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game.py
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game.py
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# -*- coding: utf-8-*-
"""This module contains the main function of the game."""
import OpenGL, sys, random, numpy, time, pygame, key_num
import logic, input_dev
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GL.ARB.vertex_buffer_object import *
from ctypes import *
import FTGL, settings
from menu import Menu, _menu, _menu_entry, bool2yn
rotx = 0.0 #: rotation around x
roty = 0.0 #: rotation around y
panx = 0.0 #: panning along x
pany = 0.0 #: panning along x
shy_vbo = None #: vbo for y-shadow
sb_vbo = None #: vbo for static blocks
og_vbo = None #: vbo for outer grid
boxes_vbo = None #: vbo for boxes
curr_b_vbo = None #: vbo for current block
next_b_vbo = None #: vbo for next block
boxes_nump = 0 #: number of points in boxes vbo
og_nump = 0 #: number of points in outer grid vbo
shy_nump = 0 #: number of points in y-shadow vbo
sb_nump = 0 #: number of points in static box vbo
curr_b_nump = 0 #: number of points in current block
next_b_nump = 0 #: number of points in next block
null = c_void_p(0) #: null pointer
width = 5 #: domain width (x)
depth = 5 #: domain depth (z)
height = 10 #: domain height (y)
w_depth = 2 #: domain size in 4th dimension (w)
w_spacing = 4 #: spacing between boxes
mouserot = False #: is mouse rotation active
mousepan = False #: is mouse panning active
mouse_last_x = 0 #: last mouse click x position
mouse_last_y = 0 #: last mouse clock y position
zoom = -20 #: zoom
log = None #: logic instance (:py:class:`logic.logic`)
font = None #: font object for score
menu_font = None #: font object for menu
win_width = 640 #: window width
win_height = 480 #: window height
fps_limit = 60 #: fps limit
fps = 0 #: current fps
clock = None #: clock instance
xmenu = None #: in-game menu instance
conf = None #: settings instance
running = True #: is game running
turbo = False #: is turno mode active
menu_mode = False #: are we in menu
bind_mode = False #: are we binding
game_over_mode = False #: are we showing the game over screen
rot_next_b = 0.0 #: rotation of next block
sh_stipple = (c_uint*32)() #: polygon stipple pattern for shadows
#: data for one cube (24 points, values mean, in order: x, y, z, r, g, b, a, padding
cube_xyzrgba_data = numpy.array([[ 0., 0., 1., 0., 0., 0., 0., 0.],
[ 0., 1., 1., 0., 0., 0., 0., 0.],
[ 1., 1., 1., 0., 0., 0., 0., 0.],
[ 1., 0., 1., 0., 0., 0., 0., 0.],
[ 1., 1., 1., 0., 0., 0., 0., 0.],
[ 1., 1., 0., 0., 0., 0., 0., 0.],
[ 1., 0., 0., 0., 0., 0., 0., 0.],
[ 1., 0., 1., 0., 0., 0., 0., 0.],
[ 0., 1., 0., 0., 0., 0., 0., 0.],
[ 0., 1., 1., 0., 0., 0., 0., 0.],
[ 0., 0., 1., 0., 0., 0., 0., 0.],
[ 0., 0., 0., 0., 0., 0., 0., 0.],
[ 1., 1., 0., 0., 0., 0., 0., 0.],
[ 0., 1., 0., 0., 0., 0., 0., 0.],
[ 0., 0., 0., 0., 0., 0., 0., 0.],
[ 1., 0., 0., 0., 0., 0., 0., 0.],
[ 0., 0., 1., 0., 0., 0., 0., 0.],
[ 1., 0., 1., 0., 0., 0., 0., 0.],
[ 1., 0., 0., 0., 0., 0., 0., 0.],
[ 0., 0., 0., 0., 0., 0., 0., 0.],
[ 0., 1., 0., 0., 0., 0., 0., 0.],
[ 1., 1., 0., 0., 0., 0., 0., 0.],
[ 1., 1., 1., 0., 0., 0., 0., 0.],
[ 0., 1., 1., 0., 0., 0., 0., 0.]], dtype=numpy.float32) # data for single cube
colors = [[1,0,0],[0,1,0],[1,1,0],[0,0,1],[1,0,1],[0,1,1]] #: colors for blocks: red green yellow blue magenta cyan
#: maping of GL standard function names to ARB extension ones
gl_func_map_ = [
["glBindBuffer", "glBindBufferARB"],
["glBufferData", "glBufferDataARB"],
["glBufferSubData", "glBufferSubDataARB"],
["glGenBuffers", "glGenBuffersARB"],
["glDeleteBuffers", "glDeleteBuffersARB"]
]
#: mapping of rotation function number to parameters for :py:meth:`logic.logic.Rotate`
func2rot = [
(logic.XY, logic.CW), (logic.XY, logic.CCW),
(logic.XZ, logic.CW), (logic.XZ, logic.CCW),
(logic.XW, logic.CW), (logic.XW, logic.CCW),
(logic.YZ, logic.CW), (logic.YZ, logic.CCW),
(logic.YW, logic.CW), (logic.YW, logic.CCW),
(logic.ZW, logic.CW), (logic.ZW, logic.CCW)
]
#: mapping of difficulty level to domain size
difficulty2dim = (
(4,14,4,2),
(5,10,5,2),
(5,10,5,3)
)
def reset_settings():
"""Reset some global variables each this is loaded."""
