SR render
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@ -22,9 +22,10 @@ game_version = Version("0.6.4.2") # 游戏版本
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build_version = Version("0.1.0.0") # 编译文件版本(与游戏本体无关)
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__version__ = game_version
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long_version: int = 6
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long_version: int = 7
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"""
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long_version: 一个用于标记内部协议的整数
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7: 为 DR_option 添加 std_font_size
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6: 事实证明, 不如直接用int
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5: 添加 build_version 信息,用于标记编译文件版本,
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游戏版本改为四位数,终于有一个可以让我随便刷的版本号位数了
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@ -54,7 +55,11 @@ class _DR_option(Options):
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crash_report_test: bool = True
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# window option
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gui_scale: float = 1.0 # default 1 2 -> 2x 3 -> 3x
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gui_scale: float = 1.0 # default 1.0 2.0 -> 2x 3 -> 3x
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@property
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def std_font_size(self) -> int:
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return round(11 * self.gui_scale)
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class _DR_runtime(Options):
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@ -25,6 +25,7 @@ class BaseScreen(EventDispatcher):
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def __init__(self, main_window: "ClientWindow"):
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super().__init__()
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self.focus = False
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self.window_pointer = main_window
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if typing.TYPE_CHECKING:
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@ -4,6 +4,7 @@
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# All rights reserved
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# -------------------------------
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import math
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from typing import Dict, Union, List, Optional
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from dataclasses import dataclass
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@ -21,13 +22,14 @@ class SR1PartData:
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y: float
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id: int
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type: str
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active: bool
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angle: float
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angle_v: float
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editor_angle: int
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flip_x: bool
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flip_y: bool
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explode: bool
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textures: str
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textures: Optional[str]
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connections: Optional[List[int]] = None
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@ -115,11 +117,44 @@ class SR1PartTexture:
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'lander-1': 'LanderLegPreview'}
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@classmethod
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def get_sprite_from_type(cls, name: str) -> Union[None, str]:
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def get_textures_from_type(cls, name: str) -> Union[None, str]:
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if name not in cls.part_type_sprite:
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return None
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return cls.part_type_sprite[name]
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class SR1Rotation(Options):
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radian_angle_map: Dict[float, float] = {
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0.0: 0,
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1.570796: 270,
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3.141593: 180,
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4.712389: 90
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}
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@classmethod
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def get_rotation(cls, radian: float) -> float:
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if radian in cls.radian_angle_map:
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return cls.radian_angle_map[radian]
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else:
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return (radian / math.pi) * 180
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def xml_bool(bool_like: Union[str, int, bool, None]) -> bool:
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if bool_like is None:
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return False
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if isinstance(bool_like, bool):
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return bool_like
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if isinstance(bool_like, int):
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if bool_like == 0:
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return False
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else:
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return True
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if bool_like == '0':
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return False
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if bool_like.lower() == 'false':
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return False
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return True
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#
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#
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# from xml.etree.ElementTree import Element, ElementTree
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@ -300,10 +300,26 @@ class ClientWindow(Window):
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def on_deactivate(self):
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...
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@_call_screen_before
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def on_move(self, x, y):
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...
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@_call_screen_after
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def on_mouse_motion(self, x, y, dx, dy) -> None:
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pass
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@_call_screen_after
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def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
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...
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@_call_screen_after
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def on_mouse_enter(self, x, y):
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...
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@_call_screen_after
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def on_mouse_leave(self, x, y):
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...
