Example #1
0
class JobFactory:
    creator = ObjectFactory().create

    def create(self, context_lib_name, payload):
        context = self.creator(kind='context',
                               lib_name=context_lib_name,
                               name='Context',
                               payload=payload)
        kwargs = {'context': context}
        logging.info(
            f'create new job for {context.name}, event {context.event}')
        try:
            with open(JOB_CONFIG) as f:
                kwargs.update(json.load(f)[context.name][context.event])
        except:
            logging.info(f'use default job')
            pass

        job = Job(**kwargs)

        runner = self.creator(kind='runner',
                              lib_name=job.runner_lib,
                              name='Runner')
        job.set_runner(runner)

        payload_provider = self.creator(kind='job_payload',
                                        lib_name=job.payload_lib,
                                        name='JobPayloadProvider')
        job.set_payload_provider(payload_provider)

        return job
Example #2
0
class Driver(Proxy):
  
  def __init__(self, host, user, passwd, group=None):
    super(Driver, self).__init__(host, user, passwd, group)
    self.object_factory = ObjectFactory(self)

  def get_all_instances(self, klass):
    table_name = klass.get_ome_table()
    res = self.ome_operation("getQueryService", "findAll", table_name, None)
    return [self.object_factory.wrap(x) for x in res]
Example #3
0
def main():
    ObjectFactory.initialize()

    instance = ObjectFactory.getType1value1()
    print("{} {}".format(instance.getType(), instance.getValue()))

    instance = ObjectFactory.getType1value2()
    print("{} {}".format(instance.getType(), instance.getValue()))

    instance = ObjectFactory.getType2value1()
    print("{} {}".format(instance.getType(), instance.getValue()))

    instance = ObjectFactory.getType2value2()
    print("{} {}".format(instance.getType(), instance.getValue()))
Example #4
0
class GameSystem:
	def __init__(self):
		"""Initialized the game system."""
		
		# Checks if the game is currently active.
		self.is_active = True
		
		# The current time elapsed in milliseconds.
		self.delta_time = 0.0
		
		# The pygame clock for limiting the framerate.
		self.pygame_clock = None
		
		# The backbuffer being rendered to.
		self.backbuffer = None
		
		# The input manager for managing keyboard and mouse input.
		self.input_manager = InputManager(self)
		
		# The game object factory for creating the game objects.
		self.object_factory = None
		
		# The settings object for managing the gameplay code.
		self.settings = None
		
		# The game objects for the game. Keys are the game object ids.
		self.game_objects = {}
		
		# The test object references.
		self.test_objects = {}
		
		# The GUI tile objects.
		self.gui_tile_objects = {}
		
		# The GUI text objects.
		self.gui_text_objects = {}
		
		# The tetronimos falling. This is updated every frame from objects gathered from 
		# the game_objects dictionary.
		self.tetronimos_falling = {}
		
		# The tetronimo blocks created by the tetronimos falling. Also includes blocks 
		# that have already landed.
		self.tetronimo_blocks = {}
		
		# The tetronimo displays.
		self.tetronimo_displays = {}
		
		# The pygame sprite images.
		self.pygame_sprites = {}
		
		# The fonts for the text boxes.
		self.fonts = {}
		
		# Create the settings object.
		self.settings = Settings()
		
		# Create the game object factory.
		self.object_factory = ObjectFactory(self.game_objects, self.pygame_sprites, 
				self.fonts)
				
		# Attach all the objects to each other.
		self.settings.object_factory = self.object_factory
		self.settings.tetronimos_falling = self.tetronimos_falling
		self.settings.tetronimo_blocks = self.tetronimo_blocks
		self.settings.input_manager = self.input_manager
		self.settings.game_system = self
		
		self.object_factory.settings = self.settings
		self.object_factory.input_manager = self.input_manager
		
	def start_program(self):
		"""Starts off the program, initializing pygame and loading all the
		sprites, sounds and fonts."""
		
		self.setup_pygame()
		self.load_sprites()
		self.load_fonts()
		self.setup_classic_game()
		self.main_loop()
		
	def load_sprites(self):
		"""Loads all of the sprites from the images folder."""
		
