in range(32, 64):
|
||||
chars.append(chr(i))
|
||||
string.append("".join(chars))
|
||||
|
||||
chars[:] = []
|
||||
for i in range(64, 96):
|
||||
chars.append(chr(i))
|
||||
string.append("".join(chars))
|
||||
|
||||
chars[:] = []
|
||||
for i in range(96, 128):
|
||||
chars.append(chr(i))
|
||||
string.append("".join(chars))
|
||||
|
||||
chars[:] = []
|
||||
for i in range(128, 160):
|
||||
chars.append(chr(i))
|
||||
string.append("".join(chars))
|
||||
|
||||
chars[:] = []
|
||||
for i in range(160, 192):
|
||||
chars.append(chr(i))
|
||||
string.append("".join(chars))
|
||||
|
||||
chars[:] = []
|
||||
for i in range(192, 224):
|
||||
chars.append(chr(i))
|
||||
string.append("".join(chars))
|
||||
|
||||
chars[:] = []
|
||||
for i in range(224, 256):
|
||||
chars.append(chr(i))
|
||||
string.append("".join(chars))
|
||||
|
||||
glColor3f(1.0, 1.0, 1.0)
|
||||
|
||||
for i, font in enumerate(fonts):
|
||||
x = -250.0
|
||||
yild = 20.0
|
||||
for j in range(0, 4):
|
||||
y = 275.0 - i * 120.0 - j * yild
|
||||
if i >= 3:
|
||||
glRasterPos(x, y)
|
||||
font.Render(string[j])
|
||||
elif i == 2:
|
||||
glEnable(GL_TEXTURE_2D)
|
||||
glEnable(GL_BLEND)
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
|
||||
glPushMatrix()
|
||||
glTranslatef(x, y, 0.0)
|
||||
font.Render(string[j])
|
||||
glPopMatrix()
|
||||
glDisable(GL_TEXTURE_2D)
|
||||
glDisable(GL_BLEND)
|
||||
else:
|
||||
glPushMatrix()
|
||||
glTranslatef(x, y, 0.0)
|
||||
font.Render(string[j])
|
||||
glPopMatrix()
|
||||
|
||||
|
||||
def on_display():
|
||||
glClear(GL_COLOR_BUFFER_BIT)
|
||||
do_ortho()
|
||||
draw_scene()
|
||||
glutSwapBuffers()
|
||||
|
||||
def on_reshape(w, h):
|
||||
width, height = w, h
|
||||
|
||||
def on_key(key, x, y):
|
||||
if key == '\x1b':
|
||||
sys.exit(1)
|
||||
|
||||
if __name__ == '__main__':
|
||||
glutInitWindowSize(width, height)
|
||||
glutInit(sys.argv)
|
||||
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE)
|
||||
glutCreateWindow("PyFTGL Demo")
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0)
|
||||
|
||||
try:
|
||||
fonts = [
|
||||
FTGL.OutlineFont(sys.argv[1]),
|
||||
FTGL.PolygonFont(sys.argv[1]),
|
||||
FTGL.TextureFont(sys.argv[1]),
|
||||
FTGL.BitmapFont(sys.argv[1]),
|
||||
FTGL.PixmapFont(sys.argv[1]),
|
||||
]
|
||||
for font in fonts:
|
||||
font.FaceSize(24, 72)
|
||||
except:
|
||||
print "usage:", sys.argv[0], "font_filename.ttf"
|
||||
sys.exit(0)
|
||||
|
||||
glutDisplayFunc(on_display)
|
||||
glutReshapeFunc(on_reshape)
|
||||
glutKeyboardUpFunc(on_key)
|
||||
|
||||
glutMainLoop()
|
157
simongame/pyftgl/ftgl.cpp
Normal file
157
simongame/pyftgl/ftgl.cpp
Normal file
@ -0,0 +1,157 @@
|
||||
// PyFTGL
|
||||
// Copyright (c) 2007-2011, Anders Dahnielson, Luke Williams
|
||||
//
|
||||
// Contact: pyftgl@shmookey.net
|
||||
//
|
||||
// This program is free software; you can redistribute it and/or
|
||||
// modify it under the terms of the GNU General Public
|
||||
// License as published by the Free Software Foundation; either
|
||||
// version 2 of the License, or (at your option) any later version.
