示例#1
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    def _setupGame(cls):
        """
        Assumes the game setting location has been set

        Since the game mechanics are run by singletons set them up once
        at the start of this test class.  Then each instance test will just
        use the pre-initialized singletons

        The initializaton code copied from PyTrekView
        TODO: perhaps should go in a utility class so it is always current

        """
        TestBase.resetSingletons()

        TestFutureEventHandlers.clsGameSettings = GameSettings(
        )  # Be able to read the preferences file
        TestFutureEventHandlers.clsGameState = GameState(
        )  # Set up the game parameters which uses the above
        TestFutureEventHandlers.clsGameEngine = GameEngine(
        )  # Then the engine needs to be initialized
        TestFutureEventHandlers.clsIntelligence = Intelligence()
        TestFutureEventHandlers.clsComputer = Computer()
        TestFutureEventHandlers.clsGalaxy = Galaxy()
        TestFutureEventHandlers.clsEventEngine = EventEngine(
            LogMessageConsole())
        TestFutureEventHandlers.clsQuadrantMediator = QuadrantMediator()
        TestFutureEventHandlers.clsGalaxyMediator = GalaxyMediator(
        )  # This essentially finishes initializing most of the game
示例#2
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    def __init__(self):

        super().__init__()
        self.logger: Logger = getLogger(__name__)

        self._gameSettings: GameSettings = GameSettings()
        self._gameState: GameState = GameState()
        self._gameEngine: GameEngine = GameEngine()
        self._intelligence: Intelligence = Intelligence()
        self._computer: Computer = Computer()
        self._galaxy: Galaxy = Galaxy()
        self._devices: Devices = Devices()

        self._messageConsole: SchedulerTestMessageConsole = SchedulerTestMessageConsole(
        )
        self._eventEngine: EventEngine = EventEngine(self._messageConsole)
        self._quadrantMediator: QuadrantMediator = QuadrantMediator()

        self._quadrant: Quadrant = self._galaxy.currentQuadrant

        self._gameState.currentQuadrantCoordinates = self._galaxy.currentQuadrant.coordinates

        enterprise: Enterprise = self._gameState.enterprise

        self._quadrantMediator.enterQuadrant(quadrant=self._quadrant,
                                             enterprise=enterprise)

        self._createInitialEvents()
示例#3
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    def init(self, *args, **kwds):

        self.logger: Logger = getLogger(__name__)

        self._gameEngine: GameEngine = GameEngine()
        self._gameState: GameState = GameState()
        self._gameSettings: GameSettings = GameSettings()
        self._computer: Computer = Computer()
        self._intelligence: Intelligence = Intelligence()

        self._ktm: KlingonTorpedoMediator = KlingonTorpedoMediator()
        self._ctm: CommanderTorpedoMediator = CommanderTorpedoMediator()
        self._ptm: EnterpriseTorpedoMediator = EnterpriseTorpedoMediator()
        self._stm: SuperCommanderTorpedoMediator = SuperCommanderTorpedoMediator(
        )

        self._km: KlingonMediator = KlingonMediator()
        self._cm: CommanderMediator = CommanderMediator()
        self._scm: SuperCommanderMediator = SuperCommanderMediator()

        self._epm: EnterprisePhaserMediator = EnterprisePhaserMediator()

        self._messageConsole: MessageConsole = MessageConsole()
        self._soundMachine: SoundMachine = SoundMachine()

        self._playerList: SpriteList = SpriteList()
        self._klingonList: SpriteList = SpriteList()
        self._commanderList: SpriteList = SpriteList()
        self._superCommanderList: SpriteList = SpriteList()
示例#4
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    def _setupGame(cls):
        """
        Assumes the game setting location has been set

        Since the game mechanics are run by singletons set them up once
        at the start of this test class.  Then each instance test will just
        use the pre-initialized singletons

        The initializaton code copied from PyTrekView
        TODO: perhaps should go in a utility class so it is always current

        """
        TestBase.resetSingletons()

        TestEventEngine.clsLogMessageConsole = LogMessageConsole()
        TestEventEngine.clsGameSettings = GameSettings(
        )  # Be able to read the preferences file
        TestEventEngine.clsIntelligence = Intelligence()

