-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathapp.py
More file actions
437 lines (373 loc) · 18.4 KB
/
Copy pathapp.py
File metadata and controls
437 lines (373 loc) · 18.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
import os
import time
import numpy as np
import ursina
from include.camera import PlayerCamera
from include.player import Player
from include.shaders import ShaderCollection
from include.entities import FloatingFollower, EnemyManager
from include.projectiles import ProjectileManager
from include.portals import PortalManager
from include.buttons import ButtonManager
from panda3d.core import ShaderBuffer, GeomEnums
def generate_empty_shader_buffer(name, size):
return ShaderBuffer(name, np.zeros(size, dtype=np.float32).tobytes(), GeomEnums.UH_static)
SHADER_CONFIG = {
"canvas" : {"fragment":"canvas.frag", "vertex":"common.vert"},
}
class Game:
def __init__(self, *args, **kwargs):
# self.app = ursina.Ursina(*args, size=ursina.Vec2(2560,1440), **kwargs)
# self.app = ursina.Ursina(*args, size=ursina.Vec2(1920,1080), **kwargs)
self.app = ursina.Ursina(*args, size=ursina.Vec2(1280,720), **kwargs)
self.start = time.time()
self.player = Player(game=self, x=0, y=0)
ec = PlayerCamera()
self.player_projectiles = ProjectileManager(self, "Player")
self.enemy_projectiles = ProjectileManager(self, "Enemy")
self.enemies = EnemyManager(self, "Enemy")
self.buttons = ButtonManager(self, "Button")
self.portal_manager = PortalManager(self)
self.portal_manager.add_portal_pair((15,-15), 6, ursina.color.red, (-15,15), 6, ursina.color.green)
self.portal_manager.update_ssbo()
self.shader_collection = ShaderCollection(
os.path.join(os.path.dirname(__file__), "shaders"),
SHADER_CONFIG
)
self.profiler_data = {}
self.info_display = ursina.Text(text='', position=(-0.85, 0.4), scale=1, color=ursina.color.white, collider=None)
# quads with different shaders are layered to create the final output display
_layers = {
# "background" : {"color":ursina.color.dark_gray},
"canvas" : {"shader":self.shader_collection.shaders["canvas"], "texture":"assets/wizard.png"},
}
self.layers = {}
for i, (name, conf) in list(enumerate(_layers.items())):
self.layers[name] = ursina.Entity(
model='quad',
scale=((ursina.window.size[0]/ursina.window.size[1])*40, 40),
collider=None,
**conf,
)
self.layers[name].z = self.layers[name].z - 0.02 * i
self.gravity = 0
# textures to be supplied to the shader
self.textures = {
'background_texture' : "assets/cobble.png",
'portal_texture' : "assets/ball.png",
'projectile_texture' : "assets/projectile.png",
'enemy_texture' : "assets/enemy.png",
}
for name, tex in self.textures.items():
self.layers["canvas"].set_shader_input(name, loader.loadTexture(tex))
# shader buffers to write to the shader
# since the ref to a given SSBO can be updated
# the base of each ssbo is mapped below
self.ssbo_parents = {
"portalData" : self.portal_manager,
"EnemyProjectileData" : self.enemy_projectiles,
"PlayerProjectileData" : self.player_projectiles,
"EnemyData" : self.enemies,
"PlayerData" : self.player,
}
for name, base in self.ssbo_parents.items():
self.layers["canvas"].set_shader_input(name, base.ssbo)
# calc grid spacing and offset based on screen resolution
grid_spacing:float = 6
grid_offset:float = 0.0
print(grid_spacing, grid_offset)
# general shader data
for key, val in {
"screen_size" : ursina.window.size,
"background_color" : ursina.Vec4(0,0,0,0),
"grid_spacing" : grid_spacing,
"grid_offset" : grid_offset,
"grid_color" : ursina.Vec4(1,1,1,1),
"count" : 1,
"portal_count" : self.portal_manager.max_portal_pairs,
"enemy_count" : np.count_nonzero(self.enemies.used_mask),
"player_projectile_count" : 0,
"enemy_projectile_count" : 0,
}.items():
self.layers["canvas"].set_shader_input(key, val)
# self.layers["awareness"].set_shader_input("positions", [[0,0,0]])
# self.layers["awareness"].set_shader_input("radii", [5])
# self.layers["awareness"].set_shader_input("circle_count", 0)
# self.layers["awareness"].set_shader_input("screen_size", ursina.window.size)
self.game_running = False
self.paused = False
self.enemy_entities = []
self.game_entities = []
self.orphan_projectiles = []
self.ui_elements = {}
self.sliders = {}
self.show_sliders = True
self.show_info = True
self.t = 0
self.tick = 0
self.create_sliders()
self.start_game()
def create_sliders(self):
"""Creates sliders to adjust game parameters."""
