Esempio n. 1
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 def handleFPS(self):
     '''Update logic for determining FPS.'''
     #There are more accurate ways to handle that, but we don't need to worry about that now.
     if (pygame.time.get_ticks() - self.fpsStartTicks)/1000.0 >=  1.0 / self.fpsFrequency:
         self.fps = (self.frameCount - self.fpsStartFrames) * 1.0 / (pygame.time.get_ticks() - self.fpsStartTicks) * 1000
         self.fpsStartFrames = self.frameCount
         self.fpsStartTicks = pygame.time.get_ticks()
         io.tsprint('ENGINE: fps: %d' % self.fps)
Esempio n. 2
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 def startThread(self):
     #in case the thread is being restarted
     #at some point
     self.quit = False
     
 	t = threading.Thread(target=self.eventCycle, args=())
 	t.daemon = True
 	t.start()
     #thread.start_new_thread(self.eventCycle, ())
     io.tsprint( 'EVENT HANDLER: thread started.')
Esempio n. 3
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    def sleepFrames(self, frames):
        '''Anything calling this method will block for a given number of engine frames and receive a LevelOverException if the engine is stopped before the time is up..'''

        end = self.frameCount + frames
        while self.frameCount < end:
            #this way the level will end promptly even if the engine
            #quits while the leve is waiting for a long time
            if self.done:
            	io.tsprint ('ENGINE: engine stopped while level script is sleeping.')
            	io.tsprint ('ENGINE: Sending exception to level...')
            	raise LevelOverException()
            else:
            	time.sleep(self.idleSleepInterval)
Esempio n. 4
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def mainMethod():
    options, args = getopt.getopt(sys.argv[1:], "qp:w:h:c:", ['help'])
    global COLORDEPTH, screenW, screenH, profiling

    if len(args) > 0:
        io.tserr("Unknown arguments:")
        io.tserr(args)
        io.tserr(usage)
        exit()
    for o, a in options:
        if o == '-q': io.tsprint.quietMode = True
        elif o == '-p':
            profiling = True
            import yappi
            io.tsprint('MAIN: Starting YAPPI profiler')
            yappi.start()
            quitHandler.profilingDest = a
        elif o == '-w': screenW = int(a)
        elif o == '-h': screenH = int(a)
        elif o== '--help':
            print usage
            exit()
        elif o=='-c':  COLORDEPTH = int(a)
        
    WINSIZE=(screenW,screenH)
    __builtin__.level = __import__('level')
     
    pygame.init()
    print 'winsize',
    print WINSIZE
    screen = pygame.display.set_mode(WINSIZE,pygame.DOUBLEBUF,COLORDEPTH)
    pygame.display.set_caption("NANHOU PROJECT v0.1.0b")
    
    eventHandler = events.EventHandler()
    __builtin__.currentEngine = engine.Engine(screen,eventHandler.getControlState())
    eventHandler.setQuitHandler(quitHandler, (currentEngine, eventHandler))
    
    eventHandler.startThread()
    
    #test menu
    import menu
    m = menu.Menu(screen)
    
    while not quitHandler.quitting:
        menulock.acquire()
        m.handlekeys(eventHandler.getControlState())
        m.display()
        pygame.display.update()
        menulock.release()
    
    quitHandler(currentEngine, eventHandler)
Esempio n. 5
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 def handleKeyPress(self, e):
     '''
     Handle key press event queue.
     '''
     if e.type == pygame.KEYDOWN:
         if e.key == pygame.K_ESCAPE :
             self.keypause = True
         elif e.key == pygame.K_UP:
             self.keyup = True
         elif e.key == pygame.K_DOWN:
             self.keydown = True
         elif e.key == pygame.K_LEFT:
             self.keyleft = True
         elif e.key == pygame.K_RIGHT:
             self.keyright = True
         elif e.key == pygame.K_z:
             self.keyshot = True
         elif e.key == pygame.K_x:
             self.keybomb = True
         elif e.key == pygame.K_LSHIFT:
             self.keyslow = True
         else:
             io.tsprint ('CONTROL STATE: unrecognized keypress %d' % e.key)
     elif e.type == pygame.KEYUP:
         if e.key == pygame.K_ESCAPE :
             self.keypause = False
         elif e.key == pygame.K_UP:
             self.keyup = False
         elif e.key == pygame.K_DOWN:
             self.keydown = False
         elif e.key == pygame.K_LEFT:
             self.keyleft = False
         elif e.key == pygame.K_RIGHT:
             self.keyright = False
         elif e.key == pygame.K_z:
             self.keyshot = True
         elif e.key == pygame.K_x:
             self.keybomb = True
         elif e.key == pygame.KMOD_LSHIFT:
             self.keyslow = True
Esempio n. 6
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    def stopEngine(self):
        '''This will let the engine finish its current frame and then stop the engine.'''
    	io.tsprint('ENGINE: stopping engine...')
    	skipLock = self.paused
	    
        if not skipLock: self.lock.acquire()
        if self.done:
    	    io.tsprint('ENGINE: Engine is already stopped.')
        else:
    	    self.done = True
    	io.tsprint('ENGINE: stopped')
        if not skipLock: self.lock.release()
Esempio n. 7
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def quitHandler(engineReference, eventHandler):
    '''quitHandler will be called at the end of the program as well as the
    handler for a pygame.QUIT event. It sound only run once.'''
    if quitHandler.quitting: return
    quitHandler.quitting = True
    menulock.acquire()
    io.tsprint('MAIN: quit handler started.')
    engineReference.stopEngine()
    io.tsprint("MAIN: stopping sound and music...")
    SoundHandler.stopAll()
    SoundHandler.stopMusic()
    io.tsprint("MAIN: done")
    pygame.quit()
    if profiling:
        io.tsprint("MAIN: Stopping profiler and getting data....")
        fout = open(quitHandler.profilingDest, 'a+')
        l = yappi.get_stats(yappi.SORTTYPE_TTOTAL,              
            yappi.SORTORDER_DESCENDING,
            yappi.SHOW_ALL)
        yappi.stop()
        if fout:
            for s in l:
                fout.write(s+'\n')
            fout.close()
            io.tsprint("MAIN: Profiling data written.")
        else:
            io.tserr("MAIN ERROR: Error opening file for profiling data")
    io.tsprint("MAIN: Exiting!")
Esempio n. 8
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 def addEntities(self, entity, eType):
     '''append the entities in the entity list of type eType''' 
     checkType(eType)
      
 	io.tsprint( 'ENGINE: %d %s added' % (len(entity), typeStr[eType]))
     self.eList[eType].extend(entity)
Esempio n. 9
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 def addEntity(self, entity, eType):
     '''append the entity of type eType''' 
     checkType(eType)
             
 	io.tsprint('ENGINE: %s added', typeStr[eType])
     self.eList[eType].append(entity)
Esempio n. 10
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 def stopThread(self):
     io.tsprint( 'EVENT HANDLER: stopping thread...')
     self.lock.acquire()
     self.quit = True
     io.tsprint( 'EVENT HANDLER: thread stopped')
     self.lock.release()