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December 1, 2017 21:53
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Object-Oriented Game Design example
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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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