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SnakeEngine2.py
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474 lines (422 loc) · 17.3 KB
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### Engine logic and Pipeline attributing
import sys
import configparser
sys.path.append("./Extensions")
config = configparser.ConfigParser()
config.read("SnakeEngine.ini")
engine = config["Engine"]["Engine"].lower()
engine_pipeline = config["Engine"]["EnginePipeline"].lower()
if engine == "universal" or engine == "default":
sys.path.append("./Engine/Universal")
if engine_pipeline == "base" or engine_pipeline == "default":
sys.path.append("./Pipelines/BaseEnginePipeline")
elif engine_pipeline == "graphics":
sys.path.append("./Pipelines/GraphicsEnginePipeline")
elif engine_pipeline == "pygame":
pass
elif engine_pipeline == "opengl":
sys.path.append("./Pipelines/OpenGLEnginePipeline")
### End Engine logic and Pipeline attributing
from Core import *
import SnakeEngineHandler as Handler
import threading
class Scene:
""" The container for game objects used by the engine to render and update objects """
__slots__=("game_objects",
"render_objects",
"ui_objects",
"uio_selected",
"_started",
"__game_inactive",
"__render_inactive",
"__ui_inactive",
"__ui_bounding_boxes")
def __init__(self):
self.game_objects = []
self.render_objects = []
self.ui_objects = []
self.__game_inactive = []
self.__render_inactive = []
self.__ui_inactive = []
self.uio_selected = None
def _insert_gobject_by_priority(self, game_object, list_go):
""" Adds the object at the same level as other objects with the same priority, if already in the list doesn't read it """
if game_object in list_go:
return
if not list_go:
list_go.append(game_object)
else:
for i, ro in enumerate(list_go):
if ro.priority >= game_object.priority:
list_go.insert(i, game_object)
break
if i+1 == len(list_go):
list_go.append(game_object)
break
def add_game_object(self, game_object):
""" Adds a game object that will not have its render method called """
if game_object in self.game_objects:
return
self.game_objects.append(game_object)
if get_engine()._awoken:
game_object.awake()
if get_engine()._started:
game_object.start()
def add_render_object(self, game_object):
""" Adds a game object to the engine, + to be rendered """
self.add_game_object(game_object)
self._insert_gobject_by_priority(game_object, self.render_objects)
def add_ui_object(self, game_object):
""" Adds a game object to the engine that is rendered, and is part of the UI """
self._insert_gobject_by_priority(game_object, self.ui_objects)
if get_engine()._awoken:
game_object.awake()
if get_engine()._started:
game_object.start()
def set_render_priority(self, game_object, priority):
""" Sets the rendering priority of a game_object to priority and updates its position for rendering to be rendered at the correct moment """
game_object.priority = priority
self.remove_game_object(game_object)
self.add_render_object(game_object)
def set_ui_priority(self, game_object, priority):
""" Sets the priority at which the UI object will be rendered and selected on click """
game_object.priority = priority
self.remove_game_object(game_object)
self.add_ui_object(game_object)
def remove_game_object(self, game_object):
""" Removes a game object and all its rendering aliases from the scene and stops it """
game_object.stop()
if game_object in self.game_objects:
self.game_objects.remove(game_object)
if game_object in self.render_objects:
self.render_objects.remove(game_object)
if game_object in self.ui_objects:
self.ui_objects.remove(game_object)
def disable_object_rendering(self, game_object):
""" Stops the rendering of a certain object, to enable the rendering again, call the method add_render_object(<your_game_object>) """
if game_object not in self.render_objects:
return
self.render_objects.remove(game_object)
def __set_active_game_object(self, game_object):
""" Adds a game object that will not have its render method called """
if game_object in self.game_objects:
return
self.game_objects.append(game_object)
def __set_active_render_object(self, game_object):
""" Adds a game object to the engine, + to be rendered """
self.__set_active_game_object(game_object)
self._insert_gobject_by_priority(game_object, self.render_objects)
def __set_active_ui_object(self, game_object):
self._insert_gobject_by_priority(game_object, self.ui_objects)
def set_active(self, game_object, active):
""" When deactivating an object it doesn't get updated or rendered """
if active:
if game_object in self.__ui_inactive:
