commit 9a497d056e5286763a04322b26f928625b7bf438 Author: Jonas Weinz Date: Mon Sep 12 15:19:48 2016 +0200 initial commit diff --git a/01_clock/v01/clock.py b/01_clock/v01/clock.py new file mode 100644 index 0000000..75859c9 --- /dev/null +++ b/01_clock/v01/clock.py @@ -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() \ No newline at end of file diff --git a/02_gameOfLife/Main.py b/02_gameOfLife/Main.py new file mode 100644 index 0000000..e9934f0 --- /dev/null +++ b/02_gameOfLife/Main.py @@ -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() diff --git a/README.md b/README.md new file mode 100644 index 0000000..9005048 --- /dev/null +++ b/README.md @@ -0,0 +1 @@ +just some stupid old python projects i created years ago diff --git a/arcadegame/ball.py b/arcadegame/ball.py new file mode 100644 index 0000000..4bdfd3f --- /dev/null +++ b/arcadegame/ball.py @@ -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)) + + \ No newline at end of file diff --git a/arcadegame/bat.py b/arcadegame/bat.py new file mode 100644 index 0000000..42300ac --- /dev/null +++ b/arcadegame/bat.py @@ -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 xself.x+self.w: + return False + + if 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)) + \ No newline at end of file diff --git a/arcadegame/eventhandler.py b/arcadegame/eventhandler.py new file mode 100644 index 0000000..004df24 --- /dev/null +++ b/arcadegame/eventhandler.py @@ -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() + + + + \ No newline at end of file diff --git a/arcadegame/main.py b/arcadegame/main.py new file mode 100644 index 0000000..aeb409f --- /dev/null +++ b/arcadegame/main.py @@ -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() + + diff --git a/laby2/Kachel.py b/laby2/Kachel.py new file mode 100644 index 0000000..a7eb791 --- /dev/null +++ b/laby2/Kachel.py @@ -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)) + diff --git a/laby2/Laby.py b/laby2/Laby.py new file mode 100644 index 0000000..bd8b9f0 --- /dev/null +++ b/laby2/Laby.py @@ -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] " + + "\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() diff --git a/simongame/GenBasR.ttf b/simongame/GenBasR.ttf new file mode 100644 index 0000000..6f37980 Binary files /dev/null and b/simongame/GenBasR.ttf differ diff --git a/simongame/button.py b/simongame/button.py new file mode 100644 index 0000000..850684b --- /dev/null +++ b/simongame/button.py @@ -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)) + + diff --git a/simongame/error.wav b/simongame/error.wav new file mode 100644 index 0000000..954ba82 Binary files /dev/null and b/simongame/error.wav differ diff --git a/simongame/eventmanager.py b/simongame/eventmanager.py new file mode 100644 index 0000000..b962e05 --- /dev/null +++ b/simongame/eventmanager.py @@ -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 + diff --git a/simongame/gitter.py b/simongame/gitter.py new file mode 100644 index 0000000..de3cc12 --- /dev/null +++ b/simongame/gitter.py @@ -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() diff --git a/simongame/gong.wav b/simongame/gong.wav new file mode 100644 index 0000000..ce2be31 Binary files /dev/null and b/simongame/gong.wav differ diff --git a/simongame/hud.py b/simongame/hud.py new file mode 100644 index 0000000..e3c3ad1 --- /dev/null +++ b/simongame/hud.py @@ -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)) + diff --git a/simongame/kachel.py b/simongame/kachel.py new file mode 100644 index 0000000..03d702e --- /dev/null +++ b/simongame/kachel.py @@ -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)) + + diff --git a/simongame/klick.wav b/simongame/klick.wav new file mode 100644 index 0000000..43295d5 Binary files /dev/null and b/simongame/klick.wav differ diff --git a/simongame/klick__.wav b/simongame/klick__.wav new file mode 100644 index 0000000..8a1aec3 Binary files /dev/null and b/simongame/klick__.wav differ diff --git a/simongame/maus.py b/simongame/maus.py new file mode 100644 index 0000000..c4e5474 --- /dev/null +++ b/simongame/maus.py @@ -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 + \ No newline at end of file diff --git a/simongame/pyftgl/COPYING b/simongame/pyftgl/COPYING new file mode 100644 index 0000000..5b6e7c6 --- /dev/null +++ b/simongame/pyftgl/COPYING @@ -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. 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If this is what you want to do, use the GNU Library General +Public License instead of this License. diff --git a/simongame/pyftgl/MANIFEST.in b/simongame/pyftgl/MANIFEST.in new file mode 100644 index 0000000..8cd1c24 --- /dev/null +++ b/simongame/pyftgl/MANIFEST.in @@ -0,0 +1,3 @@ +include COPYING README MANIFEST.in +include *.py +include *.cpp diff --git a/simongame/pyftgl/README b/simongame/pyftgl/README new file mode 100644 index 0000000..7b18840 --- /dev/null +++ b/simongame/pyftgl/README @@ -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. diff --git a/simongame/pyftgl/example.py b/simongame/pyftgl/example.py new file mode 100644 index 0000000..e90ea93 --- /dev/null +++ b/simongame/pyftgl/example.py @@ -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() diff --git a/simongame/pyftgl/ftgl.cpp b/simongame/pyftgl/ftgl.cpp new file mode 100644 index 0000000..2089cd0 --- /dev/null +++ b/simongame/pyftgl/ftgl.cpp @@ -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 + +// Boost +#include + +// Namespaces +using namespace boost::python; + + +//////////////////////////////////////////////////////////////////////////////////// +// Font Wrapper + +template +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 OutlineFontWrapper; +typedef FontWrapper PolygonFontWrapper; +typedef FontWrapper ExtrdFontWrapper; +typedef FontWrapper BitmapFontWrapper; +typedef FontWrapper TextureFontWrapper; +typedef FontWrapper PixmapFontWrapper; + +template +void export_font(const char* name) +{ + class_(name, init()) + .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_("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("OutlineFont"); + export_font("PolygonFont"); + export_font("ExtrdFont"); + export_font("BitmapFont"); + export_font("TextureFont"); + export_font("PixmapFont"); +} diff --git a/simongame/pyftgl/setup.py b/simongame/pyftgl/setup.py new file mode 100644 index 0000000..f38a127 --- /dev/null +++ b/simongame/pyftgl/setup.py @@ -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], + ) diff --git a/simongame/simongame.py b/simongame/simongame.py new file mode 100644 index 0000000..e1eab95 --- /dev/null +++ b/simongame/simongame.py @@ -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() diff --git a/simongame/startgame.sh b/simongame/startgame.sh new file mode 100644 index 0000000..e0bcd8b --- /dev/null +++ b/simongame/startgame.sh @@ -0,0 +1,3 @@ +#!/bin/bash +cd ./ +python ./simongame.py diff --git a/simongame/tools.py b/simongame/tools.py new file mode 100644 index 0000000..ac7eba9 --- /dev/null +++ b/simongame/tools.py @@ -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() + + + +