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@dragon0
Created December 1, 2017 21:53
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Object-Oriented Game Design example
import pygame
from pygame.locals import *
#http://ezide.com/games/writing-games.html
DIRECTION_UP = 0
DIRECTION_DOWN = 1
DIRECTION_LEFT = 2
DIRECTION_RIGHT = 3
class Event:
'''this is a superclass for any events that might be generated by an
object and sent to the EventManager
'''
def __init__(self):
self.name = 'Generic Event'
class TickEvent(Event):
def __init__(self):
self.name = 'CPU Tick Event'
class QuitEvent(Event):
def __init__(self):
self.name = 'Program Quit Event'
class MapBuiltEvent(Event):
def __init__(self, gameMap):
self.name = 'Map Finished Building Event'
self.map = gameMap
class GameStartedEvent(Event):
def __init__(self, game):
self.name = 'Game Started Event'
self.game = game
class CharactorMoveRequest(Event):
def __init__(self, direction):
self.name = 'Charactor Move Request'
self.direction = direction
class CharactorPlaceEvent(Event):
def __init__(self, charactor):
self.name = 'Charactor Placement Event'
self.charactor = charactor
class CharactorMoveEvent(Event):
def __init__(self, charactor):
self.name = 'Charactor Move Event'
self.charactor = charactor
class EventManager:
'''this object is responsible for coordinating most communication
between the Model, View, and Controller.
'''
def __init__(self):
#FIXME can I use a WeakSet here instead of WeakKeyDictionary?
from weakref import WeakKeyDictionary
self.listeners = WeakKeyDictionary()
def registerListener(self, listener):
self.listeners[listener] = 1
def unregisterListener(self, listener):
if listener in self.listeners.keys():
del self.listeners[listener]
def post(self, event):
for listener in self.listeners.keys():
listener.notify(event)
class KeyboardController:
'''KeyboardController takes Pygame events generated by the
keyboard and uses them to control the model, by sending Requests
or to control the Pygame display directly, as with the QuitEvent
'''
def __init__(self, evManager):
self.evManager = evManager
self.evManager.registerListener(self)
def notify(self, event):
if isinstance(event, TickEvent):
for event in pygame.event.get():
ev = None
if event.type == QUIT:
ev = QuitEvent()
elif event.type == KEYDOWN and event.key == K_UP:
direction = DIRECTION_UP
ev = CharactorMoveRequest(direction)
elif event.type == KEYDOWN and event.key == K_DOWN:
direction = DIRECTION_DOWN
ev = CharactorMoveRequest(direction)
elif event.type == KEYDOWN and event.key == K_LEFT:
direction = DIRECTION_LEFT
ev = CharactorMoveRequest(direction)
elif event.type == KEYDOWN and event.key == K_RIGHT:
direction = DIRECTION_RIGHT
ev = CharactorMoveRequest(direction)
if ev:
self.evManager.post(ev)
class CPUSpinnerController:
def __init__(self, evManager):
self.evManager = evManager
self.evManager.registerListener(self)
self.keepGoing = True
def run(self):
while self.keepGoing:
event = TickEvent()
self.evManager.post(event)
def notify(self, event):
if isinstance(event, QuitEvent):
self.keepGoing = False
class SectorSprite(pygame.sprite.Sprite):
def __init__(self, sector, group=None):
pygame.sprite.Sprite.__init__(self, group)
self.image = pygame.Surface((128,128))
self.image.fill((0,255,128))
self.sector = sector
class CharactorSprite(pygame.sprite.Sprite):
def __init__(self, group=None):
pygame.sprite.Sprite.__init__(self, group)
charactorSurf = pygame.Surface((64,64))
charactorSurf = charactorSurf.convert_alpha()
charactorSurf.fill((0,0,0,0))
pygame.draw.circle(charactorSurf, (255,0,0), (32,32), 32)
self.image = charactorSurf
self.rect = charactorSurf.get_rect()
self.moveTo = None
def update(self):
if self.moveTo:
self.rect.center = self.moveTo
self.moveTo = None
class PygameView:
def __init__(self, evManager):
self.evManager = evManager
self.evManager.registerListener(self)
