/
view.py
executable file
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/
view.py
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from EventManager import *
import pygame
from pygame.locals import *
class PygameView:
"""Creates the game window, and handles drawing everything inside it"""
def __init__(self):
self.evManager = EventManager()
self.evManager.RegisterListener(self)
#set up pygame requriements
pygame.init()
self.window = pygame.display.set_mode( (640,480) )
pygame.display.set_caption('Mathemagics')
self.background = pygame.Surface(self.window.get_size())
self.background.fill( (0,0,0) )
self.backSprites = pygame.sprite.RenderUpdates()
self.menuSprites = pygame.sprite.RenderUpdates()
self.actorSprites = pygame.sprite.RenderUpdates()
self.mapspr = MapSprite(self.window.get_rect(), self.backSprites)
self.hud = HUD(self.window.get_rect(), self.menuSprites)
def SpawnHero(self, evID):
x = self.window.get_width()/4
y = self.window.get_height()/3
hero = HeroSprite(x, y, evID, self.actorSprites)
def SpawnEnemy(self, evID):
x = self.window.get_width()*3/4
y = self.window.get_height()/3
enemy = EnemySprite(x, y, evID, self.actorSprites)
def GetActor(self, evID):
for sprite in self.actorSprites.sprites():
if sprite.evID == evID: return sprite
def Notify(self, event):
"""Handled events:
TickEvent:
redraw back & front sprites using double buffering
DieEvent:
SpawnEvent:
Create the spawned actor
"""
if isinstance( event, TickEvent ):
#Draw Everything
self.backSprites.clear(self.window, self.background)
self.menuSprites.clear(self.window, self.background)
self.actorSprites.clear(self.window, self.background)
self.backSprites.update()
self.menuSprites.update()
self.actorSprites.update()
dirtyRects1 = self.backSprites.draw(self.window)
dirtyRects2 = self.menuSprites.draw(self.window)
dirtyRects3 = self.actorSprites.draw(self.window)
pygame.display.update(dirtyRects1 + dirtyRects2 + dirtyRects3)
#..should go to HUD?
elif isinstance(event, DieEvent):
subject = self.GetActor(event.subject)
if subject.evID == 'hero': self.hud.Defeat() #placeholder
else: self.hud.Victory()
elif isinstance(event, SpawnEvent):
if isinstance(event, SpawnHeroEvent): self.SpawnHero(event.evID)
if isinstance(event, SpawnEnemyEvent): self.SpawnEnemy(event.evID)
class HUD(pygame.sprite.Sprite):
"""Handles drawing any displayed info, namely:
* text for the problem, solution, and any other messages
* timer bar for problem
* the lines separating the screens
"""
def __init__(self, rect, group=None):
pygame.sprite.Sprite.__init__(self, group)
self.evManager = EventManager()
self.evManager.RegisterListener(self)
self.time = 0
#self.image = pygame.Surface(rect.size, SRCALPHA)
self.image = pygame.Surface(rect.size)
self.image.set_colorkey((0,0,0))
self.image.fill((0,0,0,0))
self.color = (255,255,255)
self.rect = self.image.get_rect()
self.hero = None
#set hud areas
w = rect.width
h = rect.height
self.heroBox = self.image.subsurface((0,0, w/2,h*2/3)) #top left box
#pygame.draw.rect(self.heroBox, self.color, self.heroBox.get_rect(), 4)
self.DrawBorder(self.heroBox)
self.enemyBox = self.image.subsurface((w/2,0, w/2,h*2/3)) #top right box
#pygame.draw.rect(self.enemyBox, self.color, self.enemyBox.get_rect(), 4)
self.DrawBorder(self.enemyBox)
self.dataBox = self.image.subsurface((0,h*2/3, w,h/3))
#pygame.draw.rect(self.dataBox, self.color, self.dataBox.get_rect(), 4)
self.DrawBorder(self.dataBox)
self.solutionBox = self.dataBox.subsurface((50,50, 100,50))
