Mercurial > skaapsteker
annotate skaapsteker/engine.py @ 447:4bec05fed6c7
Load and save.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sat, 09 Apr 2011 20:03:18 +0200 |
parents | 87246b84a851 |
children | 95527fd29872 |
rev | line source |
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1 """Top-level engine for switching scenes.""" |
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2 |
447 | 3 import os |
4 | |
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5 import pygame.display |
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6 import pygame.time |
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7 import pygame.event |
14 | 8 from pygame.locals import QUIT, USEREVENT |
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9 |
447 | 10 from . import options |
11 | |
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12 |
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13 class Engine(object): |
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14 |
262 | 15 def __init__(self, soundsystem): |
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16 # avoid circular imports |
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17 from .gamestate import GameState |
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18 self._framerate = 60 |
14 | 19 self._current_scene = None |
123 | 20 self._fpss = [self._framerate] * 100 |
21 self._cur_frame = 0 | |
447 | 22 self.game_state = GameState(os.path.join(options['save_location'], 'savegame.json')) |
23 if self.game_state.can_resume(): | |
24 self.game_state.load_game() | |
25 else: | |
26 self.game_state.new_game() | |
262 | 27 self.soundsystem = soundsystem |
14 | 28 |
29 def change_scene(self, next_scene): | |
447 | 30 self.game_state.save_game() |
262 | 31 self.soundsystem.stop_music() |
14 | 32 if self._current_scene is not None: |
33 self._current_scene.leave() | |
34 self._current_scene = next_scene | |
35 self._current_scene.enter() | |
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36 |
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37 def run(self): |
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38 """Run the game loop dispatching events as necessary.""" |
14 | 39 assert self._current_scene is not None |
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40 clock = pygame.time.Clock() |
14 | 41 surface = pygame.display.get_surface() |
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42 while True: |
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43 events = pygame.event.get() |
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44 for ev in events: |
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45 if ev.type is QUIT: |
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46 return |
14 | 47 if ChangeScene.matches(ev): |
249 | 48 next_scene = ev.next_scene |
49 if not isinstance(next_scene, Scene): | |
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50 next_scene = next_scene[0](self.game_state, self.soundsystem, *(next_scene[1:])) |
249 | 51 self.change_scene(next_scene) |
14 | 52 break |
53 self._current_scene.dispatch(ev) | |
123 | 54 self._current_scene.draw(surface, self) |
14 | 55 pygame.display.flip() |
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56 self._fpss[self._cur_frame] = 1000.0 / clock.tick(self._framerate) |
123 | 57 self._cur_frame = self._cur_frame + 1 if self._cur_frame < 99 else 0 |
58 | |
59 def get_fps(self): | |
60 return sum(self._fpss) / 100 | |
14 | 61 |
62 | |
63 class Scene(object): | |
64 | |
262 | 65 def __init__(self, game_state, soundsystem): |
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66 self.widgets = [] |
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67 self.game_state = game_state |
262 | 68 self._soundsystem = soundsystem |
14 | 69 |
70 def post(self, ev): | |
71 """Post an event to pygame's event loop.""" | |
72 pygame.event.post(ev) | |
73 | |
74 def enter(self): | |
75 """Enter the scene.""" | |
76 pass | |
77 | |
78 def leave(self): | |
79 """Exit the scene.""" | |
80 pass | |
81 | |
82 def dispatch(self, ev): | |
83 """Dispatch an event.""" | |
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84 for widget in self.widgets: |
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85 widget.dispatch(ev) |
14 | 86 |
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87 def draw(self, surface, engine): |
14 | 88 """Update the scene surface.""" |
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89 for widget in self.widgets: |
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90 widget.draw(surface) |
14 | 91 |
92 | |
93 class UserEvent(object): | |
94 | |
95 utype = "UNKNOWN" | |
96 | |
97 @classmethod | |
98 def post(cls, **kws): | |
99 ev = pygame.event.Event(USEREVENT, utype=cls.utype, **kws) | |
100 pygame.event.post(ev) | |
101 | |
102 @classmethod | |
103 def matches(cls, ev): | |
104 return ev.type is USEREVENT and ev.utype == cls.utype | |
105 | |
106 class ChangeScene(UserEvent): | |
107 | |
108 utype = "CHANGE_SCENE" | |
109 | |
110 @classmethod | |
111 def post(cls, next_scene): | |
112 super(ChangeScene, cls).post(next_scene=next_scene) | |
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113 |
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114 class PlayerDied(UserEvent): |
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115 |
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116 utype = "PLAYER_DIED" |
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117 |
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118 @classmethod |
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119 def post(cls): |
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120 super(PlayerDied, cls).post() |
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121 |
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122 class OpenDialog(UserEvent): |
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123 |
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124 utype = "OPEN_DIALOG" |
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125 |
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126 @classmethod |
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127 def post(cls, npc): |
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128 # request to open dialog box for given NPC sprite |
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129 # will do nothing if the NPC's current state has |
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130 # no text |
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131 super(OpenDialog, cls).post(npc=npc) |
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132 |
383 | 133 class OpenNotification(UserEvent): |
134 | |
135 utype = "OPEN_NOTIFICATION" | |
136 | |
137 @classmethod | |
138 def post(cls, text): | |
139 # request to open dialog box for given NPC sprite | |
140 # will do nothing if the NPC's current state has | |
141 # no text | |
142 super(OpenNotification, cls).post(text=text) | |
143 | |
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144 class CloseDialog(UserEvent): |
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145 |
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146 utype = "CLOSE_DIALOG" |
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147 |
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148 @classmethod |
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149 def post(cls, npc): |
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150 # close dialog box for given NPC sprite |
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151 # will do nothing if the sprite has no dialog open |
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152 super(CloseDialog, cls).post(npc=npc) |
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153 |
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154 class NpcEvent(UserEvent): # TODO: Needed? |
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155 |
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156 utype = "NPC_EVENT" |
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157 |
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158 @classmethod |
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159 def post(cls, npc, ev): |
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160 """npc is an NPC sprite. |
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161 ev is a DsmEvent for that sprite. |
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162 """ |
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163 super(NpcEvent, cls).post(npc=npc, ev=ev) |
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164 |
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165 class GlobalNpcEvent(UserEvent): # TODO: Needed? |
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166 |
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167 utype = "GLOBAL_NPC_EVENT" |
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168 |
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169 @classmethod |
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170 def post(cls, ev): |
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171 """Send a DsmEvent event to all NPCs. |
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172 """ |
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173 super(GlobalNpcEvent, cls).post(ev=ev) |
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174 |
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175 |
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176 class AddSpriteEvent(UserEvent): |
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177 |
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178 utype = "ADD_SPRITE_EVENT" |
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179 |
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180 @classmethod |
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181 def post(cls, item): |
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182 """Put a Sprite into the world. |
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183 """ |
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184 super(AddSpriteEvent, cls).post(item=item) |