コード例 #1
0
ファイル: game.py プロジェクト: TeamAwesomeTOJam/afteryou
    def __init__(self, screen_size, resource_path):
        global _game
        _game = self

        self.mode = None
        self.running = False
        self.screen_size = screen_size

        pygame.mixer.pre_init(frequency=44100)
        pygame.init()
        pygame.display.set_caption('After You!')

        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(
            self.screen_size,
            pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE)

        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component(MovementComponent())
        self.component_manager.register_component(ExampleComponent())
        self.component_manager.register_component(AnimationComponent())
        self.component_manager.register_component(DrawComponent())
        self.component_manager.register_component(InputMovementComponent())
        self.component_manager.register_component(DrawHitBoxComponent())
        self.component_manager.register_component(DrawCircleComponent())
        self.component_manager.register_component(SmokeScreenComponent())
        self.component_manager.register_component(PlayerCollisionComponent())
        self.component_manager.register_component(DecoyMovementComponent())
        self.component_manager.register_component(SelfDestructComponent())
        self.component_manager.register_component(SpawnDecoyComponent())
        self.component_manager.register_component(DrawScoreComponent())
        self.component_manager.register_component(MinefieldComponent())
        self.component_manager.register_component(DrawTimerComponent())
        self.component_manager.register_component(UpdateTimerComponent())
        self.component_manager.register_component(SpeedBoostComponent())
        self.component_manager.register_component(ButtonInterpreterComponent())
        self.component_manager.register_component(DrawActionsComponent())
        self.component_manager.register_component(SpawnVortexComponent())
        self.component_manager.register_component(DrawVortextComponent())
        self.component_manager.register_component(GrowVortextComponent())
        self.component_manager.register_component(TrapComponent())
        self.component_manager.register_component(HideComponent())
        self.component_manager.register_component(AIActionComponent())
        self.component_manager.register_component(AIMovementComponent())

        self.entity_manager = EntityManager()

        self.resource_manager = ResourceManager(resource_path)
        self.resource_manager.register_loader('data', LoadEntityData)
        self.resource_manager.register_loader('image', LoadImage)
        self.resource_manager.register_loader('inputmap', LoadInputMapping)
        self.resource_manager.register_loader('sound', LoadSound)

        self.input_manager = InputManager()

        self.renderer = GLRenderer()
        self.renderer.resize(self.screen_size)

        self.view = View([SimpleLayer('draw'), SimpleLayer('ui')])
コード例 #2
0
ファイル: engine.py プロジェクト: gbouchez/roguemonsters
    def __init__(self):
        self.render_engine = RenderEngine()
        self.input_manager = InputManager()
        self.player = load_game()
        if self.player is None:
            self.player = Player()
            game_map = generate_map(1)
            game_map.take_over_monster(self.player)
        game_map = self.player.entity.game_map

        map_scene = MapScene(self.player, game_map)
        self.current_scene = map_scene
コード例 #3
0
    def __init__(self, screen_size, resource_path):
        global _game
        _game = self
        
        self.mode = None
        self.running = False
        self.screen_size = screen_size
        
        pygame.mixer.pre_init(frequency=48000)
        pygame.init()
        pygame.display.set_caption("It's All Come to This")
                                   
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.screen_size, pygame.DOUBLEBUF | pygame.HWSURFACE)
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_module(component)
        self.component_manager.register_module(event)
        self.component_manager.register_module(locationcomponets)
        
        self.entity_manager = EntityManager()
            
        self.resource_manager = ResourceManager(resource_path)
        self.resource_manager.register_loader('entity', LoadEntityData)
        self.resource_manager.register_loader('image', LoadImage)
        self.resource_manager.register_loader('inputmap', LoadInputMapping)
        self.resource_manager.register_loader('sound', LoadSound)
        self.resource_manager.register_loader('text', LoadText)
        self.resource_manager.register_loader('event', LoadEvent)

        self.input_manager = InputManager()
        self.view = View(pygame.display.get_surface(), [SolidBackgroundLayer((128,192,128,255)), 
                                                        SimpleLayer('draw-location'),
                                                        SimpleLayer('draw-human'), 
                                                        SimpleLayer('draw-ui')])
コード例 #4
0
ファイル: game.py プロジェクト: mtao/uncooperative
    def __init__(self):
        self.screen_size = (500,500)
        self.map_size = (128,128)
        self.tile_size = (5,5)
        self.world_size = (self.tile_size[0] * self.map_size[0], self.tile_size[1] * self.map_size[1])
        
        self.grid = Grid(self.world_size[0],self.world_size[1])
        GridGenerator(self.grid,Vec2(self.tile_size[0],self.tile_size[1]))
        pygame.init()
        
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode((500,500))
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component('MovementComponent', MovementComponent())
        self.component_manager.register_component('ExampleComponent', ExampleComponent())
        self.component_manager.register_component('TileDraw', TileDraw())
        self.component_manager.register_component('InputMovementComponent', InputMovementComponent())

        self.entity_manager = EntityManager()
        
        self.resource_manager = ResourceManager(os.path.join(sys.path[0], 'res'))
        self.resource_manager.register_loader('definition', LoadEntityDefinition)
        self.resource_manager.register_loader('sprite', LoadImage)

        self.input_manager = InputManager()
        self.input_manager.init_joysticks()

        self.entities_to_update = []
        self.entities_to_input = []
        self.entities_to_draw_tiles = []
コード例 #5
0
ファイル: game.py プロジェクト: Richie12138/sys-analysis
    def __init__(self):
        self.inputMgr = InputManager.get_instance()
        self.eventMgr = EventManager()
        self.recorder = None

        self.state = self.ST_MENU
        self.rootMenu = None
コード例 #6
0
ファイル: game.py プロジェクト: TeamAwesomeTOJam/afteryou
    def __init__(self, screen_size, resource_path):
        global _game
        _game = self
        
        self.mode = None
        self.running = False
        self.screen_size = screen_size
        
        pygame.mixer.pre_init(frequency=44100)
        pygame.init()
        pygame.display.set_caption('After You!')
                                   
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.screen_size, pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE)
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component(MovementComponent())
        self.component_manager.register_component(ExampleComponent())
        self.component_manager.register_component(AnimationComponent())
        self.component_manager.register_component(DrawComponent())
        self.component_manager.register_component(InputMovementComponent())
        self.component_manager.register_component(DrawHitBoxComponent()) 
        self.component_manager.register_component(DrawCircleComponent())
        self.component_manager.register_component(SmokeScreenComponent())
        self.component_manager.register_component(PlayerCollisionComponent())
        self.component_manager.register_component(DecoyMovementComponent())
        self.component_manager.register_component(SelfDestructComponent())
        self.component_manager.register_component(SpawnDecoyComponent())
        self.component_manager.register_component(DrawScoreComponent())
        self.component_manager.register_component(MinefieldComponent())
        self.component_manager.register_component(DrawTimerComponent())
        self.component_manager.register_component(UpdateTimerComponent())
        self.component_manager.register_component(SpeedBoostComponent())
        self.component_manager.register_component(ButtonInterpreterComponent())
        self.component_manager.register_component(DrawActionsComponent())
        self.component_manager.register_component(SpawnVortexComponent())
        self.component_manager.register_component(DrawVortextComponent())
        self.component_manager.register_component(GrowVortextComponent())
        self.component_manager.register_component(TrapComponent())
        self.component_manager.register_component(HideComponent())
        self.component_manager.register_component(AIActionComponent())
        self.component_manager.register_component(AIMovementComponent())
        
        self.entity_manager = EntityManager()
            
        self.resource_manager = ResourceManager(resource_path)
        self.resource_manager.register_loader('data', LoadEntityData)
        self.resource_manager.register_loader('image', LoadImage)
        self.resource_manager.register_loader('inputmap', LoadInputMapping)
        self.resource_manager.register_loader('sound', LoadSound)

        self.input_manager = InputManager()
        
        self.renderer = GLRenderer()
        self.renderer.resize(self.screen_size)
       
        self.view = View([SimpleLayer('draw'), SimpleLayer('ui')])
コード例 #7
0
    def __init__(self, size, core, cache, resolution_factor):
        self.core = core
        self.cache = cache
        self.fonts = {}
        self.background = None
        self.current_screen = library_index

