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Simple state engine example
#This code is licensed as CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/legalcode).
import sys
import pygame as pg
class Game(object):
"""
A single instance of this class is responsible for
managing which individual game state is active
and keeping it updated. It also handles many of
pygame's nuts and bolts (managing the event
queue, framerate, updating the display, etc.).
and its run method serves as the "game loop".
"""
def __init__(self, screen, states, start_state):
"""
Initialize the Game object.
screen: the pygame display surface
states: a dict mapping state-names to GameState objects
start_state: name of the first active game state
"""
self.done = False
self.screen = screen
self.clock = pg.time.Clock()
self.fps = 60
self.states = states
self.state_name = start_state
self.state = self.states[self.state_name]
def event_loop(self):
"""Events are passed for handling to the current state."""
for event in pg.event.get():
self.state.get_event(event)
def flip_state(self):
"""Switch to the next game state."""
current_state = self.state_name
next_state = self.state.next_state
self.state.done = False
self.state_name = next_state
persistent = self.state.persist
self.state = self.states[self.state_name]
self.state.startup(persistent)
def update(self, dt):
"""
Check for state flip and update active state.
dt: milliseconds since last frame
"""
if self.state.quit:
self.done = True
elif self.state.done:
self.flip_state()
self.state.update(dt)
def draw(self):
"""Pass display surface to active state for drawing."""
self.state.draw(self.screen)
def run(self):
"""
Pretty much the entirety of the game's runtime will be
spent inside this while loop.
"""
while not self.done:
dt = self.clock.tick(self.fps)
self.event_loop()
self.update(dt)
self.draw()
pg.display.update()
class GameState(object):
"""
Parent class for individual game states to inherit from.
"""
def __init__(self):
self.done = False
self.quit = False
self.next_state = None
self.screen_rect = pg.display.get_surface().get_rect()
self.persist = {}
self.font = pg.font.Font(None, 24)
def startup(self, persistent):
"""
Called when a state resumes being active.
Allows information to be passed between states.
persistent: a dict passed from state to state
"""
self.persist = persistent
def get_event(self, event):
"""
Handle a single event passed by the Game object.
"""
pass
def update(self, dt):
"""
Update the state. Called by the Game object once
per frame.
dt: time since last frame
"""
pass
def draw(self, surface):
"""
Draw everything to the screen.
"""
pass
class SplashScreen(GameState):
def __init__(self):
super(SplashScreen, self).__init__()
self.title = self.font.render("Splash Screen", True, pg.Color("dodgerblue"))
self.title_rect = self.title.get_rect(center=self.screen_rect.center)
self.persist["screen_color"] = "black"
self.next_state = "GAMEPLAY"
def get_event(self, event):
if event.type == pg.QUIT:
self.quit = True
elif event.type == pg.KEYUP:
self.persist["screen_color"] = "gold"
self.done = True
elif event.type == pg.MOUSEBUTTONUP:
self.persist["screen_color"] = "dodgerblue"
self.done = True
def draw(self, surface):
surface.fill(pg.Color("black"))
surface.blit(self.title, self.title_rect)
class Gameplay(GameState):
def __init__(self):
super(Gameplay, self).__init__()
self.rect = pg.Rect((0, 0), (128, 128))
self.x_velocity = 1
def startup(self, persistent):
self.persist = persistent
color = self.persist["screen_color"]
self.screen_color = pg.Color(color)
if color == "dodgerblue":
text = "You clicked the mouse to get here"
elif color == "gold":
text = "You pressed a key to get here"
self.title = self.font.render(text, True, pg.Color("gray10"))
self.title_rect = self.title.get_rect(center=self.screen_rect.center)
def get_event(self, event):
if event.type == pg.QUIT:
self.quit = True
elif event.type == pg.MOUSEBUTTONUP:
self.title_rect.center = event.pos
def update(self, dt):
self.rect.move_ip(self.x_velocity, 0)
if (self.rect.right > self.screen_rect.right
or self.rect.left < self.screen_rect.left):
self.x_velocity *= -1
self.rect.clamp_ip(self.screen_rect)
def draw(self, surface):
surface.fill(self.screen_color)
surface.blit(self.title, self.title_rect)
pg.draw.rect(surface, pg.Color("darkgreen"), self.rect)
if __name__ == "__main__":
pg.init()
screen = pg.display.set_mode((1280, 720))
states = {"SPLASH": SplashScreen(),
"GAMEPLAY": Gameplay()}
game = Game(screen, states, "SPLASH")
game.run()
pg.quit()
sys.exit()
@jzmiller1
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What is the ideal way to access the screen within a state?

@Mekire
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Mekire commented Oct 6, 2015

Replying to @jzmiller1:
Each state has a draw method. This method is called from the state manager (Game class here), and is passed the surface on which to draw (generally the dislpay surface). If your state's update phase really needs to check the screen, you could set it up so the screen was passed as an arg in the state update phase, but you should not draw on it during the update phase.

Also, it should be noted that technically the display surface can be accessed at any time from anywhere with pygame.display.get_surface() though it is generally better if you don't abuse this. Setting up states so they draw on a passed in surface has the advantage that you can draw on surfaces other than the display (if you needed to resize to a different display size before blitting for example).

@sleepntsheep
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Thanks!

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