|
||||
//
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
// General Public License for more details.
|
||||
//
|
||||
// You should have received a copy of the GNU General Public
|
||||
// License along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA
|
||||
// 02111-1307 USA
|
||||
|
||||
|
||||
// FTGL
|
||||
#include <FTGL/ftgl.h>
|
||||
|
||||
// Boost
|
||||
#include <boost/python.hpp>
|
||||
|
||||
// Namespaces
|
||||
using namespace boost::python;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// Font Wrapper
|
||||
|
||||
template<typename base>
|
||||
class FontWrapper
|
||||
{
|
||||
public:
|
||||
FontWrapper(const char* fontFilePath) :
|
||||
m_font(new base(fontFilePath))
|
||||
{
|
||||
if (m_font->Error() != 0)
|
||||
throw std::invalid_argument("Invalid argument");
|
||||
}
|
||||
|
||||
bool Attach( const char* fontFilePath)
|
||||
{ return m_font->Attach(fontFilePath); }
|
||||
|
||||
bool CharMap(FT_Encoding encoding)
|
||||
{ return m_font->CharMap(encoding); }
|
||||
|
||||
bool FaceSize(const unsigned int size, const unsigned int res)
|
||||
{ return m_font->FaceSize(size, res); }
|
||||
|
||||
bool FaceSize1(const unsigned int size)
|
||||
{ return m_font->FaceSize(size); }
|
||||
|
||||
void Depth(float depth)
|
||||
{ m_font->Depth(depth); }
|
||||
|
||||
void UseDisplayList(bool useList)
|
||||
{ m_font->UseDisplayList(useList); }
|
||||
|
||||
float Ascender() const
|
||||
{ return m_font->Ascender(); }
|
||||
|
||||
float Descender() const
|
||||
{ return m_font->Descender(); }
|
||||
|
||||
float LineHeight() const
|
||||
{ return m_font->LineHeight(); }
|
||||
|
||||
tuple BBox(const char* string)
|
||||
{
|
||||
float llx, lly, llz, urx, ury, urz;
|
||||
m_font->BBox(string, llx, lly, llz, urx, ury, urz);
|
||||
return make_tuple(llx, lly, llz, urx, ury, urz);
|
||||
}
|
||||
|
||||
float Advance(const char* string)
|
||||
{ return m_font->Advance(string); }
|
||||
|
||||
float AdvanceKerned(const char* string, const double xSpacing)
|
||||
{
|
||||
FTPoint *kern = new FTPoint (xSpacing, 0.0, 0.0);
|
||||
return m_font->Advance(string, -1, *kern);
|
||||
}
|
||||
|
||||
void Render(const char* string)
|
||||
{ m_font->Render(string); }
|
||||
|
||||
void RenderKerned(const char* string, const double xSpacing)
|
||||
{
|
||||
FTPoint *kern = new FTPoint (xSpacing, 0.0, 0.0);
|
||||
m_font->Render(string, -1, *(new FTPoint ()), *kern);
|
||||
}
|
||||
|
||||
private:
|
||||
base* m_font;
|
||||
};
|
||||
|
||||
typedef FontWrapper<FTGLOutlineFont> OutlineFontWrapper;
|
||||
typedef FontWrapper<FTGLPolygonFont> PolygonFontWrapper;
|
||||
typedef FontWrapper<FTGLExtrdFont> ExtrdFontWrapper;
|
||||
typedef FontWrapper<FTGLBitmapFont> BitmapFontWrapper;
|
||||
typedef FontWrapper<FTGLTextureFont> TextureFontWrapper;
|
||||
typedef FontWrapper<FTGLPixmapFont> PixmapFontWrapper;
|
||||
|
||||
template<typename T>
|
||||
void export_font(const char* name)
|
||||
{
|
||||
class_<T>(name, init<const char*>())
|
||||
.add_property("ascender", &T::Ascender, "The global ascender height for the face.")
