go for group cam
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7278368b4c
commit
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@ -4,9 +4,12 @@
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# All rights reserved
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# -------------------------------
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from Difficult_Rocket.utils.camera import (Camera, CenterCamera)
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from Difficult_Rocket.utils.camera import (Camera,
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CenterCamera,
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GroupCamera)
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__all__ = [
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'Camera',
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'CenterCamera'
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'CenterCamera',
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'GroupCamera'
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]
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@ -112,6 +112,7 @@ class BaseScreen(EventDispatcher):
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:event:
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"""
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# def on_draw(self, dt: float, window: ClientWindow): # TODO: wait for pyglet 2.1
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def on_draw(self, window: ClientWindow):
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"""The window contents must be redrawn.
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@ -275,7 +275,10 @@ class ClientWindow(Window):
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def start_game(self) -> None:
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self.set_icon(pyglet.image.load('assets/textures/icon.png'))
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try:
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pyglet.app.run(1 / self.main_config['runtime']['fps'])
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# pyglet.clock.schedule_interval(self.on_draw, float(self.SPF))
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# pyglet.app.run()
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# TODO: wait for pyglet 2.1
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pyglet.app.run(float(self.SPF))
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except KeyboardInterrupt:
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self.logger.warning("==========client stop. KeyboardInterrupt info==========")
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traceback.print_exc()
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@ -314,11 +317,13 @@ class ClientWindow(Window):
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self.fps_log.update_tick(now_FPS, decimal_tick)
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@_call_screen_after
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def on_draw(self, *dt):
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# def on_draw(self, dt: float): # TODO: wait for pyglet 2.1
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def on_draw(self):
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while (command := self.game.console.get_command()) is not None:
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self.on_command(line.CommandText(command))
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pyglet.gl.glClearColor(0.1, 0, 0, 0.0)
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self.clear()
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# self.draw_update(dt) # TODO: wait for pyglet 2.1
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self.draw_update(float(self.SPF))
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self.draw_batch()
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@ -26,29 +26,25 @@ from pyglet.text.caret import Caret
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from pyglet.text.document import UnformattedDocument
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from pyglet.text.layout import IncrementalTextLayout
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# from libs import pyperclip
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# from libs.pyperclip import paste
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from Difficult_Rocket.api.types import FontData, Fonts
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# from Difficult_Rocket.client.guis.format import html
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from Difficult_Rocket.api.types import Fonts
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from Difficult_Rocket import DR_status
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__all__ = ['InputBox']
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class TextButton(widgets.WidgetBase):
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"""
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自带字符的按钮,就不用单独做材质了
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自带 字符 + 材质 的按钮,就不用单独做材质了
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"""
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def __init__(self,
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x: int, y: int, width: int, height: int,
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x: int,
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y: int,
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width: int,
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height: int,
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text: str,
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font: str = Fonts.鸿蒙简体, font_size: int = 13):
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super().__init__(x, y, width, height)
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self.text = text
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self.text_label = Label(
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font_name=font, font_size=font_size)
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self.text_label = Label(font_name=font, font_size=font_size)
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@property
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def value(self):
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@ -3,11 +3,14 @@
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# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
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# All rights reserved
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# -------------------------------
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# Huge thanks to pyglet developers
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from typing import Tuple, Optional
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from pyglet.gl import gl
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from pyglet.math import Mat4, Vec3
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from pyglet.graphics import Group
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class Camera:
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"""
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@ -24,6 +27,7 @@ class Camera:
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>>> camera.end()
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"""
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def __init__(self,
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window,
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zoom: Optional[float] = 1.0,
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@ -91,8 +95,8 @@ class CenterCamera(Camera):
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>>> camera.begin()
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>>> window.clear()
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>>> camera.end()
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"""
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def begin(self) -> None:
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view = self.window.view
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self._stored_view = view
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@ -100,6 +104,7 @@ class CenterCamera(Camera):
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y = self.window.height / 2.0 / self.zoom + (self.dy / self.zoom)
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view_matrix = view.translate((x * self.zoom, y * self.zoom, 0))
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# print(f"camera translation {view_matrix}")
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view_matrix = view_matrix.scale((self.zoom, self.zoom, 1))
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self.window.view = view_matrix
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@ -107,3 +112,69 @@ class CenterCamera(Camera):
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def end(self) -> None:
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self.window.view = self._stored_view
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class GroupCamera(Group):
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"""
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A camera by group
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can be used by just added to your widget
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"""
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def __init__(self,
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window,
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order: int = 0,
