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game.py
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game.py
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import sys
import pygame
import time
import cPickle
from view_port import ViewPort
from grid import Grid
from mover import RandomMover
from terrain import TerrainData
from terrain.generators import MeteorTerrainGenerator, Smoother
from terrain.generators import PlasmaFractalGenerator
#made some changes for practice
#more changes
class Game:
def __init__(self):
#Our main variables used within the game
self.resolution = self.width, self.height = 800, 600
self.gridSize = self.xGrid, self.yGrid = 320, 240
self.movers = []
self._fontFile = pygame.font.match_font('freemono')
self._fontSize = 14
#Build our main grid
self.gameGrid = Grid()
self.make_grid(self.gridSize)
#Build the terrain as a single surface
self.terrainSurf = pygame.Surface(self.gridSize)
#Our main view port/camera
self.view = ViewPort((0, 0, 0), self.resolution, self.gridSize,
self.terrainSurf)
#initialize and blank the screen
pygame.init()
self.screen = pygame.display.set_mode(self.resolution)
pygame.display.set_caption('Project D.O.R.F.')
pygame.key.set_repeat(500, 33) # Key repeating
self.font = pygame.font.Font(self._fontFile, self._fontSize)
self.font.set_bold(True)
self.generate_terrain()
self.update_terrain_surf()
def make_grid(self, gridSize):
for x in range(0, gridSize[0]):
for y in range(0 ,gridSize[1]):
terrain = TerrainData()
self.gameGrid.add_node((x, y, 0), terrain)
def generate_terrain(self):
generator = PlasmaFractalGenerator(200)
generator.apply(self.gameGrid)
self.gameGrid.connect_grid()
generator = MeteorTerrainGenerator()
smoother = Smoother(0.5)
generator.apply(self.gameGrid)
smoother.apply(self.gameGrid)
# Updates the main game surface (SLOW!)
def update_terrain_surf(self):
for x in xrange(0, self.xGrid):
for y in xrange(0, self.yGrid):
loc = (x, y, self.view.z)
terrainNode = self.gameGrid.get_node_at(loc)
if terrainNode is not None:
rect = pygame.Rect(x, y, 1, 1)
terrainNode.contents.render(rect, self.terrainSurf)
# updates the screen to show the appropriate visible nodes
def update_display(self):
self.view.render_terrain(self.screen)
self.frame += 1
if time.time() - self.time > 1:
self.time = time.time()
self.fps = self.frame
self.frame = 0
text = self.font.render(str(self.view) +
" FPS:{0}".format(self.fps), 1, (0, 255, 0))
rect = text.get_rect()
rect.x, rect.y = (0,0)
self.screen.blit(text, rect)
self.display_movers()
pygame.display.update()
def move_movers(self):
for mover in self.movers:
mover.move()
def display_movers(self):
for mover in self.movers:
loc = mover.get_location()
if self.view.contains(loc):
screenX, screenY = self.view.grid2screen(loc)
rect = pygame.Rect(screenX, screenY,
self.view.blockSize, self.view.blockSize)
mover.render(rect, self.screen)
def save_grid(self):
print "saving"
save = file('world.pkl', 'wb')
cPickle.dump(self.gameGrid, save)
save.close()
print "done saving"
def load_grid(self):
print "loading"
load = file('world.pkl', 'rb')
self.gameGrid = cPickle.load(load)
load.close()
self.update_terrain_surf()
print "done loading"
def execute(self):
self.time = time.time()
self.frame = 0
self.fps = 0
self.update_display()
self.autoMovers = False
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
loc = self.view.screen2grid(event.pos)
if event.button == 1: # Add mover
rm = RandomMover(self.gameGrid, loc)
self.movers.append(rm)
if event.button == 3: # Remove mover
for mover in self.movers:
if mover.get_location() == loc:
self.movers.remove(mover)
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_DOWN:
self.view.scroll((0, 1))
if event.key == pygame.K_UP:
self.view.scroll((0, -1))
if event.key == pygame.K_LEFT:
self.view.scroll((-1, 0))
if event.key == pygame.K_RIGHT:
self.view.scroll((1, 0))
if event.key == pygame.K_PAGEUP:
self.view.z += 1
if event.key == pygame.K_PAGEDOWN:
self.view.z -= 1
if event.key == pygame.K_z:
self.view.zoom_in()
if event.key == pygame.K_x:
self.view.zoom_out()
if event.key == pygame.K_SPACE:
if not self.autoMovers:
self.move_movers()
if event.key == pygame.K_t:
self.autoMovers = not self.autoMovers
if event.key == pygame.K_s:
self.save_grid()
if event.key == pygame.K_l:
self.load_grid()
if self.autoMovers: self.move_movers()
self.update_display()
if __name__ == "__main__":
dorf = Game()
dorf.execute()