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@gentimouton
Created January 6, 2012 20:09
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Mediator and MVC using pygame
#! /usr/bin/env python3
'''
Example ported to python3
Original from Shandy Brown: https://github.com/sjbrown/writing_games_tutorial/blob/example1/code_examples/example.py
'''
def Debug(msg):
print (msg)
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):
"""this event occurs when a Charactor is *placed* in a sector,
ie it doesn't move there from an adjacent sector."""
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):
from weakref import WeakKeyDictionary
self.listeners = WeakKeyDictionary()
self.eventQueue = []
#----------------------------------------------------------------------
def RegisterListener(self, listener):
self.listeners[ listener ] = 1
#----------------------------------------------------------------------
def UnregisterListener(self, listener):
if listener in self.listeners:
del self.listeners[ listener ]
#----------------------------------------------------------------------
def Post(self, event):
if not isinstance(event, TickEvent):
Debug(" Message: " + event.name)
for listener in self.listeners:
#NOTE: If the weakref has died, it will be
#automatically removed, so we don't have
#to worry about it.
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):
#Handle Input Events
for event in pygame.event.get():
ev = None
if event.type == QUIT:
ev = QuitEvent()
elif event.type == KEYDOWN \
and event.key == K_ESCAPE:
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 = 1
#----------------------------------------------------------------------
def Run(self):
clock = pygame.time.Clock()
elapsed_frames = 0
while self.keepGoing:
delay = clock.tick(100)
if elapsed_frames % 100 == 1:
print(delay)
event = TickEvent()
self.evManager.Post(event)
elapsed_frames += 1
#----------------------------------------------------------------------
def Notify(self, event):
if isinstance(event, QuitEvent):
#this will stop the while loop from running
self.keepGoing = False
import pygame
from pygame.locals import *
#------------------------------------------------------------------------------
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)) #make transparent
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):
# clear the screen first
self.background.fill((0, 0, 0))
self.window.blit(self.background, (0, 0))
pygame.display.flip()
# use this squareRect as a cursor and go through the
# columns and rows and assign the rect
# positions of the SectorSprites
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):
#there will be only one
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):
#Draw Everything
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(object):
"""..."""
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 = range(4)
self.neighbors = dict()
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()
if __name__ == "__main__":
main()
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