data/tools.py (view raw)
1__author__ = 'justinarmstrong'
2
3import os, random
4import pygame as pg
5from . import constants as c
6
7class Control(object):
8 """
9 Control class for entire project. Contains the game loop, and contains
10 the event_loop which passes events to States as needed. Logic for flipping
11 states is also found here.
12 """
13 def __init__(self, caption):
14 self.screen = pg.display.get_surface()
15 self.done = False
16 self.clock = pg.time.Clock()
17 self.caption = caption
18 self.fps = 60
19 self.show_fps = False
20 self.current_time = 0.0
21 self.keys = pg.key.get_pressed()
22 self.state_dict = {}
23 self.state_name = None
24 self.state = None
25
26 def setup_states(self, state_dict, start_state):
27 self.state_dict = state_dict
28 self.state_name = start_state
29 self.state = self.state_dict[self.state_name]
30
31 def update(self):
32 self.current_time = pg.time.get_ticks()
33 if self.state.quit:
34 self.done = True
35 elif self.state.done:
36 self.flip_state()
37 self.state.update(self.screen, self.keys, self.current_time)
38
39 def flip_state(self):
40 previous, self.state_name = self.state_name, self.state.next
41 persist = self.state.cleanup()
42 self.state = self.state_dict[self.state_name]
43 self.state.previous = previous
44 self.state.startup(self.current_time, persist)
45 self.set_music()
46
47 def set_music(self):
48 """
49 Set music for the new state.
50 """
51 if self.state.music:
52 pg.mixer.music.load(self.state.music)
53 pg.mixer.music.set_volume(.4)
54 pg.mixer.music.play()
55 else:
56 pg.mixer.music.stop()
57
58 def event_loop(self):
59 self.events = pg.event.get()
60
61 for event in self.events:
62 if event.type == pg.QUIT:
63 self.done = True
64 elif event.type == pg.KEYDOWN:
65 if event.key == pg.K_ESCAPE:
66 self.done = True
67 self.keys = pg.key.get_pressed()
68 self.toggle_show_fps(event.key)
69 self.state.get_event(event)
70 elif event.type == pg.KEYUP:
71 self.keys = pg.key.get_pressed()
72 self.state.get_event(event)
73
74 def toggle_show_fps(self, key):
75 if key == pg.K_F5:
76 self.show_fps = not self.show_fps
77 if not self.show_fps:
78 pg.display.set_caption(self.caption)
79
80 def main(self):
81 """Main loop for entire program"""
82 while not self.done:
83 self.event_loop()
84 self.update()
85 pg.display.update()
86 self.clock.tick(self.fps)
87 if self.show_fps:
88 fps = self.clock.get_fps()
89 with_fps = "{} - {:.2f} FPS".format(self.caption, fps)
90 pg.display.set_caption(with_fps)
91
92
93class _State(object):
94 """Base class for all game states"""
95 def __init__(self):
96 self.start_time = 0.0
97 self.current_time = 0.0
98 self.done = False
99 self.quit = False
100 self.next = None
101 self.previous = None
102 self.game_data = {}
103 self.music = None
104
105 def get_event(self, event):
106 pass
107
108 def startup(self, current_time, game_data):
109 self.game_data = game_data
110 self.start_time = current_time
111
112 def cleanup(self):
113 self.done = False
114 return self.game_data
115
116 def update(self, surface, keys, current_time):
117 pass
118
119
120def load_all_gfx(directory, colorkey=(255,0,255), accept=('.png', 'jpg', 'bmp')):
121 graphics = {}
122 for pic in os.listdir(directory):
123 name, ext = os.path.splitext(pic)
124 if ext.lower() in accept:
125 img = pg.image.load(os.path.join(directory, pic))
126 if img.get_alpha():
127 img = img.convert_alpha()
128 else:
129 img = img.convert()
130 img.set_colorkey(colorkey)
131 graphics[name] = img
132 return graphics
133
134
135def load_all_music(directory, accept=('.wav', '.mp3', '.ogg', '.mdi')):
136 songs = {}
137 for song in os.listdir(directory):
138 name, ext = os.path.splitext(song)
139 if ext.lower() in accept:
140 songs[name] = os.path.join(directory, song)
141 return songs
142
143
144def load_all_fonts(directory, accept=('.ttf')):
145 return load_all_music(directory, accept)
146
147
148def load_all_tmx(directory, accept=('.tmx')):
149 return load_all_music(directory, accept)
150
151
152def load_all_sfx(directory, accept=('.wav','.mp3','.ogg','.mdi')):
153 effects = {}
154 for fx in os.listdir(directory):
155 name, ext = os.path.splitext(fx)
156 if ext.lower() in accept:
157 effects[name] = pg.mixer.Sound(os.path.join(directory, fx))
158 return effects
159
160
161def get_image(x, y, width, height, sprite_sheet):
162 """Extracts image from sprite sheet"""
163 image = pg.Surface([width, height])
164 rect = image.get_rect()
165
166 image.blit(sprite_sheet, (0, 0), (x, y, width, height))
167 image.set_colorkey(c.BLACK)
168
169 return image
170
171def get_tile(x, y, tileset, width=16, height=16, scale=1):
172 """Gets the surface and rect for a tile"""
173 surface = get_image(x, y, width, height, tileset)
174 surface = pg.transform.scale(surface, (int(width*scale), int(height*scale)))
175 rect = surface.get_rect()
176
177 tile_dict = {'surface': surface,
178 'rect': rect}
179
180 return tile_dict
181
182
183def create_game_data_dict():
184 """Create a dictionary of persistant values the player
185 carries between states"""
186
187 player_items = {'GOLD': dict([('quantity',100),
188 ('value',0)]),
189 'Healing Potion': dict([('quantity',2),
190 ('value',15)]),
191 'Ether Potion': dict([('quantity',1),
192 ('value', 15)]),
193 'Cure': dict([('magic points', 25),
194 ('power', 50)]),
195 'Rapier': dict([('quantity', 1),
196 ('value', 50),
197 ('power', 5)]),
198 'equipped weapon': 'Rapier',
199 'equipped armor': []}
200
201 player_health = {'current': 70,
202 'maximum': 70}
203
204 player_magic = {'current': 70,
205 'maximum': 70}
206
207 player_stats = {'health': player_health,
208 'Level': 1,
209 'experience to next level': 30,
210 'magic': player_magic,
211 'attack points': 10,
212 'Defense Points': 10}
213
214
215 data_dict = {'last location': None,
216 'last state': None,
217 'last direction': 'down',
218 'king item': {'GOLD': dict([('quantity', 100),
219 ('value',0)])},
220 'old man item': {'ELIXIR': dict([('value',1000),
221 ('quantity',1)])},
222 'player inventory': player_items,
223 'player stats': player_stats,
224 'battle counter': random.randint(50, 255),
225 'treasure1': True,
226 'treasure2': True,
227 'treasure3': True,
228 'treasure4': True,
229 'treasure5': True,
230 'brother quest complete': False,
231 'talked to sick brother': False,
232 'has brother elixir': False,
233 'elixir received': False,
234 'old man gift': '',
235 'battle type': '',
236 'crown quest': False,
237 'delivered crown': False,
238 'brother item': 'ELIXIR'
239 }
240
241 return data_dict
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