Mercurial > boomslang
view gamelib/state.py @ 45:a0ab7cea67fc
Outline for artists.
author | Simon Cross <simon@simonx> |
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date | Mon, 23 Aug 2010 11:32:58 +0200 |
parents | ad6f56bfa8b7 |
children | 8f1fccb8cadf |
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"""Utilities and base classes for dealing with scenes.""" from albow.resource import get_image, get_sound from pygame.locals import BLEND_ADD def initial_state(): """Load the initial state.""" state = State() state.load_scenes("cryo") state.set_current_scene("cryo") 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 item name -> Item object self.items = {} # list of item objects in inventory self.inventory = [] # current scene self.current_scene = None def add_scene(self, scene): self.scenes[scene.name] = scene 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)) def set_current_scene(self, name): self.current_scene = self.scenes[name] def add_inventory_item(self, name): self.inventory.append(self.items[name]) def remove_inventory_item(self, name): self.inventory.remove(self.items[name]) def draw(self, surface): self.current_scene.draw(surface) def message(self, msg): print msg class Scene(object): """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 # initial scene data (optional, defaults to none) INITIAL_DATA = None def __init__(self, state): # 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 = {} self._background = get_image(self.FOLDER, self.BACKGROUND) self.data = {} if self.INITIAL_DATA: self.data.update(self.INITIAL_DATA) 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] def draw_background(self, surface): surface.blit(self._background, (0, 0), None, BLEND_ADD) def draw_things(self, surface): for thing in self.things.itervalues(): thing.draw(surface) def draw(self, surface): self.draw_background(surface) self.draw_things(surface) class Thing(object): """Base class for things in a scene that you can interact with.""" # sub-folder to look for resources in FOLDER = None # name of image resource IMAGE = None def __init__(self, name, rect): self.name = name # area within scene that triggers calls to interact self.rect = rect # these are set by set_scene self.scene = None self.state = None # TODO: add masks # TODO: add images def set_scene(self, scene): assert self.scene is None self.scene = scene self.state = scene.state def message(self, msg): self.state.message(msg) def interact(self, item): if item is None: self.interact_without() else: handler = getattr(self, 'interact_with_' + item.name, None) if handler is not None: handler(item) else: self.interact_default(item) def interact_without(self): self.interact_default(None) def interact_default(self, item): self.message("It doesn't work.") def draw(self, surface): pass class Item(object): """Base class for inventory items.""" # image for inventory INVENTORY_IMAGE = None def __init__(self, name): self.name = name self.inventory_image = get_image('items', self.INVENTORY_IMAGE) # TODO: needs cursor def get_inventory_image(self): return self.inventory_image