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game.py
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292 lines (248 loc) · 11.4 KB
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import asyncio
import pygame
from pygame import Surface
from pygame.event import Event
from pygame.time import Clock
from settings import (
width, height, minWidth, minHeight, fps, title,
GameState, displayFlags, ScreenSize
)
from screens import MainMenu, GameScreen, OptionsScreen, LevelSelectScreen, ScreenTransition, SlideDir, FadeTransition
from discord import DiscordRPC
from levels import level1Config, levelConfigs
from paths import assetsPath
import config
import settings
class Game:
def __init__(self) -> None:
pygame.init()
config.load()
pygame.display.set_mode((width, height), 0)
self.screen: Surface = pygame.display.set_mode((width, height), displayFlags)
pygame.display.set_caption(title)
iconPath = assetsPath / "logo" / "logo_32.ico"
pygame.display.set_icon(pygame.image.load(iconPath))
self.clock: Clock = pygame.time.Clock()
self.screenSize: ScreenSize = (width, height)
self.bFullscreen: bool = False
self.windowedSize: ScreenSize = (width, height)
self.bRunning: bool = True
self.state: GameState = GameState.MENU
self.currentLevel: int = 1
self.menu: MainMenu = MainMenu(self.setState)
self.levelSelect: LevelSelectScreen = LevelSelectScreen(
self.screenSize, self.setState, self.startLevel
)
self.gameScreen: GameScreen = GameScreen(self.setState, level1Config)
self.optionsScreen: OptionsScreen = OptionsScreen((width, height), self.setState)
self.transition: ScreenTransition = ScreenTransition(self.screenSize)
self.fadeTransition: FadeTransition = FadeTransition(self.screenSize)
self._pendingState: GameState | None = None
self._snapSurf: Surface = Surface(self.screenSize)
self.discordRpc: DiscordRPC = DiscordRPC()
self.rpcUpdateTimer: float = 0.0
self.rpcUpdateInterval: float = 5.0
from entities.input.manager import InputManager
self.inputManager: InputManager = InputManager()
def startLevel(self, levelId: int) -> None:
self.currentLevel = levelId
cfg = levelConfigs.get(levelId, level1Config)
self.gameScreen = GameScreen(self.setState, cfg)
self.gameScreen.onResize(self.screenSize)
self.setState(GameState.GAME)
def _transitionPair(self, fromState: GameState, toState: GameState) -> tuple[SlideDir, bool, bool]:
if fromState == GameState.MENU and toState == GameState.OPTIONS:
return SlideDir.LEFT, True, False
if fromState == GameState.OPTIONS and toState == GameState.MENU:
return SlideDir.RIGHT, True, False
if fromState == GameState.MENU and toState == GameState.LEVEL_SELECT:
return SlideDir.LEFT, True, False
if fromState == GameState.LEVEL_SELECT and toState == GameState.MENU:
return SlideDir.RIGHT, True, False
if toState == GameState.GAME:
return SlideDir.LEFT, False, True
return SlideDir.LEFT, False, False
def _renderStateToSurf(self, state: GameState, surf: Surface) -> None:
if state == GameState.MENU:
self.menu.draw(surf)
elif state == GameState.OPTIONS:
self.optionsScreen.draw(surf)
elif state == GameState.LEVEL_SELECT:
self.levelSelect.draw(surf)
elif state == GameState.GAME:
self.gameScreen.draw(surf)
def setState(self, newState: GameState) -> None:
if self.transition.bActive or self.fadeTransition.bActive:
return
direction, bSlide, bFade = self._transitionPair(self.state, newState)
if newState == GameState.OPTIONS:
self.optionsScreen.refreshBackground()
if bFade:
self._pendingState = newState
self.fadeTransition.start()
return
if bSlide:
self._pendingState = newState
fromSurf = self._snapSurf
fromSurf.fill((0, 0, 0))
self._renderStateToSurf(self.state, fromSurf)
toSurf = Surface(self.screenSize)
toSurf.fill((0, 0, 0))
self._renderStateToSurf(newState, toSurf)
self.transition.start(fromSurf, toSurf, direction)
return
if newState == GameState.GAME and self.state != GameState.GAME:
self.gameScreen.reset()
self.state = newState
if self.state == GameState.QUIT:
self.bRunning = False
def _toggleFullscreen(self) -> None:
result: int = pygame.display.toggle_fullscreen()
if result:
self.bFullscreen = not self.bFullscreen
info = pygame.display.Info()
if self.bFullscreen:
self.windowedSize = self.screenSize
self.screenSize = (info.current_w, info.current_h)
else:
self.screenSize = self.windowedSize
else:
self.bFullscreen = not self.bFullscreen
if self.bFullscreen:
self.windowedSize = self.screenSize
self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
info = pygame.display.Info()
self.screenSize = (info.current_w, info.current_h)
else:
self.screenSize = self.windowedSize
self.screen = pygame.display.set_mode(self.screenSize, displayFlags)