|
||||
.add_property("descender", &T::Descender, "The global descender height for the face.")
|
||||
.add_property("line_height", &T::LineHeight, "The line spacing for the font.")
|
||||
.def("FaceSize", &T::FaceSize, "Set the char size for the current face.")
|
||||
.def("FaceSize", &T::FaceSize1)
|
||||
.def("Attach", &T::Attach, "Attach auxilliary file to font e.g font metrics.")
|
||||
.def("CharMap", &T::CharMap, "Set the character map for the face.")
|
||||
.def("Depth", &T::Depth, "Set the extrusion distance for the font.")
|
||||
.def("UseDisplayList", &T::UseDisplayList, "Enable or disable the use of Display Lists inside FTGL.")
|
||||
.def("BBox", &T::BBox, "Get the bounding box for a string.")
|
||||
.def("Advance", &T::Advance, " Get the advance width for a string.")
|
||||
.def("Advance", &T::AdvanceKerned)
|
||||
.def("Render", &T::Render, "Render a string of characters.")
|
||||
.def("Render", &T::RenderKerned)
|
||||
;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////
|
||||
// FTGL Module
|
||||
|
||||
BOOST_PYTHON_MODULE(FTGL)
|
||||
{
|
||||
enum_<FT_Encoding>("encoding")
|
||||
.value("none", FT_ENCODING_NONE)
|
||||
.value("unicode", FT_ENCODING_UNICODE)
|
||||
.value("symbol", FT_ENCODING_MS_SYMBOL)
|
||||
.value("latin_1", FT_ENCODING_ADOBE_LATIN_1)
|
||||
.value("latin_2", FT_ENCODING_OLD_LATIN_2)
|
||||
.value("sjis", FT_ENCODING_SJIS)
|
||||
.value("gb2312", FT_ENCODING_GB2312)
|
||||
.value("big5", FT_ENCODING_BIG5)
|
||||
.value("wansung", FT_ENCODING_WANSUNG)
|
||||
.value("johab", FT_ENCODING_JOHAB)
|
||||
.value("adobe_standard", FT_ENCODING_ADOBE_STANDARD)
|
||||
.value("adobe_expert", FT_ENCODING_ADOBE_EXPERT)
|
||||
.value("adobe_custom", FT_ENCODING_ADOBE_CUSTOM )
|
||||
.value("apple_roman", FT_ENCODING_APPLE_ROMAN)
|
||||
;
|
||||
export_font<OutlineFontWrapper>("OutlineFont");
|
||||
export_font<PolygonFontWrapper>("PolygonFont");
|
||||
export_font<ExtrdFontWrapper>("ExtrdFont");
|
||||
export_font<BitmapFontWrapper>("BitmapFont");
|
||||
export_font<TextureFontWrapper>("TextureFont");
|
||||
export_font<PixmapFontWrapper>("PixmapFont");
|
||||
}
|
72
simongame/pyftgl/setup.py
Normal file
72
simongame/pyftgl/setup.py
Normal file
@ -0,0 +1,72 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
from distutils.core import setup, Extension
|
||||
|
||||
__version__ = "0.5b"
|
||||
__author__ = "Anders Dahnielson"
|
||||
__doc__ = """Python FTGL binding
|
||||
|
||||
FTGL is a free, open source library to enable developers to use
|
||||
arbitrary fonts in their OpenGL applications. Unlike other OpenGL font
|
||||
libraries FTGL uses standard font file formats and the Freetype font
|
||||
library to open the fonts. PyFTGL in turn wraps the functionality of
|
||||
FTGL into a Python module so that it can be used in conjunction with
|
||||
PyOpenGL."""
