-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathcontroller.py
More file actions
454 lines (355 loc) · 13.4 KB
/
Copy pathcontroller.py
File metadata and controls
454 lines (355 loc) · 13.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
import pygame
import gameobjects
from pygame.locals import (
QUIT,
MOUSEBUTTONDOWN,
MOUSEBUTTONUP,
KEYDOWN,
KEYUP
)
import datetime
import random
import Randomizer
from levels import Waves
class Input():
def __init__(self):
self._events = {}
self._events_pressed = {}
def register(self, key_code, command):
'''Called when key changes state'''
self._events[key_code] = command
def register_pressed(self, key_code, command):
'''Called when key is pressed only'''
self._events_pressed[key_code] = command
def on_key(self, key_code, down=True):
if key_code in self._events:
self._events[key_code](down)
elif key_code in self._events_pressed and down:
self._events_pressed[key_code]()
class World():
def __init__(self):
# Key: Object type string
# Value: Object
self._objects = {}
# Contains all objects
self._all_objects = []
gameobjects.WorldHelper.append = self.append
gameobjects.WorldHelper.remove = self.remove
def append(self, object):
type_name = object.OBJECT_TYPE
self._append_dic(type_name, object, self._objects)
self._append_list(object, self._all_objects)
def _append_dic(self, key, value, dic):
if key in dic:
self._append_list(value, dic[key])
else:
dic[key] = []
self._append_list(value, dic[key])
def _append_list(self, value, list):
if value not in list:
list.append(value)
def get_all_objects(self):
return self._all_objects
def remove(self, object):
object.on_world_remove()
g = self._objects[object.OBJECT_TYPE]
g.remove(object)
self._all_objects.remove(object)
def get_by_type(self, type):
type_name = type.OBJECT_TYPE
if type_name not in self._objects:
# Create the requested type_name and
# return it as an empty array
self._objects[type_name] = []
return self._objects[type_name]
return self._objects[type_name]
def get_main_dic(self):
return self._objects
def clear(self):
# if 2 objects are referencing each other
# they will never be removed
# we gotta check that one by one
for obj in self._all_objects:
obj.on_removed_event.clear()
self._objects.clear()
self._all_objects.clear()
class Controller:
DEBUG1 = 'a'
DEBUG2 = 'z'
DEBUG3 = 'k'
DEBUG4 = ']'
DEBUG5 = '['
DEBUG6 = 'm'
PAUSE = 'p'
RESET = 'r'
LOSE = 'l'
def __init__(self, game, updater):
self._game = game
self._player = game.world.get_by_type(gameobjects.Player)[0]
self._updater = updater
self.keyboard = Input()
self.register_key(self.DEBUG1, self._player.upgrade_shoot)
self.register_key(self.DEBUG2, self._player.downgrade_shoot)
self.register_key(self.PAUSE, game.game_state.on_pause)
self.register_key(self.RESET, game.game_state.on_reset)
self.register_key(self.LOSE, game.game_state.on_lost)
self.register_key(self.DEBUG3, game.spawner.kill_wave)
self.register_key(self.DEBUG4, self.inc_sim_speed)
self.register_key(self.DEBUG5, self.dec_sim_speed)
self.register_key(self.DEBUG6, self.test)
self.mouse = Input()
self.mouse.register_pressed(1, self._player.shoot)
self.key_press_events = []
self._game_state = game.game_state
def register_key(self, char, event):
self.keyboard.register_pressed(ord(char), event)
def update_player_pos(self):
mouse_pos = pygame.mouse.get_pos()
self._player.set_pos(mouse_pos)
def inc_sim_speed(self):
self._updater.time_scale *= 2
def dec_sim_speed(self):
self._updater.time_scale /= 2
def test(self):
mg = gameobjects.MeteorGenerator(10)
mg.interval = 0.5
mg.life_time = 20
self._game.world.append(mg)
def create_explosion(world, pos):
exp = gameobjects.Explosion()
world.append(exp)
exp.set_pos(pos)
def drop_powerup(world, pos):
if Randomizer.Bool(0.07):
