Mercurial > rinkhals
annotate gamelib/engine.py @ 513:399bb3cb4761
Fix corner case timer fiddling bug
author | Neil Muller <drnlmuller@gmail.com> |
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date | Thu, 26 Nov 2009 23:56:28 +0000 |
parents | b112bcf4d435 |
children | 0667189a5973 |
rev | line source |
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1 """Game engine and states.""" |
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2 from pgu.engine import Game, State, Quit |
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3 import pygame |
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4 from pygame.locals import USEREVENT, QUIT, KEYDOWN, K_ESCAPE, K_n, K_d, K_s, K_i |
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5 |
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6 import gameboard |
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7 import gameover |
94 | 8 import sound |
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9 import constants |
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10 import mainmenu |
179 | 11 import helpscreen |
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12 import loadlevel |
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13 import level |
336 | 14 from misc import check_exit |
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15 |
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16 class Engine(Game): |
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17 def __init__(self, main_app, level_name): |
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18 self.main_app = main_app |
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19 self.clock = pygame.time.Clock() |
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20 self.level = level.Level(level_name) |
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21 self._open_window = None |
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22 self.gameboard = None |
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23 self.level_loader = None |
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24 |
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25 def tick(self): |
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26 """Tic toc.""" |
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27 pygame.time.wait(10) |
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28 |
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29 def load_new_level(self): |
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30 self.level = self.level_loader.cur_level |
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31 |
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32 def open_window(self, window): |
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33 """Open a widget as the main window.""" |
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34 if self._open_window is not None: |
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35 self.main_app.close(self._open_window) |
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36 self.main_app.open(window) |
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37 self._open_window = window |
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38 |
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39 def create_game_board(self): |
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40 """Create and open a gameboard window.""" |
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41 self.gameboard = gameboard.GameBoard(self.main_app, |
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42 self.level) |
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43 self.open_window(self.gameboard.get_top_widget()) |
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44 |
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45 def switch_gameboard(self, gameboard): |
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46 """Switch over to a new gameboard.""" |
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47 self.gameboard = gameboard |
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48 self.gameboard.disp = self.main_app |
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49 self.gameboard.create_display() |
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50 self.open_window(self.gameboard.get_top_widget()) |
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51 |
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52 def set_main_menu(self): |
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53 """Open the main menu""" |
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54 self.scoreboard = gameover.ScoreTable(self.level) |
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55 self.level_loader = None |
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56 main_menu = mainmenu.make_main_menu(self.level) |
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57 self.open_window(main_menu) |
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58 |
179 | 59 def set_help_screen(self): |
60 """Open the main menu""" | |
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61 help_screen = helpscreen.make_help_screen(self.level) |
179 | 62 self.open_window(help_screen) |
63 | |
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64 def set_level_screen(self): |
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65 """Open the Load Level screen""" |
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66 level_screen, self.level_loader = loadlevel.make_load_screen(self.level) |
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67 self.open_window(level_screen) |
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68 |
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69 def create_game_over(self): |
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70 """Create and open the Game Over window""" |
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71 level = self.gameboard.level |
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72 game_over = gameover.create_game_over(self.gameboard, |
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73 self.scoreboard[level.level_name], level) |
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74 self.gameboard = None |
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75 self.open_window(game_over) |
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76 |
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77 def event(self, e): |
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78 if not Game.event(self, e): |
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79 if self.gameboard: |
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80 return self.gameboard.event(e) |
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81 return False |
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82 return True |
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83 |
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84 |
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85 class MainMenuState(State): |
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86 def init(self): |
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87 sound.stop_background_music() |
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88 self.game.set_main_menu() |
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89 |
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90 def event(self, e): |
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91 if events_equal(e, START_DAY): |