        TestEventEngine.clsGameState = GameState(
        )  # Set up the game parameters which uses the above
        TestEventEngine.clsGameState.currentQuadrantCoordinates = TestEventEngine.clsIntelligence.generateQuadrantCoordinates(
        )

        TestEventEngine.clsGameEngine = GameEngine(
        )  # Then the engine needs to be initialized

        TestEventEngine.clsEventEngine = EventEngine(
            TestEventEngine.clsLogMessageConsole)
        TestEventEngine.clsDevices = Devices()
        TestEventEngine.clsGalaxy = Galaxy()
示例#5
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    def __init__(self, coordinates: Coordinates):
        """
            Initialize a quadrant
        """
        from pytrek.engine.GameEngine import GameEngine  # Avoid recursion

        self.logger: Logger = getLogger(__name__)
        self._coordinates: Coordinates = coordinates
        self._sectors: QuadrantGrid = QuadrantGrid([])

        self._intelligence: Intelligence = Intelligence()
        self._gameEngine: GameEngine = GameEngine()
        self._gameSettings: GameSettings = GameSettings()

        self._klingonCount: int = 0
        self._commanderCount: int = 0
        self._superCommanderCount: int = 0
        self._hasStarBase: bool = False
        self._hasPlanet: bool = False
        self._hasSuperNova: bool = False
        self._scanned: bool = False

        self._klingons: Enemies = Enemies([])
        self._commanders: Enemies = Enemies([])
        self._superCommanders: Enemies = Enemies([])

        self._planet: Planet = cast(Planet, None)
        self._starBase: StarBase = cast(StarBase, None)

        self._enterprise: Enterprise = cast(Enterprise, None)
        self._enterpriseCoordinates: Coordinates = cast(Coordinates, None)
        self._starBaseCoordinates: Coordinates = cast(Coordinates, None)

        self._createQuadrant()
    def init(self, *args, **kwds):

        self.logger: Logger = getLogger(__name__)

        self._computer: Computer = Computer()
        self._gameState: GameState = GameState()
        self._gameEngine: GameEngine = GameEngine()
        self._galaxy: Galaxy = Galaxy()
    def setUp(self):
        self.logger: Logger = TestGameEngine.clsLogger

        self._gameSettings: GameSettings = GameSettings()
        self._gameEngine: GameEngine = GameEngine()
        self._gameState: GameState = GameState()
        self._computer: Computer = Computer()

        self._devices: Devices = Devices()
示例#8
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    def setup(self):

        SettingsCommon.determineSettingsLocation()

        # self._backgroundSprite: QuadrantBackground = QuadrantBackground()

        fqFileName: str = LocateResources.getResourcesPath(resourcePackageName=LocateResources.IMAGE_RESOURCES_PACKAGE_NAME,
                                                           bareFileName='QuadrantBackground.png')
        self.background = load_texture(fqFileName)
        # Create the 'physics engine'
        # self.physicsEngine = PhysicsEngineSimple(self._enterprise, self._hardSpriteList)

        # These singletons are initialized for the first time
        self._gameSettings = GameSettings()     # Be able to read the preferences file
        self._gameState    = GameState()        # Set up the game parameters which uses the above
        self._gameEngine   = GameEngine()       # Then the engine needs to be initialized
        self._intelligence = Intelligence()
        self._computer     = Computer()
        self._galaxy       = Galaxy()           # This essentially finishes initializing most of the game

        self._messageConsole: MessageConsole = MessageConsole()
        self._eventEngine:    EventEngine    = EventEngine(self._messageConsole)

        self._statusConsole:  StatusConsole = StatusConsole(gameView=self)       # UI elements
        self._soundMachine:   SoundMachine = SoundMachine()

        self._enterprise: Enterprise = self._gameState.enterprise

        # Important mediators
        self._enterpriseMediator: EnterpriseMediator = EnterpriseMediator(view=self, warpTravelCallback=self._enterpriseHasWarped)
        self._quadrantMediator:   QuadrantMediator   = QuadrantMediator()
        self._galaxyMediator:     GalaxyMediator     = GalaxyMediator()

        self._quadrant: Quadrant = self._galaxy.currentQuadrant

        self._gameState.currentQuadrantCoordinates = self._galaxy.currentQuadrant.coordinates

