Mercurial > boomslang
view gamelib/state.py @ 433:6b7b08d67233
Hook up fixed ETA screen
author | Neil Muller <neil@dip.sun.ac.za> |
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date | Sat, 28 Aug 2010 23:45:11 +0200 |
parents | df3216b369b1 |
children | 19aff54b2e73 |
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"""Utilities and base classes for dealing with scenes.""" from albow.resource import get_image, get_font from albow.utils import frame_rect from widgets import BoomLabel from pygame.rect import Rect from pygame.color import Color import constants from sound import get_sound # override the initial scene to for debugging DEBUG_SCENE = None # whether to show debugging rects DEBUG_RECTS = False class Result(object): """Result of interacting with a thing""" def __init__(self, message=None, soundfile=None, detail_view=None, style=None, close_detail=False): self.message = message self.sound = None if soundfile: self.sound = get_sound(soundfile) self.detail_view = detail_view self.style = style self.close_detail = close_detail def process(self, scene_widget): """Helper function to do the right thing with a result object""" if self.sound: self.sound.play() if self.message: scene_widget.show_message(self.message, self.style) if self.detail_view: scene_widget.show_detail(self.detail_view) if self.close_detail and hasattr(scene_widget, 'parent') and hasattr(scene_widget.parent, 'clear_detail'): scene_widget.parent.clear_detail() def handle_result(result, scene_widget): """Handle dealing with result or result sequences""" if result: if hasattr(result, 'process'): result.process(scene_widget) else: for res in result: if res: # List may contain None's res.process(scene_widget) def initial_state(): """Load the initial state.""" state = State() state.load_scenes("cryo") state.load_scenes("bridge") state.load_scenes("mess") state.load_scenes("engine") state.load_scenes("machine") state.load_scenes("crew_quarters") state.load_scenes("map") state.load_scenes("manual") state.load_scenes("won") initial_scene = "cryo" if DEBUG_SCENE is None else DEBUG_SCENE state.set_current_scene(initial_scene) state.set_do_enter_leave() return state class State(object): """Complete game state. Game state consists of: * items * scenes """ def __init__(self): # map of scene name -> Scene object self.scenes = {} # map of detail view name -> DetailView object self.detail_views = {} # map of item name -> Item object self.items = {} # list of item objects in inventory self.inventory = [] # currently selected tool (item) self.tool = None # current scene self.current_scene = None # current detail view self.current_detail = None # scene we came from, for enter and leave processing self.previous_scene = None # scene transion helpers self.do_check = None self.old_pos = None # current thing self.current_thing = None self.highlight_override = False def add_scene(self, scene): self.scenes[scene.name] = scene def add_detail_view(self, detail_view): self.detail_views[detail_view.name] = detail_view def add_item(self, item): self.items[item.name] = item def load_scenes(self, modname): mod = __import__("gamelib.scenes.%s" % (modname,), fromlist=[modname]) for scene_cls in mod.SCENES: self.add_scene(scene_cls(self)) if hasattr(mod, 'DETAIL_VIEWS'): for scene_cls in mod.DETAIL_VIEWS: self.add_detail_view(scene_cls(self)) def set_current_scene(self, name): old_scene = self.current_scene self.current_scene = self.scenes[name] self.current_thing = None if old_scene and old_scene != self.current_scene: self.previous_scene = old_scene self.set_do_enter_leave() def set_current_detail(self, name): self.current_thing = None if name is None: self.current_detail = None else: self.current_detail = self.detail_views[name] return self.current_detail.get_detail_size() def add_inventory_item(self, name): self.inventory.append(self.items[name]) def is_in_inventory(self, name): if name in self.items: return self.items[name] in self.inventory return False def remove_inventory_item(self, name): self.inventory.remove(self.items[name]) # Unselect tool if it's removed if self.tool == self.items[name]: self.set_tool(None) def replace_inventory_item(self, old_item_name, new_item_name): """Try to replace an item in the inventory with a new one""" try: index = self.inventory.index(self.items[old_item_name]) self.inventory[index] = self.items[new_item_name] if self.tool == self.items[old_item_name]: self.set_tool(self.items[new_item_name]) except ValueError: return False return True def set_tool(self, item): self.tool = item def