示例#1
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 def __init__(self, data_bus):
     self.endpoint = Endpoint(data_bus)
     self.phs = PhysicsSystem()
     self.em = EntityManager(self.phs)
     self.resources = ResourceStorage()
     self.scheduler = Scheduler()
     self.effects = EffectFactory()
     self.em.load_statics()
示例#2
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def test_add_remove_entity():
    game.entity_manager = EntityManager()
    test_entity = ExampleEntity()

    assert len(game.entity_manager.entities) == 0
    game.entity_manager.add_entity(test_entity)
    assert len(game.entity_manager.entities) == 1
示例#3
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 def shooting(self, time_delta):
     if self.gun_state.is_shooting:
         if self.gun_state.shot_counter <= 0:
             self.gun_state.shot_counter = 1 / self.gun_state.shot_speed
             EntityManager().create_bullet(self.x, self.y, self.r, self)
         else:
             self.gun_state.shot_counter -= time_delta
示例#4
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    def __init__(self, working_dir, test_only=False):
        self.debug = False
        self.test_only = test_only
        self.mouse_pos = (0, 0)
        self.tick = 0
        self.timer = -1
        self.running = True
        self._shutdown = False
        self.show_fps = False
        self.draw_bounding_boxes = False

        # Texture loading
        glEnable(GL_TEXTURE_2D)  # just in case
        TextureManager.init(working_dir + "/res")
        TextureManager.load()

        # Game systems init
        self.batch = pyg.graphics.Batch()
        self.background_batch = pyg.graphics.Batch()
        self.foreground_batch = pyg.graphics.Batch()
        self.entity_manager = EntityManager()
        self.game_director = GameDirector(self)
        self.game_map = Map()
        self.ui = UI()

        self.game_state = GameState.MAIN_MENU

        if self.test_only:
            return

        # Game director init
        self.game_director.init(working_dir)

        # Game window
        self.window = GameWindow(
            self, self.game_director.stage.map_data["pixel_width"] +
            constants.UI_SIDE_PANEL_SIZE,
            self.game_director.stage.map_data["pixel_height"])
        self.fps_display = pyg.window.FPSDisplay(self.window)

        # Map load
        # self.game_director.load_stage(1, self)

        # Game start
        pyg.clock.schedule_interval(
            self.update, 1 / constants.FPS)  # Was creating inconsistent fps
示例#5
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def test_remove_entity():
    game.entity_manager = EntityManager()
    test_entity = ExampleEntity()

    game.entity_manager.add_entity(test_entity)
    game.entity_manager.update_entities(game, 0)
    game.entity_manager.remove_entity(test_entity)
    assert len(game.entity_manager.entities) == 1
    game.entity_manager.update_entities(game, 1)
    assert len(game.entity_manager.entities) == 0
示例#6
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def test_entity_updates():
    game.entity_manager = EntityManager()
    test_entity = ExampleEntity()

    assert len(game.entity_manager.entities) == 0
    game.entity_manager.add_entity(test_entity)
    assert len(game.entity_manager.entities) == 1
    assert test_entity.update_count == 0
    game.entity_manager.update_entities(game, 0)
    assert test_entity.update_count == 1
示例#7
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def cumulative_test():
    game.entity_manager = EntityManager()
    test_entity = ExampleEntity()

    assert len(game.entity_manager.entities) == 0
    game.entity_manager.add_entity(test_entity)
    assert len(game.entity_manager.entities) == 1
    assert test_entity.update_count == 0
    game.entity_manager.update_entities(game, 0)
    assert test_entity.update_count == 1
    game.entity_manager.update_entities(game, 1)
    game.entity_manager.update_entities(game, 2)
    game.entity_manager.update_entities(game, 3)
    game.entity_manager.update_entities(game, 4)
    assert test_entity.update_count == 5

    game.entity_manager.remove_entity(test_entity)
    assert len(game.entity_manager.entities) == 1
    game.entity_manager.update_entities(game, 5)
    assert len(game.entity_manager.entities) == 0 and test_entity.update_count == 6
示例#8
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 def on_dead(self):
     EntityManager().create_bonus(self.x, self.y)
示例#9
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class Game:
    def __init__(self, data_bus):
        self.endpoint = Endpoint(data_bus)
        self.phs = PhysicsSystem()
        self.em = EntityManager(self.phs)
        self.resources = ResourceStorage()
        self.scheduler = Scheduler()
        self.effects = EffectFactory()
        self.em.load_statics()

    def exec_step(self, time_delta):
        self.scheduler.exec_all()
        self.phs.exec_next(time_delta)
        self.phs.collision_computer()
        self.em.remove_all_dead()

        if self.em.bot_count < config.BOTS_COUNT:
            self.em.create_ship('bot')