|
||||
|
||||
doclines = __doc__.split("\n")
|
||||
|
||||
##########################################################################
|
||||
## FTGL module
|
||||
|
||||
module_ftgl_src = [
|
||||
'ftgl.cpp',
|
||||
]
|
||||
|
||||
module_ftgl_include_dirs = [
|
||||
'/usr/include',
|
||||
'/usr/include/freetype2',
|
||||
]
|
||||
|
||||
module_ftgl_libs = [
|
||||
'GLU',
|
||||
'GL',
|
||||
'freetype',
|
||||
'z',
|
||||
'ftgl',
|
||||
'boost_python',
|
||||
]
|
||||
|
||||
module_ftgl = Extension(
|
||||
'FTGL',
|
||||
module_ftgl_src,
|
||||
include_dirs=module_ftgl_include_dirs,
|
||||
libraries=module_ftgl_libs
|
||||
)
|
||||
|
||||
##########################################################################
|
||||
## setup
|
||||
|
||||
setup(
|
||||
name = 'PyFTGL',
|
||||
version = __version__,
|
||||
author = __author__,
|
||||
author_email = 'anders@dahnielson.com',
|
||||
maintainer = __author__,
|
||||
maintainer_email = 'anders@dahnielson.com',
|
||||
url = 'http://code.google.com/p/pyftgl/',
|
||||
description = doclines[0],
|
||||
long_description = "\n".join(doclines[2:]),
|
||||
download_url = 'http://code.google.com/p/pyftgl/downloads/list',
|
||||
classifiers = [
|
||||
'Development Status :: 4 - Beta',
|
||||
'Intended Audience :: Developers',
|
||||
'License :: OSI Approved :: GNU General Public License (GPL)',
|
||||
'Operating System :: POSIX',
|
||||
'Programming Language :: C++',
|
||||
'Programming Language :: Python',
|
||||
'Topic :: Software Development :: Libraries :: Python Modules',
|
||||
],
|
||||
license = "GPLv2",
|
||||
platforms = "POSIX",
|
||||
ext_modules = [module_ftgl],
|
||||
)
|
133
simongame/simongame.py
Normal file
133
simongame/simongame.py
Normal file
@ -0,0 +1,133 @@
|
||||
#!/usr/bin/python3
|
||||
import pygame
|
||||
import numpy
|
||||
from OpenGL.GL import *
|
||||
from OpenGL.GLU import *
|
||||
from pygame.locals import *
|
||||
import tools
|
||||
import gitter
|
||||
import maus
|
||||
import hud
|
||||
import eventmanager
|
||||
|
||||
STARTLEVEL = 1
|
||||
|
||||
if __name__ == "__main__":
|
||||
|
||||
font = tools.loadFont("GenBasR.ttf",(24,72))
|
||||
|
||||
pygame.init()
|
||||
pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=128)
|
||||
|
||||
#sounds laden:
|
||||
|
||||
klick = pygame.mixer.Sound("klick.wav")
|
||||
gong = pygame.mixer.Sound("gong.wav")
|
||||
error = pygame.mixer.Sound("error.wav")
|
||||
|
||||
dinfo = pygame.display.Info()
|
||||
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
|
||||
|
||||
#ein paar variablen zu den seitenverhaeltnissen:
|
||||
SCREEN_RATIO = float(dinfo.current_w)/float(dinfo.current_h) #16:9
|
||||
GITTER_RATIO = float(gitter.GITTER_W)/float(gitter.GITTER_H)
|
||||
|
||||
FIELD_W_RATIO = (GITTER_RATIO*float(dinfo.current_h))/float(dinfo.current_w)
|
||||
|
||||
pygame.display.set_mode((dinfo.current_w,dinfo.current_h),video_flags)
|
||||
tools.resize((dinfo.current_w,dinfo.current_h))
|
||||
tools.GlInit()
