return self.gametime - time

##############################################################################

from fsm_ex.base_entity import EntityManager, MessageDispatcher

from fsm_ex.ent_miner import Miner
from fsm_ex.ent_wife import Wife

##############################################################################

if __name__ == "__main__":

    # Initialize Manager-type objects:
    MASTER_CLOCK = GameClock() 
    ENTITY_MGR = EntityManager()    
    MSG_DISPATCHER = MessageDispatcher(MASTER_CLOCK.now, ENTITY_MGR)

    # Create and register entities (Miner Bob and Wife Elsa)
    for (ename, etype) in [(BOB, Miner), (ELSA, Wife)]:
        new_entity = etype(ename,MSG_DISPATCHER)
        ENTITY_MGR.register(new_entity)

    # Main Loop
    while 1:
        try:
            MASTER_CLOCK.update()
            ENTITY_MGR.update()
            MSG_DISPATCHER.dispatch_delayed()
        except GameOver:
            break
Ejemplo n.º 2
0
##############################################################################

from fsm_ex.base_entity import EntityManager, MessageDispatcher

from fsm_student02.ent_attacker import Attacker
from fsm_student02.ent_sentry import Sentry
from fsm_student02.ent_wall import Wall

##############################################################################

if __name__ == "__main__":

    # Initialize Manager-type objects:
    MASTER_CLOCK = GameClock()
    ENTITY_MGR = EntityManager()
    MSG_DISPATCHER = MessageDispatcher(MASTER_CLOCK.now, ENTITY_MGR)

    # Create and register entities

    # Wall must be initialized first
    WALLS = Wall(CASTLE_WALL, MSG_DISPATCHER)
    ENTITY_MGR.register(WALLS)

    # Sentries and attackers must be assigned to a wall
    ent_list = [(ATTACKER, Attacker), (DEFENDER, Sentry)]
    for (ename, etype) in ent_list:
        new_entity = etype(ename, MSG_DISPATCHER, WALLS)
        ENTITY_MGR.register(new_entity)

    # Start FSM logic: Must be done AFTER all entities are registered.