self.timerBox = self.dataBox.subsurface((30,100, 300,20))
self.timer = (0,0) #beginning and end of timer
self.instrBox = self.dataBox.subsurface((200, 20, w/2, 100))
#set hud font
self.font = pygame.font.SysFont("Arial", 18)
self.font_height = 20
#initialize instruction text:
self.instr_wait = "Press SPACE to attack"
self.instr_prob = "%s \nType solution and press ENTER to solve"
self.instr_win = "Victory! \nPress SPACE for next battle"
self.instr_loose = "Game Over! \nPress ESC to quit"
self.instr = self.instr_wait
self.sol = ""
def DrawBorder(self, surf):
surf.fill(self.color)
rect = surf.get_rect().inflate(-4,-4)
surf.fill((200,200,200,127), rect)
rect = rect.inflate(-4,-4)
surf.fill((0,0,0), rect)
return rect
def Victory(self):
self.instr = self.instr_win
def Defeat(self):
self.instr = self.instr_loose
def DrawInstructions(self, color = False):
if not color: color = self.color
vpos = 0
self.instrBox.fill((0,0,0))
for text in self.instr.split('\n'):
pImg = self.font.render(text, False, color)
self.instrBox.blit(pImg, (0,vpos))
vpos += self.font_height
def DrawSolution(self, color = False):
if not color: color = self.color
sImg = self.font.render(self.sol, False, color)
self.solutionBox.fill((0,0,0))
self.solutionBox.blit(sImg, (0,0))
def UpdateTimer(self):
#rect = self.DrawBorder(self.timerBox)
rect = self.timerBox.get_rect()
w = rect.width
p = 1.*(self.timer[1]-self.time)/(self.timer[1]-self.timer[0])
w = w*p
rect = (0,0, w,rect.height)
self.timerBox.fill((0,0,0))
self.timerBox.fill(self.color, rect)
def Notify(self, event):
"""events handled:
TickEvent:
shrink the timer (if we're counting)
RequestSolutionEvent:
display the problem & timer
SolutionUpdateEvent:
update the solution to the current state
SolveEvent:
Hide problem & timer
"""
if isinstance(event, TickEvent):
self.time = event.time
self.DrawInstructions()
self.DrawSolution()
if self.time < self.timer[1]: #timer on
self.UpdateTimer()
elif isinstance(event, SpawnHeroEvent):
self.hero = event.evID
elif isinstance(event, RequestSolutionEvent):
self.instr = self.instr_prob % event.problem
self.timer = (self.time, event.endTime)
elif isinstance(event, SolutionUpdateEvent):
self.sol = event.solution
elif isinstance(event, SolveEvent):
self.sol = ""
self.instr = self.instr_wait
self.timer = (0,0)
self.timerBox.fill((0,0,0))
elif isinstance(event, VictoryEvent):
self.instr = self.instr_win
elif isinstance(event, NextBattleEvent):
self.instr = self.instr_wait
class ActorSprite(pygame.sprite.Sprite):
""" Virtual sprite for a generic game actor
subclasses must define the following:
self.waitImage
self.attackImage
self.defendImage
self.hurtImage
"""
def __init__(self, x, y, evID, group=None):
self.evManager = EventManager()
self.evManager.RegisterListener( self )
pygame.sprite.Sprite.__init__(self, group)
self.evID = evID
self.pos = (x,y)
self.InitImages()
self.image = self.waitImage #start out waiting
self.rect = self.image.get_rect()
self.rect.center = self.pos
self.healthBox = pygame.Surface((self.rect.width,15))
self.healthBox.fill((0,255,0))
#self.healthBox.set_colorkey((0,0,0))
def InitImages(self):
# predefine images
self.deadImage = pygame.Surface((0,0))
self.waitImage = pygame.Surface((64,64)) #Idle image
self.attackImage = pygame.Surface((64,64)) #Attack image
self.defendImage = pygame.Surface((64,64)) #Defend image
self.hurtImage = pygame.Surface((64,64)) #Hurt image
def update(self):