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92 self.game.create_game_board() |
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93 return DayState(self.game) |
179 | 94 elif events_equal(e, GO_HELP_SCREEN): |
95 return HelpScreenState(self.game) | |
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96 elif events_equal(e, GO_LEVEL_SCREEN): |
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97 return LevelScreenState(self.game) |
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98 elif e.type is KEYDOWN: |
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99 if e.key == K_ESCAPE: |
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100 return Quit(self.game) |
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101 elif e.key == K_s: |
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102 self.game.create_game_board() |
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103 return DayState(self.game) |
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104 elif e.key == K_i: |
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105 return HelpScreenState(self.game) |
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106 elif e.type is DO_LOAD_SAVEGAME: |
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107 self.game.switch_gameboard(e.gameboard) |
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108 e.gameboard.skip_next_start_day() |
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109 return DayState(self.game) |
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110 elif e.type is not QUIT: |
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111 self.game.main_app.event(e) |
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112 |
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113 def paint(self, screen): |
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114 screen.fill((0,0,0)) |
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115 self.game.main_app.paint(screen) |
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116 pygame.display.flip() |
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117 |
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118 def update(self, screen): |
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119 update = self.game.main_app.update(screen) |
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120 pygame.display.update(update) |
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121 |
179 | 122 class HelpScreenState(State): |
123 def init(self): | |
124 sound.stop_background_music() | |
125 self.game.set_help_screen() | |
126 | |
127 def event(self, e): | |
128 if e.type is KEYDOWN and e.key == K_ESCAPE: | |
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129 return MainMenuState(self.game) |
179 | 130 elif events_equal(e, GO_MAIN_MENU): |
131 return MainMenuState(self.game) | |
132 elif e.type is not QUIT: | |
133 self.game.main_app.event(e) | |
134 | |
135 def paint(self, screen): | |
136 screen.fill((0,0,0)) | |
137 self.game.main_app.paint(screen) | |
138 pygame.display.flip() | |
139 | |
140 def update(self, screen): | |
141 update = self.game.main_app.update(screen) | |
142 pygame.display.update(update) | |
143 | |
412
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144 |
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145 class LevelScreenState(State): |
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146 def init(self): |
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147 sound.stop_background_music() |
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148 self.game.set_level_screen() |
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149 |
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150 def event(self, e): |
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151 if e.type is KEYDOWN and e.key == K_ESCAPE: |
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152 return MainMenuState(self.game) |
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153 elif events_equal(e, GO_MAIN_MENU): |
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154 return MainMenuState(self.game) |
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155 elif events_equal(e, DO_LOAD_LEVEL): |
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156 self.game.load_new_level() |
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157 return MainMenuState(self.game) |
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158 elif e.type is not QUIT: |
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159 self.game.main_app.event(e) |
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160 |
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161 def paint(self, screen): |
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162 screen.fill((0,0,0)) |
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163 self.game.main_app.paint(screen) |
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164 pygame.display.flip() |
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165 |
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166 def update(self, screen): |
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167 update = self.game.main_app.update(screen) |
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168 pygame.display.update(update) |
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169 |
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170 |
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171 class DayState(State): |
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172 def init(self): |
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173 """Add some chickens to the farm""" |
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174 sound.stop_background_music() |
223 | 175 self.game.gameboard.start_day() |
30 | 176 |
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177 sound.play_sound("daybreak.ogg") |
29 | 178 # disable timer |
179 pygame.time.set_timer(MOVE_FOX_ID, 0) | |
99
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180 sound.background_music("daytime.ogg") |
336 | 181 self.dialog = None |
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182 |
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183 def event(self, e): |
336 | 184 if self.dialog and self.dialog.running: |
185 if self.dialog.event(e): | |
186 return | |
187 elif self.dialog: | |
188 if self.dialog.do_quit: | |
189 self.dialog = None | |
190 self.game.gameboard.reset_states() | |
191 return GameOver(self.game) | |
192 self.dialog=None | |
193 return | |
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194 if events_equal(e, START_NIGHT): |
245
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195 self.game.gameboard.reset_states() |
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196 return NightState(self.game) |
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197 elif e.type is KEYDOWN and e.key == K_ESCAPE: |
336 | 198 self.dialog = check_exit() |
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199 elif e.type is KEYDOWN and e.key == K_n: |
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200 return pygame.event.post(START_NIGHT) |
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201 elif events_equal(e, GO_MAIN_MENU): |
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202 return MainMenuState(self.game) |
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203 elif e.type is DO_LOAD_SAVEGAME: |