        # Init variables in init
        self.base_size = None
        self.size = None
        self.screens = None
        self.track = None
        self.input_manager = InputManager(size)
        self.down_bar_objects = ScreenObjectsManager()
        self.down_bar = None
        self.keyboard = None
        self.update_type = BaseScreen.update_all

        self.resolution_factor = resolution_factor

        self.init_manager(size)
コード例 #8
0
ファイル: engine.py プロジェクト: gbouchez/roguemonsters
class Game:
    def __init__(self):
        self.render_engine = RenderEngine()
        self.input_manager = InputManager()
        self.player = load_game()
        if self.player is None:
            self.player = Player()
            game_map = generate_map(1)
            game_map.take_over_monster(self.player)
        game_map = self.player.entity.game_map

        map_scene = MapScene(self.player, game_map)
        self.current_scene = map_scene

    def run(self):
        while not tcod.console_is_window_closed():
            self.render_engine.render_scene(self.current_scene)
            if self.current_scene.data is not None:
                input_return = self.current_scene.manage_input(None)
            else:
                game_input = self.input_manager.get_input()
                input_return = self.current_scene.manage_input(game_input)
            if input_return is None:
                continue
            if input_return['action']:
                if input_return['action'] == 'confirm':
                    input_return = self.current_scene.need_confirm
                if input_return['action'] == 'cancel' or input_return['action'] == 'cancel_with_action':
                    if self.current_scene.previous_scene is not None:
                        current = self.current_scene
                        self.current_scene = self.current_scene.previous_scene
                        current.previous_scene = None
                        if input_return['action'] == 'cancel_with_action' and isinstance(self.current_scene, MapScene):
                            self.current_scene.player_took_action = True
                        self.current_scene.render_next = True
                        del current
                    else:
                        if self.current_scene.need_confirm is not None:
                            return True
                        self.current_scene.need_confirm = input_return
                        add_log_message(
                            LogMessage(
                                get_message("quit_game.confirm"),
                                tcod.light_cyan
                            )
                        )
                        self.current_scene.render_next = True
                elif input_return['action'] == 'change_scene':
                    self.current_scene = input_return['scene']
                    self.current_scene.render_next = True

        if not self.player.entity.dead:
            save_game(self.player)
コード例 #9
0
ファイル: game.py プロジェクト: nyrocron/pathdemo
    def __init__(self, min_cycle_time=10):
        self.min_cycle_time = min_cycle_time

        self._run = False
        self._last_update = 0

        self._last_mouse_pos = None
        self._selecting = False
        self._select_start_pos = None
        self._selection_rect = None
        self._mouse_right_down = False

        pygame.init()

        screen_width, screen_height = screen_size = (1024, 768)
        self._screen = pygame.display.set_mode(screen_size, pygame.DOUBLEBUF)

        self._map = Map('default')
        self._camera = Camera(screen_size)
        self._renderer = Renderer(self._screen, self._camera)
        self._objects = ObjectManager(self._map.size)

        self._event_mgr = EventManager()
        self._event_mgr.subscribe(pygame.QUIT, self._handle_quit)
        self._event_mgr.subscribe(self._camera.move_event, self._camera_moved)

        self._input = InputManager(self._event_mgr)
        self._input.set_keybind(pygame.K_ESCAPE, self.stop)
        self._input.set_keybind(pygame.K_q, self.stop)

        self._input.set_hotarea((0, 0, screen_width, 2),
                                self._camera.set_move, {'y': -1})
        self._input.set_hotarea((0, screen_height - 2, screen_width, 2),
                                self._camera.set_move, {'y': 1})
        self._input.set_hotarea((0, 0, 2, screen_height - 2),
                                self._camera.set_move, {'x': -1})
        self._input.set_hotarea((screen_width - 2, 0, 2, screen_height),
                                self._camera.set_move, {'x': 1})
        self._input.set_hotarea((2, 2, screen_width - 4, screen_height - 4),
                                self._camera.stop_moving)

        self._event_mgr.subscribe(self._input.mouse_drag_start,
                                  self._select_start)
        self._event_mgr.subscribe(self._input.mouse_drag_update,
                                  self._select_update)
        self._event_mgr.subscribe(self._input.mouse_drag_end,
                                  self._select_end)

        self._event_mgr.subscribe(self._input.lclick, self._leftclick)
        self._event_mgr.subscribe(self._input.rclick, self._rightclick)
        self._event_mgr.subscribe(self._input.rsclick,
                                  self._right_shiftclick)
コード例 #10
0
    def __init__(self, size, core, cache, resolution_factor):
        self.core = core
        self.cache = cache
        self.fonts = {}
        self.background = None
        self.currentScreen = mainScreenIndex

        # Init variables in init
        self.baseSize = None
        self.size = None
        self.screens = None
        self.track = None
        self.input_manager = InputManager(size)
        self.down_bar_objects = ScreenObjectsManager()
        self.down_bar = None
        self.keyboard = None
        self.updateType = BaseScreen.update_all

        self.resolution_factor = resolution_factor
        self.init_manager(size)
コード例 #11
0
    def __init__(self, screen_size, resource_path):
        self.mode = None
        self.screen_size = screen_size
        self.map_size = (128,128)
        self.tile_size = (32,32)
        self.world_size = (self.tile_size[0] * self.map_size[0], self.tile_size[1] * self.map_size[1])
        self.world_rooms = (8,8)

        pygame.init()
        
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.screen_size)
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component('MovementComponent', MovementComponent())
        self.component_manager.register_component('ExampleComponent', ExampleComponent())
        self.component_manager.register_component('AnimationComponent', AnimationComponent())
        self.component_manager.register_component('DrawComponent', DrawComponent())
        self.component_manager.register_component('InputMovementComponent', InputMovementComponent())
        self.component_manager.register_component('PlayerCollisionComponent', PlayerCollisionComponent())
        self.component_manager.register_component('ZombieAIComponent', ZombieAIComponent())
        self.component_manager.register_component('ZombieAIComponent', ZombieAIComponent())
        self.component_manager.register_component('CarComponent', CarComponent())
        self.component_manager.register_component('DrawHitBoxComponent', DrawHitBoxComponent()) 
        self.component_manager.register_component('AttackComponent', AttackComponent())
        self.component_manager.register_component('ItemComponent', ItemComponent())
        self.component_manager.register_component('InputActionComponent', InputActionComponent())
        self.component_manager.register_component('DeadComponent', DeadComponent())
        self.component_manager.register_component('ZombieCollisionComponent', ZombieCollisionComponent())
        
        self.entity_manager = EntityManager()
            
        self.resource_manager = ResourceManager(resource_path)
        self.resource_manager.register_loader('definition', LoadEntityData)
        self.resource_manager.register_loader('sprite', LoadImage)
        self.resource_manager.register_loader('inputmap', LoadInputMapping)
        self.resource_manager.register_loader('sound', LoadSound)

        self.input_manager = InputManager()
        self.input_manager.init_joysticks()
コード例 #12
0
class Game(object):
    
    def __init__(self, screen_size, resource_path):
        global _game
        _game = self
        
        self.mode = None
        self.running = False
        self.screen_size = screen_size
        
        pygame.mixer.pre_init(frequency=48000)
        pygame.init()
        pygame.display.set_caption("It's All Come to This")
                                   
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.screen_size, pygame.DOUBLEBUF | pygame.HWSURFACE)
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_module(component)
        self.component_manager.register_module(event)
        self.component_manager.register_module(locationcomponets)
        
        self.entity_manager = EntityManager()
            
        self.resource_manager = ResourceManager(resource_path)
        self.resource_manager.register_loader('entity', LoadEntityData)
        self.resource_manager.register_loader('image', LoadImage)
        self.resource_manager.register_loader('inputmap', LoadInputMapping)
        self.resource_manager.register_loader('sound', LoadSound)
        self.resource_manager.register_loader('text', LoadText)
        self.resource_manager.register_loader('event', LoadEvent)

        self.input_manager = InputManager()
        self.view = View(pygame.display.get_surface(), [SolidBackgroundLayer((128,192,128,255)), 
                                                        SimpleLayer('draw-location'),
                                                        SimpleLayer('draw-human'), 
                                                        SimpleLayer('draw-ui')])
        
    def run(self, mode):
        self.entity_manager.add_entity(Entity('camp'))
        self.entity_manager.add_entity(Entity('report'))
        
        origin = Vec2d(600, 200)
        num_humans = 6
        
        names = self.resource_manager.get('text','names.txt').split('\n')
        
        for i in range(num_humans):
            pos = Vec2d(100,0).rotated(360.0*i/(num_humans)) + origin
            image = random.choice(('male.png', 'female.png'))
            self.entity_manager.add_entity(Entity('human', name=random.choice(names), home_x=pos.x, home_y=pos.y, image=image))
        
