Mercurial > rinkhals
annotate gamelib/engine.py @ 553:7963fc09fac2
Make checkdialog take strings to show as input. Add possiblity of 3rd button on dialog
author | Neil Muller <drnlmuller@gmail.com> |
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date | Sat, 28 Nov 2009 17:45:28 +0000 |
parents | 27c09c58d89d |
children | 296c73dcd286 |
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_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 level |
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13 |
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14 class Engine(Game): |
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15 def __init__(self, main_app, level_name): |
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16 self.main_app = main_app |
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17 self.clock = pygame.time.Clock() |
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18 self.level = level.Level(level_name) |
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19 self._open_window = None |
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20 self.gameboard = None |
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21 |
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22 def tick(self): |
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23 """Tic toc.""" |
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24 pygame.time.wait(10) |
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25 |
532 | 26 def load_new_level(self, new_level): |
27 self.level = new_level | |
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28 |
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29 def open_window(self, window): |
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30 """Open a widget as the main window.""" |
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31 if self._open_window is not None: |
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32 self.main_app.close(self._open_window) |
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33 self.main_app.open(window) |
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34 self._open_window = window |
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35 |
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36 def create_game_board(self): |
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37 """Create and open a gameboard window.""" |
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38 self.gameboard = gameboard.GameBoard(self.main_app, |
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39 self.level) |
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40 self.open_window(self.gameboard.get_top_widget()) |
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41 |
532 | 42 def switch_gameboard(self, new_gameboard): |
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43 """Switch over to a new gameboard.""" |
532 | 44 self.gameboard = new_gameboard |
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45 self.gameboard.disp = self.main_app |
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46 self.gameboard.create_display() |
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47 self.open_window(self.gameboard.get_top_widget()) |
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48 |
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49 def set_main_menu(self): |
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50 """Open the main menu""" |
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51 self.scoreboard = gameover.ScoreTable(self.level) |
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52 main_menu = mainmenu.make_main_menu(self.level) |
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53 self.open_window(main_menu) |
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54 |
179 | 55 def set_help_screen(self): |
56 """Open the main menu""" | |
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57 help_screen = helpscreen.make_help_screen(self.level) |
179 | 58 self.open_window(help_screen) |
59 | |
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60 def create_game_over(self): |
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61 """Create and open the Game Over window""" |
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62 level = self.gameboard.level |
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63 game_over = gameover.create_game_over(self.gameboard, |
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64 self.scoreboard[level.level_name], level) |
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65 self.gameboard = None |
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66 self.open_window(game_over) |
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67 |
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68 def event(self, e): |
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69 return Game.event(self, e) |
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70 |
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71 |
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72 class MainMenuState(State): |
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73 def init(self): |
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74 sound.stop_background_music() |
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75 self.game.set_main_menu() |
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76 |
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77 def event(self, e): |
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78 if events_equal(e, START_DAY): |
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79 self.game.create_game_board() |
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80 return DayState(self.game) |
179 | 81 elif events_equal(e, GO_HELP_SCREEN): |
82 return HelpScreenState(self.game) | |
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83 elif e.type is KEYDOWN: |
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84 if e.key == K_ESCAPE: |
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85 return Quit(self.game) |
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86 elif e.key == K_s: |
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87 self.game.create_game_board() |
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88 return DayState(self.game) |
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89 elif e.key == K_i: |
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90 return HelpScreenState(self.game) |
532 | 91 elif e.type is DO_LOAD_LEVEL: |
92 self.game.load_new_level(e.level) | |
93 return | |
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94 elif e.type is DO_LOAD_SAVEGAME: |
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95 self.game.switch_gameboard(e.gameboard) |
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96 e.gameboard.skip_next_start_day() |
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97 return DayState(self.game) |
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98 elif e.type is not QUIT: |
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99 self.game.main_app.event(e) |
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100 |
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101 def paint(self, screen): |