draw(self, surface, screen): if self.do_check and self.previous_scene and self.do_check == constants.LEAVE: # We still need to handle leave events, so still display the scene self.previous_scene.draw(surface, screen) else: self.current_scene.draw(surface, screen) def draw_detail(self, surface, screen): self.current_detail.draw(surface, screen) def interact(self, pos): return self.current_scene.interact(self.tool, pos) def interact_detail(self, pos): return self.current_detail.interact(self.tool, pos) def cancel_doodah(self, screen): if self.tool: self.set_tool(None) elif self.current_detail: screen.state_widget.clear_detail() def do_enter_detail(self): if self.current_detail: self.current_detail.enter() def do_leave_detail(self): if self.current_detail: self.current_detail.leave() def animate(self): if not self.do_check: return self.current_scene.animate() def check_enter_leave(self, screen): if not self.do_check: return None if self.do_check == constants.LEAVE: self.do_check = constants.ENTER if self.previous_scene: return self.previous_scene.leave() return None elif self.do_check == constants.ENTER: self.do_check = None # Fix descriptions, etc. if self.old_pos: self.current_scene.update_current_thing(self.old_pos) return self.current_scene.enter() raise RuntimeError('invalid do_check value %s' % self.do_check) def mouse_move(self, pos): self.current_scene.mouse_move(pos) # So we can do sensible things on enter and leave self.old_pos = pos def set_do_enter_leave(self): """Flag that we need to run the enter loop""" self.do_check = constants.LEAVE def mouse_move_detail(self, pos): self.current_detail.mouse_move(pos) class StatefulGizmo(object): # initial data (optional, defaults to none) INITIAL_DATA = None def __init__(self): self.data = {} if self.INITIAL_DATA: self.data.update(self.INITIAL_DATA) def set_data(self, key, value): self.data[key] = value def get_data(self, key): return self.data.get(key, None) class Scene(StatefulGizmo): """Base class for scenes.""" # sub-folder to look for resources in FOLDER = None # name of background image resource BACKGROUND = None # name of scene (optional, defaults to folder) NAME = None # Offset of the background image OFFSET = (0, 0) # size (for detail views) SIZE = constants.SCENE_SIZE def __init__(self, state): StatefulGizmo.__init__(self) # scene name self.name = self.NAME if self.NAME is not None else self.FOLDER # link back to state object self.state = state # map of thing names -> Thing objects self.things = {} if self.BACKGROUND is not None: self._background = get_image(self.FOLDER, self.BACKGROUND) else: self._background = None def add_item(self, item): self.state.add_item(item) def add_thing(self, thing): self.things[thing.name] = thing thing.set_scene(self) def remove_thing(self, thing): del self.things[thing.name] self.leave() def _get_description(self): text = (self.state.current_thing and self.state.current_thing.get_description()) if text is None: return None label = BoomLabel(text) font = get_font(15, 'VeraBd.ttf') label.set_margin(5) label.border_width = 1 label.border_color = (0, 0, 0) label.bg_color = Color(210, 210, 210, 255) label.fg_color = (0, 0, 0) return label def draw_description(self, surface, screen): description = self._get_description() if description is not None: w, h = description.size sub = screen.get_root().surface.subsurface( Rect(400-w/2, 5, w, h)) description.draw_all(sub) def draw_background(self, surface): if self._background is not None: surface.blit(self._background, self.OFFSET, None) else: surface.fill((200, 200, 200)) def draw_things(self, surface): for thing in self.things.itervalues(): thing.draw(surface) def draw(self, surface, screen): self.draw_background(surface) self.draw_things(surface) self.draw_description(surface, screen) def interact(self, item, pos): """Interact with a particular position. Item may be an item in the list of items or None for the hand. Returns a Result object to provide feedback to the player. """ if self.state.current_thing is not None: return self.state.current_thing.interact(item) def animate(self): """Animate all the things in the scene. Return true if any of them need to queue a redraw""" result = False for thing in self.things.itervalues(): if thing.animate(): result = True return result def enter(self): return None def leave(self): return None def update_current_thing(self, pos): if self.state.current_thing is not None: if not self.state.current_thing.contains(pos): self.state.current_thing.leave() self.state.current_thing = None for thing in