        self.entity_manager.add_entity(Entity('mouse'))
        
        self.entity_manager.add_entity(Entity('farm'))
        self.entity_manager.add_entity(Entity('wall'))
        self.entity_manager.add_entity(Entity('well'))
        self.entity_manager.add_entity(Entity('rest-camp'))
        self.entity_manager.add_entity(Entity('work-camp'))
        self.entity_manager.add_entity(Entity('explore'))
        self.entity_manager.add_entity(Entity('infirmary'))
        
        self.entity_manager.add_entity(Entity('construction-site'))
        self.entity_manager.add_entity(Entity('dump'))
        self.entity_manager.add_entity(Entity('hospital'))
        self.entity_manager.add_entity(Entity('rival-camp'))
        self.entity_manager.add_entity(Entity('water-tower'))
        self.entity_manager.add_entity(Entity('forest'))
        
        self.entity_manager.add_entity(Entity("camp"))
        
        self.entity_manager.add_entity(Entity('camp-food-meter-ui'))
        self.entity_manager.add_entity(Entity('camp-defense-meter-ui'))
        self.entity_manager.add_entity(Entity('camp-shelter-meter-ui'))
        self.entity_manager.add_entity(Entity('camp-water-meter-ui'))
        self.entity_manager.add_entity(Entity('camp-medicine-meter-ui'))
        
        self.entity_manager.add_entity(Entity('button'))
        self.entity_manager.add_entity(Entity('info-window'))

        self.entity_manager.commit_changes()
        

        self.change_mode(mode)
        self.running = True

        self.entity_manager.commit_changes()
        
        while self.running:
            dt = self.clock.tick(60) / 1000.0
            
            events = self.input_manager.process_events()
            for event in events:
                if event.target == 'GAME':
                    if event.action == 'QUIT' and event.value > 0:
                        self.running = False
                    elif event.action == 'FULLSCREEN' and event.value > 0:
                        pygame.display.toggle_fullscreen()
                    elif event.action == 'RELOAD' and event.value > 0:
                        self.resource_manager.clear()
                else:
                    self.mode.handle_event(event)
            
            self.mode.update(dt)
            self.mode.draw()
            
            self.entity_manager.commit_changes()
            pygame.display.flip()
            
    def change_mode(self, new_mode):
        print self.mode, '->', new_mode
        if self.mode:
            self.mode.leave()
        self.mode = new_mode
        self.mode.enter()
        self.entity_manager.commit_changes()
コード例 #13
0
class ScreenManager():
    def __init__(self, size, core, cache, resolution_factor):
        self.core = core
        self.cache = cache
        self.fonts = {}
        self.background = None
        self.current_screen = library_index

        # Init variables in init
        self.base_size = None
        self.size = None
        self.screens = None
        self.track = None
        self.input_manager = InputManager(size)
        self.down_bar_objects = ScreenObjectsManager()
        self.down_bar = None
        self.keyboard = None
        self.update_type = BaseScreen.update_all

        self.resolution_factor = resolution_factor

        self.init_manager(size)

    def init_manager(self, size):
        self.size = size

        self.background = DynamicBackground(self.size)
        self.base_size = self.size[1] / self.resolution_factor
        font = resource_filename(Requirement.parse("mopidy-touchscreen"),
                                 "mopidy_touchscreen/icomoon.ttf")
        self.fonts['base'] = pygame.font.SysFont("arial",
                                                 int(self.base_size * 0.9))
        self.fonts['icon'] = pygame.font.Font(font, int(self.base_size * 0.9))
        try:
            self.screens = [
                SearchScreen(size, self.base_size, self, self.fonts),
                MainScreen(size, self.base_size, self, self.fonts, self.cache,
                           self.core, self.background),
                Tracklist(size, self.base_size, self, self.fonts),
                LibraryScreen(size, self.base_size, self, self.fonts),
                PlaylistScreen(size, self.base_size, self, self.fonts),
                MenuScreen(size, self.base_size, self, self.fonts, self.core)
            ]
        except:
            traceback.print_exc()
        self.track = None

        # Menu buttons

        button_size = (self.size[0] / 6, self.base_size)

        # Search button
        button = TouchAndTextItem(self.fonts['icon'],
                                  u" \ue986",
                                  (0, self.size[1] - self.base_size),
                                  button_size,
                                  center=True)
        self.down_bar_objects.set_touch_object("menu_0", button)
        x = button.get_right_pos()

        # Main button
        button = TouchAndTextItem(self.fonts['icon'],
                                  u" \ue600",
                                  (x, self.size[1] - self.base_size),
                                  button_size,
                                  center=True)
        self.down_bar_objects.set_touch_object("menu_1", button)
        x = button.get_right_pos()

        # Tracklist button
        button = TouchAndTextItem(self.fonts['icon'],
                                  u" \ue60d",
                                  (x, self.size[1] - self.base_size),
                                  button_size,
                                  center=True)
        self.down_bar_objects.set_touch_object("menu_2", button)
        x = button.get_right_pos()

        # Library button
        button = TouchAndTextItem(self.fonts['icon'],
                                  u" \ue604",
                                  (x, self.size[1] - self.base_size),
                                  button_size,
                                  center=True)
        self.down_bar_objects.set_touch_object("menu_3", button)
        x = button.get_right_pos()

        # Playlist button
        button = TouchAndTextItem(self.fonts['icon'],
                                  u" \ue605",
                                  (x, self.size[1] - self.base_size),
                                  button_size,
                                  center=True)

        self.down_bar_objects.set_touch_object("menu_4", button)
        x = button.get_right_pos()

        # Menu button
        button = TouchAndTextItem(self.fonts['icon'],
                                  u" \ue60a",
                                  (x, self.size[1] - self.base_size),
                                  button_size,
                                  center=True)
        self.down_bar_objects.set_touch_object("menu_5", button)

        # Down bar
        self.down_bar = pygame.Surface(
            (self.size[0], self.size[1] - self.base_size), pygame.SRCALPHA)
        self.down_bar.fill((0, 0, 0, 200))

        self.options_changed()
        self.mute_changed(self.core.playback.mute.get())
        playback_state = self.core.playback.state.get()
        self.playback_state_changed(playback_state, playback_state)
        self.screens[menu_index].check_connection()

        self.change_screen(self.current_screen)

        self.update_type = BaseScreen.update_all

    def get_update_type(self):
        if self.update_type == BaseScreen.update_all:
            self.update_type = BaseScreen.no_update
            return BaseScreen.update_all
        else:
            if self.keyboard:
                return BaseScreen.no_update
            else:
                if self.background.should_update():
                    return BaseScreen.update_all
                else:
                    if self.screens[self.current_screen].should_update():
                        return BaseScreen.update_partial
                    else:
                        return BaseScreen.no_update

    def update(self, screen):
        update_type = self.get_update_type()
        if update_type != BaseScreen.no_update:
            rects = []
            surface = self.background.draw_background()
            if self.keyboard:
                self.keyboard.update(surface)
            else:
                self.screens[self.current_screen].\
                    update(surface, update_type, rects)
                surface.blit(self.down_bar, (0, self.size[1] - self.base_size))
                self.down_bar_objects.render(surface)

            if update_type == BaseScreen.update_all or len(rects) < 1:
                screen.blit(surface, (0, 0))
                pygame.display.flip()
            else:
                for rect in rects:
                    screen.blit(surface, rect, area=rect)
                pygame.display.update(rects)

    def track_started(self, track):
        self.track = track
        self.screens[main_screen_index].track_started(track.track)
        self.screens[tracklist_index].track_started(track)

    def track_playback_ended(self, tl_track, time_position):
        self.screens[main_screen_index].track_playback_ended(
            tl_track, time_position)

    def event(self, event):
        event = self.input_manager.event(event)
        if event is not None:
            if self.keyboard is not None:
                self.keyboard.touch_event(event)
            elif not self.manage_event(event):
                self.screens[self.current_screen].touch_event(event)
            self.update_type = BaseScreen.update_all

    def manage_event(self, event):
        if event.type == InputManager.click:
            objects = \
                self.down_bar_objects.get_touch_objects_in_pos(
                    event.current_pos)
            return self.click_on_objects(objects, event)
        else:
            if event.type == InputManager.key and not event.longpress:
                dir = event.direction
                if dir == InputManager.right or dir == InputManager.left:
                    if not self.screens[self.current_screen]\
                            .change_screen(dir):
                        if dir == InputManager.right:
                            self.change_screen(self.current_screen + 1)
                        else:
                            self.change_screen(self.current_screen - 1)
                    return True
            return False