global rotx, roty, panx, pany, mouserot, mousepan, xmenu, running
global shy_vbo, sb_vbo, og_vbo, boxes_vbo, cur_b_vbo, next_b_vbo
global shy_nump, sb_nump, og_nump, boxes_nump, cur_b_nump, next_b_nump
global mouse_last_x, mouse_last_y, zoom, log, menu_font, fps, clock, turbo
global menu_mode, bind_mode, game_over_mode, rot_next_b
rotx, roty, panx, pany = 0.0, 0.0, 0.0, 0.0
shy_vbo, sb_vbo, og_vbo = None, None, None
boxes_vbo, cur_b_vbo, next_b_vbo = None, None, None
shy_nump, sb_nump, og_nump = 0, 0, 0
boxes_nump, cur_b_nump, next_b_nump = 0, 0, 0
mouserot, mousepan, mouse_last_x, mouse_last_y = False, False, 0, 0
zoom, log, font, menu_font, fps = -20, None, None, None, 0
clock = pygame.time.Clock()
xmenu, running, turbo = None, True, False
menu_mode, bind_mode, game_over_mode = False, False, False
rot_next_b = 0.0
def gen_stipple():
"""Generate stipple pattern for shadows."""
global sh_stipple
for i in xrange(8):
ii=i*4
sh_stipple[ii] = sh_stipple[ii+1] = 0x0C0C0C0C
sh_stipple[ii+2] = sh_stipple[ii+3] = 0xC0C0C0C0
def gl_func_map():
"""Check if some OpenGL functions are present and if not assign their names to names of functions from ARB extension. This is probably needed on some hardware."""
global gl_func_map_
for i in gl_func_map_:
if not bool(eval(i[0])):
print "Warning: OpenGL function %s not present, using %s instead." % (i[0], i[1])
exec("global "+i[0]+"\nglobal "+i[1]+"\n"+i[0]+"="+i[1])
def init_shy():
"""Initialize y-shadow object."""
global null, width, depth, w_depth, shy_vbo
shy_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, shy_vbo)
glBufferData(GL_ARRAY_BUFFER, width*depth*w_depth*128, null, GL_STATIC_DRAW)
def update_shy():
"""Update y-shadow object."""
global shy_vbo, shy_nump, colors, width, w_spacing, log
coor = []
eps = 1e-3
for i in log.ShadowY():
col = [j*0.75 for j in colors[i.col]]
coor.append([i.x+i.w*(width+w_spacing),i.y+eps,i.z,col[0],col[1],col[2],1,0])
coor.append([i.x+i.w*(width+w_spacing),i.y+eps,i.z+1,col[0],col[1],col[2],1,0])
coor.append([i.x+i.w*(width+w_spacing)+1,i.y+eps,i.z+1,col[0],col[1],col[2],1,0])
coor.append([i.x+i.w*(width+w_spacing)+1,i.y+eps,i.z,col[0],col[1],col[2],1,0])
coords = numpy.array(coor, dtype=numpy.float32)
glBindBuffer(GL_ARRAY_BUFFER, shy_vbo)
shy_nump = len(coords)
glBufferSubData(GL_ARRAY_BUFFER, 0, coords.nbytes, coords)
def draw_shy():
"""Draw y-shadow object."""