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102 screen.fill((0,0,0)) |
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103 self.game.main_app.paint(screen) |
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104 pygame.display.flip() |
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105 |
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106 def update(self, screen): |
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107 update = self.game.main_app.update(screen) |
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108 pygame.display.update(update) |
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109 |
179 | 110 class HelpScreenState(State): |
111 def init(self): | |
112 sound.stop_background_music() | |
113 self.game.set_help_screen() | |
114 | |
115 def event(self, e): | |
116 if e.type is KEYDOWN and e.key == K_ESCAPE: | |
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117 return MainMenuState(self.game) |
179 | 118 elif events_equal(e, GO_MAIN_MENU): |
119 return MainMenuState(self.game) | |
120 elif e.type is not QUIT: | |
121 self.game.main_app.event(e) | |
122 | |
123 def paint(self, screen): | |
124 screen.fill((0,0,0)) | |
125 self.game.main_app.paint(screen) | |
126 pygame.display.flip() | |
127 | |
128 def update(self, screen): | |
129 update = self.game.main_app.update(screen) | |
130 pygame.display.update(update) | |
131 | |
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132 |
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133 class DayState(State): |
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134 def init(self): |
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135 """Add some chickens to the farm""" |
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136 sound.stop_background_music() |
223 | 137 self.game.gameboard.start_day() |
30 | 138 |
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139 sound.play_sound("daybreak.ogg") |
29 | 140 # disable timer |
141 pygame.time.set_timer(MOVE_FOX_ID, 0) | |
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142 sound.background_music("daytime.ogg") |
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143 |
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144 def event(self, e): |
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145 if events_equal(e, START_NIGHT): |
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146 self.game.gameboard.reset_states() |
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147 return NightState(self.game) |
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148 elif events_equal(e, GO_GAME_OVER): |
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149 return GameOver(self.game) |
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150 elif events_equal(e, GO_MAIN_MENU): |
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151 return MainMenuState(self.game) |
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152 elif e.type is DO_LOAD_SAVEGAME: |
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153 self.game.switch_gameboard(e.gameboard) |
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154 return |
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155 |
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156 self.game.main_app.event(e) |
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157 |
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158 def paint(self, screen): |
151
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159 self.game.main_app.paint(screen) |
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160 pygame.display.flip() |
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161 |
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162 def update(self, screen): |
151
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163 self.game.gameboard.update() |
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164 update = self.game.main_app.update(screen) |
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165 pygame.display.update(update) |
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166 |
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167 def loop(self): |
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168 self.game.gameboard.loop() |
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169 |
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170 class NightState(State): |
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171 def init(self): |
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172 """Add some foxes to the farm""" |
99
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173 sound.stop_background_music() |
223 | 174 self.game.gameboard.start_night() |
30 | 175 |
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176 sound.play_sound("nightfall.ogg") |
422
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177 |
29 | 178 # Add a timer to the event queue |
179 self.cycle_count = 0 | |
435
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180 self.cycle_time = SLOW__SPEED |
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181 pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) |
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182 sound.background_music("nighttime.ogg") |
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183 |
349
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184 self.dialog = None |
116
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185 |
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186 def event(self, e): |
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187 if events_equal(e, START_DAY): |
469
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188 if self.game.gameboard.level.is_game_over(self.game.gameboard): |
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189 return GameOver(self.game) |
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190 return DayState(self.game) |
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191 elif events_equal(e, GO_GAME_OVER): |
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192 return GameOver(self.game) |
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193 elif events_equal(e, FAST_FORWARD): |
435
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194 if self.cycle_time > FAST__SPEED: |
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195 self.cycle_time = FAST__SPEED |
222
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196 else: |
435
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197 self.cycle_time = SLOW__SPEED |
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198 pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) |
548
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199 return |
29 | 200 elif e.type is MOVE_FOX_ID: |
369
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201 # ensure no timers trigger while we're running |
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202 pygame.time.set_timer(MOVE_FOX_ID, 0) |
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203 cur_time = pygame.time.get_ticks() |
369
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204 # Clear any queued timer events, so we don't full the queue |
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205 pygame.event.clear(MOVE_FOX_ID) |