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@_call_screen_after
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def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers) -> None:
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pass
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@ -6,25 +6,58 @@
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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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from xml.etree.ElementTree import Element
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from typing import List, TYPE_CHECKING, Union, Dict, Optional
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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
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from pyglet.text import Label
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from pyglet.sprite import Sprite
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from pyglet.graphics import Batch, Group
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# Difficult Rocket
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from Difficult_Rocket import DR_option
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from Difficult_Rocket.command.line import CommandText
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from Difficult_Rocket.api.types import Fonts
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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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from Difficult_Rocket.api.types.SR1 import SR1Textures, SR1PartTexture, SR1PartData
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from Difficult_Rocket.api.types.SR1 import SR1Textures, SR1PartTexture, SR1PartData, SR1Rotation, xml_bool
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if TYPE_CHECKING:
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from Difficult_Rocket.client import ClientWindow
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def get_part_data_from_xml(part_xml: Element) -> Optional[SR1PartData]:
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if part_xml.tag != 'Part':
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return None
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# print(f"tag: {part.tag} attrib: {part.attrib}")
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part_id = int(part_xml.attrib.get('id'))
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part_type = part_xml.attrib.get('partType')
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part_x = float(part_xml.attrib.get('x'))
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part_y = float(part_xml.attrib.get('y'))
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part_activate = xml_bool(part_xml.attrib.get('activated'))
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part_angle = float(part_xml.attrib.get('angle'))
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part_angle_v = float(part_xml.attrib.get('angleV'))
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part_editor_angle = int(part_xml.attrib.get('editorAngle'))
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part_flip_x = xml_bool(part_xml.attrib.get('flippedX'))
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part_flip_y = xml_bool(part_xml.attrib.get('flippedY'))
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part_explode = xml_bool(part_xml.attrib.get('exploded'))
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if part_type not in SR1PartTexture.part_type_sprite:
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part_textures = None
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else:
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part_textures = SR1PartTexture.get_textures_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} '
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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} '
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f'textures: {SR1PartTexture.get_textures_from_type(part_type)}')
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part_data = SR1PartData(x=part_x, y=part_y, id=part_id, type=part_type,
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active=part_activate, angle=part_angle, angle_v=part_angle_v,
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editor_angle=part_editor_angle, flip_x=part_flip_x,
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flip_y=part_flip_y, explode=part_explode, textures=part_textures)
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return part_data
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class SR1ShipRender(BaseScreen):
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"""用于渲染 sr1 船的类"""
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@ -32,81 +65,109 @@ class SR1ShipRender(BaseScreen):
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main_window: "ClientWindow",
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scale: float):
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super().__init__(main_window)
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self.rendered = False
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self.scale = scale
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self.focus = True
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self.dx = 0
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self.dy = 0
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self.textures: Union[SR1Textures, None] = None
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self.xml_doc = parse('configs/dock1.xml')
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self.xml_doc: ElementTree = parse('configs/dock1.xml')
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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()
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self.part_data = {}
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self.debug_label = Label(x=20, y=main_window.height - 20, font_size=DR_option.std_font_size,
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text='SR1 render!', font_name=Fonts.微软等宽无线,
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width=main_window.width - 20, height=20,
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anchor_x='left', anchor_y='top',
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batch=self.part_batch)
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self.part_data: Dict[int, SR1PartData] = {}
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self.parts_sprite: Dict[int, Sprite] = {}
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def load_xml(self, file_path: str) -> bool:
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try:
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cache_doc = parse(file_path)
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self.xml_doc = cache_doc
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self.xml_root = self.xml_doc.getroot()
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return True
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except:
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return False
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def load_textures(self):
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self.textures = SR1Textures()
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def render_ship(self):
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if self.textures is None:
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self.load_textures()
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self.part_data: Dict[int, SR1PartData] = {}
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self.parts_sprite: Dict[int, Sprite] = {}
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parts = self.xml_root.find('Parts')
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for part in parts:
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if part.tag != 'Part':
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for part_xml in parts:
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if part_xml.tag != 'Part':
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continue # 如果不是部件,则跳过
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# print(f"tag: {part.tag} attrib: {part.attrib}")
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part_render = True
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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'))