global shy_vbo, shy_nump
glBindBuffer(GL_ARRAY_BUFFER, shy_vbo)
glVertexPointer(3, GL_FLOAT, 32, null)
glColorPointer(4, GL_FLOAT, 32, c_void_p(12))
glDrawArrays(GL_QUADS, 0, shy_nump)
def delete_shy():
"""Destroy y-shadow object."""
glDeleteBuffers(1, [shy_vbo])
def init_next_b():
"""Initialize next block object."""
global null, next_b_vbo, log
next_b_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, next_b_vbo)
maxp = max(map(len, log.blocks))
glBufferData(GL_ARRAY_BUFFER, maxp*768, null, GL_STATIC_DRAW)
def update_next_b():
"""Update next block object."""
global next_b_vbo, next_b_nump, cube_xyzrgba_data, colors, width, w_spacing, log
coords = []
for i in log.GetNextBlock():
col = colors[i.col]
coords.append(cube_xyzrgba_data + numpy.array([i.x+i.w*(width+w_spacing),i.y,i.z,col[0],col[1],col[2],1,0], dtype=numpy.float32))
coords = numpy.array(coords, dtype=numpy.float32)
delta = numpy.array([numpy.average(coords[...,0]), numpy.average(coords[...,1]), numpy.average(coords[...,2]), 0, 0, 0, 0, 0], dtype=numpy.float32)
coords -= delta
glBindBuffer(GL_ARRAY_BUFFER, next_b_vbo)
next_b_nump = len(coords)*24
glBufferSubData(GL_ARRAY_BUFFER, 0, coords.nbytes, coords)
def draw_next_b():
"""Draw next block object."""
global next_b_vbo, next_b_nump
glBindBuffer(GL_ARRAY_BUFFER, next_b_vbo)
glVertexPointer(3, GL_FLOAT, 32, null)
glColorPointer(4, GL_FLOAT, 32, c_void_p(12))
glDrawArrays(GL_QUADS, 0, next_b_nump)
def delete_next_b():
"""Destroy next block object."""
glDeleteBuffers(1, [next_b_vbo])
def init_curr_b():
"""Initialize current block object."""
global null, curr_b_vbo, log
curr_b_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, curr_b_vbo)
maxp = max(map(len, log.blocks))
glBufferData(GL_ARRAY_BUFFER, maxp*768, null, GL_STATIC_DRAW)
def update_curr_b():
"""Update current block object."""
global curr_b_vbo, curr_b_nump, cube_xyzrgba_data, colors, width, w_spacing, log
coords = []
for i in log.GetCurrentBlock():
col = colors[i.col]
coords.append(cube_xyzrgba_data + numpy.array([i.x+i.w*(width+w_spacing),i.y,i.z,col[0],col[1],col[2],1,0], dtype=numpy.float32))
coords = numpy.array(coords, dtype=numpy.float32)
glBindBuffer(GL_ARRAY_BUFFER, curr_b_vbo)
curr_b_nump = len(coords)*24
glBufferSubData(GL_ARRAY_BUFFER, 0, coords.nbytes, coords)
def draw_curr_b():
"""Draw current block object."""
global curr_b_vbo, curr_b_nump
glBindBuffer(GL_ARRAY_BUFFER, curr_b_vbo)
glVertexPointer(3, GL_FLOAT, 32, null)
glColorPointer(4, GL_FLOAT, 32, c_void_p(12))
glDrawArrays(GL_QUADS, 0, curr_b_nump)
def delete_curr_b():
"""Destroy current block object."""
glDeleteBuffers(1, [curr_b_vbo])
def init_sblocks():
"""Initialize static blocks object."""
global null, sb_vbo, width, height, depth, w_depth
sb_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, sb_vbo)
glBufferData(GL_ARRAY_BUFFER, width*depth*height*w_depth*768, null, GL_STATIC_DRAW) # 6 faces x 4 verts x (xyzrgba_ = 8) floats x 4 bytes
def update_sblocks():
"""Update static blocks object."""