        # And finally the rest of the UI elements
        self._quadrantMediator.enterQuadrant(quadrant=self._quadrant, enterprise=self._enterprise)

        self.logger.info(f'{self._enterprise=}')
        self.logger.info(f'{self._quadrant=}')
        self.logger.info(f'Setup Complete')
    def setUp(self):
        self.logger: Logger = TestIntelligence.clsLogger

        self._gameEngine: GameEngine = GameEngine()
        self._gameSettings: GameSettings = GameSettings()
        self._gameState: GameState = GameState()
        self.smarty: Intelligence = Intelligence()

        self._savePlayerType: PlayerType = self._gameSettings.playerType
        self._saveGameType: GameType = self._gameSettings.gameType

        self._powerTestPlayerType: PlayerType = cast(PlayerType, None)
示例#10
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    def __init__(self):

        self._missesMediatorLogger: Logger = getLogger(__name__)

        super().__init__()

        self._gameState: GameState = GameState()
        self._gameEngine: GameEngine = GameEngine()
        self._intelligence: Intelligence = Intelligence()
        self._gameSettings: GameSettings = GameSettings()

        self._messageConsole: MessageConsole = MessageConsole()
示例#11
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    def __init__(self):

        super().__init__()

        self.logger: Logger = getLogger(__name__)

        self._gameSettings: GameSettings = GameSettings()
        self._gameEngine: GameEngine = GameEngine()
        self._gameState: GameState = GameState()
        self._messageConsole: MessageConsole = MessageConsole()
        self._soundMachine: SoundMachine = SoundMachine()

        self._phaserBolts: SpriteList = SpriteList()
        self._phaserFireTextures: TextureList = self._loadFirePhaserTextures()
示例#12
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    def setup(self):
        """
        Set up the game here. Call this function to restart the game.
        """

        fqFileName: str = LocateResources.getResourcesPath(
            resourcePackageName=LocateResources.IMAGE_RESOURCES_PACKAGE_NAME,
            bareFileName='QuadrantBackground.png')
        self.background = load_texture(fqFileName)

        self._gameSettings = GameSettings()
        self._gameState = GameState()
        self._gameEngine = GameEngine()
        self._intelligence = Intelligence()
        self._computer = Computer()
        self._galaxy = Galaxy()

        self._quadrantMediator = QuadrantMediator()

        self._enterprise: Enterprise = self._gameState.enterprise

        self._quadrant: Quadrant = self._galaxy.currentQuadrant

        self._quadrant.klingonCount = 0
        self._quadrant.commanderCount = 0
        self._quadrant.superCommanderCount = 0

        currentSectorCoordinates: Coordinates = self._intelligence.generateSectorCoordinates(
        )

        self._gameState.currentQuadrantCoordinates = self._galaxy.currentQuadrant.coordinates
        self._gameState.currentSectorCoordinates = currentSectorCoordinates

        self._quadrantMediator.enterQuadrant(quadrant=self._quadrant,
                                             enterprise=self._enterprise)

        self._enterpriseMediator: EnterpriseMediator = EnterpriseMediator(
            view=self, warpTravelCallback=self._noOp)

        self._statusConsole = StatusConsole(gameView=self)
        self._messageConsole = MessageConsole()

        self._makeEnemySpriteLists()

        self._makeGamePiecePalette()
        self.logger.info(f'Setup Complete')
示例#13
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    def init(self, *args, **kwds):
        """"""
        self._gameEngine:   GameEngine    = GameEngine()
        self._intelligence: Intelligence  = Intelligence()
        self._gameState:    GameState     = GameState()
        self._gameSettings: GameSettings  = GameSettings()

        self.logger: Logger = getLogger(__name__)

        self._currentQuadrant: Quadrant   = cast(Quadrant, None)
        self.quadrants:        GalaxyGrid = GalaxyGrid([])  # 2D array aka python list

        self._createGalaxy()

        self._addEnemies()

        self._placeStarBasesInGalaxy()
        self._placePlanetsInGalaxy()
        self._setInitialQuadrant()

        self.logger.info(f'Galaxy singleton initialized')
示例#14
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class PyTrekView(View):
    """
    Main application class.