237 | 206 # Ensure any outstanding animitions get cleaned up |
29 | 207 self.cycle_count += 1 |
139
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208 if self.cycle_count > constants.NIGHT_LENGTH: |
29 | 209 return pygame.event.post(START_DAY) |
396
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392
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210 if self.game.gameboard.do_night_step(): |
122
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211 # All foxes are gone/safe, so dawn happens |
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212 return pygame.event.post(START_DAY) |
369
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213 # Re-enable timers |
436
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214 diff = pygame.time.get_ticks() - cur_time |
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diff
changeset
|
215 time_left = self.cycle_time - diff |
513
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512
diff
changeset
|
216 if time_left <= 0: |
436
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|
217 time_left = self.cycle_time |
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changeset
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218 pygame.time.set_timer(MOVE_FOX_ID, time_left) |
548
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219 return |
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220 |
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221 self.game.main_app.event(e) |
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222 |
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223 def loop(self): |
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224 self.game.gameboard.loop() |
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225 |
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226 def paint(self, screen): |
151
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227 self.game.main_app.paint(screen) |
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228 pygame.display.flip() |
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229 |
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230 def update(self, screen): |
151
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142
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changeset
|
231 self.game.gameboard.update() |
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232 update = self.game.main_app.update(screen) |
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233 pygame.display.update(update) |
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234 |
139
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235 class GameOver(State): |
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236 def init(self): |
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237 """Setup everything""" |
156
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Stop background music whenever state changes.
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151
diff
changeset
|
238 sound.stop_background_music() |
151
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|
239 self.game.create_game_over() |
142
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141
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240 pygame.time.set_timer(MOVE_FOX_ID, 0) |
139
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241 |
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242 def event(self, e): |
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243 if e.type is KEYDOWN: |
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244 if e.key == K_ESCAPE: |
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245 return MainMenuState(self.game) |
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246 elif events_equal(e, GO_MAIN_MENU): |
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247 return MainMenuState(self.game) |
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248 elif e.type is not QUIT: |
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249 self.game.main_app.event(e) |
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|
250 |
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251 def paint(self, screen): |
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252 screen.fill((0,0,0)) |
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253 self.game.main_app.paint(screen) |
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254 pygame.display.flip() |
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|
255 |
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|
256 def update(self, screen): |
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257 update = self.game.main_app.update(screen) |
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258 pygame.display.update(update) |
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|
259 |
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changeset
|
260 # pygame events |
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|
261 |
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262 def events_equal(e1, e2): |
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changeset
|
263 """Compare two user events.""" |
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parents:
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changeset
|
264 return (e1.type is e2.type and e1.name == e2.name) |
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|
265 |
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|
266 START_DAY = pygame.event.Event(USEREVENT, name="START_DAY") |
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changeset
|
267 START_NIGHT = pygame.event.Event(USEREVENT, name="START_NIGHT") |
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|
268 GO_MAIN_MENU = pygame.event.Event(USEREVENT, name="GO_MAIN_MENU") |
179 | 269 GO_HELP_SCREEN = pygame.event.Event(USEREVENT, name="GO_HELP_SCREEN") |
548
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270 GO_GAME_OVER = pygame.event.Event(USEREVENT, name="GO_GAME_OVER") |
320
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Switch between 'Finished Day' and 'Fast Forward' modes
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312
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|
271 FAST_FORWARD = pygame.event.Event(USEREVENT, name="FAST_FORWARD") |
29 | 272 MOVE_FOX_ID = USEREVENT + 1 |
273 MOVE_FOXES = pygame.event.Event(MOVE_FOX_ID, name="MOVE_FOXES") | |
504
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274 DO_LOAD_SAVEGAME = USEREVENT + 2 |
532 | 275 DO_LOAD_LEVEL = USEREVENT + 3 |
11
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276 QUIT = pygame.event.Event(QUIT) |
233
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Twek speed loop. Document animation assumptions
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277 |
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278 # Due to the way pgu's loop timing works, these will only get proceesed |
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279 # at intervals of 10ms, so there's no point in them not being multiples of 10 |
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280 FAST__SPEED=80 |
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281 SLOW__SPEED=200 |