Mercurial > rinkhals
view gamelib/engine.py @ 69:18db99fda6bd
Move spawing code from engine to gameboard - seems more natural.
author | Neil Muller <drnlmuller@gmail.com> |
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date | Mon, 31 Aug 2009 22:14:12 +0000 |
parents | 3c4db7bba432 |
children | db78e8b1f8b0 |
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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 import gameboard class Engine(Game): def __init__(self, main_menu_app): self.main_menu_app = main_menu_app self.clock = pygame.time.Clock() def tick(self): """Tic toc.""" pygame.time.wait(10) def create_game_board(self): self.gameboard = gameboard.GameBoard() class MainMenuState(State): def event(self, e): if events_equal(e, START_DAY): self.game.create_game_board() return DayState(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.type is not QUIT: self.game.main_menu_app.event(e) def paint(self, screen): screen.fill((0,0,0)) self.game.main_menu_app.paint(screen) pygame.display.flip() def update(self, screen): update = self.game.main_menu_app.update(screen) pygame.display.update(update) class DayState(State): def init(self): """Add some chickens to the farm""" self.game.gameboard.tv.sun(True) # disable timer pygame.time.set_timer(MOVE_FOX_ID, 0) self.game.gameboard.clear_foxes() self.game.gameboard.update_chickens() def event(self, e): if events_equal(e, START_NIGHT): return NightState(self.game) elif e.type is KEYDOWN and e.key == K_ESCAPE: return MainMenuState(self.game) 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.gameboard.event(e) def paint(self, screen): self.game.gameboard.paint(screen) pygame.display.flip() def update(self, screen): update = self.game.gameboard.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""" self.game.gameboard.tv.sun(False) # Add a timer to the event queue self.cycle_count = 0 pygame.time.set_timer(MOVE_FOX_ID, 200) self.game.gameboard.spawn_foxes() def event(self, e): if events_equal(e, START_DAY): return DayState(self.game) elif e.type is KEYDOWN and e.key == K_d: return pygame.event.post(START_DAY) elif e.type is KEYDOWN and e.key == K_ESCAPE: return MainMenuState(self.game) elif e.type is MOVE_FOX_ID: self.cycle_count += 1 if self.cycle_count > 50: return pygame.event.post(START_DAY) return self.game.gameboard.move_foxes() elif e.type is not QUIT: self.game.gameboard.event(e) def loop(self): self.game.gameboard.loop() def paint(self, screen): self.game.gameboard.paint(screen) pygame.display.flip() def update(self, screen): update = self.game.gameboard.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") MOVE_FOX_ID = USEREVENT + 1 MOVE_FOXES = pygame.event.Event(MOVE_FOX_ID, name="MOVE_FOXES") QUIT = pygame.event.Event(QUIT)