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rules.py
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rules.py
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from sprites import Player, LostPlayer, Invaders, Shields, Lives, GameOver, YayYou, Level
class State(object):
def __init__(self, window, keys, prevState=None):
self.window = window
self.keys = keys
self.postInit(prevState)
def goto(self, newStateClass, passStuff):
return newStateClass(self.window, self.keys, passStuff)
def runHitTests(s):
s['player'].testGunHit(s['shields'].absorbFromBelow)
s['player'].testGunHit(s['invaders'].collide)
hit = s['invaders'].zap.testHit(
[s['shields'].absorbFromAbove, s['player'].isHit])
if s['player'] in hit:
s['lives'].loseOne()
s['shields'].melt(s['invaders'].bottomBoundary)
class StatePlay(State):
def postInit(self, prevStuff):
if prevStuff:
self.s = prevStuff
else:
self.s = {
'shields': Shields(self.window),
'player': Player(self.window, self.keys),
'lives': Lives(self.window),
'level': Level(self.window),
}
self.s['invaders'] = Invaders(self.window, self.s['level'].value)
self.paintOrder = self.s.values()
# move level to end of order - yes, it works
self.paintOrder.append(self.s['level'])
self.paintOrder.remove(self.s['level'])
def update(self):
for s in self.s.values(): s.update()
runHitTests(self.s)
if self.s['lives'].count < 0:
return self.goto(StateLose, self.s)
if self.s['invaders'].allDead():
return self.goto(StateNextLevel, self.s)
if self.s['invaders'].reachedBottom():
return self.goto(StateLose, self.s)
return self
def visibleStuff(self):
return self.paintOrder
class StateNextLevel(State):
def postInit(self, prevStuff):
self.s = prevStuff
self.s['invaders'].removeZaps()
self.yay = YayYou(self.window, self. s['level'].value)
self.s['level'].up()
self.livesUpped = False
def update(self):
self.yay.update()
self.s['invaders'].update()
if self.yay.halfDone and not self.livesUpped:
self.s['lives'].upOne()
self.livesUpped = True
if self.yay.done:
return self.goto(StatePlay, self.s)
return self
def visibleStuff(self):
return self.s.values() + [self.yay]
class StateLose(State):
def postInit(self, prevStuff):
self.s = prevStuff
self.s['player'] = LostPlayer(self.s['player'])
self.s['invaders'].moving = False
self.paintOrder = self.s.values()
self.s['gameover'] = GameOver(self.window)
self.paintOrder.append(self.s['gameover'])
def update(self):
for s in self.s.values(): s.update()
runHitTests(self.s)
return self
def visibleStuff(self):
return self.paintOrder