rand_type = random.randint(0, 2)
type = [gameobjects.PowerupHealth,
gameobjects.PowerupWeapon,
gameobjects.PowerupShield][rand_type]
pu = type()
world.append(pu)
pu.set_pos(pos)
class Collisions:
'''
Handles events of main gameobjects collisions
'''
def __init__(self, world, game_state):
self._world = world
self._player = world.get_by_type(gameobjects.Player)[0]
self._bullets = world.get_by_type(gameobjects.Bullet)
self._enemies = world.get_by_type(gameobjects.Enemy)
self._e_bullets = world.get_by_type(gameobjects.EBullet)
self._powerups = world.get_by_type(gameobjects.DropItem)
self._meteors = world.get_by_type(gameobjects.Meteor)
self._game_state = game_state
def check_list(self, obj, list, callback, only_one=True):
for offender in list:
if obj.collides(offender):
callback(obj, offender)
if only_one:
break
def on_enemy_bullet(self, bullet, enemy):
self._world.remove(bullet)
if enemy.take_damage(bullet.DAMAGE):
self._world.remove(enemy)
self._player.score += enemy.SCORE
create_explosion(self._world, enemy.get_pos())
drop_powerup(self._world, enemy.get_pos())
def on_player_bullet(self, player, bullet):
self._world.remove(bullet)
if player.take_damage(bullet.DAMAGE):
self._game_state.on_lost()
def on_powerup(self, player, p):
self._player.on_powerup(p)
self._world.remove(p)
def on_player_enemy(self, player, enemy):
self._game_state.on_lost()
def on_player_meteor(self, player, meteor):
self._game_state.on_lost()
def update(self):
# Check if enemy is hit
for bullet in self._bullets:
self.check_list(bullet, self._enemies, self.on_enemy_bullet)
# Check if player is hit
self.check_list(self._player, self._e_bullets,
self.on_player_bullet, False)
# Check if powerup hits player
self.check_list(self._player, self._powerups, self.on_powerup)
# Check player hitting enemy
self.check_list(self._player, self._enemies, self.on_player_enemy)
# Check player hitting meteor
self.check_list(self._player, self._meteors, self.on_player_meteor)
class EnemySpwaner:
LOWER_LIMIT = 720
def __init__(self, world, game_state):
self._world = world
self._player = self._world.get_by_type(gameobjects.Player)[0]
self._game_state = game_state
self.enemies = []
self.next_wave_index = 1
self.spawn_wave()
def spawn_wave(self):
enemies = Waves.create_wave(self.next_wave_index, self._player)
if len(enemies) > 0:
for etemp in enemies:
self._add_enemy_temp(etemp)
self.next_wave_index += 1
def on_child_removed(self, child):
self.enemies.remove(child)
if len(self.enemies) == 0:
self.spawn_wave()
def reset(self):
self.next_wave_index = 1
# I don't want world to notify me
for enemy in self.enemies:
enemy.on_removed_event.clear()
def kill_wave(self):
# We don't want to spawn enemies while removing them
# Also not removing them from the list while iterating on them
# Remove on_child_event from them first!
for enemy in self.enemies:
enemy.on_removed_event.remove(self.on_child_removed)
self._world.remove(enemy)
self.enemies.clear()
self.spawn_wave()
def _add_enemy_temp(self, etemp):
self._world.append(etemp.enemy)
if etemp.mover is not None:
self._world.append(etemp.mover)
if etemp.shooter is not None:
self._world.append(etemp.shooter)
self.enemies.append(etemp.enemy)
etemp.enemy.on_removed_event.append(self.on_child_removed)
class Animator():
def __init__(self):
self._objects_loop = [] # Keep animating
self._objects_onetime = {} # {object, callback}
def update(self, delta_time):
for obj in self._objects_loop:
self._update_obj(obj, delta_time)
to_remove = []
for obj, callback in self._objects_onetime.items():
if self._update_obj(obj, delta_time):
to_remove.append(obj)
callback()
for r in to_remove:
del self._objects_onetime[r]
def _update_obj(self, obj, delta_time):
'''
Returns True when replaying.