		# The image folder url.
		image_folder_url = "../images/"
		
		# The current sprite image being loaded. Not to be confused with the sprite 
		# image class.
		self.load_sprite(image_folder_url, "debug_1.png")
		self.load_sprite(image_folder_url, "debug_2.png")
		self.load_sprite(image_folder_url, "wall_in_up.png")
		self.load_sprite(image_folder_url, "wall_in_down.png")
		self.load_sprite(image_folder_url, "wall_in_left.png")
		self.load_sprite(image_folder_url, "wall_in_right.png")
		self.load_sprite(image_folder_url, "wall_in_upright.png")
		self.load_sprite(image_folder_url, "wall_in_downright.png")
		self.load_sprite(image_folder_url, "wall_in_downleft.png")
		self.load_sprite(image_folder_url, "wall_in_upleft.png")
		self.load_sprite(image_folder_url, "wall_in_center.png")
		self.load_sprite(image_folder_url, "wall_in_hor.png")
		self.load_sprite(image_folder_url, "wall_in_leftT.png")
		self.load_sprite(image_folder_url, "wall_in_rightT.png")
		self.load_sprite(image_folder_url, "wall_out_center.png")
		self.load_sprite(image_folder_url, "wall_out_hor.png")
		self.load_sprite(image_folder_url, "wall_out_vertical_left.png")
		self.load_sprite(image_folder_url, "wall_out_vertical_right.png")
		self.load_sprite(image_folder_url, "wall_out_vertical_left_fade.png")
		self.load_sprite(image_folder_url, "wall_out_vertical_right_fade.png")
		self.load_sprite(image_folder_url, "block_yellow.png")
		self.load_sprite(image_folder_url, "block_skyblue.png")
		self.load_sprite(image_folder_url, "block_orange.png")
		self.load_sprite(image_folder_url, "block_blue.png")
		self.load_sprite(image_folder_url, "block_green.png")
		self.load_sprite(image_folder_url, "block_red.png")
		self.load_sprite(image_folder_url, "block_purple.png")
		self.load_sprite(image_folder_url, "block_grey.png")
		self.load_sprite(image_folder_url, "display_none.png")
		self.load_sprite(image_folder_url, "display_O.png")
		self.load_sprite(image_folder_url, "display_I.png")
		self.load_sprite(image_folder_url, "display_J.png")
		self.load_sprite(image_folder_url, "display_L.png")
		self.load_sprite(image_folder_url, "display_S.png")
		self.load_sprite(image_folder_url, "display_Z.png")
		self.load_sprite(image_folder_url, "display_T.png")
		
	def load_sprite(self, image_folder_url, cur_sprite_image_name):
		"""Loads a single sprite from the images folder."""
		self.pygame_sprites[cur_sprite_image_name] = pygame.image.load( \
			image_folder_url + cur_sprite_image_name)
	
	def load_fonts(self):
		"""Loads all the fonts for the game engine."""
		
		# The fonts url.
		font_url = "../fonts/"
		
		# Load all of the fonts individually.
		self.load_font(font_url, "PressStart2P.ttf", "PressStart2P-small", 12)
		self.load_font(font_url, "PressStart2P.ttf", "PressStart2P-large", 50)
		self.load_font(font_url, "PressStart2P.ttf", "PressStart2P-medium", 32)
	
	def load_font(self, fonts_url, font_file_name, font_key_name, size):
		"""Loads an individual font file."""
		
		# The current font being loaded.
		font1 = pygame.font.Font(fonts_url + font_file_name, size)
		
		self.fonts[font_key_name] = font1
	
	def setup_pygame(self):
		"""Sets up the pygame module."""
		
		# Create the pygame module.
		pygame.init()

		# Get the pygame clock.
		self.pygame_clock = pygame.time.Clock()

		# The backbuffer of the game.
		self.backbuffer = pygame.display.set_mode((640, 800))

		# Set the caption for the game window.
		pygame.display.set_caption("Tetris")
		
	def setup_classic_game(self):
		"""Sets up a classic game of tetris."""
		