    def volume_changed(self, volume):
        self.screens[main_screen_index].volume_changed(volume)
        self.update_type = BaseScreen.update_all

    def playback_state_changed(self, old_state, new_state):
        self.screens[main_screen_index].playback_state_changed(
            old_state, new_state)
        self.update_type = BaseScreen.update_all

    def mute_changed(self, mute):
        self.screens[main_screen_index].mute_changed(mute)
        self.update_type = BaseScreen.update_all

    def tracklist_changed(self):
        self.screens[tracklist_index].tracklist_changed()
        self.update_type = BaseScreen.update_all

    def options_changed(self):
        self.screens[menu_index].options_changed()
        self.update_type = BaseScreen.update_all

    def change_screen(self, new_screen):
        if new_screen > -1 and new_screen < len(self.screens):
            self.down_bar_objects.get_touch_object(
                "menu_" + str(self.current_screen)).set_active(False)
            self.current_screen = new_screen
            self.down_bar_objects.get_touch_object(
                "menu_" + str(new_screen)).set_active(True)
        self.update_type = BaseScreen.update_all

    def click_on_objects(self, objects, event):
        if objects is not None:
            for key in objects:
                if key[:-1] == "menu_":
                    self.change_screen(int(key[-1:]))
                    return True
        return False

    def playlists_loaded(self):
        self.screens[playlist_index].playlists_loaded()
        self.update_type = BaseScreen.update_all

    def search(self, query, mode):
        self.screens[search_index].search(query, mode)
        self.update_type = BaseScreen.update_all

    def resize(self, event):
        self.init_manager(event.size)
        self.update_type = BaseScreen.update_all

    def open_keyboard(self, input_listener):
        self.keyboard = Keyboard(self.size, self.base_size, self, self.fonts,
                                 input_listener)
        self.update_type = BaseScreen.update_all

    def close_keyboard(self):
        self.keyboard = None
        self.update_type = BaseScreen.update_all
コード例 #14
0
ファイル: game.py プロジェクト: nyrocron/pathdemo
class Game(object):
    """Manages other game modules."""

    def __init__(self, min_cycle_time=10):
        self.min_cycle_time = min_cycle_time

        self._run = False
        self._last_update = 0

        self._last_mouse_pos = None
        self._selecting = False
        self._select_start_pos = None
        self._selection_rect = None
        self._mouse_right_down = False

        pygame.init()

        screen_width, screen_height = screen_size = (1024, 768)
        self._screen = pygame.display.set_mode(screen_size, pygame.DOUBLEBUF)

        self._map = Map('default')
        self._camera = Camera(screen_size)
        self._renderer = Renderer(self._screen, self._camera)
        self._objects = ObjectManager(self._map.size)

        self._event_mgr = EventManager()
        self._event_mgr.subscribe(pygame.QUIT, self._handle_quit)
        self._event_mgr.subscribe(self._camera.move_event, self._camera_moved)

        self._input = InputManager(self._event_mgr)
        self._input.set_keybind(pygame.K_ESCAPE, self.stop)
        self._input.set_keybind(pygame.K_q, self.stop)

        self._input.set_hotarea((0, 0, screen_width, 2),
                                self._camera.set_move, {'y': -1})
        self._input.set_hotarea((0, screen_height - 2, screen_width, 2),
                                self._camera.set_move, {'y': 1})
        self._input.set_hotarea((0, 0, 2, screen_height - 2),
                                self._camera.set_move, {'x': -1})
        self._input.set_hotarea((screen_width - 2, 0, 2, screen_height),
                                self._camera.set_move, {'x': 1})
        self._input.set_hotarea((2, 2, screen_width - 4, screen_height - 4),
                                self._camera.stop_moving)

        self._event_mgr.subscribe(self._input.mouse_drag_start,
                                  self._select_start)
        self._event_mgr.subscribe(self._input.mouse_drag_update,
                                  self._select_update)
        self._event_mgr.subscribe(self._input.mouse_drag_end,
                                  self._select_end)

        self._event_mgr.subscribe(self._input.lclick, self._leftclick)
        self._event_mgr.subscribe(self._input.rclick, self._rightclick)
        self._event_mgr.subscribe(self._input.rsclick,
                                  self._right_shiftclick)

    def run(self):
        """Run the main game loop."""
        self._load()
        self._last_update = pygame.time.get_ticks()

        self._run = True
        while self._run:
            gametime = pygame.time.get_ticks()
            time_passed = gametime - self._last_update

            if time_passed < self.min_cycle_time:
                pygame.time.wait(1)  # give other threads some cpu time
                continue

            self._update(gametime, time_passed)
            self._draw()

        self._shutdown()

    def _load(self):
        unit_tex = self._renderer.load_texture('cross.png')

        for x in range(0, 48, 16):
            unit_pos = (x, 16)
            unit_rect = Rect(unit_pos, self._renderer.texture_size(unit_tex))
            unit_id = self._objects.create(Unit, unit_rect)
            self._renderer.assign_texture(unit_id, unit_tex)

    def _shutdown(self):
        pass

    def _update(self, gametime, time_passed):
        self._event_mgr.update()
        self._objects.update(gametime)
        self._camera.update(time_passed)

        self._last_update = gametime

    #noinspection PyUnusedLocal
    def _camera_moved(self, event):
        if self._selecting:
            self._update_selection_rectangle(self._last_mouse_pos)

    def _select_start(self, event):
        self._selecting = True
        self._select_start_pos = self._camera.point_to_map(event.pos)
        self._update_selection_rectangle(event.pos)

    #noinspection PyUnusedLocal
    def _select_end(self, event):
        self._selecting = False
        self._objects.select_area(self._selection_rect)

    def _select_update(self, event):
        self._last_mouse_pos = event.pos
        self._update_selection_rectangle(event.pos)

    def _update_selection_rectangle(self, pos):
        map_pos = self._camera.point_to_map(pos)
        self._selection_rect = Rect(min(self._select_start_pos[0], map_pos[0]),
                                    min(self._select_start_pos[1], map_pos[1]),
                                    abs(map_pos[0] - self._select_start_pos[0]),
                                    abs(map_pos[1] - self._select_start_pos[1]))

    def _leftclick(self, event):
        self._objects.select_at(self._camera.point_to_map(event.pos))

    def _rightclick(self, event):
        self._objects.send_selected(self._camera.point_to_map(event.pos))

    def _right_shiftclick(self, event):
        self._objects.send_selected(self._camera.point_to_map(event.pos), True)

    def _draw(self):
        self._renderer.frame_start()

        self._renderer.draw_map(self._map)

        objs = self._objects.query(self._camera.view_rect)
        self._renderer.draw_objects(objs)

        if self._selecting:
            self._renderer.draw_rectangle(self._selection_rect, (255, 0, 0))

        self._renderer.frame_end()

    def _draw_objects(self, surface, area):
        pass

    #noinspection PyUnusedLocal
    def _handle_quit(self, event):
        self.stop()

    def stop(self):
        self._run = False
コード例 #15
0
ファイル: game.py プロジェクト: mtao/uncooperative
class Game(object):
    
    def __init__(self):
        self.screen_size = (500,500)
        self.map_size = (128,128)
        self.tile_size = (5,5)
        self.world_size = (self.tile_size[0] * self.map_size[0], self.tile_size[1] * self.map_size[1])
        
        self.grid = Grid(self.world_size[0],self.world_size[1])
        GridGenerator(self.grid,Vec2(self.tile_size[0],self.tile_size[1]))
        pygame.init()
        
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode((500,500))
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component('MovementComponent', MovementComponent())
        self.component_manager.register_component('ExampleComponent', ExampleComponent())
        self.component_manager.register_component('TileDraw', TileDraw())
        self.component_manager.register_component('InputMovementComponent', InputMovementComponent())

        self.entity_manager = EntityManager()
        
        self.resource_manager = ResourceManager(os.path.join(sys.path[0], 'res'))
        self.resource_manager.register_loader('definition', LoadEntityDefinition)
        self.resource_manager.register_loader('sprite', LoadImage)

        self.input_manager = InputManager()
        self.input_manager.init_joysticks()

        self.entities_to_update = []
        self.entities_to_input = []
        self.entities_to_draw_tiles = []
        
        
    def register_for_updates(self, entity):
        self.entities_to_update.append(entity)
        
    def register_for_input(self, entity):
        self.entities_to_input.append(entity)
    
    def register_for_draw_tiles(self,entity):
        self.entities_to_draw_tiles.append(entity)
        
    def run(self):
        
