Mercurial > skaapsteker
annotate skaapsteker/engine.py @ 249:30ae3c681507
Doors and stuff.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Thu, 07 Apr 2011 22:20:58 +0200 |
parents | 129afb4417cf |
children | 8d7edd77bfbf |
rev | line source |
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1 """Top-level engine for switching scenes.""" |
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2 |
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3 import pygame.display |
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4 import pygame.time |
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5 import pygame.event |
14 | 6 from pygame.locals import QUIT, USEREVENT |
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7 |
248 | 8 from .gamestate import GameState |
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9 |
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10 class Engine(object): |
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11 |
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12 def __init__(self): |
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13 self._framerate = 60 |
14 | 14 self._current_scene = None |
123 | 15 self._fpss = [self._framerate] * 100 |
16 self._cur_frame = 0 | |
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Add npcs to gamestate. Update gamestate. Pass world around a bit. Some other stuff.
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17 self.game_state = GameState("game.json") |
14 | 18 |
19 def change_scene(self, next_scene): | |
20 if self._current_scene is not None: | |
21 self._current_scene.leave() | |
22 self._current_scene = next_scene | |
23 self._current_scene.enter() | |
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24 |
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25 def run(self): |
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26 """Run the game loop dispatching events as necessary.""" |
14 | 27 assert self._current_scene is not None |
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28 clock = pygame.time.Clock() |
14 | 29 surface = pygame.display.get_surface() |
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30 while True: |
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31 events = pygame.event.get() |
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32 for ev in events: |
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33 if ev.type is QUIT: |
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34 return |
14 | 35 if ChangeScene.matches(ev): |
249 | 36 next_scene = ev.next_scene |
37 if not isinstance(next_scene, Scene): | |
38 next_scene = next_scene[0](self.game_state, *(next_scene[1:])) | |
39 self.change_scene(next_scene) | |
14 | 40 break |
41 self._current_scene.dispatch(ev) | |
123 | 42 self._current_scene.draw(surface, self) |
14 | 43 pygame.display.flip() |
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44 self._fpss[self._cur_frame] = 1000.0 / clock.tick(self._framerate) |
123 | 45 self._cur_frame = self._cur_frame + 1 if self._cur_frame < 99 else 0 |
46 | |
47 def get_fps(self): | |
48 return sum(self._fpss) / 100 | |
14 | 49 |
50 | |
51 class Scene(object): | |
52 | |
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53 def __init__(self, game_state): |
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54 self.widgets = [] |
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Rename ._game_state to game_state for consistency with engine and since everyone and their dog has access to it. :)
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55 self.game_state = game_state |
14 | 56 |
57 def post(self, ev): | |
58 """Post an event to pygame's event loop.""" | |
59 pygame.event.post(ev) | |
60 | |
61 def enter(self): | |
62 """Enter the scene.""" | |
63 pass | |
64 | |
65 def leave(self): | |
66 """Exit the scene.""" | |
67 pass | |
68 | |
69 def dispatch(self, ev): | |
70 """Dispatch an event.""" | |
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71 for widget in self.widgets: |
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72 widget.dispatch(ev) |
14 | 73 |
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74 def draw(self, surface, engine): |
14 | 75 """Update the scene surface.""" |
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76 for widget in self.widgets: |
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77 widget.draw(surface) |
14 | 78 |
79 | |
80 class UserEvent(object): | |
81 | |
82 utype = "UNKNOWN" | |
83 | |
84 @classmethod | |
85 def post(cls, **kws): | |
86 ev = pygame.event.Event(USEREVENT, utype=cls.utype, **kws) | |
87 pygame.event.post(ev) | |
88 | |
89 @classmethod | |
90 def matches(cls, ev): | |
91 return ev.type is USEREVENT and ev.utype == cls.utype | |
92 | |
93 class ChangeScene(UserEvent): | |
94 | |
95 utype = "CHANGE_SCENE" | |
96 | |
97 @classmethod | |
98 def post(cls, next_scene): | |
99 super(ChangeScene, cls).post(next_scene=next_scene) | |
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100 |
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101 class PlayerDied(UserEvent): |
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102 |
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103 utype = "PLAYER_DIED" |
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104 |
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105 @classmethod |
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106 def post(cls): |
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107 super(PlayerDied, cls).post() |