Mercurial > rinkhals
annotate gamelib/engine.py @ 29:2e88c680672c
Minimal fox raid logic
author | Neil Muller <drnlmuller@gmail.com> |
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date | Sun, 30 Aug 2009 18:46:46 +0000 |
parents | 6d6ab0c1479d |
children | 2eec29085060 |
rev | line source |
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1 """Game engine and states.""" |
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2 |
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3 from pgu.engine import Game, State, Quit |
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4 import pygame |
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5 from pygame.locals import USEREVENT, QUIT, KEYDOWN, K_ESCAPE, K_n, K_d |
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6 |
29 | 7 from tiles import TILE_MAP |
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8 import gameboard |
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9 import animal |
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10 import random |
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11 |
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12 class Engine(Game): |
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13 def __init__(self, main_menu_app): |
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14 self.main_menu_app = main_menu_app |
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15 self.clock = pygame.time.Clock() |
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16 |
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17 def tick(self): |
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18 """Tic toc.""" |
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19 pygame.time.wait(10) |
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20 |
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21 def create_game_board(self): |
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22 self.gameboard = gameboard.GameBoard() |
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23 |
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24 class MainMenuState(State): |
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25 def event(self, e): |
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26 if events_equal(e, START_DAY): |
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27 self.game.create_game_board() |
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28 return DayState(self.game) |
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29 elif e.type is KEYDOWN and e.key == K_ESCAPE: |
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30 return Quit(self.game) |
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31 elif e.type is not QUIT: |
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32 self.game.main_menu_app.event(e) |
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33 |
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34 def paint(self, screen): |
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35 screen.fill((0,0,0)) |
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36 self.game.main_menu_app.paint(screen) |
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37 pygame.display.flip() |
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38 |
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39 def update(self, screen): |
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40 update = self.game.main_menu_app.update(screen) |
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41 pygame.display.update(update) |
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42 |
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43 class DayState(State): |
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44 def init(self): |
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45 """Add some chickens to the farm""" |
29 | 46 # disable timer |
47 pygame.time.set_timer(MOVE_FOX_ID, 0) | |
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48 # Very simple, we walk around the tilemap, and, for each farm tile, |
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49 # we randomly add a chicken (1 in 10 chance) until we have 5 chickens |
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50 # or we run out of board |
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51 self.game.gameboard.clear_foxes() |
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52 chickens = len(self.game.gameboard.chickens) |
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53 x, y = 0, 0 |
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54 width, height = self.game.gameboard.tv.size |
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55 while chickens < 5: |
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56 if x < width: |
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57 tile = self.game.gameboard.tv.get((x, y)) |
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58 else: |
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59 y += 1 |
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60 if y >= height: |
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61 break |
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62 x = 0 |
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63 continue |
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64 # See if we place a chicken |
29 | 65 if 'grassland' == TILE_MAP[tile]: |
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66 # Farmland |
29 | 67 roll = random.randint(1, 20) |
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68 # We don't place within a tile of the fence, this is to make things |
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69 # easier |
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70 for xx in range(x-1, x+2): |
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71 if xx >= height or xx < 0: |
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72 continue |
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73 for yy in range(y-1, y+2): |
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74 if yy >= height or yy < 0: |
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75 continue |
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76 neighbour = self.game.gameboard.tv.get((xx, yy)) |
29 | 77 if 'fence' == TILE_MAP[neighbour]: |
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78 # Fence |
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79 roll = 10 |
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80 if roll == 1: |
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81 # Create a chicken |
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82 chickens += 1 |
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83 chick = animal.Chicken((x, y)) |
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84 self.game.gameboard.add_chicken(chick) |
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85 x += 1 |
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86 |
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87 def event(self, e): |
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88 if events_equal(e, START_NIGHT): |
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89 return NightState(self.game) |
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90 elif e.type is KEYDOWN and e.key == K_ESCAPE: |
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91 return MainMenuState(self.game) |
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92 elif e.type is KEYDOWN and e.key == K_n: |
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93 return pygame.event.post(START_NIGHT) |
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94 elif events_equal(e, GO_MAIN_MENU): |
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95 return MainMenuState(self.game) |
14 | 96 elif e.type is not QUIT: |
97 self.game.gameboard.event(e) | |
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98 |
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99 def paint(self, screen): |
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100 self.game.gameboard.paint(screen) |
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101 pygame.display.flip() |
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102 |
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103 def update(self, screen): |
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104 update = self.game.gameboard.update(screen) |
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105 pygame.display.update(update) |
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106 |
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107 def loop(self): |
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108 self.game.gameboard.loop() |
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109 |
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110 class NightState(State): |
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111 def init(self): |
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112 """Add some foxes to the farm""" |
29 | 113 # Add a timer to the event queue |
114 self.cycle_count = 0 | |
115 pygame.time.set_timer(MOVE_FOX_ID, 300) | |
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116 # Very simple, we walk around the tilemap, and, for each farm tile, |
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117 # we randomly add a chicken (1 in 10 chance) until we have 5 chickens |
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118 # or we run out of board |
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119 foxes = len(self.game.gameboard.foxes) |
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120 x, y = 0, 0 |
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121 width, height = self.game.gameboard.tv.size |
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122 while foxes < 5: |
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123 if x < width: |
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124 tile = self.game.gameboard.tv.get((x, y)) |
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125 else: |
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126 y += 1 |
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127 if y >= height: |
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128 break |
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129 x = 0 |
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130 continue |
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131 # See if we place a fox |
29 | 132 if TILE_MAP[tile] == 'woodland': |
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133 # Forest |
29 | 134 roll = random.randint(1, 20) |
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135 if roll == 1: |
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136 # Create a fox |
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137 foxes += 1 |
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138 fox = animal.Fox((x, y)) |
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139 self.game.gameboard.add_fox(fox) |
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140 x += 5 |
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141 |
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142 def event(self, e): |
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143 if events_equal(e, START_DAY): |
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144 return DayState(self.game) |
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145 elif e.type is KEYDOWN and e.key == K_d: |
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146 return pygame.event.post(START_DAY) |
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147 elif e.type is KEYDOWN and e.key == K_ESCAPE: |
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148 return MainMenuState(self.game) |
29 | 149 elif e.type is MOVE_FOX_ID: |
150 self.cycle_count += 1 | |
151 if self.cycle_count > 15: | |
152 return pygame.event.post(START_DAY) | |
153 return self.game.gameboard.move_foxes() | |
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154 elif e.type is not QUIT: |
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155 self.game.gameboard.event(e) |
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156 |
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157 def loop(self): |
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158 self.game.gameboard.loop() |
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159 |
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160 def paint(self, screen): |
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161 self.game.gameboard.paint(screen) |
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162 pygame.display.flip() |
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163 |
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164 def update(self, screen): |
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165 update = self.game.gameboard.update(screen) |
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166 pygame.display.update(update) |
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167 |
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168 # pygame events |
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169 |
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170 def events_equal(e1, e2): |
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171 """Compare two user events.""" |
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172 return (e1.type is e2.type and e1.name == e2.name) |
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173 |
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174 START_DAY = pygame.event.Event(USEREVENT, name="START_DAY") |
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175 START_NIGHT = pygame.event.Event(USEREVENT, name="START_NIGHT") |
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176 GO_MAIN_MENU = pygame.event.Event(USEREVENT, name="GO_MAIN_MENU") |
29 | 177 MOVE_FOX_ID = USEREVENT + 1 |
178 MOVE_FOXES = pygame.event.Event(MOVE_FOX_ID, name="MOVE_FOXES") | |
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179 QUIT = pygame.event.Event(QUIT) |