Cleanup game script.
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										41
									
								
								game/game.py
									
									
									
									
									
								
							
							
						
						
									
										41
									
								
								game/game.py
									
									
									
									
									
								
							@ -129,16 +129,15 @@ def create_scene(keyboard, mouse):
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    print("Building tiles...")
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					    print("Building tiles...")
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    tiles_texture = Texture(*archive.get_texture('tiles'))
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					    tiles_texture = Texture(*archive.get_texture('tiles'))
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    tiles_vertices_data = archive.get_vertices('tiles')
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					    tiles_vertices = archive.get_vertices('tiles')
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    tiles_vertices = Vertices(*tiles_vertices_data)
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					    water_mesh = tiles_vertices.get_mesh('water')
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    water_mesh = tiles_vertices_data.get_mesh('water')
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					    sand_mesh = tiles_vertices.get_mesh('sand')
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    sand_mesh = tiles_vertices_data.get_mesh('sand')
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					    grass_mesh = tiles_vertices.get_mesh('grass')
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    grass_mesh = tiles_vertices_data.get_mesh('grass')
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					    forest_mesh = tiles_vertices.get_mesh('forest')
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    forest_mesh = tiles_vertices_data.get_mesh('forest')
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					    rock_mesh = tiles_vertices.get_mesh('rock')
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    rock_mesh = tiles_vertices_data.get_mesh('rock')
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					    mud_mesh = tiles_vertices.get_mesh('mud')
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    mud_mesh = tiles_vertices_data.get_mesh('mud')
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					    lava_mesh = tiles_vertices.get_mesh('lava')
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    lava_mesh = tiles_vertices_data.get_mesh('lava')
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					    tiles_batch = Batch(Vertices(*tiles_vertices), generated.size ** 2, translation = PARAM_FORMAT_VEC3_SHORT)
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    tiles_batch = Batch(tiles_vertices, generated.size ** 2, translation = PARAM_FORMAT_VEC3_SHORT)
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    #TODO: generator & for real
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					    #TODO: generator & for real
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    vc = generated.volcano_c
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					    vc = generated.volcano_c
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@ -175,12 +174,11 @@ def create_scene(keyboard, mouse):
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    tiles_batch.freeze(flags = True, mesh = True, translation = True)
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					    tiles_batch.freeze(flags = True, mesh = True, translation = True)
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    tests_texture = Texture(*archive.get_texture('tests'))
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					    tests_texture = Texture(*archive.get_texture('tests'))
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    tests_vertices_data = archive.get_vertices('tests')
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					    tests_vertices = archive.get_vertices('tests')
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    tests_vertices = Vertices(*tests_vertices_data)
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					    blob_mesh = tests_vertices.get_mesh('blob')
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    blob_mesh = tests_vertices_data.get_mesh('blob')
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					    cube_mesh = tests_vertices.get_mesh('cube')
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    cube_mesh = tests_vertices_data.get_mesh('cube')
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					    clouds_mesh = tests_vertices.get_mesh('clouds')
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    clouds_mesh = tests_vertices_data.get_mesh('clouds')
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					    tests_batch = Batch(Vertices(*tests_vertices), 3,
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    tests_batch = Batch(tests_vertices, 3,
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        translation = PARAM_FORMAT_VEC3_FLOAT,
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					        translation = PARAM_FORMAT_VEC3_FLOAT,
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        orientation = PARAM_FORMAT_MAT3_INT10 | PARAM_FORMAT_NORMALIZE)
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					        orientation = PARAM_FORMAT_MAT3_INT10 | PARAM_FORMAT_NORMALIZE)
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    blob_forward = math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))
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					    blob_forward = math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))
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@ -192,8 +190,8 @@ def create_scene(keyboard, mouse):
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    tests_batch.fill()
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					    tests_batch.fill()
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    tests_batch.freeze(flags = True, mesh = True)
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					    tests_batch.freeze(flags = True, mesh = True)
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    sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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					    sea_polar = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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    sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
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					    sea_detail = sea.load_detail_texture('data/sea_bump.png')
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    sea_triangles = sea.sea_triangles(64, proj_far_z - 0.1, proj_ratio)
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					    sea_triangles = sea.sea_triangles(64, proj_far_z - 0.1, proj_ratio)
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    assert tiles_shader.u_height_sampler == tests_shader.u_height_sampler
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					    assert tiles_shader.u_height_sampler == tests_shader.u_height_sampler
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@ -215,8 +213,7 @@ def create_scene(keyboard, mouse):
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                        PerfGroup('tests_batch',
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					                        PerfGroup('tests_batch',
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                            DrawNode(tests_batch))))),
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					                            DrawNode(tests_batch))))),
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            FuncNode(update_sea, (camera, sea_phase)),
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					            FuncNode(update_sea, (camera, sea_phase)),
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            TextureGroup(
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					            TextureGroup({sea_shader.u_polar_sampler: sea_polar, sea_shader.u_detail_sampler: sea_detail},
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                {sea_shader.u_polar_sampler: sea_polar_textures, sea_shader.u_detail_sampler: sea_detail_texture},
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                ShaderGroup(sea_shader,
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					                ShaderGroup(sea_shader,
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                    InputNode(sea_shader, camera, environment, sea_phase),
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					                    InputNode(sea_shader, camera, environment, sea_phase),
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                    PerfGroup('sea_triangles',
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					                    PerfGroup('sea_triangles',
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@ -228,14 +225,14 @@ def loop(display):
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    mouse = Mouse(events, wheel = 60, wheel_min = 20)
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					    mouse = Mouse(events, wheel = 60, wheel_min = 20)
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    scene = create_scene(keyboard, mouse)
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					    scene = create_scene(keyboard, mouse)
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    print("Running... Ctrl+c to quit")
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					    print("Running... Ctrl+c to quit")
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    time = Time()
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    try:
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					    try:
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					        time = Time()
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        while not keyboard.quit:
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					        while not keyboard.quit:
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            events.update()
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					            events.update()
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            time.update()
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            clear_buffer(True, True, True)
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					            clear_buffer(True, True, True)
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            scene.draw(time)
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					            scene.draw(time)
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            swap_buffers(display)
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					            swap_buffers(display)
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					            time.update()
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    except KeyboardInterrupt:
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					    except KeyboardInterrupt:
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        pass
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					        pass
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