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565d568e44
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98106ccd08
Author | SHA1 | Date | |
---|---|---|---|
98106ccd08 | |||
10b89a1919 | |||
226f8aacbe | |||
9d367b2256 | |||
70f2a30b88 | |||
5e6fee7353 | |||
d844e0ce0a |
@ -10,7 +10,7 @@ from pathlib import Path
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from Difficult_Rocket.api.types import Options, Version
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sdk_version = Version("0.8.5.1") # SDK 版本
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sdk_version = Version("0.8.5.2") # SDK 版本
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build_version = Version("2.1.2.0") # 编译文件版本(与游戏本体无关)
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Api_version = Version("0.1.1.0") # API 版本
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__version__ = sdk_version
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@ -349,10 +349,8 @@ class ClientWindow(Window):
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@_call_back(new_command)
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@_call_screen_after
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def on_command(self, command: line.CommandText):
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command.text = command.text.rstrip('\n')
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command.text = command.text.rstrip(' ')
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command.text = command.text.rstrip('\n').rstrip(' ').strip('/')
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self.logger.info(tr().window.command.text().format(f"|{command.text}|"))
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command.find('/')
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if command.find('stop'):
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self.logger.info("command stop!")
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# HUGE THANKS to Discord @nokiyasos for this fix!
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@ -379,6 +377,7 @@ class ClientWindow(Window):
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self.save_info()
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elif command.find('mods'):
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if command.find('list'):
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self.logger.info(tr().mod.list())
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for mod in self.game.mod_manager.loaded_mod_modules.values():
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self.logger.info(f"mod: {mod.name} id: {mod.mod_id} version: {mod.version}")
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elif command.find('reload'):
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@ -22,6 +22,7 @@ logger.logfile_datefmt = "Log file date format : "
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game_start.at = "Game MainThread start at: {}"
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[mod]
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list = "Mod list: "
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find.finded = "Mod founded: {}"
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load.start = "Loading Mod in path {}"
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load.use_time = "Mod loading has used: {} second"
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@ -22,6 +22,7 @@ logger.logfile_datefmt = "日志文件日期格式:"
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game_start.at = "游戏主线程开始于:"
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[mod]
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list = "Mod 列表: "
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find.finded = "找到 Mod: {}"
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load.start = "开始加载路径 {} 下的 Mod"
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load.use_time = "Mod 加载消耗时间: {} 秒"
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@ -7,8 +7,8 @@ fonts_folder = "libs/fonts"
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[window]
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style = "None"
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width = 1265
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height = 759
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width = 1301
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height = 984
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visible = true
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gui_scale = 1
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caption = "Difficult Rocket v{DR_version}"
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@ -2,9 +2,14 @@
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# DR game/DR rs 更新日志
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- 最新版本号
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- DR game: 0.3.1.1
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- DR game: 0.3.1.3
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- DR rs: 0.2.15.2
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## DR game 0.3.1.2 / 0.3.1.3
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- 加回了显示 delta 的那根线
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- Add back the line that displays delta
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## DR rs 0.2.15.2
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### Add
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@ -2,13 +2,16 @@
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# DR SDK 更新日志
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- 最新版本号
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- DR sdk: 0.8.5.1
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- DR sdk: 0.8.5.2
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## DR sdk 0.8.5.2
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### Fix
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- `crash` 引用了已经重命名的 `Difficult_Rocket.game_version` (`Difficult_Rocket.sdk_version`)
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- `Difficult_Rocket.api.types`
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- `VersionRequirement`
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- `VersionParsingError`
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## DR sdk 0.8.5.1
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@ -78,6 +78,12 @@ class CocoaScreen(Screen):
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self.height = mode.height
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def restore_mode(self):
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match_attrs = ['width', 'height', 'depth', 'rate']
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current_mode = self.get_mode()
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if all(getattr(current_mode, attr) == getattr(self._default_mode, attr) for
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attr in match_attrs):
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# Already in default mode
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return
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quartz.CGDisplaySetDisplayMode(self._cg_display_id, self._default_mode.cgmode, None)
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quartz.CGDisplayRelease(self._cg_display_id)
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@ -1327,7 +1327,7 @@ class BorderedRectangle(ShapeBase):
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as a tuple of 3 or 4 ints in the range of 0-255. RGB
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colors will be treated as having an opacity of 255.
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`border_color` : (int, int, int, int)
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The RGB or RGBA fill color of the rectangle, specified
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The RGB or RGBA fill color of the border, specified
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as a tuple of 3 or 4 ints in the range of 0-255. RGB
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colors will be treated as having an opacity of 255.