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parent: Optional[Group] = None,
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view_x: Optional[int] = 0,
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view_y: Optional[int] = 0,
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zoom: Optional[float] = 1.0, ):
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super().__init__(order=order, parent=parent)
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self._window = window
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self._previous_view = None
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self._view_x = view_x
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self._view_y = view_y
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self._zoom = zoom
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self._zoom_x = self._zoom
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self._zoom_y = self._zoom
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@property
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def view_x(self) -> int:
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return self._view_x
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@view_x.setter
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def view_x(self, value: int):
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self._view_x = value
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@property
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def view_y(self) -> int:
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return self._view_y
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@view_y.setter
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def view_y(self, value: int):
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self._view_y = value
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@property
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def zoom(self) -> float:
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return self._zoom
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@zoom.setter
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def zoom(self, value: float):
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self._zoom = value
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def set_state(self):
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self._previous_view = self._window.view
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# print(self._previous_view)
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x = self._window.width / 2.0 / self._zoom_x + (self._view_x / self._zoom_x)
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y = self._window.height / 2.0 / self._zoom_y + (self._view_y / self._zoom_y)
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# view = Mat4.from_translation(Vec3(self._view_x * x, self._view_y * y, 0))
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view = Mat4.from_translation(Vec3(self._view_x, self._view_y, 0))
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# print(f"group translation {view}")
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if self._zoom == 1.0:
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self._window.view = view
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else:
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view = view.scale(Vec3(self._zoom, self._zoom, 1))
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self._window.view = view
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def unset_state(self):
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self._window.view = self._previous_view
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@ -25,7 +25,7 @@ from . import DR_mod_runtime
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# Difficult Rocket
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from Difficult_Rocket import DR_status
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from Difficult_Rocket.utils.translate import Tr
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from Difficult_Rocket.api.camera import CenterCamera
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from Difficult_Rocket.api.camera import CenterCamera, GroupCamera
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from Difficult_Rocket.api.types import Fonts, Options
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from Difficult_Rocket.command.line import CommandText
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from Difficult_Rocket.client.screen import BaseScreen
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@ -38,8 +38,7 @@ if DR_mod_runtime.use_DR_rust:
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from .Difficult_Rocket_rs import (SR1PartList_rs,
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SR1Ship_rs,
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SR1PartData_rs,
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SR1PartType_rs,
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map_ptype_textures)
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SR1PartType_rs)
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logger = logging.getLogger('client.dr_game_sr1_ship')
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logger.level = logging.DEBUG
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@ -82,6 +81,8 @@ class SR1ShipRender(BaseScreen):
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self.buffer.attach_texture(self.render_texture)
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self.main_batch = Batch()
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# self.group_camera = GroupCamera(window=main_window, order=10, parent=main_window.main_group)
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# self.part_group = Group(0, parent=self.group_camera)
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self.part_group = Group(10, parent=main_window.main_group)
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self.debug_label = Label(x=20, y=main_window.height - 100, font_size=DR_status.std_font_size,
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@ -163,10 +164,11 @@ class SR1ShipRender(BaseScreen):
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# rust 渲染
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if DR_mod_runtime.use_DR_rust:
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cache = self.rust_ship.as_dict()
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part_group = Group(2, parent=self.part_group)
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line_box_group = Group(6, parent=self.part_group)
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for p_id, parts in cache.items():
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p_id: int
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parts: List[Tuple[SR1PartType_rs, SR1PartData_rs]]
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part_group = Group(2, parent=self.part_group)
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batch = []
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for p_type, p_data in parts:
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sprite_name = self.part_list_rs.get_part_type(p_data.part_type_id).sprite
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@ -178,7 +180,6 @@ class SR1ShipRender(BaseScreen):
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part_sprite.scale_y = -1 if p_data.flip_y else 1
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batch.append(part_sprite)
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line_box_group = Group(6, parent=self.part_group)
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part_box = self.rust_ship.get_part_box(p_id)
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if part_box:
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# 线框
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@ -285,9 +286,11 @@ class SR1ShipRender(BaseScreen):
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window.clear()
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with self.camera:
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self.main_batch.draw()
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# self.main_batch.draw() # use group camera, no need to with
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self.buffer.unbind()
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self.render_texture.blit(x=self.dx, y=self.dy, z=0, width=self.width, height=self.height)
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# def on_draw(self, dt: float, window): # TODO: wait for pyglet 2.1
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def on_draw(self, window: "ClientWindow"):
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if self.status.draw_call:
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self.render_ship()
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@ -443,6 +446,8 @@ class SR1ShipRender(BaseScreen):
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if self.status.focus:
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self.camera.dx += dx
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self.camera.dy += dy
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self.group_camera.view_x += dx
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self.group_camera.view_y += dy
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self.status.update_call = True
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elif self.status.moving:
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# 如果是在移动整体渲染位置
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