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204 self.game.switch_gameboard(e.gameboard) |
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205 return |
14 | 206 elif e.type is not QUIT: |
151
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207 self.game.main_app.event(e) |
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208 |
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209 def paint(self, screen): |
151
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210 self.game.main_app.paint(screen) |
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211 pygame.display.flip() |
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212 |
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213 def update(self, screen): |
151
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214 self.game.gameboard.update() |
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215 update = self.game.main_app.update(screen) |
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216 pygame.display.update(update) |
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217 |
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218 def loop(self): |
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219 self.game.gameboard.loop() |
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220 |
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221 class NightState(State): |
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222 def init(self): |
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223 """Add some foxes to the farm""" |
99
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David Fraser <davidf@sjsoft.com>
parents:
98
diff
changeset
|
224 sound.stop_background_music() |
223 | 225 self.game.gameboard.start_night() |
30 | 226 |
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227 sound.play_sound("nightfall.ogg") |
422
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228 |
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229 self.game.gameboard.chickens_scatter() |
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230 self.game.gameboard.chickens_chop_wood() |
29 | 231 # Add a timer to the event queue |
232 self.cycle_count = 0 | |
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233 self.cycle_time = SLOW__SPEED |
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234 pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) |
99
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changeset
|
235 sound.background_music("nighttime.ogg") |
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|
236 |
349
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346
diff
changeset
|
237 self.dialog = None |
116
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diff
changeset
|
238 |
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|
239 def event(self, e): |
349
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346
diff
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|
240 if self.dialog and self.dialog.running: |
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diff
changeset
|
241 if self.dialog.event(e): |
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|
242 return |
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|
243 elif self.dialog: |
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changeset
|
244 if self.dialog.do_quit: |
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|
245 self.dialog = None |
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|
246 self.game.gameboard.reset_states() |
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346
diff
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|
247 return GameOver(self.game) |
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changeset
|
248 self.dialog=None |
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diff
changeset
|
249 return |
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changeset
|
250 if events_equal(e, START_DAY): |
469
e0b11d684ee8
Reference gameboard.level rather than game.level where appropriate. Saving and restoring games appears to largely work now (even if the level of the restored game is different to the current one).
Simon Cross <hodgestar@gmail.com>
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251 if self.game.gameboard.level.is_game_over(self.game.gameboard): |
139
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252 return GameOver(self.game) |
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changeset
|
253 return DayState(self.game) |
320
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Switch between 'Finished Day' and 'Fast Forward' modes
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312
diff
changeset
|
254 elif (e.type is KEYDOWN and e.key == K_d) or \ |
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312
diff
changeset
|
255 events_equal(e, FAST_FORWARD): |
435
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|
256 if self.cycle_time > FAST__SPEED: |
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434
diff
changeset
|
257 self.cycle_time = FAST__SPEED |
222
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Turn 'd' into a fast forward / normal speed toggle at night
Neil Muller <drnlmuller@gmail.com>
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213
diff
changeset
|
258 else: |
435
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434
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changeset
|
259 self.cycle_time = SLOW__SPEED |
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434
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changeset
|
260 pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) |
25
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|
261 elif e.type is KEYDOWN and e.key == K_ESCAPE: |
349
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346
diff
changeset
|
262 self.dialog = check_exit() |
29 | 263 elif e.type is MOVE_FOX_ID: |
369
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349
diff
changeset
|
264 # ensure no timers trigger while we're running |
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349
diff
changeset
|
265 pygame.time.set_timer(MOVE_FOX_ID, 0) |
436
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parents:
435
diff
changeset
|
266 cur_time = pygame.time.get_ticks() |
369
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267 # Clear any queued timer events, so we don't full the queue |
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changeset
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268 pygame.event.clear(MOVE_FOX_ID) |
237 | 269 # Ensure any outstanding animitions get cleaned up |
29 | 270 self.cycle_count += 1 |
139
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diff
changeset
|
271 if self.cycle_count > constants.NIGHT_LENGTH: |
29 | 272 return pygame.event.post(START_DAY) |
396
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392
diff
changeset
|
273 if self.game.gameboard.do_night_step(): |
122
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Don't continue the night if we're not doing anything anymore
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118
diff
changeset
|
274 # All foxes are gone/safe, so dawn happens |
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118
diff
changeset
|
275 return pygame.event.post(START_DAY) |
369
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349
diff
changeset
|
276 # Re-enable timers |
436
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Better approximate constant framerate on move events, etc.