        
        #test_entity = Entity('test-include')
        character = Entity('character')
        self.characters = [character for m in xrange(4)]
        self.renderer = Render(self)

        
        
        self.current_camera = 0
        while True:
            dt = self.clock.tick() / 1000.0
            for e in pygame.event.get():
                if e.type == pygame.QUIT: sys.exit()
                elif e.type == pygame.KEYDOWN:
                    if e.key == pygame.K_TAB:
                        self.current_camera = (self.current_camera +1)%4
                    if e.key == pygame.K_a:
                        #self.cameras[self.current_camera].props.dx = 1
                        pass
                elif e.type == pygame.KEYUP:
                    if e.key == pygame.K_a:
                        #self.cameras[self.current_camera].props.dx = 0
                        pass
                if e.type == pygame.JOYAXISMOTION or \
                        e.type == pygame.JOYBALLMOTION or \
                        e.type == pygame.JOYBUTTONDOWN or \
                        e.type == pygame.JOYBUTTONUP or \
                        e.type == pygame.JOYHATMOTION or \
                        e.type == pygame.KEYDOWN or \
                        e.type == pygame.KEYUP:
                    event = InputEvent(e)

                    for entity in self.entities_to_update:
                        if e.type == pygame.JOYAXISMOTION:
                            entity.handle('move', event)
                        else:
                            entity.handle('input', event)

            for entity in self.entities_to_draw_tiles:
                entity.handle('draw-tiles',self.world_surface)
            
            for entity in self.entities_to_update:
                entity.handle('update', dt)
            self.renderer.render()
コード例 #16
0
class ScreenManager():

    def __init__(self, size, core, cache, resolution_factor):
        self.core = core
        self.cache = cache
        self.fonts = {}
        self.background = None
        self.currentScreen = mainScreenIndex

        # Init variables in init
        self.baseSize = None
        self.size = None
        self.screens = None
        self.track = None
        self.input_manager = InputManager(size)
        self.down_bar_objects = ScreenObjectsManager()
        self.down_bar = None
        self.keyboard = None
        self.updateType = BaseScreen.update_all

        self.resolution_factor = resolution_factor
        self.init_manager(size)

    def init_manager(self, size):
        self.size = size
        self.baseSize = self.size[1] / self.resolution_factor
        self.background = DynamicBackground(self.size)

        font = resource_filename(Requirement.parse("mopidy-nowplayingtouch"), "mopidy_nowplayingtouch/FontAwesome.otf")

        self.fonts['base'] = pygame.font.SysFont("arial", int(self.baseSize*0.9))
        self.fonts['icon'] = pygame.font.Font(font, int(self.baseSize*0.9))

        try:
            self.screens = [
                MainScreen(size, self.baseSize, self, self.fonts, self.cache, self.core, self.background),
                QueueScreen(size, self.baseSize, self, self.fonts),
                PlaylistScreen(size, self.baseSize, self, self.fonts),
                BrowseScreen(size, self.baseSize, self, self.fonts),
                SearchScreen(size, self.baseSize, self, self.fonts),
                MenuScreen(size, self.baseSize, self, self.fonts, self.core)]

        except:
            traceback.print_exc()

        self.track = None

        # Menu buttons

        button_size = (self.size[0] / 6, self.baseSize)

        # Main button
        button = TouchAndTextItem(self.fonts['icon'], u" \ue001",
                                  (0, self.size[1] - self.baseSize),
                                  button_size, center=True)
        self.down_bar_objects.set_touch_object("menu_0", button)
        x = button.get_right_pos()

        # Search button
        button = TouchAndTextItem(self.fonts['icon'], u" \ue002",
                                  (x, self.size[1] - self.baseSize),
                                  button_size, center=True)

        self.down_bar_objects.set_touch_object("menu_1", button)
        x = button.get_right_pos()

        # Menu button
        button = TouchAndTextItem(self.fonts['icon'], u" \ue60a",
                                  (x, self.size[1] - self.baseSize),
                                  button_size,
                                  center=True)
        self.down_bar_objects.set_touch_object("menu_5", button)

        # Down bar
        self.down_bar = pygame.Surface(
                (self.size[0], self.size[1] - self.baseSize),
                pygame.SRCALPHA)
        self.down_bar.fill((0, 0, 0, 200))

        self.options_changed()
        self.mute_changed(self.core.playback.mute.get())
        playback_state = self.core.playback.state.get()
        self.playback_state_changed(playback_state, playback_state)
        self.screens[MenuIndex].check_connection()

        self.change_screen(self.currentScreen)

        self.updateType = BaseScreen.update_all

    def get_update_type(self):
        if self.updateType == BaseScreen.update_all:
            self.updateType = BaseScreen.no_update
            return BaseScreen.update_all
        else:
            if self.keyboard:
                return BaseScreen.no_update
            else:
                if self.background.should_update():
                    return BaseScreen.update_all
                else:
                    if self.screens[self.currentScreen].should_update():
                        return BaseScreen.update_partial
                    else:
                        return BaseScreen.no_update

    def update(self, screen):
        update_type = self.get_update_type()
        if update_type != BaseScreen.no_update:
            rects = []
            surface = self.background.draw_background()
            if self.keyboard:
                self.keyboard.update(surface)
            else:
                self.screens[self.currentScreen].update(surface, update_type, rects)
                surface.blit(self.down_bar, (0, self.size[1] - self.baseSize))
                self.down_bar_objects.render(surface)

            if update_type == BaseScreen.update_all or len(rects) < 1:
                screen.blit(surface, (0, 0))
                pygame.display.flip()
            else:
                for rect in rects:
                    screen.blit(surface, rect, area=rect)
                pygame.display.update(rects)

    def track_started(self, track):
        self.track = track
        self.screens[mainScreenIndex].track_started(track.track)
        self.screens[nowPlayingIndex].track_started(track)

    def track_playback_ended(self, tl_track, time_position):
        self.screens[mainScreenIndex].track_playback_ended(tl_track, time_position)

    def event(self, event):
        event = self.input_manager.event(event)

        if event is not None:
            if self.keyboard is not None:
                self.keyboard.touch_event(event)
            elif not self.manage_event(event):
                self.screens[self.currentScreen].touch_event(event)
            self.updateType = BaseScreen.update_all

    def manage_event(self, event):
        if event.type == InputManager.click:
            objects = self.down_bar_objects.get_touch_objects_in_pos(event.current_pos)
            return self.click_on_objects(objects, event)
        else:
            if event.type == InputManager.key and not event.longpress:
                dir = event.direction
                if dir == InputManager.right or dir == InputManager.left:
                    if not self.screens[self.currentScreen]\
                            .change_screen(dir):
                        if dir == InputManager.right:
                            self.change_screen(self.currentScreen+1)
                        else:
                            self.change_screen(self.currentScreen-1)
                    return True
                elif event.unicode is not None:
                    if event.unicode == "n":
                        self.core.playback.next()
                    elif event.unicode == "p":
                        self.core.playback.previous()
                    elif event.unicode == "+":
                        volume = self.core.playback.volume.get() + 10
                        if volume > 100:
                            volume = 100
                        self.core.mixer.set_volume(volume)
                    elif event.unicode == "-":
                        volume = self.core.playback.volume.get() - 10
                        if volume < 0:
                            volume = 0
                        self.core.mixer.set_volume(volume)
                    elif event.unicode == " ":
                        if self.core.playback.get_state().get() == \
                                mopidy.core.PlaybackState.PLAYING:
                            self.core.playback.pause()
                        else:
                            self.core.playback.play()
            return False

    def volume_changed(self, volume):
        self.screens[mainScreenIndex].volume_changed(volume)
        self.updateType = BaseScreen.update_all

    def playback_state_changed(self, old_state, new_state):
        self.screens[mainScreenIndex].playback_state_changed(old_state, new_state)
        self.updateType = BaseScreen.update_all

    def mute_changed(self, mute):
        self.screens[mainScreenIndex].mute_changed(mute)
        self.updateType = BaseScreen.update_all

    def resize(self, event):
        self.init_manager(event.size)
        self.updateType = BaseScreen.update_all

    def tracklist_changed(self):
        self.screens[nowPlayingIndex].tracklist_changed()
        self.updateType = BaseScreen.update_all

    def options_changed(self):
        menuScreen = self.screens[MenuIndex]
        #self.screens[MenuIndex].options_changed()
        menuScreen.options_changed()
        self.updateType = BaseScreen.update_all