    def get_state(self):
        return {
            'entities': [pl.get_info() for pl in self.em.all()],
            'effects': self.effects.get_effects()
        }

    def run(self):
        last = time.time()
        curr_step_players = {}
        while True:
            curr = time.time()
            delta = float((curr - last))
            last = curr

            curr_step_players, new_players, expire_players = self.endpoint.scan_players(
                curr_step_players)

            for player in new_players:
                self.em.create_ship('player', player.get('player_id'),
                                    player.get('player_name'))

            for player in expire_players:
                self.em.remove_ship(player)

            for pl_id, pl_data in curr_step_players.items():
                player_obj: SpaceShip = self.em.players.get(pl_id)
                if player_obj:
                    pass
                    self.scheduler.add(player_obj, SpaceShip.set_shooting,
                                       pl_data.get('shooting'))
                    self.scheduler.add(player_obj, SpaceShip.set_moving,
                                       pl_data.get('angle', 0),
                                       pl_data.get('direction', 0))
                else:
                    self.em.remove_ship(pl_id)

            self.exec_step(delta)
            self.endpoint.send_data_to_player(self.get_state())

            delay = config.RPS - (time.time() - curr)
            delay = 0 if delay < 0 else delay
            yield delay
示例#10
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class Game:
    """
    Main game class. Houses game systems, handles the game window and the game-loop / game-state.
    """
    def __init__(self, working_dir, test_only=False):
        self.debug = False
        self.test_only = test_only
        self.mouse_pos = (0, 0)
        self.tick = 0
        self.timer = -1
        self.running = True
        self._shutdown = False
        self.show_fps = False
        self.draw_bounding_boxes = False

        # Texture loading
        glEnable(GL_TEXTURE_2D)  # just in case
        TextureManager.init(working_dir + "/res")
        TextureManager.load()

        # Game systems init
        self.batch = pyg.graphics.Batch()
        self.background_batch = pyg.graphics.Batch()
        self.foreground_batch = pyg.graphics.Batch()
        self.entity_manager = EntityManager()
        self.game_director = GameDirector(self)
        self.game_map = Map()
        self.ui = UI()

        self.game_state = GameState.MAIN_MENU

        if self.test_only:
            return

        # Game director init
        self.game_director.init(working_dir)

        # Game window
        self.window = GameWindow(
            self, self.game_director.stage.map_data["pixel_width"] +
            constants.UI_SIDE_PANEL_SIZE,
            self.game_director.stage.map_data["pixel_height"])
        self.fps_display = pyg.window.FPSDisplay(self.window)

        # Map load
        # self.game_director.load_stage(1, self)

        # Game start
        pyg.clock.schedule_interval(
            self.update, 1 / constants.FPS)  # Was creating inconsistent fps

    def main_menu(self):
        self.game_state = GameState.MAIN_MENU
        self.window.main_menu_label = pyglet.text.Label(
            'Press <ENTER> to start',
            font_name='Monospaced',
            font_size=24,
            x=self.window.width // 2,
            y=self.window.height // 2,
            anchor_x='center',
            anchor_y='center')

    def start_stage(self, index: int):
        self.game_state = GameState.GAME
        self.entity_manager.reset()
        self.game_director.reset()
        self.game_director.load_stage(index, self)

    def stage_clear(self, stage: Stage):
        self.game_state = GameState.STAGE_CLEAR
        if (stage.index + 1) < len(self.game_director.stages):
            self.start_stage(stage.index + 1)
        else:
            self.game_state = GameState.GAME_FINISHED
            self.window.game_finished_label = pyglet.text.Label(
                'All stages completed! <ENTER>',
                font_name='Monospaced',
                font_size=22,
                x=self.window.width // 2,
                y=self.window.height // 2,
                anchor_x='center',
                anchor_y='center')

    def game_over(self, stage: Stage):
        self.game_state = GameState.GAME_OVER
        if self.timer == -1:
            self.timer = constants.GAME_OVER_COOLDOWN
        if self.timer <= 0:
            self.timer = -1
            self.main_menu()
        else:
            self.timer -= 1

    def update(self, dt: float) -> None:
        """
        Game loop update method.
        """
        if self.game_state in [GameState.GAME, GameState.GAME_OVER]:
            if self.game_state == GameState.GAME:
                self.entity_manager.update_entities(self, self.tick)
            self.game_director.update(self)

        self.ui.update(self)
        self.tick += 1

    def register_player(self, player: Player) -> Player:
        """
        Registers players key handler to receive input.
        """
        if not self.test_only:
            self.window.push_handlers(player)
            self.window.push_handlers(player.key_handler)

        return player

    def shutdown(self) -> None:
        """
        Stops the game loop and exits the game.
        """
        self._shutdown = True
        self.running = False
        self.window.close()

    @staticmethod
    def system_millis() -> float:
        return time.time() * 1000