Project:
navmeshgame
Code Location:
git://github.com/chrisforbes/navmeshgamemaster
Outline
- > M snap(x)
- > M draw_path(path)
main.py
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#!/usr/bin/env python2 import pygame from pygame.locals import (QUIT, KEYDOWN, MOUSEBUTTONDOWN, MOUSEMOTION, K_e, K_TAB, K_s, K_l, K_a, K_d, K_w) from pygame.draw import circle, line from OpenGL.GL import * from OpenGL.GLU import gluOrtho2D from level import Level from dude import Dude from vecutils import * from glcircle import GLSolidCircle, GLCircle import meshutils import editorutils background_color = 0.2, 0.2, 0.2, 1.0 poly = None def snap(x): return (x+7) & ~15 def do_edit_action( level, event ): global poly x, y = event.pos print event.button if event.button == 1: v = level.vertex_at( x, y ) or level.new_vertex( snap(x), snap(y) ) if poly == None: poly = level.new_poly( v ) elif level.add_to_poly( poly, v ): poly = None if event.button == 3: if poly != None: level.del_poly( poly ) poly = None else: v = level.vertex_at( x, y ) if v != None: level.del_vertex( v ) def main(): pygame.init() edit_mode = False width = 800 height = 600 screen = pygame.display.set_mode((width, height), pygame.OPENGL|pygame.DOUBLEBUF) vertex_circle = GLSolidCircle(4) fp_circle = GLCircle(10) marker_circle = GLSolidCircle(3) glClearColor(*background_color) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluOrtho2D(0.0, width, height, 0.0) level = Level() groups = [ { 'dudes': [Dude( 250, 250, 1 ), Dude( 275, 250, 1 ), Dude( 250, 275, 1 ), Dude( 275, 275, 1 ) ]}, { 'dudes': [Dude( 500, 250, 0 ), Dude( 525, 250, 0 ), Dude( 500, 275, 0 ), Dude( 525, 275, 0 ) ]}, ] sel_group = 0 sel_dude = 0 mx, my = 0, 0 def validate_sel_dude(x,z): n = len( groups[ sel_group ][ 'dudes' ] ) return x if x < n else z while True: global poly glClear(GL_COLOR_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() for event in pygame.event.get(): if event.type == QUIT: return if event.type == KEYDOWN: if event.key == K_e: edit_mode = not edit_mode if poly != None and len(level.polys[poly]) < 3: level.del_poly(poly) poly = None elif event.key == K_TAB: sel_group = (sel_group + 1) % len(groups) # don't let the dindex point to an invalid dude. sel_dude = validate_sel_dude( sel_dude, 0 ) elif edit_mode: if event.key == K_s: level.save_file( 'level.dat' ) if event.key == K_l: poly = None level.load_file('level.dat') elif event.key == K_w: sel_dude = validate_sel_dude( 0, sel_dude ) elif event.key == K_a: sel_dude = validate_sel_dude( 1, sel_dude ) elif event.key == K_s: sel_dude = validate_sel_dude( 2, sel_dude ) elif event.key == K_d: sel_dude = validate_sel_dude( 3, sel_dude ) if event.type == MOUSEBUTTONDOWN: if edit_mode: do_edit_action( level, event ) elif event.button == 1: for dude in groups[sel_group]['dudes']: dude.issue_orders() if event.type == MOUSEMOTION: mx, my = event.pos if edit_mode: pass #screen.blit(text, text.get_rect()) # draw level.draw( screen, edit_mode ) for index,group in enumerate(groups): for dindex, dude in enumerate(group['dudes']): sel_level = 0 if sel_group == index: sel_level = 2 if dindex == sel_dude else 1 dude.draw( screen, sel_level ) if edit_mode: level.draw_vertex_circle( mx, my , vertex_circle) level.draw_poly_vertex( poly, marker_circle ) level.draw_guide_line( poly, mx, my ) else: # show movement plan # todo: get this crap out of the renderer fp = level.get_firing_position_near( mx, my ) if fp != None: for i, dude in enumerate(groups[sel_group]['dudes']): f = intvec( get_position_for( fp, i ) ) color = (0.78, 0.59, 0.0) if i == 0 else (0.43, 0.27, 0.0) fp_circle.draw( f, color ) path = level.get_path( dude.pos, f ) dude.set_possible_orders( path ) draw_path( path ) else: for dude in groups[sel_group]['dudes']: dude.set_possible_orders( None ) pygame.display.flip() FORMATION_SPACING = 25 def get_position_for( fp, n ): fx, fy = fp['pos'] tx, ty = fp['tangent'] if fp['t'] > 0.5: tx, ty = -tx, -ty return (fx + FORMATION_SPACING * n * tx, fy + FORMATION_SPACING * n * ty) def draw_path( path ): glBegin(GL_LINES) q = path[0] for p in path[1:]: glColor(0.78, 0.59, 0) glVertex2f(*q) glVertex2f(*p) glEnd() if __name__ == '__main__': main()