pygame.sprite.Sprite.update(self)
self.image.blit(self.healthBox, (0,0))
def UpdateHealth(self, newHealth):
y = self.healthBox.get_rect().height
x = self.healthBox.get_rect().width
dx = x*newHealth
grey = 255*newHealth
r = min((255-grey)*2, 255)
g = min(grey*2, 255)
b = 0
self.healthBox.fill((0,0,0))
self.healthBox.fill((r,g,b), (0,0, dx,y))
def Wait(self):
#if self.image == self.attackImage:
self.image = self.waitImage
self.rect = self.image.get_rect()
self.rect.center = self.pos
def Attack(self):
if self.image == self.waitImage:
self.image = self.attackImage
self.rect = self.image.get_rect()
self.rect.center = self.pos
def Defend(self):
if self.image == self.waitImage:
self.image = self.defendImage
self.rect = self.image.get_rect()
self.rect.center = self.pos
def Hurt(self, newHealth):
self.UpdateHealth(newHealth)
self.image = self.hurtImage
self.rect = self.image.get_rect()
self.rect.center = self.pos
def Die(self):
self.image = self.deadImage
#todo: actor objects should only get notifications for themselves (and maybe clock tick events)
def Notify(self, event):
"""handled events:
WaitEvent:
Display Wait
AttackEvent:
Display Attack
Defend:
Display Defend
HurtEvent:
Dislpay Hurt
DieEvent:
Display Die
"""
if isinstance(event, ActorStateChangeEvent) and self.evID == event.subject:
if isinstance(event, WaitEvent): self.Wait()
elif isinstance(event, AttackEvent): self.Attack()
elif isinstance(event, DefendEvent): self.Defend()
elif isinstance(event, HurtEvent): self.Hurt(event.newHealth)
elif isinstance(event, DieEvent):
self.Die()
class HeroSprite(ActorSprite):
"""Knows how to draw a hero (images or circles)
can eventually be just images -- and then wrapped into ActorSprite class with
special code to map images to a directory based on constructor params
"""
def __init__(self, x, y, evID, group=None):
ActorSprite.__init__(self, x, y, evID, group)
def InitImages(self):
# define images
ActorSprite.InitImages(self)
extended = pygame.image.get_extended()
if extended:
self.waitImage = pygame.image.load("images/wait.png")
self.attackImage = pygame.image.load("images/attack.png")
self.defendImage = pygame.image.load("images/defend.png")
self.hurtImage = pygame.image.load("images/hurt.png")
else:
self.waitImage.set_colorkey((0,0,0)) #Idle image
pygame.draw.circle(self.waitImage, (255,0,0), (32,32), 32)
self.attackImage.set_colorkey((0,0,0)) #Attack image
pygame.draw.circle(self.attackImage, (0,0,255), (32,32), 32)
self.defendImage.set_colorkey((0,0,0)) #Defend image
pygame.draw.circle(self.defendImage, (100,100,100), (32,32), 32)
self.hurtImage.set_colorkey((0,0,0)) #Hurt image
pygame.draw.circle(self.hurtImage, (100,100,100), (32,32), 32)
class EnemySprite(ActorSprite):
"""Knows how to draw an enemy (squares)
can eventually be just images -- and then wrapped into ActorSprite class with
special code to map images to a directory based on constructor params
"""
def __init__(self, x, y, evID, group=None):
ActorSprite.__init__(self, x, y, evID, group)
def InitImages(self):
# define images
ActorSprite.InitImages(self)
self.waitImage.fill((127,127,127)) #Idle image
self.attackImage.fill((255,0,0)) #Attack image
self.defendImage.fill((0,0,255)) #Defend image
self.hurtImage.fill((255,0,255))
class MapSprite(pygame.sprite.Sprite):
"""Displays the background map"""
def __init__(self, rect, group=None):
pygame.sprite.Sprite.__init__(self, group)
self.image = pygame.image.load("images/bg.png")
self.rect = self.image.get_rect()