global sb_vbo, sb_nump, cube_xyzrgba_data, colors, width, w_spacing, log
coords = []
for i in log.GetSpace():
#for i in log.GetSpaceWithBlock():
col = colors[i.col]
coords.append(cube_xyzrgba_data + numpy.array([i.x+i.w*(width+w_spacing),i.y,i.z,col[0],col[1],col[2],1,0],dtype=numpy.float32))
coords = numpy.array(coords, dtype=numpy.float32)
glBindBuffer(GL_ARRAY_BUFFER, sb_vbo)
sb_nump = len(coords)*24
glBufferSubData(GL_ARRAY_BUFFER, 0, coords.nbytes, coords)
def draw_sblocks():
"""Draw static blocks object."""
global sb_vbo, sb_nump
glBindBuffer(GL_ARRAY_BUFFER, sb_vbo)
glVertexPointer(3, GL_FLOAT, 32, null)
glColorPointer(4, GL_FLOAT, 32, c_void_p(12))
glDrawArrays(GL_QUADS, 0, sb_nump)
def delete_sblocks():
"""Destroy static blocks object."""
glDeleteBuffers(1, [sb_vbo])
def init_outer_grid():
"""Initialize outer grid object."""
global null, og_vbo, width, height, depth, w_depth, w_spacing, og_nump
# build coords
coor = []
for w in xrange(w_depth):
x_ = w*(width+w_spacing)
xx = x_+width
for x in xrange(x_, xx):
for y in xrange(0, height):
coor.append([x,y+1,0])
coor.append([x+1,y+1,0])
coor.append([x+1,y,0])
coor.append([x,y,0])
coor.append([x,y,depth])
coor.append([x+1,y,depth])
coor.append([x+1,y+1,depth])
coor.append([x,y+1,depth])
for z in xrange(0, depth):
for y in xrange(0, height):
coor.append([x_,y,z])
coor.append([x_,y,z+1])
coor.append([x_,y+1,z+1])
coor.append([x_,y+1,z])
coor.append([xx,y+1,z])
coor.append([xx,y+1,z+1])
coor.append([xx,y,z+1])
coor.append([xx,y,z])
for z in xrange(0, depth):
for x in xrange(x_, xx):
coor.append([x,0,z])
coor.append([x+1,0,z])
coor.append([x+1,0,z+1])
coor.append([x,0,z+1])
coor.append([x,height,z+1])
coor.append([x+1,height,z+1])
coor.append([x+1,height,z])
coor.append([x,height,z])
coords = numpy.array(coor, dtype=numpy.float32)
og_nump = len(coords)
og_vbo = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, og_vbo)
glBufferData(GL_ARRAY_BUFFER, og_nump*12, coords, GL_STATIC_DRAW)
def draw_outer_grid():
"""Draw outer grid object."""
global og_vbo, og_nump
glBindBuffer(GL_ARRAY_BUFFER, og_vbo)
glVertexPointer(3, GL_FLOAT, 12, null)
glDisableClientState(GL_COLOR_ARRAY)
glDrawArrays(GL_QUADS, 0, og_nump)
glEnableClientState(GL_COLOR_ARRAY)
def delete_outer_grid():
"""Destroy outer grid object."""
glDeleteBuffers(1, [og_vbo])
def set_fonts_sizes():
"""Set sizes of font objects according to current window size."""
global font, menu_font, win_width, win_height
font.FaceSize(int(win_height*0.04))
menu_font.FaceSize(int(win_height*0.04))
def init_font():
"""Initialize fiot objects."""
global font, menu_font
font = FTGL.PixmapFont(conf.get("font_filename"))
menu_font = FTGL.PixmapFont(conf.get("menu_font_filename"))
set_fonts_sizes()
def set_speed():
"""Set time between block fall steps according to the **speed** setting and **turbo mode**."""
global conf, turbo
dt = settings.speed2dt(conf.get("speed"))
if turbo:
dt/=4
pygame.time.set_timer(pygame.USEREVENT, dt)
def draw_font():
"""Draw text with score and other info."""