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@ -1410,6 +1410,19 @@ class BorderedRectangle(ShapeBase):
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self._vertex_list.position[:] = (ix1, iy1, ix2, iy1, ix2, iy2, ix1, iy2,
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bx1, by1, bx2, by1, bx2, by2, bx1, by2)
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@property
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def border(self):
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"""The border width of the rectangle.
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:return: float
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"""
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return self._border
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@border.setter
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def border(self, width):
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self._border = width
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self._update_vertices()
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@property
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def width(self):
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"""The width of the rectangle.
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@ -681,6 +681,21 @@ class BaseWindow(with_metaclass(_WindowMetaclass, EventDispatcher)):
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"""
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raise NotImplementedError('abstract')
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def draw(self, dt: float):
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"""Redraw the Window contents.
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This method will first call the :py:meth:`~pyglet.window.Window.`switch_to`
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method to make the GL context current. It then dispatches the
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:py:meth:`~pyglet.window.Window.on_draw` and
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:py:meth:`~pyglet.window.Window.on_refresh`
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events. Finally, it calls the :py:meth:`~pyglet.window.Window.flip`
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method to swap the front and back OpenGL buffers.
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"""
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self.switch_to()
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self.dispatch_event('on_draw')
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self.dispatch_event('on_refresh', dt)
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self.flip()
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def draw_mouse_cursor(self):
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"""Draw the custom mouse cursor.
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@ -1411,15 +1426,13 @@ class BaseWindow(with_metaclass(_WindowMetaclass, EventDispatcher)):
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"""
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def on_draw(self):
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"""The window contents must be redrawn.
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"""The window contents should be redrawn.
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The `EventLoop` will dispatch this event when the window
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should be redrawn. This will happen during idle time after
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any window events and after any scheduled functions were called.
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The window will already have the GL context, so there is no
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need to call `switch_to`. The window's `flip` method will
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be called after this event, so your event handler should not.
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The `EventLoop` will dispatch this event when the `draw`
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method has been called. The window will already have the
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GL context, so there is no need to call `switch_to`. The window's
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`flip` method will be called immediately after this event,
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so your event handler should not.
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You should make no assumptions about the window contents when
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this event is triggered; a resize or expose event may have
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@ -1601,11 +1614,11 @@ class BaseWindow(with_metaclass(_WindowMetaclass, EventDispatcher)):
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"""
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def on_mouse_leave(self, x, y):
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"""The mouse was moved outside of the window.
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"""The mouse was moved outside the window.
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This event will not be triggered if the mouse is currently being
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dragged. Note that the coordinates of the mouse pointer will be
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outside of the window rectangle.
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outside the window rectangle.
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:Parameters:
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`x` : int
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@ -1632,14 +1645,13 @@ class BaseWindow(with_metaclass(_WindowMetaclass, EventDispatcher)):
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"""
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def on_refresh(self, dt):
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"""The window contents must be redrawn.
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"""The window contents should be redrawn.
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The `EventLoop` will dispatch this event when the window
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should be redrawn.
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The window will already have the GL context, so there is no
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need to call `switch_to`. The window's `flip` method will
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be called after this event, so your event handler should not.
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The `EventLoop` will dispatch this event when the `draw`
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method has been called. The window will already have the
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GL context, so there is no need to call `switch_to`. The window's
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`flip` method will be called immediately after this event, so your
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event handler should not.