		# Load the gameplay game map.
		self.load_map_gameplay()
		
		# The text for the text boxes.
		text = "NEXT:"
		
		# The color of the text for the text boxes.
		color = (0, 0, 0)
		
		# Create all the text boxes for the game gui.
		self.object_factory.create_text_box(80, 32, text, "PressStart2P-small", 
				color, False)
		
		text = "SAVE:"
		self.object_factory.create_text_box(80, 640, text, "PressStart2P-small", 
				color, False)
		
		text = "HIGH SCORE:"
		self.object_factory.create_text_box(565, 32, text, "PressStart2P-small", 
				color, False)
		
		text = "SCORE:"
		self.object_factory.create_text_box(565, 110, text, "PressStart2P-small", 
				color, False)
				
		# Create the tetronimo display objects.
		self.settings.tetronimo_displays.append( \
				self.object_factory.create_tetronimo_display(80, 118))
		self.settings.tetronimo_displays.append( \
				self.object_factory.create_tetronimo_display(80, 262))
		self.settings.tetronimo_displays.append( \
				self.object_factory.create_tetronimo_display(80, 406))
		self.settings.tetronimo_displays.append( \
				self.object_factory.create_tetronimo_display(80, 550))
		self.settings.tetronimo_displays.append( \
				self.object_factory.create_tetronimo_display(80, 726))
		
		self.settings.game_state = 0
		self.settings.reset_tetronimo_assembly()
		
	def load_map_gameplay(self):
		"""Loads the game map for the classic tetris game."""
		
		# First clear the previous game objects.
		self.clear_gameplay_objects()
		
		# Use with to ensure that the file is read entirely.
		with open("map_gameplay.txt", "r") as in_file:
			# The text containing all the characters for the map objects.
			map_text = in_file.read()
				
			# The current x position of the current map object being read from.
			cur_position_x = 8

			# The current y position of the current map object being read from.
			cur_position_y = 8
			
			 # Go through every character and create the correct map object from it.
			for char in map_text:
				if not char == '\n':
				
					# Choose a different sprite based on the character.
					if char == 'C':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_center.png")
					elif char == 'c' or char == ' ':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_out_center.png")
					elif char == 'U':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_up.png")
					elif char == 'D':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_down.png")
					elif char == 'L':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_left.png")
					elif char == 'R':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_right.png")
					elif char == 'H':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_hor.png")
					elif char == 'h':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_out_hor.png")
					elif char == 'l':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_out_vertical_left.png")
					elif char == 'r':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_out_vertical_right.png")
					elif char == ',':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_out_vertical_left_fade.png")
					elif char == '.':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_out_vertical_right_fade.png")
					elif char == '/':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_upleft.png")
					elif char == '\\':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_upright.png")
					elif char == '[':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_downleft.png")
					elif char == ']':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_downright.png")
					elif char == 'T':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_leftT.png")
					elif char == 't':
						self.object_factory.create_gui_wall(
								cur_position_x, cur_position_y, "wall_in_rightT.png")
						
					cur_position_x += 16

					if cur_position_x >= (40 * 16) + 8:
						cur_position_x = 8
						cur_position_y += 16
			
	
	def load_map_game_over(self):
		"""Loads the game over map after the player loses."""
		
		# First clear the previous game objects.
		self.clear_gameplay_objects()
		
		print("Game over!")
		
	def clear_gameplay_objects(self):
		for key in self.game_objects:
			# The current game object being deleted.
			cur_game_obj = self.game_objects[key]
			
			# The tag of the current game object.
			cur_tag = cur_game_obj.tag
			if cur_tag == 0 or cur_tag == 1 or cur_tag == 2 or cur_tag == 3 or \
					cur_tag == 4 or cur_tag == 5:
				cur_game_obj.marked_for_deletion = True
			
	def main_loop(self):
		"""The main loop for updating the game objects and updating all of the engine components."""
		