global font, win_width, win_height, log, null, fps, conf
line_w = font.line_height*0.5+5
tmp = font.BBox("Layers cleared: 1000")
max_w = tmp[3]-tmp[0]
glColor4f(0.6, 0.6, 1.0, 1.0)
glWindowPos2f(win_width-max_w, win_height-line_w-10)
if conf.get("show_fps"):
font.Render("FPS: %.0f" % fps)
glBitmap(0, 0, 0, 0, 0, -line_w, null)
font.Render("Score: %d" % log.score)
glBitmap(0, 0, 0, 0, 0, -line_w, null)
font.Render("Layers cleared: %d" % log.layers_cleared)
glBitmap(0, 0, 0, 0, 0, -line_w, null)
font.Render("Next: ")
def gl_init():
"""Save OpenGL state (to later restore it) and initialize OpenGL state for this game."""
global width, height, depth, w_depth
glPushAttrib(GL_ALL_ATTRIB_BITS)
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glClearColor(0.0, 0.0, 0.0, 0.0)
glEnable(GL_CULL_FACE)
glEnable(GL_DEPTH_TEST)
glDepthFunc(GL_LESS)
glEnable(GL_BLEND)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glClearDepth(1.0)
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
init_outer_grid()
init_sblocks()
init_next_b()
init_curr_b()
init_shy()
init_font()
gen_stipple()
glPolygonStipple(sh_stipple)
def draw_game_over():
"""Draw game over screen."""
global menu_font, win_width, win_height, log
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glPushMatrix()
glLoadIdentity()
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glColor4f(0.0, 0.0, 0.0, 0.7)
glBegin(GL_QUADS)
glVertex2f(-1.0, -1.0)
glVertex2f(1.0, -1.0)
glVertex2f(1.0, 1.0)
glVertex2f(-1.0, 1.0)
glEnd()
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
glColor4f(1.0, 1.0, 1.0, 1.0)
line_w = menu_font.line_height*0.5+5
x, y = win_width*0.05, win_height*0.5+line_w*2.5
glWindowPos2f(x, y)
menu_font.Render("GAME OVER")
glWindowPos2f(x, y-2*line_w)
menu_font.Render("Score: %d" % log.score)
glWindowPos2f(x, y-3*line_w)
menu_font.Render("Layers cleared: %d" % log.layers_cleared)
glWindowPos2f(x, y-4*line_w)
menu_font.Render("Press Esc to continue")
def draw_menu():
"""Draw in-game menu."""
global menu_font, win_width, win_height, xmenu
highlighted = xmenu.selected
text = xmenu.get_options_list()
text_w = [(menu_font.BBox(i[0]), menu_font.BBox(i[1])) for i in text]
text_w = [(i[0][3]-i[0][0], i[1][3]-i[1][0]) for i in text_w]
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glPushMatrix()
glLoadIdentity()
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glColor4f(0.0, 0.0, 0.0, 0.7)
glBegin(GL_QUADS)
glVertex2f(-1.0, -1.0)
glVertex2f(1.0, -1.0)
glVertex2f(1.0, 1.0)
glVertex2f(-1.0, 1.0)
glEnd()
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
line_w = menu_font.line_height*0.5+5
x = win_width*0.05
y = win_height*0.5+line_w*(len(text))*0.5
for i in xrange(len(text)):
delta = win_width*0.7-text_w[i][1]
if i == highlighted:
glColor4f(1.0, 1.0, 1.0, 1.0)
else:
glColor4f(1.0, 1.0, 0.5, 1.0)
glWindowPos2f(x, y-line_w*i)
menu_font.Render(text[i][0])
glWindowPos2f(delta, y-line_w*i)
menu_font.Render(text[i][1])
def draw_curr_b_():
"""Draw current block at the right position."""
global log, width, w_spacing
glPushMatrix()
off = log.cur_block_offset
glTranslatef(off[0]+off[3]*(width+w_spacing), off[1], off[2])
draw_curr_b()
glPopMatrix()
def draw_next_b_():
"""Draw next block at the right position."""
global win_width, win_height, zoom, rot_next_b
aspect = win_width*1.0/win_height
#scale = win_height*0.0005
scale = 0.5
glPushMatrix()
glLoadIdentity()
glTranslatef(10*aspect, 6, zoom)
glRotatef(rot_next_b, 0.0, 1.0, 0.0)
glScalef(scale, scale, scale)
draw_next_b()
glPopMatrix()
def display():
"""Main display call, draws everything needed."""