|
||||
tools.clearScreen()
|
||||
|
||||
eManager = eventmanager.eventmanager()
|
||||
|
||||
mausimaus = maus.maus()
|
||||
|
||||
git = gitter.gitter((dinfo.current_w*FIELD_W_RATIO,dinfo.current_h),eManager,mausimaus,(klick,gong,error))
|
||||
|
||||
sidebar = hud.hud((dinfo.current_w*FIELD_W_RATIO+2,2,dinfo.current_w-dinfo.current_w*FIELD_W_RATIO-4,dinfo.current_h-4),mausimaus,font)
|
||||
|
||||
sidebar.setBgColor((0.0,0.0,0.5,0.1))
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
curLevel = STARTLEVEL
|
||||
|
||||
|
||||
|
||||
#Hauptschleife:
|
||||
while not sidebar.isExitClicked():
|
||||
tools.clearScreen()
|
||||
|
||||
ticktime = clock.tick(40)
|
||||
|
||||
if sidebar.getMode() == hud.HUD_MODE_MAINMENU:
|
||||
|
||||
#kleiner Effekt fuer die sidebar ;)
|
||||
|
||||
x=mausimaus.getPos()[0]
|
||||
y=mausimaus.getPos()[1]
|
||||
|
||||
if x > dinfo.current_w*FIELD_W_RATIO:
|
||||
x = dinfo.current_w*FIELD_W_RATIO
|
||||
r = 0.5-0.5/float(dinfo.current_w*FIELD_W_RATIO)*float(x)
|
||||
g = 0.5*float(y)/float(dinfo.current_h)
|
||||
b = float(x)/float(dinfo.current_w*FIELD_W_RATIO)
|
||||
|
||||
sidebar.setBgColor((r,g,b,0.2))
|
||||
|
||||
if sidebar.isPlayClicked():
|
||||
curLevel = STARTLEVEL
|
||||
sidebar.setMode(hud.HUD_MODE_PLAY)
|
||||
git.setLevel(curLevel)
|
||||
git.changeMode(gitter.MODE_SHOW)
|
||||
|
||||
|
||||
|
||||
sidebar.setBgColor((0.0,0.0,0.3,0.2))
|
||||
|
||||
sidebar.setMessage("Level " + str(curLevel))
|
||||
|
||||
elif git.getMode() == gitter.MODE_SHOW:
|
||||
if git.readyToPlay():
|
||||
sidebar.setBgColor((0.3,0.0,0.1,0.2))
|
||||
git.changeMode(gitter.MODE_PLAY)
|
||||
elif git.getMode() == gitter.MODE_PLAY:
|
||||
if git.readyToShow():
|
||||
if git.madeMistake():
|
||||
sidebar.setMode(hud.HUD_MODE_GAMEOVER)
|
||||
sidebar.setBgColor((1.0,0.0,0.0,0.3))
|
||||
sidebar.setMessage(str(curLevel-1) + " Level geschafft!")
|
||||
git.changeMode(gitter.MODE_RANDOM)
|
||||
else:
|
||||
curLevel += 1
|
||||
if curLevel == gitter.GITTER_W*gitter.GITTER_H:
|
||||
sidebar.setMode(hud.HUD_MODE_GAMEOVER)
|
||||
sidebar.setMessage("alle Level geschafft!")
|
||||
sidebar.setBgColor((0.0,1.0,0.0,0.3))
|
||||
git.changeMode(gitter.MODE_RANDOM)
|
||||
else:
|
||||
git.setLevel(curLevel)
|
||||
git.changeMode(gitter.MODE_SHOW)
|
||||
sidebar.setBgColor((0.0,0.3,0.0,0.2))
|
||||
sidebar.setMessage("Level " + str(curLevel))
|
||||
if sidebar.getMode() == hud.HUD_MODE_GAMEOVER:
|
||||
if sidebar.isOkClicked():
|
||||
sidebar.setMode(hud.HUD_MODE_MAINMENU)
|
||||
|
||||
|
||||
|
||||
git.update()
|
||||
eventlist = eManager.getByType(KEYDOWN)
|
||||
for event in eventlist:
|
||||
if event.key == K_ESCAPE:
|
||||
exit()
|
||||
eManager.update()
|
||||
mausimaus.update()
|
||||
sidebar.update()
|
||||
|
||||
tools.drawRect((0,0,dinfo.current_w,dinfo.current_h),0,(0,0,0,1))
|
||||
git.draw()
|
||||
sidebar.draw()
|
||||
|
||||
pygame.display.flip()
|
3
simongame/startgame.sh
Normal file
3
simongame/startgame.sh