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You should make no assumptions about the window contents when
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this event is triggered; a resize or expose event may have
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@ -11,9 +11,9 @@ import logging
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import traceback
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from pathlib import Path
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from xml.etree.ElementTree import Element
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from typing import List, TYPE_CHECKING, Union, Dict, Optional, Generator, Tuple
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from defusedxml.ElementTree import parse
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from xml.etree.ElementTree import Element, ElementTree
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from typing import List, TYPE_CHECKING, Union, Dict, Optional, Generator, Tuple
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from pyglet.math import Vec4
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from pyglet.text import Label
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@ -43,6 +43,7 @@ if DR_mod_runtime.use_DR_rust:
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SR1Ship_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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sr_tr = Tr(lang_path=Path(__file__).parent / 'lang')
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@ -71,7 +72,7 @@ def get_sr1_part(part_xml: Element) -> Optional[SR1PartData]:
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flip_y=part_flip_y, explode=part_explode, textures=part_textures)
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class _SR1ShipRender_Option(Options):
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class SR1ShipRender_Option(Options):
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# debug option
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debug_d_pos: bool = False
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debug_mouse_pos: bool = False
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@ -85,45 +86,51 @@ class SR1ShipRender(BaseScreen):
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def __init__(self,
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main_window: "ClientWindow"):
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super().__init__(main_window)
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self.logger = logger
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logger.info(sr_tr().mod.info.setup.start())
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load_start_time = time.time_ns()
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self.rendered = False
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self.focus = True
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self.need_draw = False
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self.drawing = False
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self.gen_draw: Optional[Generator] = None
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self.need_update_parts = False
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self.render_option = _SR1ShipRender_Option()
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self.render_option = SR1ShipRender_Option()
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self.dx = 0
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self.dy = 0
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self.debug_mouse_delta_line = Line(main_window.width / 2, main_window.height / 2,
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main_window.width / 2, main_window.height / 2,
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width=2, color=(200, 200, 10, 255))
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self.debug_mouse_delta_line.visible = self.render_option.debug_mouse_d_pos
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self.debug_d_pos_label = Label('debug label NODATA', font_name=Fonts.微软等宽无线,
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x=main_window.width / 2, y=main_window.height / 2)
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self.debug_d_pos_label.visible = self.render_option.debug_d_pos
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self.textures: Union[SR1Textures, None] = None
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# self.xml_name = '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.load_xml('configs/dock1.xml')
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self.main_batch = Batch()
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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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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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anchor_x='left', anchor_y='top',
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batch=self.main_batch, group=Group(5, parent=self.part_group))
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self.render_d_line = Line(0, 0, 0, 0, width=5, color=(200, 200, 10, 255),
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batch=self.main_batch, group=Group(5, parent=self.part_group))
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self.render_d_line.visible = self.render_option.debug_mouse_d_pos
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self.render_d_label = Label('debug label NODATA', font_name=Fonts.微软等宽无线,
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x=main_window.width / 2, y=main_window.height / 2)
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self.render_d_label.visible = self.render_option.debug_d_pos
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# Optional data
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self.gen_draw: Optional[Generator] = None
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self.textures: Union[SR1Textures, None] = None
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self.xml_name: Optional[str] = None
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self.xml_doc: Optional[ElementTree] = None
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self.xml_root: Optional[Element] = None
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self.rust_ship: Optional[SR1Ship_rs] = None
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# List/Dict data
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self.part_data: Dict[int, SR1PartData] = {}
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self.parts_sprite: Dict[int, Sprite] = {}
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self.part_box_dict: Dict[int, Rectangle] = {}
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self.part_line_box: Dict[int, List[Line]] = {}
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self.part_line_list: List[Line] = []
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self.load_xml('configs/dock1.xml')
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load_end_time = time.time_ns()
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logger.info(sr_tr().mod.info.setup.use_time().format(
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(load_end_time - load_start_time) / 1000000000))
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self.camera = CenterCamera(main_window,
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min_zoom=(1 / 2) ** 10, max_zoom=10)
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logger.info(sr_tr().mod.info.setup.use_time().format((load_end_time - load_start_time) / 1000000000))
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self.camera = CenterCamera(main_window, min_zoom=(1 / 2) ** 10, max_zoom=10)
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if DR_mod_runtime.use_DR_rust:
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self.rust_parts = None
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self.part_list_rs = SR1PartList_rs('configs/PartList.xml', 'default_part_list')
