示例#1
0
 def __init__(self, config):
     """
     @type config: configparser.ConfigParser
     """
     self._config = config
     self._manager = Manager(self)
     pygame.mixer.init()
     pygame.init()
示例#2
0
class Application(object):
    """
    @type _config: configparser.ConfigParser
    @type _display: pygame.Surface
    @type _manager: Manager
    @type _scene: AbstractScene
    @type _clock: Clock
    @type _camera: Camera
    @type _run: bool
    @type _state: int
    """

    _config = None
    _display = None
    _manager = None
    _scene = None
    _clock = None
    _camera = None

    _state = GAME_STATE_LOADING
    _run = False

    def __init__(self, config):
        """
        @type config: configparser.ConfigParser
        """
        self._config = config
        self._manager = Manager(self)
        pygame.mixer.init()
        pygame.init()

    def init(self):
        config_display = self._config["DISPLAY"]
        display_width = int(config_display.get("width", 800))
        display_height = int(config_display.get("height", 600))
        display_tup = (display_width, display_height)
        pygame.init()

        fullscreen = int(config_display.get("fullscreen", 0))
        display_flags = DOUBLEBUF | HWSURFACE
        if fullscreen == 1:
            display_flags |= FULLSCREEN
            videoinfo = pygame.display.Info()
            # we have to limit our display to FullHD, to use only one monitor untill pygame with SDL > 1.2.14 released
            display_tup = (min(videoinfo.current_w, 1920), min(videoinfo.current_h, 1080))

        self._display = pygame.display.set_mode(display_tup, display_flags)
        self._camera = Camera(self._display.get_size())
        self._clock = Clock()
        self.set_scene(self._manager.get_scene(MainMenuScene))

    def get_display(self):
        return self._display

    def get_camera(self):
        return self._camera

    def set_state(self, state):
        """
        @type state: int
        """
        self._state = state

    def get_state(self):
        return self._state

    def set_scene(self, scene: AbstractScene):
        self._scene = scene

    def running(self):
        return bool(self._run)

    def run(self, run=False):
        self._run = run
        while self.running():
            events = pygame.event.get()
            for e in events:
                if e.type == EVENT_LOAD_MAP:
                    camera = self._manager.get_camera()
                    map_loading_thread = slg.map.map.MapLoadingThread(
                        e.map_name, slg.map.map.Map(self._manager), camera
                    )
                    map_loading_thread.start()
                if e.type == QUIT:
                    self._run = False
                if e.type == KEYDOWN:
                    if e.key == K_F4 and pygame.key.get_mods() & pygame.KMOD_ALT:
                        self._run = False
                    if e.key == K_t and pygame.key.get_mods() & pygame.KMOD_ALT:
                        print(self.get_state())
            self._manager.handle(events)
            if self._scene:
                self._scene.handle_events(events)
                self._scene.draw()
                pygame.display.update()
                pygame.display.set_caption(
                    "FPS: %.2f" % (self._clock.get_fps()) + "ticks: %.2f" % (self._clock.tick(FPS))
                )

    def get_time(self):
        return self._clock.get_time()