global rotz, roty, panx, pany, zoom, log, menu_mode, rot_next_b
update_shy()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslatef(0, 0, zoom)
glRotatef(rotx, 1.0, 0.0, 0.0)
glRotatef(roty, 0.0, 1.0, 0.0)
glTranslatef(panx, pany, 0)
glTranslatef(-0.5*(w_depth*width+(w_depth-1)*w_spacing), height*(-0.5), depth*(-0.5))
glCullFace(GL_BACK)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
draw_sblocks()
draw_curr_b_()
if not (menu_mode or game_over_mode):
draw_next_b_()
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glLineWidth(3.0)
glColor3f(1,1,1)
glDisableClientState(GL_COLOR_ARRAY)
draw_sblocks()
draw_curr_b_()
if not (menu_mode or game_over_mode):
glLineWidth(1.5)
draw_next_b_()
glEnableClientState(GL_COLOR_ARRAY)
glLineWidth(1.0)
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
glEnable(GL_POLYGON_STIPPLE)
draw_shy()
glDisable(GL_POLYGON_STIPPLE)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glCullFace(GL_FRONT)
glColor4f(1.0, 1.0, 1.0, 1.0)
draw_outer_grid()
glCullFace(GL_BACK)
glColor4f(1.0, 1.0, 1.0, 0.2)
draw_outer_grid()
if menu_mode:
draw_menu()
else:
if game_over_mode:
draw_game_over()
else:
draw_font()
rot_next_b += 1
pygame.display.flip()
def reshape (w, h):
"""React to window geometry change, *w* is new width, *h* is new height."""
aspect = w*1.0 / h
glViewport(0, 0, w, h)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(60, aspect, 1.0, 1000.0)
#scale = 10.0
#glOrtho(-aspect*scale, aspect*scale, -scale, scale, -scale, scale)
glMatrixMode(GL_MODELVIEW)
def gameover():
"""Callback executed by :py:data:`log` on game over."""
global game_over_mode
#pygame.event.post(pygame.event.Event(pygame.QUIT))
print "game over"
game_over_mode = True
def block_dropped():
"""Callback executed by :py:data:`log` when block was dropped, updates objects: current block, next block and static blocks."""
update_curr_b()
update_next_b()
update_sblocks()
def block_rotated():
"""Callback executed by :py:data:`log` when block is rotated in 4D, updates current block object."""
update_curr_b()
def set_mode(w, h):
"""Set display mode with window width *w* and height *h*"""
pygame.display.set_mode((w, h), pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE)
def exit_2_os():
"""Exit to OS."""
exit(0)
# menu callbacks
def menu_cbck_resume(index, conf):
"""Menu callback executed when menu option **resume** is selected; *index* is index of the current position in current submenu, *conf* is the settings object (instance of :py:class:`settings.Settings`); *conf_* from :py:func:`main` will be given here."""
global menu_mode
menu_mode = False
def menu_cbck_exit2os(index, conf):
"""Menu callback executed when menu option **exit to os** is selected. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
pygame.event.post(pygame.event.Event(pygame.QUIT))
def menu_cbck_exit2menu(index, conf):
"""Menu callback executed when menu option **exit to menu** is selected. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
global running
running = False
def menu_cbck_misc_reset(index, conf):
"""Submenu **misc** reset callback. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
if index == 0:
return bool2yn(conf.get("show_fps"))
elif index == 1:
return str(conf.get("speed"))
def menu_cbck_misc_enter(index, conf):
"""Submenu **misc** enter/selection callback. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
if index == 0:
tmp = not conf.get("show_fps")
conf.set("show_fps", tmp)
return bool2yn(tmp)
def menu_cbck_misc_inc(index, conf):
"""Submenu **misc** incrementation callback. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
if index == 0:
tmp = not conf.get("show_fps")
conf.set("show_fps", tmp)
return bool2yn(tmp)
elif index == 1:
tmp = conf.get("speed")
if tmp<9:
tmp+=1
conf.set("speed", tmp)
set_speed()
return str(tmp)
def menu_cbck_misc_dec(index, conf):
"""Submenu **misc** decrementation callback. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
if index == 0:
tmp = not conf.get("show_fps")
conf.set("show_fps", tmp)
return bool2yn(tmp)
elif index == 1:
tmp = conf.get("speed")
if tmp>1:
tmp-=1
conf.set("speed", tmp)
set_speed()
return str(tmp)
def menu_cbck_controls_reset(index, conf):
"""Submenu **controls** reset callback. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
return conf.get("key_bindings").f_to_str(index)
def menu_cbck_controls_enter(index, conf):
"""Submenu **controls** enter/selection callback. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
global xmenu
xmenu.current[index].val = "<press key combo to bind to>"
bind_mode = True
conf.get("key_bindings").wait_and_bind(index, timer_evt_id=2, dt=10, timeout=100, loop_callback=display, quit_callback=exit_2_os, neutral_key=pygame.K_ESCAPE)
return conf.get("key_bindings").f_to_str(index)
def menu_cbck_save(index, conf):
"""Menu callback executed when menu option **save** is selected. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
conf.save()
def menu_cbck_reset(index, conf):
"""Menu callback executed when menu option **reset** is selected. Arguments mean the same as in :py:func:`menu_cbck_resume`."""
