Esempio n. 1
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 def __init__(self, screen, event_e=EventEngine(InputEngine()), fps=60):
     """
     Constructs a GameEngine
     
     @type screen: pygame.Surface
     @param screen: The screen on which the game will be rendered - this will
     be passed around to other classes
     
     @type event_e: EventEngine
     @param event_e: The EventEngine that this will use to read events
     
     @type fps: int
     @param fps: The number of frames to display/ticks to pass every second
     
     @author: James Heslin (PROGRAM_IX)  
     """
     self.screen = screen
     self.event_e = event_e
     self.FPS = fps
     self.draw_e = DrawEngine(screen)
     self.beh_e = BehaviourEngine()
     self.clock = pygame.time.Clock()
     self._hud = HUD()
Esempio n. 2
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class GameEngine:
    """
    Generic class to contain all logic for the basic running of the game
    
    @author: James Heslin (PROGRAM_IX)
    """
    def __init__(self, screen, event_e=EventEngine(InputEngine()), fps=60):
        """
        Constructs a GameEngine
        
        @type screen: pygame.Surface
        @param screen: The screen on which the game will be rendered - this will
        be passed around to other classes
        
        @type event_e: EventEngine
        @param event_e: The EventEngine that this will use to read events
        
        @type fps: int
        @param fps: The number of frames to display/ticks to pass every second
        
        @author: James Heslin (PROGRAM_IX)  
        """
        self.screen = screen
        self.event_e = event_e
        self.FPS = fps
        self.draw_e = DrawEngine(screen)
        self.beh_e = BehaviourEngine()
        self.clock = pygame.time.Clock()
        self._hud = HUD()
        
    def update(self):
        """
        Performs per-frame logic
        
        @rtype: int
        @return: Flag to tell Game what to do
        
        @author: James Heslin (PROGRAM_IX)
        """
        self.event_e.update()
        self.clock.tick(self.FPS)
        # To switch state
        #if switch_state_condition:
        #    return 0
        
        # To quit 
        #elif quit_condition:
        #    return 1
        
        # To maintain consistency
        #else:
        #    return 2
        
        return 2
    
    def draw(self):
        """
        Draws all necessary elements using the DrawEngine
        
        @author: James Heslin (PROGRAM_IX)
        """
        self.draw_e.begin_draw(pygame.Color(0, 0, 0))
        # Draw your drawables here
        # They must be passed in as lists
        # self.draw_e.draw([some_drawable, some_other_drawable])
        # self.draw_e.draw([another_drawable])
        self.draw_e.end_draw()
        
    def run(self):
        """
        The main loop of the game
        
        @rtype: int
        @return: Flag to tell Game what to do 
        
        @author: James Heslin (PROGRAM_IX)
        """
        while True:
            r = self.update()
            if r == 0 or r == 1:    
                return r
            self.draw()
            
    def get_key(self, key):
        """
        Wraps the checking of key input
        
        @rtype: boolean
        @return: The state of the key 
        """
        return self.event_e.input.keys[key]