/
eventloop.py
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/
eventloop.py
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import pygame
import sys
from pacman import Pacman
from ghost import Ghost
class EventLoop:
def __init__(self, screen, settings, play, high_scores, maze, stats, sb,
pacman, pac, ghosts, points, pills, fruits, portal, finished):
self.finished = finished
self.screen = screen
self.settings = settings
self.play = play
self.high_scores = high_scores
self.maze = maze
self.stats = stats
self.sb = sb
self.pacman = pacman
self.pac = pac
self.ghost = None
self.ghosts = ghosts
self.points = points
self.pills = pills
self.fruits = fruits
self.portal = portal
self.collisions = False
self.collisions2 = False
self.collisions3 = False
self.collisions4 = False
self.display = 0
self.image = None
def __str__(self):
return 'eventloop, finished =' + str(self.finished) + ')'
def check_keydown_events(self, event):
"""Checks for keys being pressed"""
if event.key == pygame.K_RIGHT:
self.pacman.moving_right = True
elif event.key == pygame.K_LEFT:
self.pacman.moving_left = True
elif event.key == pygame.K_UP:
self.pacman.moving_up = True
elif event.key == pygame.K_DOWN:
self.pacman.moving_down = True
elif event.key == pygame.K_b:
self.stats.score_screen_active = False
elif event.key == pygame.K_q:
self.portal.orange_portal = True
elif event.key == pygame.K_e:
self.portal.blue_portal = True
elif event.key == pygame.K_ESCAPE:
sys.exit()
def check_keyup_events(self, event):
"""Checks for keys being released"""
if event.key == pygame.K_RIGHT:
self.pacman.moving_right = False
elif event.key == pygame.K_LEFT:
self.pacman.moving_left = False
elif event.key == pygame.K_UP:
self.pacman.moving_up = False
elif event.key == pygame.K_DOWN:
self.pacman.moving_down = False
def check_events(self):
"""Checks for any events"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
EventLoop.check_keydown_events(self, event)
elif event.type == pygame.KEYUP:
EventLoop.check_keyup_events(self, event)
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x, mouse_y = pygame.mouse.get_pos()
EventLoop.check_play(self, mouse_x, mouse_y)
EventLoop.check_high_scores(self, mouse_x, mouse_y)
def check_play(self, mouse_x, mouse_y):
"""Checks if play button is pressed"""
button_clicked = self.play.rect2.collidepoint(mouse_x, mouse_y)
if button_clicked and not self.stats.game_active:
self.settings.music.play()
pygame.mouse.set_visible(False)
# Reset the game statistics
self.stats.reset_stats()
self.stats.game_active = True
# Reset the scoreboard image
self.sb.prep_score()
self.sb.prep_level()
self.sb.prep_pacmen()
self.pac.empty()
self.points.empty()
self.pills.empty()
self.fruits.empty()
self.ghosts.empty()
self.maze.build()
self.maze.build_points()
self.pacman = Pacman(self.screen, self.settings, self.maze, self.portal, self.stats)
self.pac.add(self.pacman)
EventLoop.create_ghosts(self)
def check_high_scores(self, mouse_x, mouse_y):
"""Checks if the score button has been pressed and takes user to high score screen"""
score_clicked = self.high_scores.rect.collidepoint(mouse_x, mouse_y)
if score_clicked and not self.stats.game_active:
self.stats.score_screen_active = True
def check_collisions(self):
"""Checks if there are any collisions and what happens because of the collisions"""
self.collisions = pygame.sprite.groupcollide(self.pac, self.points, False, True)
self.collisions2 = pygame.sprite.groupcollide(self.pac, self.pills, False, True)
