diff options
-rw-r--r-- | brutalmaze/main.py | 155 | ||||
-rw-r--r-- | brutalmaze/maze.py | 51 |
2 files changed, 113 insertions, 93 deletions
diff --git a/brutalmaze/main.py b/brutalmaze/main.py index 79e84c3..765c7e7 100644 --- a/brutalmaze/main.py +++ b/brutalmaze/main.py @@ -23,30 +23,32 @@ import re from argparse import ArgumentParser, FileType, RawTextHelpFormatter from collections import deque try: # Python 3 - from configparser import ConfigParser, NoOptionError, NoSectionError + from configparser import ConfigParser except ImportError: # Python 2 - from ConfigParser import ConfigParser, NoOptionError, NoSectionError + from ConfigParser import ConfigParser from os.path import join, pathsep from sys import stdout import pygame from pygame import DOUBLEBUF, KEYDOWN, OPENGL, QUIT, RESIZABLE, VIDEORESIZE +from pygame.time import Clock, get_ticks from appdirs import AppDirs from .constants import * from .maze import Maze +from .misc import sign class ConfigReader: """Object reading and processing INI configuration file for Brutal Maze. """ - DEFAULT_BINDINGS = (('New game', 'new'), ('Pause', 'pause'), - ('Move left', 'left'), ('Move right', 'right'), - ('Move up', 'up'), ('Move down', 'down'), - ('Long-range attack', 'shot'), - ('Close-range attack', 'slash')) + CONTROL_ALIASES = (('New game', 'new'), ('Pause', 'pause'), + ('Move left', 'left'), ('Move right', 'right'), + ('Move up', 'up'), ('Move down', 'down'), + ('Long-range attack', 'shot'), + ('Close-range attack', 'slash')) WEIRD_MOUSE_ERR = '{}: Mouse is not a suitable control' INVALID_CONTROL_ERR = '{}: {} is not recognized as a valid control key' @@ -87,6 +89,91 @@ class ConfigReader: if arguments.max_fps is not None: self.max_fps = arguments.max_fps +class Game: + """Object handling main loop and IO.""" + def __init__(self, size, scrtype, max_fps, key, mouse): + pygame.mixer.pre_init(frequency=44100) + pygame.init() + pygame.mixer.music.load(MUSIC) + pygame.mixer.music.play(-1) + pygame.display.set_icon(ICON) + pygame.fastevent.init() + self.clock, self.flashes, self.fps = Clock(), deque(), max_fps + self.max_fps, self.key, self.mouse = max_fps, key, mouse + self.maze = Maze(max_fps, size, scrtype) + self.hero = self.maze.hero + self.paused = False + + def __enter__(self): return self + + def move(self, x, y): + """Command the hero to move faster in the given direction.""" + stunned = pygame.time.get_ticks() < self.maze.next_move + velocity = self.maze.distance * HERO_SPEED / self.fps + accel = velocity * HERO_SPEED / self.fps + + if stunned or not x: + self.maze.vx -= sign(self.maze.vx) * accel + if abs(self.maze.vx) < accel * 2: self.maze.vx = 0.0 + elif x * self.maze.vx < 0: + self.maze.vx += x * 2 * accel + else: + self.maze.vx += x * accel + if abs(self.maze.vx) > velocity: self.maze.vx = x * velocity + + if stunned or not y: + self.maze.vy -= sign(self.maze.vy) * accel + if abs(self.maze.vy) < accel * 2: self.maze.vy = 0.0 + elif y * self.maze.vy < 0: + self.maze.vy += y * 2 * accel + else: + self.maze.vy += y * accel + if abs(self.maze.vy) > velocity: self.maze.vy = y * velocity + + def loop(self): + """Start and handle main loop.""" + events = pygame.fastevent.get() + for event in events: + if event.type == QUIT: + return False + elif event.type == VIDEORESIZE: + self.maze.resize((event.w, event.h)) + elif event.type == KEYDOWN: + if event.key == self.key['new']: + self.maze.__init__(self.fps) + elif event.key == self.key['pause'] and not self.hero.dead: + self.paused ^= True + + if not self.hero.dead: + keys = pygame.key.get_pressed() + self.move(keys[self.key['left']] - keys[self.key['right']], + keys[self.key['up']] - keys[self.key['down']]) + buttons = pygame.mouse.get_pressed() + try: + self.hero.firing = keys[self.key['shot']] + except KeyError: + self.hero.firing = buttons[self.mouse['shot']] + try: + self.hero.slashing = keys[self.key['slash']] + except KeyError: + self.hero.slashing = buttons[self.mouse['slash']] + + # Compare current FPS with the average of the last 5 seconds + if len(self.flashes) > 5: + new_fps = 5000.0 / (self.flashes[-1] - self.flashes[0]) + self.flashes.popleft() + if new_fps < self.fps: + self.fps -= 1 + elif self.fps < self.max_fps and not self.paused: + self.fps += 5 + if not self.paused: self.maze.update(self.fps) + self.flashes.append(pygame.time.get_ticks()) + self.clock.tick(self.fps) + return True + + def __exit__(self, exc_type, exc_value, traceback): pygame.quit() + + def main(): """Start game and main loop.""" # Read configuration file @@ -132,55 +219,7 @@ def main(): config.parse_graphics() config.parse_control() - # Initialization - pygame.mixer.pre_init(frequency=44100) - pygame.init() - pygame.mixer.music.load(MUSIC) - pygame.mixer.music.play(-1) - pygame.display.set_icon(ICON) - pygame.fastevent.init() - clock, flash_time, fps = pygame.time.Clock(), deque(), config.max_fps - scrtype = (config.opengl and DOUBLEBUF|OPENGL) | RESIZABLE - maze = Maze(config.size, scrtype, fps) - # Main loop - going = True - while going: - events = pygame.fastevent.get() - for event in events: - if event.type == QUIT: - going = False - elif event.type == VIDEORESIZE: - maze.resize((event.w, event.h), scrtype) - elif event.type == KEYDOWN: - if event.key == config.key['new']: - maze.