self.__set_active_ui_object(game_object)
self.__ui_inactive.remove(game_object)
elif game_object in self.__render_inactive:
self.__set_active_render_object(game_object)
self.__render_inactive.remove(game_object)
elif game_object in self.__game_inactive:
self.__set_active_game_object(game_object)
self.__game_inactive.remove(game_object)
else:
if game_object in self.ui_objects:
self.__ui_inactive.append(game_object)
self.remove_game_object(game_object)
elif game_object in self.render_objects:
self.__render_inactive.append(game_object)
self.remove_game_object(game_object)
elif game_object in self.game_objects:
self.__game_inactive.append(game_object)
self.remove_game_object(game_object)
def _set_all_active(self):
for game_object in self.__game_inactive + self.__render_inactive + self.__ui_inactive:
self.set_active(game_object, True)
def _load(self):
for go in self.game_objects:
go.awake()
for uio in self.ui_objects:
uio.awake()
def _start(self):
for go in self.game_objects:
go.start()
for uio in self.ui_objects:
uio.start()
self._started = True
def _select_ui_object(self, ui_object):
if self.uio_selected != None and self.uio_selected != ui_object:
self.uio_selected.on_deselect()
ui_object.on_select(Vector2(-1, -1))
self.uio_selected = ui_object
def _deselect_current_ui_object(self):
if self.uio_selected != None:
uio = self.uio_selected
self.uio_selected = None
uio.on_deselect()
def _check_click_ui_objects(self):
if get_engine().last_click_pos == None:
return
old_uio = None
clicked = False
for uio in reversed(self.ui_objects):
if uio.is_clickable and uio.check_click(get_engine().last_click_pos):
clicked = True
uio.on_select(get_engine().last_click_pos)
if uio.is_selectable:
uio.selected = True
old_uio = self.uio_selected
if uio != old_uio:
self.uio_selected = uio
else:
self.uio_selected = None
else:
if self.uio_selected != None:
uio_selected = self.uio_selected
self.uio_selected = None
uio_selected.on_deselect()
get_engine().last_click_pos = None
break
if not clicked:
if self.uio_selected != None:
self.uio_selected.on_deselect()
self.uio_selected = None
if old_uio != None:
old_uio.on_deselect()
def _update(self):
for go in self.game_objects:
go.update()
self._check_click_ui_objects()
if self.uio_selected != None:
self.uio_selected.update()
def _render(self):
for ro in self.render_objects:
ro.render()
for uio in self.ui_objects:
uio.render()
def _unload(self):
self._started = False
for go in self.game_objects:
go.stop()
for uio in self.ui_objects:
uio.stop()
class _Input:
pass
class __SnakeEngine:
""" Representation of the Engine """
__slots__=("WIDTH",
"HEIGHT",
"CLEAR_COLOR",
"TITLE",
"VERSION",
"stopped",
"_started",
"_awoken",
"scene",
"last_click_pos",
"current_scene_index",
"time_watch",
"view_port",
"main_camera",
"__DEFAULT_SCENE",
"do_multi_thread_rendering",
"CRNT_THREAD",
"delta_time",
"render_delta_time",
"real_delta_time",
"time_scale",
"WINDOW_SIZE",
"input",
"__FPS_R_CAP",
"__do_fps_r_cap",
"__render_delay",
"__current_render_delay",
"__FPS_CAP",
"__do_fps_cap",
"__update_delay",
"__current_update_delay")
def __init__(self, WIDTH=1200, HEIGHT=800, CLEAR_COLOR=Color(7, 13, 0), TITLE="Untitled", do_multi_thread_rendering=False, set_as_default_engine=True, do_fps_r_cap=False, FPS_R_CAP=64, do_fps_cap=False, FPS_CAP=600):
""" Engine class /!\ WARNING DO NOT USE mutithread rendering AND do fps render cap AT THE SAME TIME """
if set_as_default_engine:
set_engine(self)
self.WIDTH = WIDTH
self.HEIGHT = HEIGHT
self.CLEAR_COLOR = CLEAR_COLOR
self.VERSION = "2.9.15.0"
self.set_title(TITLE)
self.stopped = False
self.view_port = None
if self.view_port == None:
self.view_port = Rect(Vector2(0, 0), Vector2(WIDTH, HEIGHT))
self._started = False
self._awoken = False
self.main_camera = None
Handler.init()
self.time_watch = Handler.TimeWatch()
self.__DEFAULT_SCENE = Scene()
self.scene = self.__DEFAULT_SCENE
self.last_click_pos = None # Vector2 if clicked somewhere
self.do_multi_thread_rendering = do_multi_thread_rendering
self.CRNT_THREAD = None #Current thread for rendering
self.render_delta_time = 0 #Delta time in the rendering thread
self.real_delta_time = 0
self.delta_time = 0
self.time_scale = 1
self.WINDOW_SIZE = Vector2(WIDTH, HEIGHT)
# Due to the timers being precise to only the millisecond, the FPS caps will not be precise e.g.:
# imagine setting the cap to 700 FPS -> the delay between each frame would need to be 1 / 700 * 1000 ms, which means ~1.4286 ms :
# the engine will then need to wait for >= ~1.4286 between each updates so the max precision will be 2 ms beetwen each frame which is 500 FPS
self.__FPS_R_CAP = FPS_R_CAP
