Exemple #1
0
class Game:
    def __init__(self, config_filename=None, quit=True, **kwargs):
        self.config = {}  # deprecated!
        if config_filename:
            self.parse_config(config_filename)
        self.screen = Screen()
        self.frame = Frame(self.screen, config.FRAME)
        self.tile_factory = TileFactory()
        self._exit = False
        self._quit = quit  # terminate PyGame when event loop expires

    def get_tile(self, key):
        return self.tile_factory.get(key)

    def get_tile_surface(self, key):
        return self.tile_factory.get_surface(key)

    def parse_config(self, config_filename):
        """
        Adds contents of config file to config dictionary.
        """
        warnings.warn('Game.parse_config has been deprecated!')
        path, fn = os.path.split(config_filename)
        self.path = path + os.sep
        before = set(dir())
        conf = open(config_filename).read()
        exec(conf)
        after = set(dir())
        for name in after - before:
            self.config[name] = eval(name)

    def event_loop(self,
                   figure_moves=None,
                   exit=True,
                   draw_func=None,
                   keymap=None,
                   delay=20):
        self.events = EventGenerator()
        if figure_moves:
            self.events.add_listener(FigureMoveListener(figure_moves))
        if keymap:
            self.events.add_listener(EventListener(keymap=keymap))
        if exit:
            self.events.add_listener(ExitListener(self.events.exit_signalled))
        with draw_timer(draw_func, self.events, delay=delay):
            self.events.event_loop()

    def exit(self):
        self.events.exit_signalled()
        # if self._quit:
        #    pygame.quit()

    def wait_for_move(self, move=None, draw_func=None, delay=0.01):
        if type(move) is list:
            move = MoveGroup(move)
        while not move.finished:
            move.move()
            if draw_func:
                self.screen.clear()
                draw_func()
            move.draw()
            pygame.display.update()
            time.sleep(delay)
Exemple #2
0
class Colors:
    def __init__(self, screen):
        self.screen = screen
        self.frame = Frame(self.screen, Rect(20, 20, 800, 700))
        self.tile_factory = TileFactory('data/colortiles.conf')
        self.current_level = 2
        self.level_loader = levels
        self.score = 0

        self.level = None
        self.player = None
        self.events = None
        self.ghosts = []
        self.update_mode = None
        self.status_box = None
        self.image_box = None

        self.create_level()
        self.create_player()
        self.create_ghosts()
        self.create_status_box()

        self.collided = False
        self.mode = None
        self.update_mode = self.update_ingame

    def create_level(self):
        self.otherFrame = Frame(self.screen, Rect(0, 0, 800, 700))
        self.image_box = ImageBox(self.otherFrame, "data/background.bmp")
        self.image_box.draw()
        tmap = TiledMap(self.frame, self.tile_factory)
        self.level = ColorsLevel(
            self.level_loader.getlevel(self.current_level), tmap,
            self.level_loader.getGhostSpeed(self.current_level))

    def draw(self):
        self.update_mode()
        self.level.draw()
        self.player.update()
        self.player.draw()
        for g in self.ghosts:
            g.update()
            g.draw()
        self.status_box.draw()
        pygame.display.update()
        self.check_collision(self.player.sprite.pos)
        time.sleep(0.005)

    def create_player(self):
        self.player = Player(
            self.frame, self.tile_factory,
            self.level_loader.getplayerpos(self.current_level), self.level)
        self.player.set_direction(DOWN)

    def run(self):
        startsound.play()
        pygame.mixer.music.load("music/shootingstars.ogg")
        pygame.mixer.music.play(-1)
        self.events = EventGenerator()
        self.events.add_listener(FigureMoveListener(self.player.move))
        self.events.add_listener(FigureMoveListener(self.unstuck_ghosts))
        self.events.add_listener(FigureColorListener(self.player.set_color))
        self.events.add_listener(ExitListener(self.exit_game))
        with draw_timer(self, self.events):
            self.events.event_loop()

    def create_ghosts(self):
        self.ghosts = []
        for pos in self.level_loader.getghostpos(self.current_level):
            self.ghosts.append(
                Ghost(self.frame, self.tile_factory, pos, self.level))

    def unstuck_ghosts(self, pos):
        for g in self.ghosts:
            g.unstuck()

    def check_collision(self, pos):
        if self.player.collision(self.ghosts):
            self.update_mode = self.update_die
            self.player.die()
            self.collided = True
        else:
            field = self.level.at(pos)
            if field in '123456':
                time.sleep(1)
                self.update_mode = self.update_level_complete
            elif field == 's':
                self.level.remove_soul(pos)
                self.score += 100

    def update_die(self):
        """finish movements"""
        if self.player.sprite.finished:
            time.sleep(1)
            self.player.lives = self.player.lives - 1
            if self.player.lives == 0:
                deadsound.play()
                self.complete_level(1)
                self.events.exit_signalled()
                self.player.lives = 4
                self.run()
            else:
                self.status_box.data['lives'] = self.player.lives
                self.score -= 50
                self.reset_level()
                self.events.empty_event_queue()
                self.update_mode = self.update_ingame

    def update_level_complete(self):
        """finish movement"""
        if self.player.sprite.finished:
            time.sleep(1)
            self.complete_level(self.current_level)

    def reset_level(self):
        self.player.sprite.pos = self.level_loader.getplayerpos(
            self.current_level)
        self.create_ghosts()

    def update_ingame(self):
        self.check_collision(self.player.sprite.pos)

    def create_status_box(self):
        frame = Frame(self.screen, Rect(700, 20, 200, 50))
        data = {
            'lives': 3,
            'level': self.current_level - 1,
        }
        self.status_box = DictBox(frame, data)

    def complete_level(self, current_level):
        self.current_level = current_level + 1
        if self.current_level > 7:
            pygame.quit()
            exit()
        self.frame = Frame(self.screen, Rect(32, 32, 720, 720))
        self.tile_factory = TileFactory('data/colortiles.conf')
        self.level_loader = levels

        self.level = None
        self.player = None
        self.events = None
        self.ghosts = []
        self.update_mode = None
        self.status_box = None

        self.create_level()
        self.create_player()
        self.create_ghosts()
        self.create_status_box()

        self.collided = False
        self.mode = None
        self.update_mode = self.update_ingame
        self.run()

    def exit_game(self):
        pygame.quit()
        exit()