self.things.itervalues(): if thing.contains(pos): thing.enter(self.state.tool) self.state.current_thing = thing break def mouse_move(self, pos): """Call to check whether the cursor has entered / exited a thing. Item may be an item in the list of items or None for the hand. """ self.update_current_thing(pos) def get_detail_size(self): return self._background.get_size() class Thing(StatefulGizmo): """Base class for things in a scene that you can interact with.""" # name of thing NAME = None # sub-folder to look for resources in (defaults to scenes folder) FOLDER = None # list of Interact objects INTERACTS = {} # name first interact INITIAL = None # Interact rectangle hi-light color (for debugging) # (set to None to turn off) _interact_hilight_color = Color('red') def __init__(self): StatefulGizmo.__init__(self) # name of the thing self.name = self.NAME # folder for resource (None is overridden by scene folder) self.folder = self.FOLDER # interacts self.interacts = self.INTERACTS # these are set by set_scene self.scene = None self.state = None self.current_interact = None self.rect = None self.orig_rect = None def _fix_rect(self): """Fix rects to compensate for scene offset""" # Offset logic is to always work with copies, to avoid # flying effects from multiple calls to _fix_rect # See footwork in draw if hasattr(self.rect, 'collidepoint'): self.rect = self.rect.move(self.scene.OFFSET) else: self.rect = [x.move(self.scene.OFFSET) for x in self.rect] def set_scene(self, scene): assert self.scene is None self.scene = scene if self.folder is None: self.folder = scene.FOLDER self.state = scene.state for interact in self.interacts.itervalues(): interact.set_thing(self) self.set_interact(self.INITIAL) def set_interact(self, name): self.current_interact = self.interacts[name] self.rect = self.current_interact.interact_rect if self.scene: self._fix_rect() assert self.rect is not None, name def contains(self, pos): if hasattr(self.rect, 'collidepoint'): return self.rect.collidepoint(pos) else: # FIXME: add sanity check for rect in list(self.rect): if rect.collidepoint(pos): return True return False def get_description(self): return None def is_interactive(self): return True def enter(self, item): """Called when the cursor enters the Thing.""" pass def leave(self): """Called when the cursr leaves the Thing.""" pass def interact(self, item): if not self.is_interactive(): return if item is None: return self.interact_without() else: handler = getattr(self, 'interact_with_' + item.tool_name, None) if handler is not None: return handler(item) else: return self.interact_default(item) def animate(self): return self.current_interact.animate() def interact_without(self): return self.interact_default(None) def interact_default(self, item): return Result("It doesn't work.") def draw(self, surface): old_rect = self.current_interact.rect if old_rect: self.current_interact.rect = old_rect.move(self.scene.OFFSET) self.current_interact.draw(surface) self.current_interact.rect = old_rect if DEBUG_RECTS and self._interact_hilight_color: if hasattr(self.rect, 'collidepoint'): frame_rect(surface, self._interact_hilight_color, self.rect.inflate(1, 1), 1) else: for rect in self.rect: frame_rect(surface, self._interact_hilight_color, rect.inflate(1, 1), 1) class Item(object): """Base class for inventory items.""" # image for inventory INVENTORY_IMAGE = None # name for interactions (i.e. def interact_with_<TOOL_NAME>) TOOL_NAME = None # set to instance of CursorSprite CURSOR = None def __init__(self, name): self.name = name self.tool_name = name if self.TOOL_NAME is not None: self.tool_name = self.TOOL_NAME self.inventory_image = get_image('items', self.INVENTORY_IMAGE) def get_inventory_image(self): return self.inventory_image def interact(self, tool, state): if tool is None: return self.interact_without(state) handler = getattr(self, 'interact_with_' + tool.name, None) inverse_handler = getattr(tool, 'interact_with_' + self.tool_name, None) if handler is not None: return handler(tool, state) elif inverse_handler is not None: return inverse_handler(self, state) else: return self.interact_default(tool, state) def interact_default(self, tool, state): return Result("That doesn't do anything useful") class CloneableItem(Item): _counter = 0 @classmethod def _get_new_id(cls): cls._counter += 1 return cls._counter - 1 def __init__(self, name): my_count = self._get_new_id() super(CloneableItem, self).__init__("%s.%s" % (name, my_count)) self.tool_name = name if self.TOOL_NAME is not None: self.tool_name = self.TOOL_NAME