global xmenu
conf.reset()
xmenu.update_values()
conf.get("key_bindings").input_state.setup_joys()
def execute_triggered(triggered):
"""Execute function numbers from the list *triggered*."""
global log, menu_mode
if key_num.KEY_MENU in triggered: menu_mode = not menu_mode
elif key_num.KEY_MOV_UP in triggered: log.Translate([0,-1,0])
elif key_num.KEY_MOV_DOWN in triggered: log.Translate([0,1,0])
elif key_num.KEY_MOV_LEFT in triggered: log.Translate([-1,0,0])
elif key_num.KEY_MOV_RIGHT in triggered: log.Translate([1,0,0])
elif key_num.KEY_MOV_LEFT_W in triggered: log.Translate([0,0,-1])
elif key_num.KEY_MOV_RIGHT_W in triggered: log.Translate([0,0,1])
elif key_num.KEY_FORCE_DROP in triggered:
log.ForceDrop()
log.AdvanceFall()
for i in triggered:
if i>=key_num.KEY_ROT_XY_CW and i<=key_num.KEY_ROT_ZW_CCW:
log.Rotate(*func2rot[i-key_num.KEY_ROT_XY_CW])
def remove_list(l1, l2):
"""Remove from list *l1* elements which are in list *l2*."""
return list(set(l1)-set(l2))
def unload():
"""Uninitialize all objects and restore OpenGL state saved in :py:func:`gl_init`."""
delete_curr_b()
delete_next_b()
delete_outer_grid()
delete_sblocks()
delete_shy()
glPopAttrib(GL_ALL_ATTRIB_BITS)
glPopClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS)
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
print "UNLOADED"
def main(conf_, difficulty):
"""Main function. This should be called to start the game. Arguments: *conf_* is settings, instance of :py:class:`settings.Settings`; *difficulty* - int between 0 and 2 (inclusive) - difficulty level (0 easy, 1 normal, 2 hard)."""
