Mercurial > rinkhals
view gamelib/engine.py @ 315:0a3161fec434
Check whether we've made the list before submitting the score
author | Neil Muller <drnlmuller@gmail.com> |
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date | Sat, 05 Sep 2009 18:56:33 +0000 |
parents | dd1ffee5ccf5 |
children | 9bf0e701a36e |
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"""Game engine and states.""" from pgu.engine import Game, State, Quit import pygame from pygame.locals import USEREVENT, QUIT, KEYDOWN, K_ESCAPE, K_n, K_d, K_s, K_i import gameboard import gameover import sound import constants import mainmenu import helpscreen class Engine(Game): def __init__(self, main_app): self.main_app = main_app self.clock = pygame.time.Clock() self.main_menu = mainmenu.make_main_menu() self._open_window = None self.scoreboard = gameover.ScoreTable() self.gameboard = None def tick(self): """Tic toc.""" pygame.time.wait(10) def open_window(self, window): """Open a widget as the main window.""" if self._open_window is not None: self.main_app.close(self._open_window) self.main_app.open(window) self._open_window = window def create_game_board(self): """Create and open a gameboard window.""" self.gameboard = gameboard.GameBoard(self.main_app) self.open_window(self.gameboard.get_top_widget()) def set_main_menu(self): """Open the main menu""" self.open_window(self.main_menu) def set_help_screen(self): """Open the main menu""" help_screen = helpscreen.make_help_screen() self.open_window(help_screen) def create_game_over(self): """Create and open the Game Over window""" for mode, days in constants.TURN_LIMITS.iteritems(): if days == constants.TURN_LIMIT: game_over = gameover.create_game_over(self.gameboard, self.scoreboard[mode], mode) self.gameboard = None self.open_window(game_over) def event(self, e): if not Game.event(self, e): if self.gameboard: return self.gameboard.event(e) return False return True class MainMenuState(State): def init(self): sound.stop_background_music() self.game.set_main_menu() def event(self, e): if events_equal(e, START_DAY): self.game.create_game_board() return DayState(self.game) elif events_equal(e, GO_HELP_SCREEN): return HelpScreenState(self.game) elif e.type is KEYDOWN: if e.key == K_ESCAPE: return Quit(self.game) elif e.key == K_s: self.game.create_game_board() return DayState(self.game) elif e.key == K_i: return HelpScreenState(self.game) elif e.type is not QUIT: self.game.main_app.event(e) def paint(self, screen): screen.fill((0,0,0)) self.game.main_app.paint(screen) pygame.display.flip() def update(self, screen): update = self.game.main_app.update(screen) pygame.display.update(update) class HelpScreenState(State): def init(self): sound.stop_background_music() self.game.set_help_screen() 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): return MainMenuState(self.game) elif e.type is not QUIT: self.game.main_app.event(e) def paint(self, screen): screen.fill((0,0,0)) self.game.main_app.paint(screen) pygame.display.flip() def update(self, screen): update = self.game.main_app.update(screen) pygame.display.update(update) class DayState(State): def init(self): """Add some chickens to the farm""" sound.stop_background_music() self.game.gameboard.start_day() sound.play_sound("daybreak.ogg") # disable timer pygame.time.set_timer(MOVE_FOX_ID, 0) pygame.time.set_timer(ANIM_ID, SLOW_ANIM_SPEED) self.game.gameboard.advance_day() self.game.gameboard.clear_foxes() sound.background_music("daytime.ogg") self.game.gameboard.hatch_eggs() def event(self, e): if events_equal(e, START_NIGHT): self.game.gameboard.reset_states() return NightState(self.game) elif e.type is KEYDOWN and e.key == K_ESCAPE: self.game.gameboard.reset_states() return GameOver(self.game) elif e.type is ANIM_ID: self.game.gameboard.run_animations() elif e.type is KEYDOWN and e.key == K_n: return pygame.event.post(START_NIGHT) elif events_equal(e, GO_MAIN_MENU): return MainMenuState(self.game) elif e.type is not QUIT: self.game.main_app.event(e) def paint(self, screen): self.game.main_app.paint(screen) pygame.display.flip() def update(self, screen): self.game.gameboard.update() update = self.game.main_app.update(screen) pygame.display.update(update) def loop(self): self.game.gameboard.loop() class NightState(State): def init(self): """Add some foxes to the farm""" sound.stop_background_music() self.game.gameboard.start_night() sound.play_sound("nightfall.ogg") # Add a timer to the event queue self.cycle_count = 0 self.cycle_time = SLOW_ANIM_SPEED pygame.time.set_timer(MOVE_FOX_ID, 4*self.cycle_time) pygame.time.set_timer(ANIM_ID, self.cycle_time) self.game.gameboard.spawn_foxes() sound.background_music("nighttime.ogg") self.game.gameboard.lay_eggs() def event(self, e): if events_equal(e, START_DAY): if self.game.gameboard.is_game_over(): return GameOver(self.game) return DayState(self.game) elif e.type is KEYDOWN and e.key == K_d: if self.cycle_time > FAST_ANIM_SPEED: self.cycle_time = FAST_ANIM_SPEED else: self.cycle_time = SLOW_ANIM_SPEED pygame.time.set_timer(ANIM_ID, self.cycle_time) pygame.time.set_timer(MOVE_FOX_ID, 4*self.cycle_time) elif e.type is KEYDOWN and e.key == K_ESCAPE: self.game.gameboard.set_cursor() return GameOver(self.game) elif e.type is ANIM_ID: self.game.gameboard.run_animations() elif e.type is MOVE_FOX_ID: # Timer aren't nessecairly ordered, so we make sure # we don't get a ANIM event until at least cycle after this pygame.time.set_timer(ANIM_ID, self.cycle_time) # Ensure any outstanding animitions get cleaned up self.game.gameboard.run_animations() self.cycle_count += 1 if self.cycle_count > constants.NIGHT_LENGTH: return pygame.event.post(START_DAY) if self.game.gameboard.move_foxes(): # All foxes are gone/safe, so dawn happens return pygame.event.post(START_DAY) elif e.type is not QUIT: self.game.main_app.event(e) def loop(self): self.game.gameboard.loop() def paint(self, screen): self.game.main_app.paint(screen) pygame.display.flip() def update(self, screen): self.game.gameboard.update() update = self.game.main_app.update(screen) pygame.display.update(update) class GameOver(State): def init(self): """Setup everything""" sound.stop_background_music() self.game.create_game_over() pygame.time.set_timer(MOVE_FOX_ID, 0) pygame.time.set_timer(ANIM_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): return MainMenuState(self.game) elif e.type is not QUIT: self.game.main_app.event(e) def paint(self, screen): screen.fill((0,0,0)) self.game.main_app.paint(screen) pygame.display.flip() def update(self, screen): update = self.game.main_app.update(screen) pygame.display.update(update) # pygame events def events_equal(e1, e2): """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") MOVE_FOX_ID = USEREVENT + 1 ANIM_ID = USEREVENT + 6 MOVE_FOXES = pygame.event.Event(MOVE_FOX_ID, name="MOVE_FOXES") 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_ANIM_SPEED=20 SLOW_ANIM_SPEED=50