p3he/main.py

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#!/usr/bin/env python3
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from numba import jit
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from math import copysign, pi, acos
from time import time
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import pygame
import pygame.freetype
from levels import Segment
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from gyro import *
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from levels import *
from constants import *
from draw import draw
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bCap = True
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gOrigin = GyroVector(0,1)
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SKY = (127,127,255)
GROUND = (102, 51, 0)
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level = [
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Segment(True,.6,I*.6,(255,0,0)),
Segment(True,.6,-I*.6,(0,255,0)),
Segment(True,-.6,-I*.6,(0,0,255)),
Segment(True,-.6,I*.6,(255,255,0))
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]
def renderDebugInfo(gPlayer, clock, fontSize = 18):
font = pygame.freetype.Font(None, fontSize)
font_fg = (255, 255, 255)
font_bg = (255, 255, 255, 80)
fps_surf = font.render("FPS: " + str(int(clock.get_fps())), font_fg, font_bg)[0]
cPos_surf = font.render("cPos: " + str(gPlayer.cPos), font_fg, font_bg)[0]
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cRot_surf = font.render("cRot: " + str(copysign(acos(gPlayer.cRot.real),gPlayer.cRot.imag) / pi * 180), font_fg, font_bg)[0]
return fps_surf, cPos_surf, cRot_surf
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def mainLoop():
gPlayer = GyroVector(0,1)
display = pygame.display.set_mode((1280,720))
clock = pygame.time.Clock()
fontSize = 18
debugInfo = True
wall_buffer = []
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while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
return True
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_r:
gPlayer.cRot *= -1
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if event.key == pygame.K_F3:
debugInfo = not debugInfo
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if event.key == pygame.K_F1:
global bCap
bCap = not bCap
if event.key == pygame.K_F2:
if (len(wall_buffer) == 1):
wall_buffer.append(gPlayer.cPos)
make_wall(wall_buffer, level)
wall_buffer.clear()
else:
wall_buffer.append(gPlayer.cPos)
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if event.key == pygame.K_F5:
save_level(level)
if event.key == pygame.K_F9:
# TODO: @bedohswe make open file dialog
# open_level(path)
pass
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keys = pygame.key.get_pressed()
if keys[pygame.K_d]:
gPlayer.rotate(ROT)
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if keys[pygame.K_a]:
gPlayer.rotate(IROT)
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if keys[pygame.K_q]:
gPlayer += GyroVector(OFFSET * gPlayer.cRot*I, 1)
if keys[pygame.K_e]:
gPlayer -= GyroVector(OFFSET * gPlayer.cRot*I, 1)
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if keys[pygame.K_w]:
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gPlayer -= GyroVector(OFFSET * gPlayer.cRot, 1)
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if keys[pygame.K_s]:
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gPlayer += GyroVector(OFFSET * gPlayer.cRot, 1)
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display.fill(WHITE)
drawn = draw(level,gPlayer,pi/4,320)
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pygame.draw.rect(display,SKY, (0,0,1280,360))
pygame.draw.rect(display,GROUND, (0,360,1280,360))
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n = 0
for i in drawn:
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pygame.draw.rect(display,i.color, (n,int((1 - cap(i.height)) * 360),8,int(cap(i.height) * 1280)))
n += 4
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gPlayer.normalize()
if debugInfo:
fps_surf, cPos_surf, cRot_surf = renderDebugInfo(gPlayer, clock, fontSize)
display.blit(fps_surf, (0, 0))
display.blit(cPos_surf, (0, fps_surf.get_height()))
display.blit(cRot_surf, (0, fps_surf.get_height() + fontSize))
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pygame.draw.rect(display, BLACK, (0, 100, 200, 200))
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for i in level:
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a = complex(Poincare2Klein(i.pointA))
b = complex(Poincare2Klein(i.pointB))
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pygame.draw.line(display, i.color, (a.real * 100 + 100, (a.imag * 100 + 200)), (b.real * 100 + 100, (b.imag * 100 + 200)))
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c = complex(Poincare2Klein(gPlayer.cPos))
pygame.draw.rect(display, WHITE, (c.real * 100 + 95, (c.imag * 100 + 195), 10, 10))
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pygame.display.update()
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if bCap:
clock.tick(60)
else:
clock.tick()
return True
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def main():
pygame.init()
pygame.display.set_caption('P3HE')
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if not pygame.get_init():
return False
retstatus = mainLoop()
return retstatus
if __name__ == "__main__":
if not main():
print("An error occured")