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part_y = float(part.attrib.get('y'))
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part_activate = not not (part.attrib.get('activated') or 0)
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part_angle = float(part.attrib.get('angle'))
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part_angle_v = float(part.attrib.get('angleV'))
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part_editor_angle = int(part.attrib.get('editorAngle'))
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part_flip_x = not not (part.attrib.get('flippedX') or 0)
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part_flip_y = not not (part.attrib.get('flippedY') or 0)
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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
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else:
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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} '
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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} '
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f'textures: {SR1PartTexture.get_sprite_from_type(part_type)}')
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if part_id in self.part_data:
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print(f'hey! warning! id{part_id}')
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part_data = SR1PartData(x=part_x, y=part_y, id=part_id, type=part_type,
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angle=part_angle, angle_v=part_angle_v,
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editor_angle=part_editor_angle, flip_x=part_flip_x,
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flip_y=part_flip_y, explode=part_explode, textures=part_textures)
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self.part_data[part_id] = part_data
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part = get_part_data_from_xml(part_xml)
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if part.id in self.part_data:
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print(f'hey! warning! id{part.id}')
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self.part_data[part.id] = part
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# 下面就是调用 pyglet 去渲染的部分
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render_scale = DR_option.gui_scale # 这个是 DR 的缩放比例 可以调节的(
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# 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
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# 在不缩放的情况下,XML的1个单位长度对应60个像素
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render_x = part_x * render_scale * 60 + self.window_pointer.width / 2
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render_y = part_y * render_scale * 60 + self.window_pointer.height / 2
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render_x = part.x * render_scale * self.scale * 60 + self.window_pointer.width / 2 + self.dx
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render_y = part.y * render_scale * self.scale * 60 + self.window_pointer.height / 2 + self.dy
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# 你就这里改吧
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cache_sprite = Sprite(img=self.textures.get_texture(part_data.textures),
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cache_sprite = Sprite(img=self.textures.get_texture(part.textures),
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x=render_x, y=render_y,
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batch=self.part_batch, group=self.part_group)
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# 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
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# 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
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if part_flip_x:
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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
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if part_flip_y:
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cache_sprite.scale_y = -cache_sprite.scale_y
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cache_sprite.rotation = SR1Rotation.get_rotation(part.angle)
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if part.flip_x:
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cache_sprite.scale_x = -1 # 就是直接取反缩放,应该没问题····吧?(待会试试就知道了
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if part.flip_y:
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cache_sprite.scale_y = -1
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cache_sprite.scale = self.scale * DR_option.gui_scale
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cache_sprite.x = cache_sprite.x - cache_sprite.scale_x / 2
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cache_sprite.y = cache_sprite.y - cache_sprite.scale_y / 2
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cache_sprite.rotation = part_data.angle / math.pi * 180
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if not part_render: # 如果不渲染(渲染有毛病)
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self.parts_sprite[part_id].visible = False
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self.parts_sprite[part.id].visible = False
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self.parts_sprite[part.id] = cache_sprite
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self.rendered = True
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self.parts_sprite[part_id] = cache_sprite
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def update_parts(self) -> bool:
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if not self.rendered:
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return False
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for part_id in self.part_data:
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# x y scale
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self.parts_sprite[part_id].x = self.part_data[part_id].x * DR_option.gui_scale * self.scale * 60 + self.window_pointer.width / 2 + self.dx
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self.parts_sprite[part_id].y = self.part_data[part_id].y * DR_option.gui_scale * self.scale * 60 + self.window_pointer.height / 2 + self.dy
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self.parts_sprite[part_id].scale = self.scale * DR_option.gui_scale
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def on_draw(self):
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self.part_batch.draw()
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def on_resize(self, width: int, height: int):
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if not self.rendered:
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return
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self.update_parts()
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def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int):
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if not self.rendered:
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return
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if not (self.scale + scroll_y * 0.1 == 0.0):
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self.scale += scroll_y * 0.1
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self.update_parts()
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def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int):
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if not self.focus:
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return
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self.dx += dx
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self.dy += dy
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self.update_parts()
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def on_file_drop(self, x: int, y: int, paths: List[str]):
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for path in paths:
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if self.load_xml(path):
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break
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self.render_ship()
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BIN
docs/src/update_pic/SR1render.png
Normal file
BIN
docs/src/update_pic/SR1render.png
Normal file
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