'''
asprite = obj.sprite
fps = asprite.fps
obj.internal_frame += delta_time * fps
if obj.internal_frame >= 1:
delta_frames = int(obj.internal_frame)
obj.internal_frame -= delta_frames
obj.frame += delta_frames
if obj.frame >= asprite.frames_count:
obj.frame %= asprite.frames_count
return True
return False
def add_object_loop(self, object):
if object not in self._objects_loop:
object.internal_frame = 0
self._objects_loop.append(object)
def remove_object(self, object):
if object in self._objects_loop:
self._objects_loop.remove(object)
def add_object_onetime(self, object, callback):
if object not in self._objects_onetime:
object.internal_frame = 0
self._objects_onetime[object] = callback
def clear(self):
self._objects_loop.clear()
self._objects_onetime.clear()
class Updater:
FPS_LIMIT = 60
def __init__(self, game):
self.game = game
self._lastdt = datetime.datetime.now()
self.clock = pygame.time.Clock()
self.time_scale = 1
def pygame_events(self, controller):
for event in pygame.event.get():
if event.type == QUIT:
return False
elif event.type == MOUSEBUTTONDOWN:
controller.mouse.on_key(event.button, True)
elif event.type == MOUSEBUTTONUP:
controller.mouse.on_key(event.button, False)
elif event.type == KEYUP or event.type == KEYDOWN:
controller.keyboard.on_key(
event.key, event.type == KEYDOWN)
return True
def update_world(self, delta_time):
for gobj in self.game.world.get_all_objects():
gobj.update(delta_time)
self.game.collisions.update()
def update_all(self, paused):
tnow = datetime.datetime.now()
dt = (tnow - self._lastdt).total_seconds()
self._lastdt = tnow
if not paused:
self.update_world(dt * self.time_scale)
self.game.gui.update()
pygame.display.update()
self.clock.tick(Updater.FPS_LIMIT)
return dt
class Render:
def __init__(self, game, display):
self.bg = gameobjects.ResourcesLoader.sprites['background']
self.game = game
self.display = display
def draw(self, deltatime):
self.game.animator.update(deltatime)
self.bg.draw(self.display, deltatime)
for obj in self.game.world.get_all_objects():
obj.draw(self.display)
self.game.gui.draw(self.display)
class GUI:
def __init__(self, player):
self._health = gameobjects.ProgressBar()
self._shield = gameobjects.ProgressBar((0, 0, 255), (0, 0, 0))
self._score = gameobjects.TextUI('0', (255, 0, 0), 32)
self._big_message = gameobjects.TextUI('Loser', size=100)
self._lost = False
self._player = player
def draw(self, surface):
self._health.draw(surface, (20, 20))
self._shield.draw(surface, (20, 60))
self._score.draw(surface, (20, 100))
rect = surface.get_rect()
screen_center = (rect.width/2, rect.height/2)
screen_center = self._big_message.top_left_to_center(screen_center)
if self._lost:
self._big_message.draw(surface, screen_center)
def update(self):
self._health.set_value(self._player.health /
self._player.HEALTH)
self._shield.set_value(self._player.get_shield_health() /
gameobjects.shield_1.HEALTH)
self._score.set_test('Score: {}'.format(self._player.score))
def loser(self, lost=True):
self._lost = lost
class Components():
def __init__(self, game_state):
self.animator = Animator()
gameobjects.WorldHelper.animator = self.animator
self.world = World()
self.player = gameobjects.Player()
self.world.append(self.player)
self.gui = GUI(self.player)
self.spawner = EnemySpwaner(self.world, game_state)
self.collisions = Collisions(self.world, game_state)
self.game_state = game_state
def reset(self):
self.spawner.reset()
# YOu can't clear world first
# this will trigger a loop of clear/respawn
self.world.clear()
self.animator.clear()
self.player.__init__()
self.world.append(self.player)
self.collisions.__init__(self.world, self.game_state)
self.gui.loser(False)
self.spawner.__init__(self.world, self.game_state)