self.menu.onResize(self.screenSize)
self.levelSelect.onResize(self.screenSize)
self.gameScreen.onResize(self.screenSize)
self.optionsScreen.onResize(self.screenSize)
self.transition.onResize(self.screenSize)
self.fadeTransition.onResize(self.screenSize)
self._snapSurf = Surface(self.screenSize)
def _handleResize(self, event: Event) -> None:
w: int = max(event.w, minWidth)
h: int = max(event.h, minHeight)
self.screenSize = (w, h)
self.screen = pygame.display.set_mode(self.screenSize, displayFlags)
self.menu.onResize(self.screenSize)
self.levelSelect.onResize(self.screenSize)
self.gameScreen.onResize(self.screenSize)
self.optionsScreen.onResize(self.screenSize)
self.transition.onResize(self.screenSize)
self.fadeTransition.onResize(self.screenSize)
self._snapSurf = Surface(self.screenSize)
def handleEvents(self) -> None:
for event in pygame.event.get():
if event.type == pygame.JOYDEVICEADDED:
self.inputManager.handleJoyDeviceAdded(event)
continue
elif event.type == pygame.JOYDEVICEREMOVED:
self.inputManager.handleJoyDeviceRemoved(event)
continue
inputEvent = self.inputManager.processEvent(event)
if event.type == pygame.QUIT:
self.bRunning = False
elif event.type == pygame.VIDEORESIZE:
self._handleResize(event)
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_F11:
self._toggleFullscreen()
elif event.key == pygame.K_ESCAPE and self.bFullscreen:
self._toggleFullscreen()
if self.transition.bActive or self.fadeTransition.bActive:
continue
if self.state == GameState.MENU:
self.menu.handleEvent(event, inputEvent)
elif self.state == GameState.LEVEL_SELECT:
self.levelSelect.handleEvent(event, inputEvent)
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE and not self.bFullscreen:
self.setState(GameState.MENU)
elif self.state == GameState.GAME:
self.gameScreen.handleEvent(event, inputEvent)
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE and not self.bFullscreen:
self.setState(GameState.MENU)
elif self.state == GameState.OPTIONS:
self.optionsScreen.handleEvent(event, inputEvent)
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE and not self.bFullscreen:
self.setState(GameState.MENU)
def update(self, dt: float) -> None:
if self.transition.bActive:
bDone = self.transition.update(dt)
if bDone and self._pendingState is not None:
pending = self._pendingState
self._pendingState = None
if pending == GameState.GAME and self.state != GameState.GAME:
self.gameScreen.reset()
self.state = pending
if self.state == GameState.QUIT:
self.bRunning = False
return
if self.fadeTransition.bActive:
self.fadeTransition.update(dt)
if self.fadeTransition.bMidpointFired and self._pendingState is not None:
pending = self._pendingState
self._pendingState = None
if pending == GameState.GAME and self.state != GameState.GAME:
self.gameScreen.reset()
self.state = pending
if self.state == GameState.QUIT:
self.bRunning = False
return
if self.state == GameState.MENU:
self.menu.update(dt)
elif self.state == GameState.LEVEL_SELECT:
self.levelSelect.update(dt)
elif self.state == GameState.GAME:
self.gameScreen.update(dt)
if self.gameScreen.bLevelComplete and not settings.bIsLevelCompleted(self.currentLevel):
settings.completeLevel(self.currentLevel)
config.save()
elif self.state == GameState.OPTIONS:
self.optionsScreen.update(dt)
def draw(self) -> None:
if self.transition.bActive:
self.transition.draw(self.screen)
pygame.display.flip()
return
if self.state == GameState.MENU:
self.menu.draw(self.screen)
elif self.state == GameState.LEVEL_SELECT:
self.levelSelect.draw(self.screen)
elif self.state == GameState.GAME:
self.gameScreen.draw(self.screen)
elif self.state == GameState.OPTIONS:
self.optionsScreen.draw(self.screen)
if self.fadeTransition.bActive:
self.fadeTransition.draw(self.screen)
pygame.display.flip()
# Used for updating the action on discord
async def _updateDiscordRpc(self, dt: float) -> None:
self.rpcUpdateTimer += dt
if self.rpcUpdateTimer < self.rpcUpdateInterval:
return
self.rpcUpdateTimer = 0.0
if self.state in (GameState.MENU, GameState.OPTIONS, GameState.LEVEL_SELECT):
await self.discordRpc.updateMenu()
elif self.state == GameState.GAME:
if self.gameScreen.bGameOver:
await self.discordRpc.updateGameOver(self.gameScreen.score)
else:
await self.discordRpc.updatePlaying(self.gameScreen.score)
async def run(self) -> None:
await self.discordRpc.connect()
try:
while self.bRunning:
dt: float = self.clock.tick(fps) / 1000.0
self.handleEvents()
self.update(dt)
await self._updateDiscordRpc(dt)
self.draw()
await asyncio.sleep(0)
finally:
config.save()
await self.discordRpc.close()
pygame.quit()