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@ -181,7 +188,8 @@ class SR1ShipRender(BaseScreen):
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# 线框
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part_line_box = []
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width = 4
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color = (random.randrange(0, 255), random.randrange(0, 255), random.randrange(0, 255), random.randrange(100, 200))
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color = (random.randrange(0, 255), random.randrange(0, 255), random.randrange(0, 255),
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random.randrange(100, 200))
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part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[0][1] * 30,
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x2=part_debug_box[0][0] * 30, y2=part_debug_box[1][1] * 30,
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batch=self.main_batch, width=width, color=color, group=line_box_group))
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@ -256,15 +264,13 @@ class SR1ShipRender(BaseScreen):
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len(self.part_data), f'{full_mass}kg' if DR_mod_runtime.use_DR_rust else sr_tr().game.require_DR_rs()))
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self.rendered = True
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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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self.debug_d_pos_label.text = f'x: {self.camera.dx} y: {self.camera.dy}'
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self.debug_d_pos_label.position = self.camera.dx + (self.window_pointer.width / 2), self.camera.dy + (
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self.window_pointer.height / 2) + 10, 0
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self.need_update_parts = False
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def draw_batch(self, window: "ClientWindow"):
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if self.rendered:
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self.render_d_label.text = f'x: {self.camera.dx} y: {self.camera.dy}'
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self.render_d_label.position = self.camera.dx + (self.window_pointer.width / 2), self.camera.dy + (
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self.window_pointer.height / 2) + 10, 0 # 0 for z
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self.render_d_line.x2 = self.camera.dx
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self.render_d_line.y2 = self.camera.dy
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with self.camera:
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# glViewport(int(self.camera.dx), int(self.camera.dy), window.width // 2, window.height // 2)
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self.main_batch.draw()
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@ -279,23 +285,16 @@ class SR1ShipRender(BaseScreen):
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next(self.gen_draw)
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except GeneratorExit:
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self.drawing = False
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logger.info(sr_tr().sr1.ship.ship.render.done())
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if self.need_update_parts:
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self.update_parts()
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self.need_update_parts = False
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self.logger.info(sr_tr().sr1.ship.ship.render.done())
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self.debug_label.draw()
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if self.render_option.debug_mouse_d_pos:
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self.debug_mouse_delta_line.draw()
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def on_resize(self, width: int, height: int, window: "ClientWindow"):
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self.debug_label.y = height - 100
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if not self.rendered:
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return
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self.debug_mouse_delta_line.y = height / 2
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self.update_parts()
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self.render_d_line.x2 = width // 2
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self.render_d_line.y2 = height // 2
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self.render_option.draw_size = (width, height)
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def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int, window: "ClientWindow"):
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@ -323,13 +322,9 @@ class SR1ShipRender(BaseScreen):
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self.camera.dx += mouse_dx_d
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self.camera.dy += mouse_dy_d
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self.debug_mouse_delta_line.x2 = (mouse_dx - self.camera.dx) * (1 - (0.5 ** scroll_y)) + (
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window.width / 2)
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self.debug_mouse_delta_line.y2 = (mouse_dy - self.camera.dy) * (1 - (0.5 ** scroll_y)) + (
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window.height / 2)
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self.need_update_parts = True
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def on_command(self, command: CommandText, window: "ClientWindow"):
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self.logger.info(f'command: {command}')
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if command.find('render'):
|
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if command.find('reset'):
|
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self.camera.zoom = 1
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@ -340,10 +335,10 @@ class SR1ShipRender(BaseScreen):
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self.need_draw = True
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print('应该渲染飞船的')
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elif command.find('debug'):
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if command.find('mouse'):
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self.debug_mouse_delta_line.visible = not self.debug_mouse_delta_line.visible
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self.render_option.debug_mouse_d_pos = self.debug_mouse_delta_line.visible
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logger.debug(f'sr1 mouse {self.render_option.debug_mouse_d_pos}')
|
||||
if command.find('delta'):
|
||||
self.render_d_line.visible = not self.render_d_line.visible
|
||||
self.render_option.debug_mouse_d_pos = self.render_d_line.visible
|
||||
self.logger.info(f'sr1 mouse {self.render_option.debug_mouse_d_pos}')
|
||||
elif command.find('ship'):
|
||||
if self.rendered:
|
||||
for index, sprite in self.parts_sprite.items():
|
||||
@ -393,7 +388,9 @@ class SR1ShipRender(BaseScreen):
|
||||
pil_image.transpose(Image.FLIP_TOP_BOTTOM)
|
||||
if self.part_data[part].flip_x:
|
||||
pil_image.transpose(Image.FLIP_LEFT_RIGHT)
|
||||
img.paste(pil_image, (int(self.part_data[part].x * 60 + img_center[0]), int(-self.part_data[part].y * 60 + img_center[1])), pil_image)
|
||||
img.paste(pil_image, (
|
||||
int(self.part_data[part].x * 60 + img_center[0]), int(-self.part_data[part].y * 60 + img_center[1])),
|
||||
pil_image)
|
||||
img.save(f'test{time.time()}.png', 'PNG')
|
||||
|
||||
elif command.find('test'):
|
||||
@ -425,4 +422,4 @@ class SR1ShipRender(BaseScreen):
|
||||
if __name__ == '__main__':
|
||||
from objprint import op
|
||||
|
||||
op(_SR1ShipRender_Option())
|
||||
op(SR1ShipRender_Option())
|
||||
|
Loading…
Reference in New Issue
Block a user