Mercurial > rinkhals
view gamelib/engine.py @ 534:d16ed2a8a33e
Make price and control reference dialogs a little shinier.
author | Simon Cross <hodgestar@gmail.com> |
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date | Fri, 27 Nov 2009 22:12:20 +0000 |
parents | 0667189a5973 |
children | c23e2bd07247 |
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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 import level from misc import check_exit class Engine(Game): def __init__(self, main_app, level_name): self.main_app = main_app self.clock = pygame.time.Clock() self.level = level.Level(level_name) self._open_window = None self.gameboard = None def tick(self): """Tic toc.""" pygame.time.wait(10) def load_new_level(self, new_level): self.level = new_level 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.level) self.open_window(self.gameboard.get_top_widget()) def switch_gameboard(self, new_gameboard): """Switch over to a new gameboard.""" self.gameboard = new_gameboard self.gameboard.disp = self.main_app self.gameboard.create_display() self.open_window(self.gameboard.get_top_widget()) def set_main_menu(self): """Open the main menu""" self.scoreboard = gameover.ScoreTable(self.level) main_menu = mainmenu.make_main_menu(self.level) self.open_window(main_menu) def set_help_screen(self): """Open the main menu""" help_screen = helpscreen.make_help_screen(self.level) self.open_window(help_screen) def create_game_over(self): """Create and open the Game Over window""" level = self.gameboard.level game_over = gameover.create_game_over(self.gameboard, self.scoreboard[level.level_name], level) 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 DO_LOAD_LEVEL: self.game.load_new_level(e.level) return elif e.type is DO_LOAD_SAVEGAME: self.game.switch_gameboard(e.gameboard) e.gameboard.skip_next_start_day() return DayState(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) sound.background_music("daytime.ogg") self.dialog = None def event(self, e): if self.dialog and self.dialog.running: if self.dialog.event(e): return elif self.dialog: if self.dialog.do_quit: self.dialog = None self.game.gameboard.reset_states() return GameOver(self.game) self.dialog=None return 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.dialog = check_exit() 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 DO_LOAD_SAVEGAME: self.game.switch_gameboard(e.gameboard) return 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") self.game.gameboard.chickens_scatter() self.game.gameboard.chickens_chop_wood() # 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) sound.background_music("nighttime.ogg") self.dialog = None def event(self, e): if self.dialog and self.dialog.running: if self.dialog.event(e): return elif self.dialog: if self.dialog.do_quit: self.dialog = None self.game.gameboard.reset_states() return GameOver(self.game) self.dialog=None return if events_equal(e, START_DAY): if self.game.gameboard.level.is_game_over(self.game.gameboard): return GameOver(self.game) return DayState(self.game) elif (e.type is KEYDOWN and e.key == K_d) or \ events_equal(e, 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) elif e.type is KEYDOWN and e.key == K_ESCAPE: self.dialog = check_exit() elif e.type is MOVE_FOX_ID: # ensure no timers trigger while we're running pygame.time.set_timer(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) # Ensure any outstanding animitions get cleaned up self.cycle_count += 1 if self.cycle_count > constants.NIGHT_LENGTH: return pygame.event.post(START_DAY) if self.game.gameboard.do_night_step(): # All foxes are gone/safe, so dawn happens return pygame.event.post(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) 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) 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") 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 SLOW__SPEED=200