Mercurial > skaapsteker
annotate skaapsteker/engine.py @ 493:cb2060f8316f
Tweak gamestate to fail earlier on unknown items.
author | Simon Cross <hodgestar@gmail.com> |
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date | Sat, 09 Apr 2011 22:41:38 +0200 |
parents | fb9258d66137 |
children | 0675f390653c |
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() | |
262 | 25 self.soundsystem = soundsystem |
14 | 26 |
27 def change_scene(self, next_scene): | |
447 | 28 self.game_state.save_game() |
262 | 29 self.soundsystem.stop_music() |
14 | 30 if self._current_scene is not None: |
31 self._current_scene.leave() | |
32 self._current_scene = next_scene | |
33 self._current_scene.enter() | |
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34 |
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35 def run(self): |
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36 """Run the game loop dispatching events as necessary.""" |
14 | 37 assert self._current_scene is not None |
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38 clock = pygame.time.Clock() |
14 | 39 surface = pygame.display.get_surface() |
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40 while True: |
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41 events = pygame.event.get() |
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42 for ev in events: |
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43 if ev.type is QUIT: |
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44 return |
14 | 45 if ChangeScene.matches(ev): |
249 | 46 next_scene = ev.next_scene |
47 if not isinstance(next_scene, Scene): | |
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48 next_scene = next_scene[0](self.game_state, self.soundsystem, *(next_scene[1:])) |
249 | 49 self.change_scene(next_scene) |
14 | 50 break |
51 self._current_scene.dispatch(ev) | |
123 | 52 self._current_scene.draw(surface, self) |
14 | 53 pygame.display.flip() |
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54 self._fpss[self._cur_frame] = 1000.0 / clock.tick(self._framerate) |
123 | 55 self._cur_frame = self._cur_frame + 1 if self._cur_frame < 99 else 0 |
56 | |
57 def get_fps(self): | |
58 return sum(self._fpss) / 100 | |
14 | 59 |
60 | |
61 class Scene(object): | |
62 | |
262 | 63 def __init__(self, game_state, soundsystem): |
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64 self.widgets = [] |
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65 self.game_state = game_state |
262 | 66 self._soundsystem = soundsystem |
14 | 67 |
68 def post(self, ev): | |
69 """Post an event to pygame's event loop.""" | |
70 pygame.event.post(ev) | |
71 | |
72 def enter(self): | |
73 """Enter the scene.""" | |
74 pass | |
75 | |
76 def leave(self): | |
77 """Exit the scene.""" | |
78 pass | |
79 | |
80 def dispatch(self, ev): | |
81 """Dispatch an event.""" | |
79
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82 for widget in self.widgets: |
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83 widget.dispatch(ev) |
14 | 84 |
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85 def draw(self, surface, engine): |
14 | 86 """Update the scene surface.""" |
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87 for widget in self.widgets: |
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88 widget.draw(surface) |
14 | 89 |
90 | |
91 class UserEvent(object): | |
92 | |
93 utype = "UNKNOWN" | |
94 | |
95 @classmethod | |
96 def post(cls, **kws): | |
97 ev = pygame.event.Event(USEREVENT, utype=cls.utype, **kws) | |
98 pygame.event.post(ev) | |
99 | |
100 @classmethod | |
101 def matches(cls, ev): | |
102 return ev.type is USEREVENT and ev.utype == cls.utype | |
103 | |
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104 |
14 | 105 class ChangeScene(UserEvent): |
106 | |
107 utype = "CHANGE_SCENE" | |
108 | |
109 @classmethod | |
110 def post(cls, next_scene): | |
111 super(ChangeScene, cls).post(next_scene=next_scene) | |
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112 |
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113 class PlayerDied(UserEvent): |
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114 |
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115 utype = "PLAYER_DIED" |
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116 |
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117 @classmethod |
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118 def post(cls): |
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119 super(PlayerDied, cls).post() |
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120 |
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121 class OpenDialog(UserEvent): |
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122 |
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123 utype = "OPEN_DIALOG" |
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124 |
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125 @classmethod |
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126 def post(cls, npc): |
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127 # request to open dialog box for given NPC sprite |
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128 # will do nothing if the NPC's current state has |
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129 # no text |
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130 super(OpenDialog, cls).post(npc=npc) |
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131 |
383 | 132 class OpenNotification(UserEvent): |
133 | |
134 utype = "OPEN_NOTIFICATION" | |
135 | |
136 @classmethod | |
137 def post(cls, text): | |
138 # request to open dialog box for given NPC sprite | |
139 # will do nothing if the NPC's current state has | |
140 # no text | |
141 super(OpenNotification, cls).post(text=text) | |
142 | |
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143 class CloseDialog(UserEvent): |
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144 |
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145 utype = "CLOSE_DIALOG" |
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146 |
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147 @classmethod |
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148 def post(cls, npc): |
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149 # close dialog box for given NPC sprite |
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150 # will do nothing if the sprite has no dialog open |
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151 super(CloseDialog, cls).post(npc=npc) |
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152 |
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153 class NpcEvent(UserEvent): # TODO: Needed? |
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154 |
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155 utype = "NPC_EVENT" |
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156 |
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157 @classmethod |
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158 def post(cls, npc, ev): |
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159 """npc is an NPC sprite. |
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160 ev is a DsmEvent for that sprite. |
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161 """ |
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162 super(NpcEvent, cls).post(npc=npc, ev=ev) |
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163 |
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164 class GlobalNpcEvent(UserEvent): # TODO: Needed? |
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165 |
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166 utype = "GLOBAL_NPC_EVENT" |
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167 |
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168 @classmethod |
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169 def post(cls, ev): |
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170 """Send a DsmEvent event to all NPCs. |
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171 """ |
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172 super(GlobalNpcEvent, cls).post(ev=ev) |
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173 |
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174 |
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175 class AddSpriteEvent(UserEvent): |
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176 |
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177 utype = "ADD_SPRITE_EVENT" |
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178 |
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179 @classmethod |
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180 def post(cls, item): |
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181 """Put a Sprite into the world. |
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182 """ |
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183 super(AddSpriteEvent, cls).post(item=item) |