    def change_screen(self, new_screen):
        if new_screen > -1 and new_screen < len(self.screens):
            self.down_bar_objects.get_touch_object(
                "menu_" + str(self.currentScreen)).set_active(False)
            self.currentScreen = new_screen
            self.down_bar_objects.get_touch_object(
                "menu_" + str(new_screen)).set_active(True)
        self.updateType = BaseScreen.update_all

    def click_on_objects(self, objects, event):
        if objects is not None:
            for key in objects:
                if key[:-1] == "menu_":
                    self.change_screen(int(key[-1:]))
                    return True
        return False

    def nowPlaying(self):
        self.screens[nowPlayingIndex].nowPlaying_changed()
        self.updateType = BaseScreen.update_all

    def queue(self):
        self.screens[queueIndex].queue_changed()
        self.updateType = BaseScreen.update_all

    def playlists(self):
        self.screens[playlistsIndex].playlists_changed()
        self.updateType = BaseScreen.update_all

    def browse(self):
        self.screens[browseIndex].browse_changed()
        self.updateType = BaseScreen.update_all

    def stream(self):
        self.screens[streamsIndex].streams_changed()
        self.updateType = BaseScreen.update_all

    def stream_title_changed(self, title):
        self.screens[mainScreenIndex].stream_title_changed(title)
        self.updateType = BaseScreen.update_all

    def search(self, query, mode):
        self.screens[searchIndex].search(query, mode)
        self.updateType = BaseScreen.update_all

    def system(self):
        self.screens[SystemIndex].system_changed()
        self.updateType = BaseScreen.update_all

    def open_keyboard(self, input_listener):
        self.keyboard = Keyboard(self.size, self.baseSize, self,
                                 self.fonts, input_listener)
        self.updateType = BaseScreen.update_all

    def close_keyboard(self):
        self.keyboard = None
        self.updateType = BaseScreen.update_all
コード例 #17
0
class Game(object):
    
    def __init__(self, screen_size, resource_path):
        self.mode = None
        self.screen_size = screen_size
        self.map_size = (128,128)
        self.tile_size = (32,32)
        self.world_size = (self.tile_size[0] * self.map_size[0], self.tile_size[1] * self.map_size[1])
        self.world_rooms = (8,8)

        pygame.init()
        
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.screen_size)
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component('MovementComponent', MovementComponent())
        self.component_manager.register_component('ExampleComponent', ExampleComponent())
        self.component_manager.register_component('AnimationComponent', AnimationComponent())
        self.component_manager.register_component('DrawComponent', DrawComponent())
        self.component_manager.register_component('InputMovementComponent', InputMovementComponent())
        self.component_manager.register_component('PlayerCollisionComponent', PlayerCollisionComponent())
        self.component_manager.register_component('ZombieAIComponent', ZombieAIComponent())
        self.component_manager.register_component('ZombieAIComponent', ZombieAIComponent())
        self.component_manager.register_component('CarComponent', CarComponent())
        self.component_manager.register_component('DrawHitBoxComponent', DrawHitBoxComponent()) 
        self.component_manager.register_component('AttackComponent', AttackComponent())
        self.component_manager.register_component('ItemComponent', ItemComponent())
        self.component_manager.register_component('InputActionComponent', InputActionComponent())
        self.component_manager.register_component('DeadComponent', DeadComponent())
        self.component_manager.register_component('ZombieCollisionComponent', ZombieCollisionComponent())
        
        self.entity_manager = EntityManager()
            
        self.resource_manager = ResourceManager(resource_path)
        self.resource_manager.register_loader('definition', LoadEntityData)
        self.resource_manager.register_loader('sprite', LoadImage)
        self.resource_manager.register_loader('inputmap', LoadInputMapping)
        self.resource_manager.register_loader('sound', LoadSound)

        self.input_manager = InputManager()
        self.input_manager.init_joysticks()
        
    def run(self, mode):
        #pygame.display.toggle_fullscreen()
        self.mode = mode
        self.music = self.resource_manager.get('sound', 'Teamawesome_zombies_LOOP.wav')
        self.music.play(loops=-1)
        self.entity_manager.add_entity(Entity('car'))
        for e in [Entity('character1'), Entity('character2'), Entity('character3'), Entity('character4')]:
            self.entity_manager.add_entity(e)
        self.item_names = ["engine", "gas-can", "radiator", "steering-wheel-2", "tire", "steering-wheel", "toolbox", "tire", "tire", "tire"]

        for i in self.item_names:
            x_pos = (self.world_size[0]/self.world_rooms[0] * randint(0, self.world_rooms[0]-1)) + self.world_size[0]/self.world_rooms[0]/2
            y_pos = (self.world_size[1]/self.world_rooms[1] * randint(0, self.world_rooms[1]-1)) + self.world_size[1]/self.world_rooms[1]/2
            self.entity_manager.add_entity(Entity(i, x=x_pos, y=y_pos))
        
        self.entity_manager.add_entity(Entity('splashscreen'))

        self.renderer = Render(self)

        self.zombies = []
        for _ in range(50):
            x_pos = (self.world_size[0]/self.world_rooms[0] * randint(0, self.world_rooms[0]-1)) + self.world_size[0]/self.world_rooms[0]/2
            y_pos = (self.world_size[1]/self.world_rooms[1] * randint(0, self.world_rooms[1]-1)) + self.world_size[1]/self.world_rooms[1]/2
            self.entity_manager.add_entity(Entity("zombie", x=x_pos, y=y_pos))

        while True:
            dt = self.clock.tick(60) / 1000.0
            
            events = self.input_manager.process_events()
            for event in events:
                if event.target == 'GAME':
                    if event.action == 'QUIT' and event.value > 0:
                        sys.exit()
                    elif event.action == 'FULLSCREEN' and event.value > 0:
                        pygame.display.toggle_fullscreen()
                    elif event.action == 'RELOAD' and event.value > 0:
                        self.resource_manager.clear()
                else:
                    self.mode.handle_event(event)
            
            self.mode.update(dt)
            self.mode.draw()
            
            pygame.display.flip()
            pygame.display.set_caption('fps: %.0d' % self.clock.get_fps())
コード例 #18
0
ファイル: game.py プロジェクト: TeamAwesomeTOJam/afteryou
class Game(object):
    def __init__(self, screen_size, resource_path):
        global _game
        _game = self

        self.mode = None
        self.running = False
        self.screen_size = screen_size

        pygame.mixer.pre_init(frequency=44100)
        pygame.init()
        pygame.display.set_caption('After You!')

        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(
            self.screen_size,
            pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE)

        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component(MovementComponent())
        self.component_manager.register_component(ExampleComponent())
        self.component_manager.register_component(AnimationComponent())
        self.component_manager.register_component(DrawComponent())
        self.component_manager.register_component(InputMovementComponent())
        self.component_manager.register_component(DrawHitBoxComponent())
        self.component_manager.register_component(DrawCircleComponent())
        self.component_manager.register_component(SmokeScreenComponent())
        self.component_manager.register_component(PlayerCollisionComponent())
        self.component_manager.register_component(DecoyMovementComponent())
        self.component_manager.register_component(SelfDestructComponent())
        self.component_manager.register_component(SpawnDecoyComponent())
        self.component_manager.register_component(DrawScoreComponent())
        self.component_manager.register_component(MinefieldComponent())
        self.component_manager.register_component(DrawTimerComponent())
        self.component_manager.register_component(UpdateTimerComponent())
        self.component_manager.register_component(SpeedBoostComponent())
        self.component_manager.register_component(ButtonInterpreterComponent())
        self.component_manager.register_component(DrawActionsComponent())
        self.component_manager.register_component(SpawnVortexComponent())
        self.component_manager.register_component(DrawVortextComponent())
        self.component_manager.register_component(GrowVortextComponent())
        self.component_manager.register_component(TrapComponent())
        self.component_manager.register_component(HideComponent())
        self.component_manager.register_component(AIActionComponent())
        self.component_manager.register_component(AIMovementComponent())

        self.entity_manager = EntityManager()

        self.resource_manager = ResourceManager(resource_path)
        self.resource_manager.register_loader('data', LoadEntityData)
        self.resource_manager.register_loader('image', LoadImage)
        self.resource_manager.register_loader('inputmap', LoadInputMapping)
        self.resource_manager.register_loader('sound', LoadSound)

        self.input_manager = InputManager()

        self.renderer = GLRenderer()
        self.renderer.resize(self.screen_size)

        self.view = View([SimpleLayer('draw'), SimpleLayer('ui')])

