Mercurial > rinkhals
annotate gamelib/engine.py @ 31:3c4db7bba432
Add 's' as a key for starting the game from the menu.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sun, 30 Aug 2009 18:56:09 +0000 |
parents | 2eec29085060 |
children | 18db99fda6bd |
rev | line source |
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Extremely rudimentary game engine.
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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 |
31
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5 from pygame.locals import USEREVENT, QUIT, KEYDOWN, K_ESCAPE, K_n, K_d, K_s |
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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) |
31
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29 elif e.type is KEYDOWN: |
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30 if e.key == K_ESCAPE: |
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31 return Quit(self.game) |
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32 elif e.key == K_s: |
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33 self.game.create_game_board() |
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34 return DayState(self.game) |
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35 elif e.type is not QUIT: |
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36 self.game.main_menu_app.event(e) |
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37 |
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38 def paint(self, screen): |
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39 screen.fill((0,0,0)) |
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40 self.game.main_menu_app.paint(screen) |
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41 pygame.display.flip() |
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42 |
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43 def update(self, screen): |
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44 update = self.game.main_menu_app.update(screen) |
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45 pygame.display.update(update) |
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46 |
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47 class DayState(State): |
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48 def init(self): |
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49 """Add some chickens to the farm""" |
30 | 50 self.game.gameboard.tv.sun(True) |
51 | |
29 | 52 # disable timer |
53 pygame.time.set_timer(MOVE_FOX_ID, 0) | |
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54 # Very simple, we walk around the tilemap, and, for each farm tile, |
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55 # we randomly add a chicken (1 in 10 chance) until we have 5 chickens |
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56 # or we run out of board |
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57 self.game.gameboard.clear_foxes() |
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58 chickens = len(self.game.gameboard.chickens) |
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59 x, y = 0, 0 |
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60 width, height = self.game.gameboard.tv.size |
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61 while chickens < 5: |
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62 if x < width: |
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63 tile = self.game.gameboard.tv.get((x, y)) |
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64 else: |
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65 y += 1 |
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66 if y >= height: |
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67 break |
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68 x = 0 |
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69 continue |
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70 # See if we place a chicken |
29 | 71 if 'grassland' == TILE_MAP[tile]: |
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72 # Farmland |
29 | 73 roll = random.randint(1, 20) |
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74 # We don't place within a tile of the fence, this is to make things |
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75 # easier |
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76 for xx in range(x-1, x+2): |
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77 if xx >= height or xx < 0: |
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78 continue |
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79 for yy in range(y-1, y+2): |
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80 if yy >= height or yy < 0: |
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81 continue |
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82 neighbour = self.game.gameboard.tv.get((xx, yy)) |
29 | 83 if 'fence' == TILE_MAP[neighbour]: |
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84 # Fence |
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85 roll = 10 |
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86 if roll == 1: |
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87 # Create a chicken |
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88 chickens += 1 |
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89 chick = animal.Chicken((x, y)) |
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90 self.game.gameboard.add_chicken(chick) |
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91 x += 1 |
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92 |
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93 def event(self, e): |
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94 if events_equal(e, START_NIGHT): |
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95 return NightState(self.game) |
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96 elif e.type is KEYDOWN and e.key == K_ESCAPE: |
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97 return MainMenuState(self.game) |
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98 elif e.type is KEYDOWN and e.key == K_n: |
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99 return pygame.event.post(START_NIGHT) |
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100 elif events_equal(e, GO_MAIN_MENU): |
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101 return MainMenuState(self.game) |
14 | 102 elif e.type is not QUIT: |
103 self.game.gameboard.event(e) | |
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104 |
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105 def paint(self, screen): |
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106 self.game.gameboard.paint(screen) |
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107 pygame.display.flip() |
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108 |
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109 def update(self, screen): |
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110 update = self.game.gameboard.update(screen) |
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111 pygame.display.update(update) |
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112 |
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113 def loop(self): |
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114 self.game.gameboard.loop() |
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115 |
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116 class NightState(State): |
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117 def init(self): |
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118 """Add some foxes to the farm""" |
30 | 119 self.game.gameboard.tv.sun(False) |
120 | |
29 | 121 # Add a timer to the event queue |
122 self.cycle_count = 0 | |
123 pygame.time.set_timer(MOVE_FOX_ID, 300) | |
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124 # Very simple, we walk around the tilemap, and, for each farm tile, |
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125 # we randomly add a chicken (1 in 10 chance) until we have 5 chickens |
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126 # or we run out of board |
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127 foxes = len(self.game.gameboard.foxes) |
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128 x, y = 0, 0 |
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129 width, height = self.game.gameboard.tv.size |
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130 while foxes < 5: |
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131 if x < width: |
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132 tile = self.game.gameboard.tv.get((x, y)) |
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133 else: |
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134 y += 1 |
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135 if y >= height: |
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136 break |
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137 x = 0 |
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138 continue |
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139 # See if we place a fox |
29 | 140 if TILE_MAP[tile] == 'woodland': |
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141 # Forest |
29 | 142 roll = random.randint(1, 20) |
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143 if roll == 1: |
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144 # Create a fox |
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145 foxes += 1 |
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146 fox = animal.Fox((x, y)) |
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147 self.game.gameboard.add_fox(fox) |
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148 x += 5 |
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149 |
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150 def event(self, e): |
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151 if events_equal(e, START_DAY): |
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152 return DayState(self.game) |
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153 elif e.type is KEYDOWN and e.key == K_d: |
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154 return pygame.event.post(START_DAY) |
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155 elif e.type is KEYDOWN and e.key == K_ESCAPE: |
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156 return MainMenuState(self.game) |
29 | 157 elif e.type is MOVE_FOX_ID: |
158 self.cycle_count += 1 | |
159 if self.cycle_count > 15: | |
160 return pygame.event.post(START_DAY) | |
161 return self.game.gameboard.move_foxes() | |
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162 elif e.type is not QUIT: |
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163 self.game.gameboard.event(e) |
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164 |
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165 def loop(self): |
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166 self.game.gameboard.loop() |
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167 |
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168 def paint(self, screen): |
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169 self.game.gameboard.paint(screen) |
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170 pygame.display.flip() |
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171 |
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172 def update(self, screen): |
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173 update = self.game.gameboard.update(screen) |
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174 pygame.display.update(update) |
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175 |
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176 # pygame events |
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177 |
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178 def events_equal(e1, e2): |
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179 """Compare two user events.""" |
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180 return (e1.type is e2.type and e1.name == e2.name) |
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181 |
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182 START_DAY = pygame.event.Event(USEREVENT, name="START_DAY") |
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183 START_NIGHT = pygame.event.Event(USEREVENT, name="START_NIGHT") |
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184 GO_MAIN_MENU = pygame.event.Event(USEREVENT, name="GO_MAIN_MENU") |
29 | 185 MOVE_FOX_ID = USEREVENT + 1 |
186 MOVE_FOXES = pygame.event.Event(MOVE_FOX_ID, name="MOVE_FOXES") | |
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187 QUIT = pygame.event.Event(QUIT) |