slider_config = [
{"name": "base_acceleration", "min": 0.1, "max": 4, "default": 0.6, "position": (0.25, 0.4), "origin":(1,0), "scale":0.4},
{"name": "max_velocity", "min": 10, "max": 500.0, "default": 130, "position": (0.25, 0.35), "origin":(1,0), "scale":0.4},
{"name": "min_velocity", "min": 0.01, "max": 4.0, "default": 0.08, "position": (0.25, 0.3), "origin":(1,0), "scale":0.4},
{"name": "decay_rate", "min": 0.001, "max": 0.1, "default": 0.04, "position": (0.25, 0.25), "origin":(1,0), "scale":0.4},
{"name": "fire_rate", "min": 0.5, "max": 200, "default": 2, "position": (0.25, 0.2), "origin":(1,0), "scale":0.4},
{"name": "projectile_decay_rate", "min": 0.01, "max": 0.03, "default": 0.01, "position": (0.25, 0.15), "origin":(1,0), "scale":0.4},
{"name": "projectile_speed_multiplier", "min": 0.5, "max": 50, "default": 2, "position": (0.25, 0.1), "origin":(1,0), "scale":0.4},
{"name": "range", "min": 1, "max": 5, "default": 1.5, "position": (0.25, 0.05), "origin":(1,0), "scale":0.4},
{"name": "gravity", "min": -2, "max": 2, "default": 0, "position": (0.25, 0.00), "origin":(1,0), "scale":0.4},
]
for config in slider_config:
slider = ursina.Slider(
min=config["min"],
max=config["max"],
value=config["default"],
step=0.01,
text=f"{config['name']}: {config['default']:.2f}",
position=config["position"]
)
self.sliders[config["name"]] = slider
slider.hide()
b = ursina.Button(text="Show Sliders", position = (0.65, 0.45), scale=(0.2, 0.04))
b.on_click = self.toggle_sliders
b = ursina.Button(text="Show Info", position = (0.45, 0.45), scale=(0.2, 0.04))
b.on_click = self.toggle_info
def toggle_sliders(self):
self.show_sliders = not self.show_sliders
if self.show_sliders:
for n, s in self.sliders.items():
s.show()
else:
for n, s in self.sliders.items():
s.hide()
def toggle_info(self):
self.show_info = not self.show_info
if self.show_info:
self.info_display.show()
else:
self.info_display.hide()
def start_game(self):
self.game_running = True
self.paused = False
self.game_entities = [
ursina.Entity(model='cube', color=ursina.color.white33, scale=(69, 5, 1), position=(0,22,0), collider=None),
ursina.Entity(model='cube', color=ursina.color.white33, scale=(69, 5, 1), position=(0,-22,0), collider=None),
ursina.Entity(model='cube', color=ursina.color.white33, scale=(7, 50, 1), position=(38,0,0), collider=None),
ursina.Entity(model='cube', color=ursina.color.white33, scale=(7, 50, 1), position=(-38,0,0), collider=None),
]
for i in range(-11,11):
for j in range(-7,7):
# if not i % 3 and not j % 3:
self.spawn_creature(FloatingFollower, config={"x":i,"y":j})
self.show_info = False
self.update_ui()
self.toggle_info()
self.last_update = time.time()
def handle_player_bounds(self):
bounds = (13, 23)
half_height = bounds[0] * 1.5
half_width = bounds[1] * 1.5
player_x, player_y = self.player.x, self.player.y
half_scale = self.player.scale/2
if player_x - half_scale < -half_width:
self.player.x = -half_width + half_scale
self.player.x_velocity = 0
elif player_x + half_scale > half_width:
self.player.x = half_width - half_scale
self.player.x_velocity = 0
# Check for vertical bounds
if player_y - half_scale < -half_height:
self.player.y = -half_height + half_scale
self.player.y_velocity = 0
elif player_y + half_scale > half_height:
self.player.y = half_height - half_scale
self.player.y_velocity = 0
def handle_player_projectile_collisions(self):
if not np.count_nonzero(self.enemies.used_mask):
return
if not np.count_nonzero(self.player_projectiles.used_mask):
return
subset = self.enemies.data[self.enemies.used_mask, :4]
collisions = self.player_projectiles.check_collisions_multiple(
subset[:, :2],
subset[:, 3]
)
indices = [i for i, j in enumerate(self.enemies.used_mask) if self.enemies.used_mask[i]]
for i, id_ in enumerate(indices):
cols = collisions[i]
if not cols:
continue
if self.enemies.data[id_, 19] > 0:
self.enemies.data[id_, 19] = max(0, self.enemies.data[id_, 19] - 5 * len(cols))
else:
self.enemies.data[id_, 18] = max(0, self.enemies.data[id_, 18] - 5 * len(cols))
if self.enemies.data[id_, 18] <= 0:
self.enemies.despawn(id_)
to_despawn = list(set(proj for collision in collisions for proj in collision))
self.player_projectiles.despawn_multiple(to_despawn)
def handle_enemy_projectile_collisions(self):
collisions = self.enemy_projectiles.check_collisions(self.player.position2d, self.player.scale)
for c in collisions:
continue
# if self.player.shield > 0:
# self.player.shield = max(0, self.player.shield-5)
# else:
# self.player.health = max(0, self.player.health - 5)
# if self.player.health <= 0:
# raise ValueError("YOU DIED")
self.enemy_projectiles.despawn_multiple(collisions)
def update_ui(self):
# Update sliders
if self.show_sliders:
self.player.base_acceleration = self.sliders["base_acceleration"].value
self.player.max_velocity = self.sliders["max_velocity"].value
self.player.min_velocity = self.sliders["min_velocity"].value
self.player.decay_rate = self.sliders["decay_rate"].value
self.player.fire_rate = self.sliders["fire_rate"].value
self.player.projectile_decay_rate = self.sliders["projectile_decay_rate"].value
self.player.projectile_speed_multiplier = self.sliders["projectile_speed_multiplier"].value
self.player.range = self.sliders["range"].value
self.gravity = self.sliders["gravity"].value
# Update slider text
for name, slider in self.sliders.items():
slider.text = f"{name}: {slider.value:.2f}"
if self.show_info:
self.update_info_display()
def handle_portal_collisions(self):
now = time.time()
if self.player.next_portal < now:
cols = self.portal_manager.check_collisions(self.player.position2d, self.player.scale/3, overlap=1)
if len(cols):
_id = cols[0]
ids = self.portal_manager.get_paired_indicies(cols[0])
_id2 = [__id for __id in ids if not __id == _id][0]
pos = self.portal_manager.data[_id2][0:2]
self.player.x, self.player.y = (*pos[0:2],)
self.player.next_portal = now + self.player.portal_cooldown
def handle_portal_collisions_abstract(self, entity_system):
"""Handles portal collisions for all entities in the system."""