		# The entrance to the main loop. The game will continue to loop until 
		# is_active is set to false.
		while self.is_active:
			# Manage the frame rate to 60 fps.
			self.pygame_clock.tick(60)
			self.delta_time = self.pygame_clock.get_time()

			# Reset the tapped keys in the input manager.
			self.input_manager.reset_tapped_keys()
			
			# Check the keyboard input events.
			self.input_manager.check_events()
			
			# If the q key is pressed, exit the game.
			if self.input_manager.pressed_q:
				self.is_active = False
			else:
				# Update the game state.
				
				# Gather the game object types.
				self.gather_objects()
				
				# Update the game objects.
				self.settings.update(self.delta_time)
				
				# Update the tetronimos falling.
				for key in self.tetronimos_falling:
					# The current game object being updated.
					cur_object = self.tetronimos_falling[key]
					
					# Only update game objects that are active.
					if cur_object.is_active:
						cur_object.update(self.delta_time)
					
				# Update the tetronimo displays.
				for key in self.tetronimo_displays:
					# The current game object being updated.
					cur_object = self.tetronimo_displays[key]
					
					#Only update game objects that are active.
					if cur_object.is_active:
						cur_object.update(self.delta_time)
					
				self.destroy_objects_marked_for_deletion()
				
				# Update the collision detection.
				self.collision_detection()
				self.destroy_objects_marked_for_deletion()
				self.gather_objects()
				
				# Render the game objects.
				self.render_objects()
				
		# Clean up the game engine when finished.
		self.clean_up()
		
	def destroy_objects_marked_for_deletion(self):
		"""Destroys the game objects that are marked for deletion."""
		
		# The empty keys of the dictionary.
		empty_keys = []
		
		for key in self.game_objects:
		    # The current game object being deleted.
			cur_object = self.game_objects[key]
			
			# If marked for deletion, remove the game object from the game object 
			# dictionary.
			if cur_object.marked_for_deletion:
				self.game_objects[key] = None
				empty_keys.append(key)
				
		# Remove the empty keys.
		for key in empty_keys:
			self.game_objects.pop(key, None)
		
	def collision_detection(self):
		"""Manages the collision detection between certain objects."""
		
		# TODO: For now.
		if self.settings.game_state == 1:
			print("Collision detection.")
		
	def render_objects(self):
		"""Render all the game objects to the screen."""
		# Fill the background with the color black.
		self.backbuffer.fill((0, 0, 0))
		
		# Render every object in the group. Render every object by layer from 0 to 3.
		for x in range (0, 3):
			for key in self.game_objects:
				# The current game object being rendered.
				cur_game_obj = self.game_objects[key]
				
				# Only render game objects that are active.
				if cur_game_obj.is_active:
				
					# The current sprite of the game object being rendered.
					cur_sprite_image = cur_game_obj.cur_sprite_image
					
					# If there is no image, don't render it.
					if cur_sprite_image is not None and \
						cur_sprite_image.image_layer == x and \
						cur_sprite_image.image is not None and \
						cur_sprite_image.image_rect is not None:
						
						# Update the object rect for the rendering process.
						cur_sprite_image.update_image_rect(cur_game_obj.position_x, 
								cur_game_obj.position_y)

						# The current image being rendered.
						cur_image = cur_sprite_image.image

						# The rect of the current image being rendered.
						cur_rect = cur_sprite_image.image_rect

						# Blit the sprite to the backbuffer.
						self.backbuffer.blit(cur_image, cur_rect)
				
		# Swap the backbuffer.
		pygame.display.flip()
		
	def gather_objects(self):
		"""Gathers all of the game objects by tag type for processing."""
		