    NOTE: Go ahead and delete the methods you don't need.
    If you do need a method, delete the 'pass' and replace it
    with your own code. Don't leave 'pass' in this program.
    """
    MADE_UP_PRETTY_MAIN_NAME:     str = "PyTrekView"

    def __init__(self):

        LocateResources.setupSystemLogging()

        super().__init__()

        self.logger: Logger = getLogger(PyTrekView.MADE_UP_PRETTY_MAIN_NAME)

        self.background:  Texture    = cast(Texture, None)
        self._enterprise: Enterprise = cast(Enterprise, None)
        # If you have sprite lists, you should create them here and set them to None
        # self.physicsEngine: PhysicsEngineSimple = cast(PhysicsEngineSimple, None)

        self._intelligence: Intelligence = cast(Intelligence, None)
        self._computer:     Computer     = cast(Computer, None)
        self._gameEngine:   GameEngine   = cast(GameEngine, None)
        self._gameState:    GameState    = cast(GameState, None)
        self._gameSettings: GameSettings = cast(GameSettings, None)

        self._galaxy:       Galaxy       = cast(Galaxy, None)
        self._quadrant:     Quadrant     = cast(Quadrant, None)

        self._quadrantMediator:   QuadrantMediator   = cast(QuadrantMediator, None)
        self._galaxyMediator:     GalaxyMediator     = cast(GalaxyMediator, None)
        self._enterpriseMediator: EnterpriseMediator = cast(EnterpriseMediator, None)

        self._statusConsole:    StatusConsole    = cast(StatusConsole, None)
        self._messageConsole:   MessageConsole   = cast(MessageConsole, None)

        self._eventEngine: EventEngine = cast(EventEngine, None)

        #
        # I am cheating here because I know arcade use PIL under the covers
        #
        fqFileName: str = LocateResources.getResourcesPath(resourcePackageName=LocateResources.FONT_RESOURCES_PACKAGE_NAME,
                                                           bareFileName=FIXED_WIDTH_FONT_FILENAME)
        ImageFont.truetype(fqFileName)

    def setup(self):

        SettingsCommon.determineSettingsLocation()

        # self._backgroundSprite: QuadrantBackground = QuadrantBackground()

        fqFileName: str = LocateResources.getResourcesPath(resourcePackageName=LocateResources.IMAGE_RESOURCES_PACKAGE_NAME,
                                                           bareFileName='QuadrantBackground.png')
        self.background = load_texture(fqFileName)
        # Create the 'physics engine'
        # self.physicsEngine = PhysicsEngineSimple(self._enterprise, self._hardSpriteList)

        # These singletons are initialized for the first time
        self._gameSettings = GameSettings()     # Be able to read the preferences file
        self._gameState    = GameState()        # Set up the game parameters which uses the above
        self._gameEngine   = GameEngine()       # Then the engine needs to be initialized
        self._intelligence = Intelligence()
        self._computer     = Computer()
        self._galaxy       = Galaxy()           # This essentially finishes initializing most of the game

        self._messageConsole: MessageConsole = MessageConsole()
        self._eventEngine:    EventEngine    = EventEngine(self._messageConsole)

        self._statusConsole:  StatusConsole = StatusConsole(gameView=self)       # UI elements
        self._soundMachine:   SoundMachine = SoundMachine()

        self._enterprise: Enterprise = self._gameState.enterprise

        # Important mediators
        self._enterpriseMediator: EnterpriseMediator = EnterpriseMediator(view=self, warpTravelCallback=self._enterpriseHasWarped)
        self._quadrantMediator:   QuadrantMediator   = QuadrantMediator()
        self._galaxyMediator:     GalaxyMediator     = GalaxyMediator()

        self._quadrant: Quadrant = self._galaxy.currentQuadrant

        self._gameState.currentQuadrantCoordinates = self._galaxy.currentQuadrant.coordinates

        # And finally the rest of the UI elements
        self._quadrantMediator.enterQuadrant(quadrant=self._quadrant, enterprise=self._enterprise)

        self.logger.info(f'{self._enterprise=}')
        self.logger.info(f'{self._quadrant=}')
        self.logger.info(f'Setup Complete')

    def on_draw(self):
        """
        Render the screen.
        """
        # This command should happen before we start drawing. It will clear
        # the screen to the background color, and erase what we drew last frame.
        start_render()

        # Draw the background texture
        draw_lrwh_rectangle_textured(bottom_left_x=1, bottom_left_y=CONSOLE_HEIGHT,
                                     width=SCREEN_WIDTH, height=QUADRANT_GRID_HEIGHT, texture=self.background)

        # Call draw() on all our sprite lists
        self._quadrantMediator.draw(quadrant=self._quadrant)
        self._statusConsole.draw()
        self._messageConsole.draw()

    def on_update(self, delta_time: float):
        """
        All the logic to move, and the game logic goes here.
        Normally, you'll call update() on the sprite lists that
        need it.