now = time.time()-self.start
eligible_entities = np.where(entity_system.data[:, 12] < now)[0]
if not len(eligible_entities):
return
subset_positions = entity_system.data[:, 0:2][eligible_entities]
subset_scales = entity_system.data[:, 2][eligible_entities]
collisions = self.portal_manager.check_collisions_multiple(
subset_positions,
subset_scales
)
for i, id_ in enumerate(eligible_entities):
if not len(collisions[i]):
continue
primary_portal = collisions[i][0]
paired_portals = self.portal_manager.get_paired_indicies(primary_portal)
paired_portal = [p for p in paired_portals if p != primary_portal][0]
target_position = self.portal_manager.data[paired_portal][0:2]
entity_system.data[id_, 0:2] = target_position
entity_system.data[id_, 12] = now + 0.5
def update(self):
if not all((self.game_running, not self.paused)):
return
# self.profiler_data = {}
start_time = time.perf_counter()
dt = ursina.time.dt
start_time = time.perf_counter()
self.player.handle_movement(dt)
self.record_time('Player Movement', start_time)
start_time = time.perf_counter()
self.player.handle_projectile()
self.record_time('Player Projectile', start_time)
start_time = time.perf_counter()
self.handle_player_bounds()
self.record_time('Player Bounds', start_time)
start_time = time.perf_counter()
self.player_projectiles.update(dt)
self.record_time('Player Projectiles Update', start_time)
start_time = time.perf_counter()
self.enemies.update(dt)
self.record_time('Enemies Update', start_time)
start_time = time.perf_counter()
self.enemies.resolve_external_overlap(self.player.position2d, self.player.scale)
self.record_time('Enemies Overlap Resolve', start_time)
start_time = time.perf_counter()
self.enemy_projectiles.update(dt)
self.record_time('Enemy Projectiles Update', start_time)
start_time = time.perf_counter()
self.handle_player_projectile_collisions()
self.record_time('Player Projectile Collisions', start_time)
start_time = time.perf_counter()
self.handle_enemy_projectile_collisions()
self.record_time('Enemy Projectile Collisions', start_time)
start_time = time.perf_counter()
self.handle_portal_collisions()
self.record_time('Portal Collisions', start_time)
start_time = time.perf_counter()
self.handle_portal_collisions_abstract(self.player_projectiles)
self.record_time('Projectile Portal Collisions', start_time)
start_time = time.perf_counter()
self.handle_portal_collisions_abstract(self.enemies)
self.record_time('Enemy Portal Collisions', start_time)
start_time = time.perf_counter()
self.handle_portal_collisions_abstract(self.enemy_projectiles)
self.record_time('Enemy Projectile Portal Collisions', start_time)
# write shader data
self.player.update_ssbo()
self.layers["canvas"].set_shader_input("PlayerData", self.player.ssbo)
self.layers["canvas"].set_shader_input("enemy_count", np.count_nonzero(self.enemies.used_mask))
self.layers["canvas"].set_shader_input("EnemyData", self.enemies.ssbo)
self.layers["canvas"].set_shader_input("EnemyProjectileData", self.enemy_projectiles.ssbo)
self.layers["canvas"].set_shader_input("enemy_projectile_count", np.count_nonzero(self.enemy_projectiles.used_mask))
self.layers["canvas"].set_shader_input("PlayerProjectileData", self.player_projectiles.ssbo)
self.layers["canvas"].set_shader_input("player_projectile_count", np.count_nonzero(self.player_projectiles.used_mask))
if not self.tick % 60:
self.update_ui()
self.tick += 1
def record_time(self, label, start_time):
elapsed_time = (time.perf_counter() - start_time) * 1000
self.profiler_data[label] = elapsed_time
def update_info_display(self):
prof = self.profiler_data.copy()
prof.update(self.enemies.profiler_data)
player = {
"X" : self.player.x,
"Y" : self.player.y,
"X Vel": self.player.x_velocity,
"Y Vel": self.player.y_velocity,
"Total Vel": self.player.total_velocity,
"Projectile Count": np.count_nonzero(self.player_projectiles.used_mask),
"Enemy Count": np.count_nonzero(self.enemies.used_mask),
"Enemy Projectile Count": np.count_nonzero(self.enemy_projectiles.used_mask),
}
player_text = "Player Info:\n" + "\n".join(
[f"{key}: {value:.2f}" for key, value in player.items()]
)
profiler_text = "Profiler Data (ms):\n" + "\n".join(
[f"{key}: {value:.2f}" for key, value in prof.items()]
)
self.info_display.text = player_text + "\n\n" + profiler_text
def end_game(self):
self.game_running = False
self.paused = False
for e in self.game_entities:
e.destroy()
for ui in self.ui_elements.values():
ui.disable()
def pause(self):
self.paused = True
def unpause(self):
self.paused = False
def toggle_pause(self):
self.paused = not self.paused
def spawn_creature(self, creature:object, config:dict={}):
self.enemies.spawn(creature, ursina.Vec2(config.get("x"), config.get("y")))
ursina.window.vsync = False
game = Game()
update = game.update
ursina.window.exit_button.enabled = True
ursina.window.center_on_screen()
ursina.camera.orthographic = True
ursina.camera.fov = 10
game.app.run()