pygame.init()
self.window = pygame.display.set_mode((424,440))
pygame.display.set_caption('Example Game')
self.background = pygame.Surface(self.window.get_size())
self.background.fill((0,0,0))
font = pygame.font.Font(None, 30)
text = 'Press SPACE BAR to start'
textImg = font.render(text, 1, (255,0,0))
self.background.blit(textImg, (0,0))
self.window.blit(self.background, (0,0))
pygame.display.flip()
self.backSprites = pygame.sprite.RenderUpdates()
self.frontSprites = pygame.sprite.RenderUpdates()
def showMap(self, gameMap):
self.background.fill((0,0,0))
self.window.blit(self.background, (0,0))
pygame.display.flip()
squareRect = pygame.Rect((-128,10,128,128))
column = 0
for sector in gameMap.sectors:
if column < 3:
squareRect = squareRect.move(138,0)
else:
column = 0
squareRect = squareRect.move( -(138*2), 138)
column += 1
newSprite = SectorSprite(sector, self.backSprites)
newSprite.rect = squareRect
newSprite = None
def showCharactor(self, charactor):
sector = charactor.sector
charactorSprite = CharactorSprite(self.frontSprites)
sectorSprite = self.getSectorSprite(sector)
charactorSprite.rect.center = sectorSprite.rect.center
def moveCharactor(self, charactor):
charactorSprite = self.getCharactorSprite(charactor)
sector = charactor.sector
sectorSprite = self.getSectorSprite(sector)
charactorSprite.moveTo = sectorSprite.rect.center
def getCharactorSprite(self, charactor):
for s in self.frontSprites:
return s
return None
def getSectorSprite(self, sector):
for s in self.backSprites:
if hasattr(s, 'sector') and s.sector == sector:
return s
def notify(self, event):
if isinstance(event, TickEvent):
self.backSprites.clear(self.window, self.background)
self.frontSprites.clear(self.window, self.background)
self.backSprites.update()
self.frontSprites.update()
dirtyRects1 = self.backSprites.draw(self.window)
dirtyRects2 = self.frontSprites.draw(self.window)
dirtyRects = dirtyRects1 + dirtyRects2
pygame.display.update(dirtyRects)
elif isinstance(event, MapBuiltEvent):
gameMap = event.map
self.showMap(gameMap)
elif isinstance(event, CharactorPlaceEvent):
self.showCharactor(event.charactor)
elif isinstance(event, CharactorMoveEvent):
self.moveCharactor(event.charactor)
class Game:
STATE_PREPARING = 'preparing'
STATE_RUNNING = 'running'
STATE_PAUSED = 'paused'
def __init__(self, evManager):
self.evManager = evManager
self.evManager.registerListener(self)
self.state = Game.STATE_PREPARING
self.players = [Player(evManager)]
self.map = Map(evManager)
def start(self):
self.map.build()
self.state = Game.STATE_RUNNING
ev = GameStartedEvent(self)
self.evManager.post(ev)
def notify(self, event):
if isinstance(event, TickEvent):
if self.state == Game.STATE_PREPARING:
self.start()
class Player:
def __init__(self, evManager):
self.evManager = evManager
self.game = None
self.name = ''
self.evManager.registerListener(self)
self.charactors = [Charactor(evManager)]
def __str__(self):
return '<Player %s %s>' % (self.name, id(self))
def notify(self, event):
pass
class Charactor:
STATE_INACTIVE = 0
STATE_ACTIVE = 1
def __init__(self, evManager):
self.evManager = evManager
self.evManager.registerListener(self)
self.sector = None
self.state = Charactor.STATE_INACTIVE
def __str__(self):
return '<Charactor %s>' % id(self)
def move(self, direction):
if self.state == Charactor.STATE_INACTIVE:
return
if self.sector.movePossible(direction):
newSector = self.sector.neighbors[direction]
self.sector = newSector
ev = CharactorMoveEvent(self)
self.evManager.post(ev)
def place(self, sector):
self.sector = sector
self.state = Charactor.STATE_ACTIVE
ev = CharactorPlaceEvent(self)
self.evManager.post(ev)
def notify(self, event):
if isinstance(event, GameStartedEvent):
gameMap = event.game.map
self.place(gameMap.sectors[gameMap.startSectorIndex])
elif isinstance(event, CharactorMoveRequest):
self.move(event.direction)
class Map:
"""..."""
