Cleanup game script.
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parent
efdbbb5815
commit
cbae4ec0e7
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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