Normal file
@ -0,0 +1,3 @@
|
||||
#!/bin/bash
|
||||
cd ./
|
||||
python ./simongame.py
|
93
simongame/tools.py
Normal file
93
simongame/tools.py
Normal file
@ -0,0 +1,93 @@
|
||||
import pygame
|
||||
from OpenGL.GL import *
|
||||
from OpenGL.GLU import *
|
||||
from pygame.locals import *
|
||||
import FTGL
|
||||
|
||||
#Opengl-Tools:------------------------------------------------------------------
|
||||
|
||||
def clearScreen():
|
||||
glClearColor(0.0,0.0,0.0,0.0)
|
||||
|
||||
def GlInit():
|
||||
glEnable(GL_BLEND)
|
||||
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA)
|
||||
|
||||
def resize((width, height)):
|
||||
if height == 0:
|
||||
height = 1
|
||||
glViewport(0, 0, width, height)
|
||||
glMatrixMode(GL_PROJECTION)
|
||||
glLoadIdentity()
|
||||
glOrtho(0.0, width, height, 0.0, -6.0, 0.0)
|
||||
glMatrixMode(GL_MODELVIEW)
|
||||
glLoadIdentity()
|
||||
|
||||
def drawRect(rect, depth,color):
|
||||
glBegin(GL_QUADS)
|
||||
glColor4f(color[0],color[1],color[2],color[3])
|
||||
|
||||
glVertex3f(rect[0],rect[1],depth)
|
||||
glVertex3f(rect[0]+rect[2],rect[1],depth)
|
||||
glVertex3f(rect[0]+rect[2],rect[1]+rect[3],depth)
|
||||
glVertex3f(rect[0],rect[1]+rect[3],depth)
|
||||
|
||||
glEnd()
|
||||
|
||||
#FTGL-Tools:--------------------------------------------------------------------
|
||||
def loadFont(filename,facesize):
|
||||
font = FTGL.TextureFont(filename)
|
||||
font.FaceSize(facesize[0],facesize[1])
|
||||
return font
|
||||
|
||||
def writePerFTGL(string,font,pos,color):
|
||||
#glOrtho(0.0, glOrthoSize[0], 0.0, glOrthoSize[1], -6.0, 0.0)
|
||||
|
||||
glPushMatrix()
|
||||
glColor4f(color[0],color[1],color[2],color[3])
|
||||
#so ein bissl die Matrix drehen, damit der Text nicht aufm Kopf steht :D
|
||||
glTranslatef(pos[0], pos[1], 0.0)
|
||||
glRotate(180,0.0,0.0,1.0)
|
||||
glRotate(180,0.0,1.0,0.0)
|
||||
#und rendern:
|
||||
glRasterPos(0, 0)
|
||||
font.Render(string)
|
||||
#und die Matrix wieder loeschen
|
||||
glPopMatrix()
|
||||
|
||||
#Kollisionsabfragen:------------------------------------------------------------
|
||||
|
||||
def is2DPointCollision(point, rect):
|
||||
if point[0] <= rect[0] or point[0] >= rect[0]+rect[2]:
|
||||
return False
|
||||
elif point[1] <= rect[1] or point[1] >= rect[1] + rect[3]:
|
||||
return False
|
||||
return True
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
video_flags = OPENGL | HWSURFACE | DOUBLEBUF | FULLSCREEN
|
||||
pygame.display.set_mode((800,600),video_flags)
|
||||
resize((800,600))
|
||||
clearScreen()
|
||||
|
||||
clock = pygame.time.Clock()
|
||||
|
||||
#Hauptschleife:
|
||||
while True:
|
||||
|
||||
|
||||
ticktime = clock.tick(20)
|
||||
#print ticktime
|
||||
event = pygame.event.poll()
|
||||
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
|
||||
break
|
||||
|
||||
|
||||
drawRect((0,0,200,200),0,(1,1,1,1))
|
||||
|
||||
pygame.display.flip()
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user