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import math, csv, sys, time, os
import pygame
from pygame.locals import *
from OpenGL.GL import *
from OpenGL.GLU import *
import euclid, collide, objects, pyglyph, fonts
import rabbit, farmer, astar, ui, collide, textures
class excel_colon(csv.excel):
delimiter = ':'
class Map(ui.UserInterface):
farmer = None
def __init__(self, viewport, filename):
self.viewport = viewport
self.grid = astar.AStarGrid()
reader = csv.reader(open(filename), excel_colon)
self.holes = []
self.pieces = []
for name, position, rotation in list(reader)[1:]:
if name[0] == '#': continue
position = map(float, position.split(','))
rotation = float(rotation)
if name == 'player':
self.rabbit = rabbit.Rabbit(position, rotation)
elif name == 'farmer':
self.farmer = farmer.Farmer(position, rotation)
else:
elem = objects.map_elements[name](rotation, position)
self.pieces.append(elem)
self.grid.add(elem)
# add the farmer so it owns its little slice of the universe
if self.farmer is not None:
self.grid.addFarmer(self.farmer)
#print self.grid
def animate(self, ts):
pass
def is_intersecting(self, hitbox):
l = []
if isinstance(hitbox, collide.Sphere) and hitbox.c.y < hitbox.r:
l.append(self)
elif isinstance(hitbox, collide.AABox) and hitbox.c.y < hitbox.dy/2:
l.append(self)
for piece in self.pieces:
if (piece.hitbox is not None and
piece.hitbox.is_intersecting(hitbox)):
l.append(piece.hitbox)
return l
def resolve_collision(self, hitbox):
# don't fall through the ground
if isinstance(hitbox, collide.Sphere):
hitbox.c.y = hitbox.r
obj.velocity.y = 0
elif isinstance(hitbox, collide.AABox):
hitbox.c.y = hitbox.dy/2
return hitbox.c, euclid.Vector3(1, 0, 1)
def find_food(self, other):
c = other.c
r = other.r
l = []
for piece in self.pieces:
if not piece.is_food: continue
distance = abs(other.c - piece.hitbox.c) - r - 1 # TODO: 2 is magic
if distance < 0:
l.append((distance, piece))
if not l:
return None
l.sort()
return l[0][1]
def eat_food(self, food):
i = self.pieces.index(food)
next = food.next
if next is None:
del self.pieces[i]
else:
self.pieces[i] = next(food.rotation, food.position)
def add_hole(self, position):
self.holes.append(objects.Hole(0, position))
def render(self, show_collide=False):
if show_collide:
s = float(self.grid.resolution)/2
glDisable(GL_LIGHTING)
for x, z in self.grid.m.keys():
if self.grid.m[(x, z)] is self.grid.IMPASSABLE:
glColor(1, 0, 0, .5)
else:
glColor(0, 1, 0, .5)
glPushMatrix()
glTranslate(x+s, 0, z+s)
glBegin(GL_QUADS)
glVertex3f(-s,0,-s)
glVertex3f(-s,0,s)
glVertex3f(s,0,s)
glVertex3f(s,0,-s)
glEnd()
glPopMatrix()
glColor(1, 1, 0, .5)
glPushMatrix()
x, z = self.grid.findClosest(self.rabbit.position.x,
self.rabbit.position.z)
glTranslate(x+s, 0, z+s)
glBegin(GL_QUADS)
glVertex3f(-s,1,-s)
glVertex3f(-s,1,s)
glVertex3f(s,1,s)
glVertex3f(s,1,-s)
glEnd()
glPopMatrix()
if self.farmer is not None:
glColor(0, 1, 1, .5)
glPushMatrix()
x, z = self.grid.findClosest(self.farmer.position.x,
self.farmer.position.z)
glTranslate(x+s, 0, z+s)
glBegin(GL_QUADS)
glVertex3f(-s,1,-s)
glVertex3f(-s,1,s)
glVertex3f(s,1,s)
glVertex3f(s,1,-s)
glEnd()
glPopMatrix()
glEnable(GL_LIGHTING)
if 1:
for piece in self.pieces:
piece.render(show_collide)
for hole in self.holes:
hole.render(show_collide)
def setup_scene(self, overhead=False, clear=(0.32, .48, .27)):
# set up camera
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
width, height = self.viewport
gluPerspective(60.0, width/float(height), 1, 100.0)
p = self.rabbit.position
if overhead:
glRotate(90, 1, 0, 0)
glTranslate(-p.x, -80, -p.z)
else:
glRotate(45, 1, 0, 0)
glTranslate(-p.x, -25, -p.z-15)
# now draw everything
glMatrixMode(GL_MODELVIEW)
clear += (0,)
glClearColor(*clear)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glEnable(GL_LIGHTING)
glEnable(GL_DEPTH_TEST)
def play(self, difficulty):
if difficulty == 1:
self.rabbit.hunger = {'lettuce': 8., 'carrot': 8., 'tomato': 8.}
self.max_hunger = {'lettuce': 8., 'carrot': 8., 'tomato': 8.}
elif difficulty == 2:
self.rabbit.hunger = {'lettuce': 12., 'carrot': 12., 'tomato': 12.}
self.max_hunger = {'lettuce': 12., 'carrot': 12., 'tomato': 12.}
else:
self.rabbit.hunger = {'lettuce': 16., 'carrot': 16., 'tomato': 16.}
self.max_hunger = {'lettuce': 16., 'carrot': 16., 'tomato': 16.}
if self.farmer is not None:
self.farmer.setDifficult(difficulty)
#glClearColor(0, 0, 0, 0)
#glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
#self.ok_dialog('Get Ready!')
