Mercurial > rinkhals
diff gamelib/engine.py @ 566:a8dde729000a
Add 'Save and Quit' option to quit dialog. Move game events from engine to constants to ease 'import engine' fun
author | Neil Muller <drnlmuller@gmail.com> |
---|---|
date | Sat, 28 Nov 2009 19:30:06 +0000 |
parents | 8cd13b82585e |
children |
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--- a/gamelib/engine.py Sat Nov 28 19:15:56 2009 +0000 +++ b/gamelib/engine.py Sat Nov 28 19:30:06 2009 +0000 @@ -1,7 +1,7 @@ """Game engine and states.""" -from pgu.engine import Game, State, Quit +from pgu.engine import Game, State import pygame -from pygame.locals import USEREVENT, QUIT, KEYDOWN, K_ESCAPE, K_s, K_i +from pygame.locals import KEYDOWN, K_ESCAPE import gameboard import gameover @@ -73,15 +73,15 @@ self.game.set_main_menu() def event(self, e): - if events_equal(e, START_DAY): + if events_equal(e, constants.START_DAY): self.game.create_game_board() return DayState(self.game) - elif events_equal(e, GO_HELP_SCREEN): + elif events_equal(e, constants.GO_HELP_SCREEN): return HelpScreenState(self.game) - elif e.type is DO_LOAD_LEVEL: + elif e.type is constants.DO_LOAD_LEVEL: self.game.load_new_level(e.level) return - elif e.type is DO_LOAD_SAVEGAME: + elif e.type is constants.DO_LOAD_SAVEGAME: self.game.switch_gameboard(e.gameboard) e.gameboard.skip_next_start_day() return DayState(self.game) @@ -105,9 +105,9 @@ def event(self, e): if e.type is KEYDOWN and e.key == K_ESCAPE: return MainMenuState(self.game) - elif events_equal(e, GO_MAIN_MENU): + elif events_equal(e, constants.GO_MAIN_MENU): return MainMenuState(self.game) - elif e.type is not QUIT: + elif e.type is not constants.DO_QUIT: self.game.main_app.event(e) def paint(self, screen): @@ -128,18 +128,18 @@ sound.play_sound("daybreak.ogg") # disable timer - pygame.time.set_timer(MOVE_FOX_ID, 0) + pygame.time.set_timer(constants.MOVE_FOX_ID, 0) sound.background_music("daytime.ogg") def event(self, e): - if events_equal(e, START_NIGHT): + if events_equal(e, constants.START_NIGHT): self.game.gameboard.reset_states() return NightState(self.game) - elif events_equal(e, GO_GAME_OVER): + elif events_equal(e, constants.GO_GAME_OVER): return GameOver(self.game) - elif events_equal(e, GO_MAIN_MENU): + elif events_equal(e, constants.GO_MAIN_MENU): return MainMenuState(self.game) - elif e.type is DO_LOAD_SAVEGAME: + elif e.type is constants.DO_LOAD_SAVEGAME: self.game.switch_gameboard(e.gameboard) return @@ -168,44 +168,44 @@ # Add a timer to the event queue self.cycle_count = 0 self.cycle_time = SLOW__SPEED - pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) + pygame.time.set_timer(constants.MOVE_FOX_ID, self.cycle_time) sound.background_music("nighttime.ogg") self.dialog = None def event(self, e): - if events_equal(e, START_DAY): + if events_equal(e, constants.START_DAY): if self.game.gameboard.level.is_game_over(self.game.gameboard): return GameOver(self.game) return DayState(self.game) - elif events_equal(e, GO_GAME_OVER): + elif events_equal(e, constants.GO_GAME_OVER): return GameOver(self.game) - elif events_equal(e, FAST_FORWARD): + elif events_equal(e, constants.FAST_FORWARD): if self.cycle_time > FAST__SPEED: self.cycle_time = FAST__SPEED else: self.cycle_time = SLOW__SPEED - pygame.time.set_timer(MOVE_FOX_ID, self.cycle_time) + pygame.time.set_timer(constants.MOVE_FOX_ID, self.cycle_time) return - elif e.type is MOVE_FOX_ID: + elif e.type is constants.MOVE_FOX_ID: # ensure no timers trigger while we're running - pygame.time.set_timer(MOVE_FOX_ID, 0) + pygame.time.set_timer(constants.MOVE_FOX_ID, 0) cur_time = pygame.time.get_ticks() # Clear any queued timer events, so we don't full the queue - pygame.event.clear(MOVE_FOX_ID) + pygame.event.clear(constants.MOVE_FOX_ID) # Ensure any outstanding animitions get cleaned up self.cycle_count += 1 if self.cycle_count > constants.NIGHT_LENGTH: - return pygame.event.post(START_DAY) + return pygame.event.post(constants.START_DAY) if self.game.gameboard.do_night_step(): # All foxes are gone/safe, so dawn happens - return pygame.event.post(START_DAY) + return pygame.event.post(constants.START_DAY) # Re-enable timers diff = pygame.time.get_ticks() - cur_time time_left = self.cycle_time - diff if time_left <= 0: time_left = self.cycle_time - pygame.time.set_timer(MOVE_FOX_ID, time_left) + pygame.time.set_timer(constants.MOVE_FOX_ID, time_left) return self.game.main_app.event(e) @@ -227,15 +227,15 @@ """Setup everything""" sound.stop_background_music() self.game.create_game_over() - pygame.time.set_timer(MOVE_FOX_ID, 0) + pygame.time.set_timer(constants.MOVE_FOX_ID, 0) def event(self, e): if e.type is KEYDOWN: if e.key == K_ESCAPE: return MainMenuState(self.game) - elif events_equal(e, GO_MAIN_MENU): + elif events_equal(e, constants.GO_MAIN_MENU): return MainMenuState(self.game) - elif e.type is not QUIT: + elif e.type is not constants.DO_QUIT: self.game.main_app.event(e) def paint(self, screen): @@ -253,18 +253,6 @@ """Compare two user events.""" return (e1.type is e2.type and e1.name == e2.name) -START_DAY = pygame.event.Event(USEREVENT, name="START_DAY") -START_NIGHT = pygame.event.Event(USEREVENT, name="START_NIGHT") -GO_MAIN_MENU = pygame.event.Event(USEREVENT, name="GO_MAIN_MENU") -GO_HELP_SCREEN = pygame.event.Event(USEREVENT, name="GO_HELP_SCREEN") -GO_GAME_OVER = pygame.event.Event(USEREVENT, name="GO_GAME_OVER") -FAST_FORWARD = pygame.event.Event(USEREVENT, name="FAST_FORWARD") -MOVE_FOX_ID = USEREVENT + 1 -MOVE_FOXES = pygame.event.Event(MOVE_FOX_ID, name="MOVE_FOXES") -DO_LOAD_SAVEGAME = USEREVENT + 2 -DO_LOAD_LEVEL = USEREVENT + 3 -QUIT = pygame.event.Event(QUIT) - # Due to the way pgu's loop timing works, these will only get proceesed # at intervals of 10ms, so there's no point in them not being multiples of 10 FAST__SPEED=80