    def run(self, mode):
        p1 = Entity("player1")
        p2 = Entity("player2")
        self.entity_manager.add_entity(p1)
        self.entity_manager.add_entity(p2)
        self.entity_manager.add_entity(Entity("scoreui-player1"))
        self.entity_manager.add_entity(Entity("scoreui-player2"))
        self.entity_manager.add_entity(Entity("actionui-player1"))
        self.entity_manager.add_entity(Entity("actionui-player2"))
        self.entity_manager.add_entity(Entity("timerui"))

        self.renderer.createBackground()

        self.change_mode(mode)
        self.running = True

        self.entity_manager.commit_changes()

        while self.running:
            dt = self.clock.tick(60) / 1000.0

            events = self.input_manager.process_events()
            for event in events:
                if event.target == 'GAME':
                    if event.action == 'QUIT' and event.value > 0:
                        self.running = False
                    elif event.action == 'FULLSCREEN' and event.value > 0:
                        pygame.display.toggle_fullscreen()
                    elif event.action == 'RELOAD' and event.value > 0:
                        self.resource_manager.clear()
                else:
                    self.mode.handle_event(event)

            self.mode.update(dt)
            self.mode.draw()

            self.entity_manager.commit_changes()
            pygame.display.flip()

    def change_mode(self, new_mode):
        if self.mode:
            self.mode.leave()
        self.mode = new_mode
        self.mode.enter()
コード例 #19
0
ファイル: menu.py プロジェクト: Richie12138/sys-analysis
    def __init__(self, game, display):
        self.game = game
        game.rootMenu = self
        self.display = display
        # setup menu stage
        self.setup_empty_stage()

        self.image = pygame.Surface((config.SCREEN_W, config.SCREEN_H)).convert_alpha()
        self.rect = (0, 0)

        K = input.key

        def record_on(ctx): config.RECORD = 1
        def record_off(ctx): config.RECORD = 0
        def play_human_vs_AI(ctx):
            game.setup_stage({
                'world-size':(16, 16), 
                'snakes': [
                    ((8, 8), Directions.RIGHT, 5), 
                    ((7, 7), Directions.RIGHT, 5), 
                    ],
                'rule': rule[0],
                }, display)
            game.join_human_player("Player", [K('w'), K('s'), K('a'), K('d')])
            game.join_player(AIPlayer("AI Player"))
            game.start()

        def play_human_vs_human(ctx):
            game.setup_stage({
                'world-size':(16, 16), 
                'snakes': [
                    ((8, 8), Directions.RIGHT, 5), 
                    ((7, 7), Directions.RIGHT, 5), 
                    ],
                'rule': rule[0],
                }, display)
            game.join_human_player("Foo", [K('w'), K('s'), K('a'), K('d')])
            game.join_human_player("Bar", [K('i'), K('k'), K('j'), K('l')])
            game.start()

        play_4_AI = play_AI_vs_AI = play_human_vs_human

        # def play_AI_vs_AI(ctx):
        #     pass

        # def play_4_AI(ctx):
        #     pass

        rule = [(gamerule.DeathModeRule, ())]
        def mode_set(mode, args):
            def setter(ctx):
                rule[0] = (mode, args)
            return setter
                
        super(RootMenu, self).__init__('$>', [
            Menu('play', [
                Menu('1: human v.s. AI', [], callback=play_human_vs_AI),
                Menu('2: human v.s. human', [], callback=play_human_vs_human),
                Menu('3: AI v.s. AI', [], callback=play_AI_vs_AI),
                Menu('4: 4 AI', [], callback=play_4_AI),
                ]),
            Choices('game rule', [
                Option('death mode', callback=mode_set(gamerule.DeathModeRule, ())),
                Option('scoring mode', callback=mode_set(gamerule.ScoringModeRule, (30,))),
                Option('fixed round mode', callback=mode_set(gamerule.FixedRoundModeRule, (128,))),
                ]),
            Help('help'),
            Choices('set record', [
                Option('record on', callback=record_on),
                Option('record off', callback=record_off),
                ]),
            InputBox('record'),
            ReplayRecord('replays'),
            Choices('quit', [
                Option('confirm', callback=lambda ctx: exit(0)),
                ])
        ], cancel=False)
        self.ctx = Context(self)
        # bind keys
        inputMgr = InputManager.get_instance()
        def handle_key(event):
            if game.state == game.ST_MENU:
                self.ctx.handle_key(event)

        inputMgr.bind(input.key_down_type(), handle_key)
        def escape(event):
            if game.state != game.ST_MENU:
                game.quit()
            else:
                exit(0)

        inputMgr.bind(input.key_down_type('ESCAPE'), escape)
        def back_to_menu(event):
            self.setup_empty_stage()

        inputMgr.bind(input.key_down_type('HOME'), back_to_menu)
コード例 #20
0
class ScreenManager():

    def __init__(self, size, core, cache, resolution_factor):
        self.core = core
        self.cache = cache
        self.fonts = {}
        self.background = None
        self.current_screen = menu_index
        self.locked = False

        # Init variables in init
        self.base_size = None
        self.size = None
        self.screens = None
        self.track = None
        self.input_manager = InputManager(size)
        self.down_bar_objects = ScreenObjectsManager()
        self.down_bar = None
        self.keyboard = None
        self.update_type = BaseScreen.update_all

        self.resolution_factor = resolution_factor

        self.init_manager(size)

    def init_manager(self, size):
        self.size = size

        self.background = DynamicBackground(self.size)
        self.base_size = self.size[1] / self.resolution_factor
        font = resource_filename(
            Requirement.parse("mopidy-touchscreen"),
            "mopidy_touchscreen/icomoon.ttf")
        self.fonts['base'] = pygame.font.Font(font, int(self.base_size*0.9))
        self.fonts['icon'] = pygame.font.Font(font, int(self.base_size*0.9))
        self.fonts['small'] = pygame.font.Font(font, int(self.base_size*0.4))
        print(pygame.font.get_fonts())
        try:
            self.screens = [
                SearchScreen(size, self.base_size, self, self.fonts),
                MainScreen(size, self.base_size, self, self.fonts,
                           self.cache, self.core, self.background),
                Tracklist(size, self.base_size, self, self.fonts),
                LibraryScreen(size, self.base_size, self, self.fonts),
                PlaylistScreen(size,
                               self.base_size, self, self.fonts),
                MenuScreen(size, self.base_size, self, self.fonts, self.core)]
        except:
            traceback.print_exc()
        self.track = None

        # Menu buttons

        button_size = (self.size[0] / 6, self.base_size)

        # Search button
        button = TouchAndTextItem(self.fonts['icon'], u" \ue986",
                                  (0, self.size[1] - self.base_size+3),
                                  button_size, center=True)
        self.down_bar_objects.set_touch_object("menu_0", button)
        x = button.get_right_pos()

        # Main button
        button = TouchAndTextItem(self.fonts['icon'], u" \ue911",
                                  (x, self.size[1] - self.base_size+3),
                                  button_size, center=True)
        self.down_bar_objects.set_touch_object("menu_1", button)
        x = button.get_right_pos()

        # Tracklist button
        button = TouchAndTextItem(self.fonts['icon'], u" \ue9bb",
                                  (x, self.size[1] - self.base_size+3),
                                  button_size, center=True)
        self.down_bar_objects.set_touch_object("menu_2", button)
        x = button.get_right_pos()

        # Library button
        button = TouchAndTextItem(self.fonts['icon'], u" \ue920",
                                  (x, self.size[1] - self.base_size+3),
                                  button_size, center=True)
        self.down_bar_objects.set_touch_object("menu_3", button)
        x = button.get_right_pos()

        # Playlist button
        button = TouchAndTextItem(self.fonts['icon'], u" \ue922",
                                  (x, self.size[1] - self.base_size+3),
                                  button_size, center=True)

        self.down_bar_objects.set_touch_object("menu_4", button)
        x = button.get_right_pos()

        # Menu button
        button = TouchAndTextItem(self.fonts['icon'], u" \uea09",
                                  (x, self.size[1] - self.base_size+3),
                                  button_size,
                                  center=True)
        self.down_bar_objects.set_touch_object("menu_5", button)