		# Clear all the previous game object references.
		self.test_objects.clear()
		self.gui_tile_objects.clear()
		self.gui_text_objects.clear()
		self.tetronimos_falling.clear()
		self.tetronimo_blocks.clear()
		self.tetronimo_displays.clear()
		
		# Gather all the game objects and place them in their proper dictionaries.
		for key in self.game_objects:
			# The current game object being examined.
			cur_game_obj = self.game_objects[key]
			
			# The current game object's id.
			object_id = cur_game_obj.object_id
			
			# Check the tag to tell which dictionary to put the object reference in.
			if cur_game_obj.tag == 0:
				self.test_objects[object_id] = cur_game_obj
			elif cur_game_obj.tag == 1:
				self.gui_tile_objects[object_id] = cur_game_obj
			elif cur_game_obj.tag == 2:
				self.gui_text_objects[object_id] = cur_game_obj
			elif cur_game_obj.tag == 3:
				self.tetronimos_falling[object_id] = cur_game_obj
			elif cur_game_obj.tag == 4:
				self.tetronimo_blocks[object_id] = cur_game_obj
			elif cur_game_obj.tag == 5:
				self.tetronimo_displays[object_id] = cur_game_obj
	
	@staticmethod
	def clean_up():
		"""Cleans up the game system after it is finished working."""
		# Exit pygame.
		pygame.quit()
Example #5
0
	def __init__(self):
		"""Initialized the game system."""
		
		# Checks if the game is currently active.
		self.is_active = True
		
		# The current time elapsed in milliseconds.
		self.delta_time = 0.0
		
		# The pygame clock for limiting the framerate.
		self.pygame_clock = None
		
		# The backbuffer being rendered to.
		self.backbuffer = None
		
		# The input manager for managing keyboard and mouse input.
		self.input_manager = InputManager(self)
		
		# The game object factory for creating the game objects.
		self.object_factory = None
		
		# The settings object for managing the gameplay code.
		self.settings = None
		
		# The game objects for the game. Keys are the game object ids.
		self.game_objects = {}
		
		# The test object references.
		self.test_objects = {}
		
		# The GUI tile objects.
		self.gui_tile_objects = {}
		
		# The GUI text objects.
		self.gui_text_objects = {}
		
		# The tetronimos falling. This is updated every frame from objects gathered from 
		# the game_objects dictionary.
		self.tetronimos_falling = {}
		
		# The tetronimo blocks created by the tetronimos falling. Also includes blocks 
		# that have already landed.
		self.tetronimo_blocks = {}
		
		# The tetronimo displays.
		self.tetronimo_displays = {}
		
		# The pygame sprite images.
		self.pygame_sprites = {}
		
		# The fonts for the text boxes.
		self.fonts = {}
		
		# Create the settings object.
		self.settings = Settings()
		
		# Create the game object factory.
		self.object_factory = ObjectFactory(self.game_objects, self.pygame_sprites, 
				self.fonts)
				
		# Attach all the objects to each other.
		self.settings.object_factory = self.object_factory
		self.settings.tetronimos_falling = self.tetronimos_falling
		self.settings.tetronimo_blocks = self.tetronimo_blocks
		self.settings.input_manager = self.input_manager
		self.settings.game_system = self
		
		self.object_factory.settings = self.settings
		self.object_factory.input_manager = self.input_manager
Example #6
0
 def __init__(self, host, user, passwd, group=None):
   super(Driver, self).__init__(host, user, passwd, group)
   self.object_factory = ObjectFactory(self)
Example #7
0
from object_factory import ObjectFactory

factory = ObjectFactory()

for obj_name in "Esx", "Vm", "Ds":

    obj = factory.create_instance(obj_name)
    obj.start()
    obj.shutdown()
        return "PANDORA_CONSUMER_KEY", "PANDORA_CONSUMER_SECRET"


class LocalService:
    def __init__(self, location) -> None:
        self._location = location

    def test_connection(self):
        print(f"Accessing Local music at {self._location}")


def create_local_music_service(local_music_location, **_ignored):
    return LocalService(local_music_location)


factory = ObjectFactory()
factory.register_builder("SPOTIFY", SpotifyServiceBuilder())
factory.register_builder("PANDORA", PandoraServiceBuilder())
factory.register_builder("LOCAL", create_local_music_service)


class MusicServiceProvider(ObjectFactory):
    def get(self, service_id, **kwargs):
        return self.create(service_id, **kwargs)


services = MusicServiceProvider()
services.register_builder("SPOTIFY", SpotifyServiceBuilder())
services.register_builder("PANDORA", PandoraServiceBuilder())
services.register_builder("LOCAL", create_local_music_service)