self.collisions3 = pygame.sprite.groupcollide(self.pac, self.fruits, False, True)
self.collisions4 = pygame.sprite.groupcollide(self.pac, self.ghosts, False, False)
if self.collisions:
self.settings.eat.play()
self.stats.score += 10
self.sb.prep_score()
if self.collisions2:
self.settings.ghost.stop()
self.settings.eat_pill.play()
self.settings.scared_ghost.play()
self.stats.score += 50
self.stats.ghost_scared = True
self.sb.prep_score()
if self.collisions3:
self.settings.eat_fruit.play()
if self.stats.fruit_count == 1:
self.stats.score += 1000
self.sb.prep_score()
if self.stats.fruit_count == 2:
self.stats.score += 100
self.sb.prep_score()
if self.stats.fruit_count == 3:
self.stats.score += 5000
self.sb.prep_score()
if self.stats.fruit_count == 0:
self.stats.score += 200
self.sb.prep_score()
if self.collisions4 and not self.stats.ghost_scared:
self.settings.death.play()
EventLoop.update_pacman_death(self)
if self.stats.pacmen_left > 0:
self.stats.pacmen_left -= 1
self.pac.empty()
self.fruits.empty()
self.ghosts.empty()
self.sb.prep_pacmen()
self.pacman = Pacman(self.screen, self.settings, self.maze, self.portal, self.stats)
self.pac.add(self.pacman)
EventLoop.create_ghosts(self)
else:
self.sb.check_high_score()
self.pac.empty()
self.fruits.empty()
self.ghosts.empty()
self.points.empty()
self.pills.empty()
self.sb.prep_pacmen()
self.stats.pacman_dead = False
self.stats.game_active = False
pygame.mixer.stop()
pygame.mouse.set_visible(True)
if self.collisions4 and self.stats.ghost_scared:
for ghosts in self.collisions4.values():
for ghost in ghosts:
self.stats.score += 200
self.sb.prep_score()
ghost.eaten = True
EventLoop.draw_ghost_points(self, ghost.rect.x, ghost.rect.y)
self.settings.eat_ghost.play()
if len(self.points) == 0 and len(self.pills) == 0:
# Increase level when all points are eaten
self.pac.empty()
self.fruits.empty()
self.pacman = Pacman(self.screen, self.settings, self.maze, self.portal, self.stats)
self.stats.level += 1
self.sb.prep_level()
self.pac.add(self.pacman)
self.maze.build_points()
def update_pacman_death(self):
"""Updates what is on the screen"""
self.stats.pacman_dead = True
while self.stats.pacman_dead:
self.pac.update()
if self.stats.pacman_dead:
self.screen.fill(self.settings.bg_color)
# displays statrup screen
# Main game starts if active
self.maze.blitme()
self.pac.draw(self.screen)
self.points.draw(self.screen)
self.pills.draw(self.screen)
self.fruits.draw(self.screen)
self.ghosts.draw(self.screen)
self.sb.show_score()
pygame.display.flip()
def draw_ghost_points(self, x, y):
self.stats.ghost_points = True
self.image = pygame.image.load('images/200pt.bmp')
while self.stats.ghost_points:
self.screen.fill(self.settings.bg_color)
# displays statrup screen
# Main game starts if active
self.maze.blitme()
self.pac.draw(self.screen)
self.points.draw(self.screen)
self.pills.draw(self.screen)
self.fruits.draw(self.screen)
self.ghosts.draw(self.screen)
self.screen.blit(self.image, (x, y - 30))
self.sb.show_score()
if self.display < 1000:
self.display = 0
self.stats.ghost_points = False
else:
self.display += 1
pygame.display.flip()
def create_ghosts(self):
self.ghost = Ghost(self.screen, self.settings, self.maze, self.stats, 0)
self.ghosts.add(self.ghost)
self.ghost = Ghost(self.screen, self.settings, self.maze, self.stats, 1)
self.ghosts.add(self.ghost)
self.ghost = Ghost(self.screen, self.settings, self.maze, self.stats, 2)
self.ghosts.add(self.ghost)
self.ghost = Ghost(self.screen, self.settings, self.maze, self.stats, 3)
self.ghosts.add(self.ghost)