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def change_sectors(self, before, after):
""" Move from sector `before` to sector `after`. A sector is a
contiguous x, y sub-region of world. Sectors are used to speed up
world rendering.
"""
before_set = set()
after_set = set()
pad = 4
for dx in xrange(-pad, pad + 1):
for dy in [0]: # xrange(-pad, pad + 1):
for dz in xrange(-pad, pad + 1):
if dx ** 2 + dy ** 2 + dz ** 2 > (pad + 1) ** 2:
continue
if before:
x, y, z = before
before_set.add((x + dx, y + dy, z + dz))
if after:
x, y, z = after
after_set.add((x + dx, y + dy, z + dz))
show = after_set - before_set
hide = before_set - after_set
for sector in show:
self.show_sector(sector)
for sector in hide:
self.hide_sector(sector)
def _enqueue(self, func, *args):
""" Add `func` to the internal queue.
"""
self.queue.append((func, args))
def _dequeue(self):
""" Pop the top function from the internal queue and call it.
"""
func, args = self.queue.popleft()
func(*args)
def process_queue(self):
""" Process the entire queue while taking periodic breaks. This allows
the game loop to run smoothly. The queue contains calls to
_show_block() and _hide_block() so this method should be called if
add_block() or remove_block() was called with immediate=False
"""
start = time.clock()
while self.queue and time.clock() - start < 1.0 / TICKS_PER_SEC:
self._dequeue()
def process_entire_queue(self):
""" Process the entire queue with no breaks.
"""
while self.queue:
self._dequeue()
class Window(pyglet.window.Window):
def __init__(self, *args, **kwargs):
super(Window, self).__init__(*args, **kwargs)
# Whether or not the window exclusively captures the mouse.
self.exclusive = False
# When flying gravity has no effect and speed is increased.
self.flying = False
# Strafing is moving lateral to the direction you are facing,
# e.g. moving to the left or right while continuing to face forward.
#
# First element is -1 when moving forward, 1 when moving back, and 0
# otherwise. The second element is -1 when moving left, 1 when moving
# right, and 0 otherwise.
self.strafe = [0, 0]