rx, ry = (0,0)
tx, ty = (0,0)
zpos = 6
rotate = move = False
clock = pygame.time.Clock()
k_right = k_left = k_up = k_down = 0
move = dig = eat = False
show_collide = False
overhead = False
paused = False
jpos = [0,0]
while 1:
ts = clock.tick(60)
turn = 0
for e in pygame.event.get():
if e.type == QUIT: sys.exit()
down = e.type == KEYDOWN
if e.type == JOYAXISMOTION:
jpos[e.axis] = e.value
k_right = k_left = k_up = k_down = 0
elif e.type == JOYBUTTONDOWN:
if e.button == 1: dig = True
elif e.value == 2: eat = True
elif e.value == 3: overhead = not overhead
elif e.value == 4: paused = not paused
elif e.type == JOYBUTTONUP:
if e.value == 1: dig = False
elif e.value == 2: eat = False
if jpos[0] < -.5: k_left = True
elif jpos[0] > .5: k_right = True
if jpos[1] < -.5: k_up = True
elif jpos[1] > .5: k_down = True
if not hasattr(e, 'key'): continue
if e.key == K_ESCAPE: return False
if e.key == K_UP: k_up = down
if e.key == K_RIGHT: k_right = down
if e.key == K_LEFT: k_left = down
if e.key == K_DOWN: k_down = down
if e.key == K_d: dig = down
if e.key == K_o and down: overhead = not overhead
if e.key == K_p and down: paused = not paused
if e.key == K_e: eat = down
if down and e.key == K_h: show_collide = not show_collide
if not paused:
move = [euclid.Vector3(0, 0, 0)]
if k_right: move.append(euclid.Vector3(1, 0, 0))
if k_left: move.append(euclid.Vector3(-1, 0, 0))
if k_up: move.append(euclid.Vector3(0, 0, -1))
if k_down: move.append(euclid.Vector3(0, 0, 1))
if move:
if len(move) > 1:
m = move[0]
for n in move[1:]: m += n
self.rabbit.move(m)
else:
self.rabbit.move(move[0])
if dig: self.rabbit.dig()
else: self.rabbit.stop_dig()
if eat: self.rabbit.eat()
else: self.rabbit.stop_eat()
# ANIMATE
self.animate(ts)
try:
self.rabbit.animate(ts, self)
except self.rabbit.RabbitFed:
return True
if self.farmer is not None:
try:
self.farmer.animate(ts, self)
except self.farmer.RabbitCaught:
self.caught_anim()
return False
# SETUP OGL
self.setup_scene(overhead)
# RENDER
if objects.toon_program is not None:
objects.shaders.glUseProgramObjectARB(objects.toon_program)
self.render(show_collide)
self.rabbit.render(show_collide)
if self.farmer is not None:
self.farmer.render(show_collide)
if objects.toon_program is not None:
objects.shaders.glUseProgramObjectARB(0)
self.render_hud(show_collide and clock.get_fps())
pygame.display.flip()
def caught_anim(self):
clock = pygame.time.Clock()
timeout = 0
pie = objects.Pie(-90, (0,0,0))
exiting = False
while 1:
ts = clock.tick(60)
turn = 0
for e in pygame.event.get():
if e.type == QUIT: sys.exit()
if not hasattr(e, 'key'): continue
if timeout > 1000:
exiting = True
timeout = 0
if timeout > 1000 and exiting:
return
# RENDER
if timeout < 1000 and not exiting:
self.setup_scene()
self.render()
self.rabbit.render()
self.farmer.render()
else:
self.rabbit.position = euclid.Point3(0, 0, 0)
self.setup_scene(clear=(0,0,0))
glLoadIdentity()
p = self.rabbit.position
pie.position = euclid.Vector3(p.x/3., 4, p.z/3.+3)
glScalef(3, 3, 3)
glRotate(-15, 1, 0, 0)
pie.render()
pie.rotation += 1
timeout += ts
if timeout < 1500 or exiting:
self.fade('out', timeout, 750)
else:
self.fade('in', timeout-1500, 1000)
pygame.display.flip()
def render_hud(self, fps=None):
# set up 2d mode
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
x, y = self.viewport
glOrtho(0, x, 0, y, -20, 20)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glDisable(GL_LIGHTING)
glDisable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glColor4f(.5, .5, .5, .5)
glBegin(GL_QUADS)
glVertex3f(0, 0, 5)
glVertex3f(404, 0, 5)
glVertex3f(404, 138, 5)
glVertex3f(0, 138, 5)
glEnd()
glPushMatrix()
glColor4f(1, 1, 1, 1)
glTranslate(10, 0, 10)
glScalef(.5, .5, 0)
for i, (name, value) in enumerate(self.rabbit.hunger.items()):
target = self.max_hunger[name]
ratio = value / float(target)
textures.textures[name].render(1 - ratio)
glTranslate(256, 0, 0)
glPopMatrix()
if fps:
text = pyglyph.layout_text(str(int(fps)), font=fonts.mono20)
pyglyph.begin()
text.draw(pos=(0, y),
anchor=(pyglyph.Align.top, pyglyph.Align.left))
pyglyph.end()
glDisable(GL_BLEND)
glEnable(GL_LIGHTING)
glEnable(GL_DEPTH_TEST)
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