global win_width, win_height, width, height, depth, w_depth, fps, fps_limit, log, conf, panx, pany, turbo, running
global mouserot, mousepan, mouse_last_x, mouse_last_y, rotx, roty, zoom, menu_mode, xmenu, colors
conf = conf_
reset_settings()
# reset input state
conf.get("key_bindings").input_state.reset()
width, height, depth, w_depth = difficulty2dim[difficulty]
gl_func_map()
#pygame.init()
pygame.joystick.init()
conf.get("key_bindings").input_state.setup_joys()
#set_mode(win_width, win_height)
#pygame.display.set_caption("Blockout4D test")
surf = pygame.display.get_surface()
win_width, win_height = surf.get_size()
pygame.event.post(pygame.event.Event(pygame.VIDEORESIZE, size=(win_width, win_height), w=win_width, h=win_height))
log = logic.logic(width, height, depth, w_depth, num_colors=len(colors))
log.SetGameOverCallback(gameover)
log.SetBlockDroppedCallback(block_dropped)
log.SetBlockRotatedCallback(block_rotated)
gl_init()
block_dropped()
set_speed()
pygame.time.set_timer(pygame.USEREVENT+1, 200)
menu_layout = _menu("*", [
_menu_entry("resume", None, menu_cbck_resume, None, None),
_menu_entry("exit to os", None, menu_cbck_exit2os, None, None),
_menu_entry("exit to menu", None, menu_cbck_exit2menu, None, None),
_menu("settings", [
_menu("misc", [
_menu_entry("show fps", menu_cbck_misc_reset, menu_cbck_misc_enter, menu_cbck_misc_inc, menu_cbck_misc_dec),
_menu_entry("speed", menu_cbck_misc_reset, None, menu_cbck_misc_inc, menu_cbck_misc_dec),
]),
_menu("controls", [_menu_entry(i, menu_cbck_controls_reset, menu_cbck_controls_enter, None, None) for i in key_num.labels]),
_menu_entry("save", None, menu_cbck_save, None, None),
_menu_entry("reset", None, menu_cbck_reset, None, None)
])
])
xmenu = Menu(menu_layout, conf)
triggered_hold = []
triggered_once = []
triggered_timestamp = {}
triggered_backoff = 300
triggered_norepeat = [20]
while running:
for ev in pygame.event.get():
if ev.type == pygame.QUIT:
exit_2_os()
elif ev.type == pygame.VIDEORESIZE:
win_width, win_height = ev.w, ev.h
print "Resizing to %d x %d" % (win_width, win_height)
set_mode(win_width, win_height)
reshape(win_width, win_height)
set_fonts_sizes()
else:
if game_over_mode:
if ev.type == pygame.KEYDOWN:
if ev.key == pygame.K_ESCAPE:
running = False
else:
if menu_mode: # we're in menu
if ev.type == pygame.KEYDOWN:
if ev.key == pygame.K_ESCAPE:
if xmenu.path:
xmenu.escape()
else:
menu_mode = False
conf.get("key_bindings").input_state.reset()
elif ev.key == pygame.K_UP:
xmenu.up()
elif ev.key == pygame.K_DOWN:
xmenu.down()
elif ev.key == pygame.K_LEFT:
xmenu.left()
elif ev.key == pygame.K_RIGHT:
xmenu.right()
elif ev.key == pygame.K_RETURN:
xmenu.enter()
else: # we're not in menu
conf.get("key_bindings").input_state.process_event(ev)
triggered = conf.get("key_bindings").get_triggered()
tmp = turbo
turbo = (key_num.KEY_TURBO in triggered)
if turbo!=tmp:
set_speed()
log.AdvanceFall()
triggered_new = remove_list(triggered, triggered_once)
for i in triggered_new: triggered_timestamp[i] = pygame.time.get_ticks()
execute_triggered(triggered_new)
if ev.type == pygame.USEREVENT+1:
t=pygame.time.get_ticks()
execute_triggered(filter(lambda x: (t-triggered_timestamp[x])>triggered_backoff, triggered_once))
triggered_once = remove_list(triggered, triggered_norepeat)
if ev.type == pygame.USEREVENT:
log.AdvanceFall()
"""
elif ev.type == pygame.KEYDOWN:
print "Key press: ", ev
if ev.key == pygame.K_ESCAPE:
menu_mode = True
"""
if ev.type == pygame.MOUSEBUTTONDOWN:
if ev.button == 1:
mouserot = True
mouse_last_x = ev.pos[0]
mouse_last_y = ev.pos[1]
elif ev.button == 3:
mousepan = True
mouse_last_x = ev.pos[0]
mouse_last_y = ev.pos[1]
elif ev.button == 4: # scroll up
zoom += 0.5
elif ev.button == 5: # scroll down
zoom -= 0.5
elif ev.type == pygame.MOUSEBUTTONUP:
if ev.button == 1:
mouserot = False
elif ev.button == 3:
mousepan = False
elif ev.type == pygame.MOUSEMOTION:
x, y = ev.pos
if mouserot:
roty += (x-mouse_last_x)*0.3
rotx += (y-mouse_last_y)*0.3
mouse_last_x = x
mouse_last_y = y
elif mousepan:
panx -= (x-mouse_last_x)*0.005*zoom
pany += (y-mouse_last_y)*0.005*zoom
mouse_last_x = x
mouse_last_y = y
display()
clock.tick(fps_limit)
fps = clock.get_fps()
unload()
return