Difficult-Rocket/Difficult_Rocket/client/render/sr1_ship.py

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# -------------------------------
# Difficult Rocket
# Copyright © 2021-2022 by shenjackyuanjie 3695888@qq.com
# All rights reserved
# -------------------------------
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import math
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from xml.etree import ElementTree
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from typing import List, TYPE_CHECKING, Union, Dict
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# third party package
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from defusedxml.ElementTree import parse
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# pyglet
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from pyglet.graphics import Batch, Group
from pyglet.sprite import Sprite
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# Difficult Rocket
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from Difficult_Rocket import DR_option
from Difficult_Rocket.command.line import CommandText
from Difficult_Rocket.client.screen import BaseScreen
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from Difficult_Rocket.api.types.SR1 import SR1Textures, SR1PartTexture, SR1PartData
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if TYPE_CHECKING:
from Difficult_Rocket.client import ClientWindow
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class SR1ShipRender(BaseScreen):
"""用于渲染 sr1 船的类"""
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def __init__(self,
main_window: "ClientWindow",
scale: float):
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super().__init__(main_window)
self.scale = scale
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self.textures: Union[SR1Textures, None] = None
self.xml_doc = parse('configs/dock1.xml')
self.xml_root: ElementTree.Element = self.xml_doc.getroot()
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self.part_batch = Batch()
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self.part_group = Group()
self.part_data = {}
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self.parts_sprite: Dict[int, Sprite] = {}
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def load_textures(self):
self.textures = SR1Textures()
def render_ship(self):
if self.textures is None:
self.load_textures()
parts = self.xml_root.find('Parts')
for part in parts:
if part.tag != 'Part':
continue # 如果不是部件,则跳过
# print(f"tag: {part.tag} attrib: {part.attrib}")
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part_render = True
part_id = int(part.attrib.get('id'))
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part_type = part.attrib.get('partType')
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part_x = float(part.attrib.get('x'))
part_y = float(part.attrib.get('y'))
part_activate = not not (part.attrib.get('activated') or 0)
part_angle = float(part.attrib.get('angle'))
part_angle_v = float(part.attrib.get('angleV'))
part_editor_angle = int(part.attrib.get('editorAngle'))
part_flip_x = not not (part.attrib.get('flippedX') or 0)
part_flip_y = not not (part.attrib.get('flippedY') or 0)
part_explode = not not (part.attrib.get('exploded') or 0)
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if part_type not in SR1PartTexture.part_type_sprite:
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part_render = False
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print('Textures None found!')
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part_textures = None
else:
part_textures = SR1PartTexture.get_sprite_from_type(part_type)
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print(f'id: {part_id:<4} type: {part_type:<10} x: {part_x} y: {part_y} activated: {part_activate} '
f'angle: {part_angle} angle_v: {part_angle_v} editor_angle: {part_editor_angle} '
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f'flip_x: {part_flip_x} flip_y: {part_flip_y} explode: {part_explode} '
f'textures: {SR1PartTexture.get_sprite_from_type(part_type)}')
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if part_id in self.part_data:
print(f'hey! warning! id{part_id}')
part_data = SR1PartData(x=part_x, y=part_y, id=part_id, type=part_type,
angle=part_angle, angle_v=part_angle_v,
editor_angle=part_editor_angle, flip_x=part_flip_x,
flip_y=part_flip_y, explode=part_explode, textures=part_textures)
self.part_data[part_id] = part_data
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# 下面就是调用 pyglet 去渲染的部分
render_scale = DR_option.gui_scale # 这个是 DR 的缩放比例 可以调节的(
# 主要是 Windows 下有一个缩放系数嘛,我待会试试这玩意能不能获取(估计得 ctypes
# 在不缩放的情况下XML的1个单位长度对应60个像素
render_x = part_x * render_scale * 60 + self.window_pointer.width / 2
render_y = part_y * render_scale * 60 + self.window_pointer.height / 2
# 你就这里改吧
cache_sprite = Sprite(img=self.textures.get_texture(part_data.textures),
x=render_x, y=render_y,
batch=self.part_batch, group=self.part_group)
# 你得帮我换算一下 XML 里的 x y 和这里的屏幕像素的关系OK
# 旋转啥的不是大问题, 我找你要那个渲染代码就是要 x y 的换算逻辑
if part_flip_x:
cache_sprite.scale_x = -cache_sprite.scale_x # 就是直接取反缩放,应该没问题····吧?(待会试试就知道了
if part_flip_y:
cache_sprite.scale_y = -cache_sprite.scale_y
cache_sprite.x = cache_sprite.x - cache_sprite.scale_x / 2
cache_sprite.y = cache_sprite.y - cache_sprite.scale_y / 2
cache_sprite.rotation = part_data.angle / math.pi * 180
if not part_render: # 如果不渲染(渲染有毛病)
self.parts_sprite[part_id].visible = False
self.parts_sprite[part_id] = cache_sprite
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def on_draw(self):
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self.part_batch.draw()
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def on_file_drop(self, x: int, y: int, paths: List[str]):
self.render_ship()