self.__do_fps_r_cap = do_fps_r_cap
self.__render_delay = 1 / self.__FPS_R_CAP # Time in seconds to wait for each frame to be rendered
self.__current_render_delay = 0
self.__FPS_CAP = FPS_CAP
self.__do_fps_cap = do_fps_cap
self.__update_delay = 1 / self.__FPS_CAP
self.__current_update_delay = 0
def get_time(self):
""" Returns the time in seconds since the start of the engine """
return self.time_watch.read()
def set_title(self, title):
""" Sets the title of the engine """
self.TITLE = "Snake Engine - " + self.VERSION + " : " + title
Handler.set_title()
def reload_scene(self):
""" Reloads the current scene """
scene = self.scene
self.unload_scene()
self.load_scene(scene)
def load_scene(self, scene):
""" Loads the scene, unloads the currently loaded one """
if scene == self.scene or scene == self.__DEFAULT_SCENE:
return
if not (self.scene == self.__DEFAULT_SCENE):
self.scene._unload()
self.scene = scene
if self._awoken:
self.scene._load()
if self._started:
self.scene._start()
def unload_scene(self):
""" Unloads the current scene """
self.scene._unload()
self.scene = self.__DEFAULT_SCENE
def _start(self):
""" Starts the engine, /!\ use with caution """
Handler.start()
self._started = True
self.scene._start()
self.time_watch.start()
def _update(self):
""" Updates the engine taking the time elapsed since the last frame/update, /!\ use with caution """
Handler.update()
self.scene._update()
def _render(self):
""" Renders all the render objects of the engine and itself, /!\ use with caution """
Handler.pre_render()
self.scene._render()
return Handler.render()
def stop(self):
""" Stops the engine """
Handler.clean_up()
self.stopped = True
self._started = False
self._awoken = False
self.scene._unload()
def __awake(self):
self._awoken = True
self.scene._load()
def __f_render_thread(self):
r_old_time = 0
r_new_time = 0
temp_delta_time = 0
delta_time = 0
self.render_delta_time = 0
while not self.stopped:
r_new_time = self.time_watch.read()
delta_time = r_new_time - r_old_time
temp_delta_time += delta_time
r_old_time = r_new_time
if self.scene._started:
if self.__do_fps_r_cap:
self.__current_render_delay -= delta_time
if self.__current_render_delay <= 0:
self.render_delta_time = temp_delta_time
temp_delta_time = 0
self.__current_render_delay = self.__render_delay
self._render()
def run(self):
""" Call this method to run the main loop, nothing shall be done after that method """
self.__awake()
self._start()
#setting up vars
old_time = 0
new_time = 0
delta_time = 0
r_old_time = 0
r_new_time = 0
r_delta_time = 0
udelta_time = 0
if self.do_multi_thread_rendering:
self.CRNT_THREAD = threading.Thread(target=self.__f_render_thread)
self.CRNT_THREAD.start()
#Main loop
#self.stopped: break
while True:
new_time = self.time_watch.read()
delta_time = new_time - old_time
old_time = new_time
if self.__do_fps_cap:
self.__current_update_delay -= delta_time
if self.__current_update_delay <= 0:
udelta_time = self.__update_delay - self.__current_update_delay
self.real_delta_time = udelta_time
self.delta_time = udelta_time * self.time_scale
self.__current_update_delay = self.__update_delay
self._update()
else:
self.real_delta_time = delta_time
self.delta_time = delta_time * self.time_scale
self._update()
if self.stopped:
break
if self.do_multi_thread_rendering:
continue
elif self.__do_fps_r_cap:
r_new_time = self.time_watch.read()
r_delta_time = r_new_time - r_old_time
r_old_time = r_new_time
self.__current_render_delay -= r_delta_time
if self.__current_render_delay <= 0:
self.render_delta_time = self.__render_delay - self.__current_render_delay
self.__current_render_delay = self.__render_delay
self._render()
else:
self.render_delta_time = delta_time
self._render()
#FPS R
def get_FPS_R_CAP(self):
return self.__FPS_R_CAP
def get_do_fps_r_cap(self):
return self.__do_fps_r_cap
def set_do_fps_r_cap(self, active):
self.__do_fps_r_cap = active
def set_FPS_R_CAP(self, FPS_R_CAP=64):
self.__FPS_R_CAP = FPS_R_CAP
self.__render_delay = 1 / self.__FPS_R_CAP
self.__current_render_delay = 0 # resetting for immediate change
#FPS
def get_FPS_CAP(self):
return self.__FPS_CAP
def get_do_fps_cap(self):
return self.__do_fps_cap
def set_do_fps_cap(self, active):
self.__do_fps_cap = active
def set_FPS_CAP(self, FPS_CAP=600):
self.__FPS_CAP = FPS_CAP
self.__update_delay = 1 / self.__FPS_CAP
self.__current_update_delay = 0 # resetting for immediate change
SnakeEngine = __SnakeEngine
if engine_pipeline == "graphics":
import SnakeEngineG
SnakeEngine = SnakeEngineG._SnakeEngineG