Neil Muller <drnlmuller@gmail.com>
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435
diff
changeset
|
277 diff = pygame.time.get_ticks() - cur_time |
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Better approximate constant framerate on move events, etc.
Neil Muller <drnlmuller@gmail.com>
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435
diff
changeset
|
278 time_left = self.cycle_time - diff |
513
399bb3cb4761
Fix corner case timer fiddling bug
Neil Muller <drnlmuller@gmail.com>
parents:
512
diff
changeset
|
279 if time_left <= 0: |
436
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Neil Muller <drnlmuller@gmail.com>
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435
diff
changeset
|
280 time_left = self.cycle_time |
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281 pygame.time.set_timer(MOVE_FOX_ID, time_left) |
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282 elif e.type is not QUIT: |
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283 self.game.main_app.event(e) |
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284 |
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285 def loop(self): |
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286 self.game.gameboard.loop() |
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287 |
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288 def paint(self, screen): |
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289 self.game.main_app.paint(screen) |
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290 pygame.display.flip() |
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291 |
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292 def update(self, screen): |
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293 self.game.gameboard.update() |
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294 update = self.game.main_app.update(screen) |
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295 pygame.display.update(update) |
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296 |
139
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297 class GameOver(State): |
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298 def init(self): |
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299 """Setup everything""" |
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300 sound.stop_background_music() |
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301 self.game.create_game_over() |
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302 pygame.time.set_timer(MOVE_FOX_ID, 0) |
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303 |
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304 def event(self, e): |
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305 if e.type is KEYDOWN: |
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306 if e.key == K_ESCAPE: |
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307 return MainMenuState(self.game) |
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308 elif events_equal(e, GO_MAIN_MENU): |
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309 return MainMenuState(self.game) |
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310 elif e.type is not QUIT: |
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311 self.game.main_app.event(e) |
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312 |
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313 def paint(self, screen): |
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314 screen.fill((0,0,0)) |
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315 self.game.main_app.paint(screen) |
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316 pygame.display.flip() |
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317 |
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318 def update(self, screen): |
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319 update = self.game.main_app.update(screen) |
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320 pygame.display.update(update) |
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321 |
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322 # pygame events |
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323 |
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324 def events_equal(e1, e2): |
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325 """Compare two user events.""" |
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326 return (e1.type is e2.type and e1.name == e2.name) |
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327 |
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328 START_DAY = pygame.event.Event(USEREVENT, name="START_DAY") |
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329 START_NIGHT = pygame.event.Event(USEREVENT, name="START_NIGHT") |
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330 GO_MAIN_MENU = pygame.event.Event(USEREVENT, name="GO_MAIN_MENU") |
179 | 331 GO_HELP_SCREEN = pygame.event.Event(USEREVENT, name="GO_HELP_SCREEN") |
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332 GO_LEVEL_SCREEN = pygame.event.Event(USEREVENT, name="GO_LEVEL_SCREEN") |
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333 DO_LOAD_LEVEL = pygame.event.Event(USEREVENT, name="DO_LEVEL_SCREEN") |
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334 FAST_FORWARD = pygame.event.Event(USEREVENT, name="FAST_FORWARD") |
29 | 335 MOVE_FOX_ID = USEREVENT + 1 |
336 MOVE_FOXES = pygame.event.Event(MOVE_FOX_ID, name="MOVE_FOXES") | |
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337 DO_LOAD_SAVEGAME = USEREVENT + 2 |
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338 QUIT = pygame.event.Event(QUIT) |
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339 |
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340 # Due to the way pgu's loop timing works, these will only get proceesed |
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341 # at intervals of 10ms, so there's no point in them not being multiples of 10 |
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342 FAST__SPEED=80 |
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343 SLOW__SPEED=200 |