        Args:
            delta_time:  Time interval since the last time the function was called.
        """
        # self.physicsEngine.update()
        self._quadrantMediator.update(quadrant=self._quadrant)
        self._enterpriseMediator.update(quadrant=self._quadrant)

        self._gameEngine.updateRealTimeClock(deltaTime=delta_time)

    def on_key_press(self, pressedKey: int, key_modifiers: int):
        """
        Called whenever a key on the keyboard is pressed.

        For a full list of keys, see:
        https://arcade.academy/arcade.key.html
        """
        if pressedKey == arcadeKey.Q:
            import os
            # noinspection PyUnresolvedReferences
            # noinspection PyProtectedMember
            os._exit(0)
        elif pressedKey == arcadeKey.G:
            galaxyView: GalaxyView = GalaxyView(viewCompleteCallback=self._switchViewBack)
            self.window.show_view(galaxyView)
            self._gameEngine.resetOperationTime()
        elif pressedKey == arcadeKey.L:
            longRangeSensorView: LongRangeSensorScanView = LongRangeSensorScanView(viewCompleteCallback=self._switchViewBack)
            self.window.show_view(longRangeSensorView)
            self._gameEngine.resetOperationTime()
        elif pressedKey == arcadeKey.T:
            self._quadrantMediator.fireEnterpriseTorpedoes(self._quadrant)
            self._gameEngine.resetOperationTime()
        elif pressedKey == arcadeKey.P:
            self._quadrantMediator.firePhasers(self._quadrant)
            self._gameEngine.resetOperationTime()
        elif pressedKey == arcadeKey.D:
            self._quadrantMediator.dock(self._quadrant)
            self._gameEngine.resetOperationTime()
        elif pressedKey == arcadeKey.W:
            self._enterpriseMediator.warp()
        elif pressedKey == arcadeKey.H or pressedKey == arcadeKey.QUESTION:
            print('Asked for help!')
            self._displayHelp()

    def on_mouse_motion(self, x: float, y: float, delta_x: float, delta_y: float):
        """
        Called whenever the mouse moves.
        """
        pass
        # print(f'Mouse ({x},{y})')

    def on_mouse_press(self, x: float, y: float, button: int, key_modifiers: int):
        """
        Called when the user presses a mouse button.
        """
        if button == MOUSE_BUTTON_LEFT:
            arcadePoint: ArcadePoint = ArcadePoint(x=x, y=y)
            if x < QUADRANT_GRID_WIDTH and y >= CONSOLE_HEIGHT:
                self._enterpriseMediator.impulse(quadrant=self._quadrant, arcadePoint=arcadePoint)

    def on_mouse_release(self, x, y, button, key_modifiers):
        """
        Called when a user releases a mouse button.
        """
        pass

    def _enterpriseHasWarped(self, warpSpeed: float, destinationCoordinates: Coordinates):

        currentCoordinates: Coordinates = self._quadrant.coordinates

        self._galaxyMediator.doWarp(currentCoordinates=currentCoordinates, destinationCoordinates=destinationCoordinates,
                                    warpSpeed=warpSpeed)
        self._quadrant = self._galaxy.getQuadrant(quadrantCoordinates=destinationCoordinates)
        self._quadrantMediator.enterQuadrant(quadrant=self._quadrant, enterprise=self._enterprise)

        self._messageConsole.displayMessage(f"Warped to: {destinationCoordinates} at warp: {warpSpeed}")

    def _displayHelp(self):

        helpView: HelpView = HelpView(completeCallback=self._switchViewBack)

        self.window.show_view(helpView)

    def _switchViewBack(self):
        self.window.show_view(self)