        # Down bar
        self.down_bar = pygame.Surface(
            (self.size[0], self.base_size),
            pygame.SRCALPHA)
        self.down_bar.fill((0, 0, 0, 200))

        self.options_changed()
        self.mute_changed(self.core.playback.mute.get())
        playback_state = self.core.playback.state.get()
        self.playback_state_changed(playback_state,
                                    playback_state)
        #self.screens[menu_index].check_connection()

        self.change_screen(self.current_screen)

        self.update_type = BaseScreen.update_all

    def get_update_type(self):
        if self.update_type == BaseScreen.update_all:
            self.update_type = BaseScreen.no_update
            return BaseScreen.update_all
        else:
            if self.keyboard:
                return BaseScreen.no_update
            else:
                if self.background.should_update():
                    return BaseScreen.update_all
                else:
                    if self.screens[self.current_screen].should_update():
                        return BaseScreen.update_partial
                    else:
                        return BaseScreen.no_update

    def update(self, screen):
        update_type = self.get_update_type()
        if update_type != BaseScreen.no_update:
            rects = []
            surface = self.background.draw_background()
            if self.keyboard:
                self.keyboard.update(surface)
            else:
                self.screens[self.current_screen].\
                    update(surface, update_type, rects)
                surface.blit(self.down_bar, (0, self.size[1] - self.base_size))
                self.down_bar_objects.render(surface)

            if update_type == BaseScreen.update_all or len(rects) < 1:
                screen.blit(surface, (0, 0))
                pygame.display.flip()
            else:
                for rect in rects:
                    screen.blit(surface, rect, area=rect)
                pygame.display.update(rects)

    def track_started(self, track):
        self.track = track
        self.screens[main_screen_index].track_started(track.track)
        self.screens[tracklist_index].track_started(track)

    def track_playback_ended(self, tl_track, time_position):
        self.screens[main_screen_index].track_playback_ended(
            tl_track, time_position)

    def event(self, event):
        event = self.input_manager.event(event)
        if event is not None:
            if self.keyboard is not None:
                self.keyboard.touch_event(event)
            elif not self.manage_event(event):
                self.screens[self.current_screen].touch_event(event)
            self.update_type = BaseScreen.update_all

    def manage_event(self, event):
        if event.type == InputManager.click:
            objects = \
                self.down_bar_objects.get_touch_objects_in_pos(
                    event.current_pos)
            return self.click_on_objects(objects, event)
        else:
            if event.type == InputManager.key and not event.longpress:
                dir = event.direction
                if dir == InputManager.right or dir == InputManager.left:
                    if not self.screens[self.current_screen]\
                            .change_screen(dir):
                        if dir == InputManager.right:
                            self.change_screen(self.current_screen+1)
                        else:
                            self.change_screen(self.current_screen-1)
                    return True
            return False

    def volume_changed(self, volume):
        self.screens[main_screen_index].volume_changed(volume)
        self.update_type = BaseScreen.update_all

    def playback_state_changed(self, old_state, new_state):
        self.screens[main_screen_index].playback_state_changed(
            old_state, new_state)
        self.update_type = BaseScreen.update_all

    def mute_changed(self, mute):
        self.screens[main_screen_index].mute_changed(mute)
        self.update_type = BaseScreen.update_all

    def tracklist_changed(self):
        self.screens[tracklist_index].tracklist_changed()
        self.update_type = BaseScreen.update_all

    def options_changed(self):
        self.screens[menu_index].options_changed()
        self.update_type = BaseScreen.update_all

    def change_screen(self, new_screen):
        if new_screen > -1 and new_screen < len(self.screens):
            self.down_bar_objects.get_touch_object(
                "menu_" + str(self.current_screen)).set_active(False)
            self.current_screen = new_screen
            self.down_bar_objects.get_touch_object(
                "menu_" + str(new_screen)).set_active(True)
        self.update_type = BaseScreen.update_all

    def click_on_objects(self, objects, event):
        if objects is not None:
            for key in objects:
                if key[:-1] == "menu_":
                    if key == "menu_0":
                        self.change_screen(int(key[-1:]))
                        self.open_keyboard(self.screens[search_index])
                        return True
                    elif key == "menu_3":
                        self.change_screen(int(key[-1:]))
                        self.screens[library_index].return_to_start_directory()
                    elif key == "menu_4" and self.locked:
                        pass
                    else:
                        self.change_screen(int(key[-1:]))
                        return True
        return False

    def playlists_loaded(self):
        self.screens[playlist_index].playlists_loaded()
        self.update_type = BaseScreen.update_all

    def search(self, query, mode):
        self.screens[search_index].search(query, mode)
        self.update_type = BaseScreen.update_all

    def resize(self, event):
        self.init_manager(event.size)
        self.update_type = BaseScreen.update_all
        
    def set_locked(self):
        self.locked = not self.locked

    def open_keyboard(self, input_listener):
        self.keyboard = Keyboard(self.size, self.base_size, self,
                                 self.fonts, input_listener)
        self.update_type = BaseScreen.update_all

    def close_keyboard(self):
        self.keyboard = None
        self.update_type = BaseScreen.update_all
コード例 #21
0
ファイル: game.py プロジェクト: TeamAwesomeTOJam/afteryou
class Game(object):
    
    def __init__(self, screen_size, resource_path):
        global _game
        _game = self
        
        self.mode = None
        self.running = False
        self.screen_size = screen_size
        
        pygame.mixer.pre_init(frequency=44100)
        pygame.init()
        pygame.display.set_caption('After You!')
                                   
        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode(self.screen_size, pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE)
        
        self.component_manager = componentmanager.ComponentManager()
        self.component_manager.register_component(MovementComponent())
        self.component_manager.register_component(ExampleComponent())
        self.component_manager.register_component(AnimationComponent())
        self.component_manager.register_component(DrawComponent())
        self.component_manager.register_component(InputMovementComponent())
        self.component_manager.register_component(DrawHitBoxComponent()) 
        self.component_manager.register_component(DrawCircleComponent())
        self.component_manager.register_component(SmokeScreenComponent())
        self.component_manager.register_component(PlayerCollisionComponent())
        self.component_manager.register_component(DecoyMovementComponent())
        self.component_manager.register_component(SelfDestructComponent())
        self.component_manager.register_component(SpawnDecoyComponent())
        self.component_manager.register_component(DrawScoreComponent())
        self.component_manager.register_component(MinefieldComponent())
        self.component_manager.register_component(DrawTimerComponent())
        self.component_manager.register_component(UpdateTimerComponent())
        self.component_manager.register_component(SpeedBoostComponent())
        self.component_manager.register_component(ButtonInterpreterComponent())
        self.component_manager.register_component(DrawActionsComponent())
        self.component_manager.register_component(SpawnVortexComponent())
        self.component_manager.register_component(DrawVortextComponent())
        self.component_manager.register_component(GrowVortextComponent())
        self.component_manager.register_component(TrapComponent())
        self.component_manager.register_component(HideComponent())
        self.component_manager.register_component(AIActionComponent())
        self.component_manager.register_component(AIMovementComponent())
        
        self.entity_manager = EntityManager()
            
        self.resource_manager = ResourceManager(resource_path)
        self.resource_manager.register_loader('data', LoadEntityData)
        self.resource_manager.register_loader('image', LoadImage)
        self.resource_manager.register_loader('inputmap', LoadInputMapping)
        self.resource_manager.register_loader('sound', LoadSound)

        self.input_manager = InputManager()
        
        self.renderer = GLRenderer()
        self.renderer.resize(self.screen_size)
       
        self.view = View([SimpleLayer('draw'), SimpleLayer('ui')])
        
    def run(self, mode):
        p1 = Entity("player1")
        p2 = Entity("player2")
        self.entity_manager.add_entity(p1)
        self.entity_manager.add_entity(p2)
        self.entity_manager.add_entity(Entity("scoreui-player1"))
        self.entity_manager.add_entity(Entity("scoreui-player2"))
        self.entity_manager.add_entity(Entity("actionui-player1"))
        self.entity_manager.add_entity(Entity("actionui-player2"))
        self.entity_manager.add_entity(Entity("timerui"))
        
        
        
        self.renderer.createBackground()

        self.change_mode(mode)
        self.running = True

        self.entity_manager.commit_changes()
        
        while self.running:
            dt = self.clock.tick(60) / 1000.0
            
            events = self.input_manager.process_events()
            for event in events:
                if event.target == 'GAME':
                    if event.action == 'QUIT' and event.value > 0:
                        self.running = False
                    elif event.action == 'FULLSCREEN' and event.value > 0:
                        pygame.display.toggle_fullscreen()
                    elif event.action == 'RELOAD' and event.value > 0:
                        self.resource_manager.clear()
                else:
                    self.mode.handle_event(event)
            
            self.mode.update(dt)
            self.mode.draw()
            
            self.entity_manager.commit_changes()
            pygame.display.flip()
            
    def change_mode(self, new_mode):
        if self.mode:
            self.mode.leave()
        self.mode = new_mode
        self.mode.enter()