STATE_PREPARING = 0
STATE_BUILT = 1
#----------------------------------------------------------------------
def __init__(self, evManager):
self.evManager = evManager
#self.evManager.RegisterListener( self )
self.state = Map.STATE_PREPARING
self.sectors = []
self.startSectorIndex = 0
#----------------------------------------------------------------------
def build(self):
for i in range(9):
self.sectors.append( Sector(self.evManager) )
self.sectors[3].neighbors[DIRECTION_UP] = self.sectors[0]
self.sectors[4].neighbors[DIRECTION_UP] = self.sectors[1]
self.sectors[5].neighbors[DIRECTION_UP] = self.sectors[2]
self.sectors[6].neighbors[DIRECTION_UP] = self.sectors[3]
self.sectors[7].neighbors[DIRECTION_UP] = self.sectors[4]
self.sectors[8].neighbors[DIRECTION_UP] = self.sectors[5]
self.sectors[0].neighbors[DIRECTION_DOWN] = self.sectors[3]
self.sectors[1].neighbors[DIRECTION_DOWN] = self.sectors[4]
self.sectors[2].neighbors[DIRECTION_DOWN] = self.sectors[5]
self.sectors[3].neighbors[DIRECTION_DOWN] = self.sectors[6]
self.sectors[4].neighbors[DIRECTION_DOWN] = self.sectors[7]
self.sectors[5].neighbors[DIRECTION_DOWN] = self.sectors[8]
self.sectors[1].neighbors[DIRECTION_LEFT] = self.sectors[0]
self.sectors[2].neighbors[DIRECTION_LEFT] = self.sectors[1]
self.sectors[4].neighbors[DIRECTION_LEFT] = self.sectors[3]
self.sectors[5].neighbors[DIRECTION_LEFT] = self.sectors[4]
self.sectors[7].neighbors[DIRECTION_LEFT] = self.sectors[6]
self.sectors[8].neighbors[DIRECTION_LEFT] = self.sectors[7]
self.sectors[0].neighbors[DIRECTION_RIGHT] = self.sectors[1]
self.sectors[1].neighbors[DIRECTION_RIGHT] = self.sectors[2]
self.sectors[3].neighbors[DIRECTION_RIGHT] = self.sectors[4]
self.sectors[4].neighbors[DIRECTION_RIGHT] = self.sectors[5]
self.sectors[6].neighbors[DIRECTION_RIGHT] = self.sectors[7]
self.sectors[7].neighbors[DIRECTION_RIGHT] = self.sectors[8]
self.state = Map.STATE_BUILT
ev = MapBuiltEvent( self )
self.evManager.post( ev )
class Sector:
"""..."""
def __init__(self, evManager):
self.evManager = evManager
#self.evManager.RegisterListener( self )
self.neighbors = list(range(4))
self.neighbors[DIRECTION_UP] = None
self.neighbors[DIRECTION_DOWN] = None
self.neighbors[DIRECTION_LEFT] = None
self.neighbors[DIRECTION_RIGHT] = None
#----------------------------------------------------------------------
def movePossible(self, direction):
if self.neighbors[direction]:
return 1
#------------------------------------------------------------------------------
def main():
"""..."""
evManager = EventManager()
keybd = KeyboardController( evManager )
spinner = CPUSpinnerController( evManager )
pygameView = PygameView( evManager )
game = Game( evManager )
spinner.run()
pygame.quit()
if __name__ == "__main__":
main()
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