__init__((maze.w, maze.h), scrtype, fps) - elif event.key == config.key['pause'] and not maze.hero.dead: - maze.paused ^= True - - if not maze.hero.dead: - keys = pygame.key.get_pressed() - maze.move(keys[config.key['left']] - keys[config.key['right']], - keys[config.key['up']] - keys[config.key['down']], fps) - buttons = pygame.mouse.get_pressed() - try: - maze.hero.firing = keys[config.key['shot']] - except KeyError: - maze.hero.firing = buttons[config.mouse['shot']] - try: - maze.hero.slashing = keys[config.key['slash']] - except KeyError: - maze.hero.slashing = buttons[config.mouse['slash']] - - # Compare current FPS with the average of the last 5 seconds - if len(flash_time) > 5: - new_fps = 5000.0 / (flash_time[-1] - flash_time[0]) - flash_time.popleft() - if new_fps < fps: - fps -= 1 - elif fps < config.max_fps and not maze.paused: - fps += 5 - maze.update(fps) - flash_time.append(pygame.time.get_ticks()) - clock.tick(fps) - pygame.quit() + scrtype = (config.opengl and DOUBLEBUF|OPENGL) | RESIZABLE + with Game(config.size, scrtype, config.max_fps, config.key, config.mouse) as game: + while game.loop(): pass diff --git a/brutalmaze/maze.py b/brutalmaze/maze.py index 197fb5e..0f1f5de 100644 --- a/brutalmaze/maze.py +++ b/brutalmaze/maze.py @@ -58,19 +58,18 @@ class Maze: """Object representing the maze, including the characters. Attributes: - w, h: width and height of the display - fps: current frame rate + w, h (int): width and height of the display (in px) + fps (float): current frame rate surface (pygame.Surface): the display to draw on distance (float): distance between centers of grids (in px) x, y (int): coordinates of the center of the hero (in px) centerx, centery (float): center grid's center's coordinates (in px) - rangex, rangey: range of the index of the grids on display - paused (bool): flag indicates if the game is paused + rangex, rangey (range): range of the index of the grids on display score (float): current score map (deque of deque): map of grids representing objects on the maze vx, vy (float): velocity of the maze movement (in pixels per frame) - rotatex, rotatey: grids rotated - bullets (list of Bullet): bullets flying + rotatex, rotatey (int): grids rotated + bullets (list of Bullet): flying bullets enemy_weights (dict): probabilities of enemies to be created enemies (list of Enemy): alive enemies hero (Hero): the hero @@ -81,17 +80,22 @@ class Maze: sfx_shot (Sound): sound effect indicating an enemy get shot sfx_lose (Sound): sound effect to be played when you lose """ - def __init__(self, size, scrtype, fps): - self.w, self.h = size + def __init__(self, fps, size=None, scrtype=None): self.fps = fps - self.surface = pygame.display.set_mode(size, scrtype) + if size is not None: + self.w, self.h = size + else: + size = self.w, self.h + if scrtype is not None: self.scrtype = scrtype + + self.surface = pygame.display.set_mode(size, self.scrtype) self.distance = (self.w * self.h / 416) ** 0.5 self.x, self.y = self.w // 2, self.h // 2 self.centerx, self.centery = self.w / 2.0, self.h / 2.0 w, h = (int(i/self.distance/2 + 2) for i in size) self.rangex = range(MIDDLE - w, MIDDLE + w + 1) self.rangey = range(MIDDLE - h, MIDDLE + h + 1) - self.paused, self.score = False, INIT_SCORE + self.score = INIT_SCORE self.map = deque() for _ in range(MAZE_SIZE): self.map.extend(new_column()) @@ -295,7 +299,6 @@ class Maze: def update(self, fps): """Update the maze.""" - if self.paused: return self.fps = fps dx = self.is_valid_move(vx=self.vx) self.centerx += dx @@ -317,32 +320,10 @@ class Maze: pygame.display.set_caption('Brutal Maze - Score: {}'.format( int(self.score - INIT_SCORE))) - def move(self, x, y, fps): - """Command the hero to move faster in the given direction.""" - stunned = get_ticks() < self.next_move - velocity = self.distance * HERO_SPEED / fps - accel = velocity * HERO_SPEED / fps - if stunned or not x: - self.vx -= sign(self.vx) * accel - if abs(self.vx) < accel * 2: self.vx = 0.0 - elif x * self.vx < 0: - self.vx += x * 2 * accel - else: - self.vx += x * accel - if abs(self.vx) > velocity: self.vx = x * velocity - if stunned or not y: - self.vy -= sign(self.vy) * accel - if abs(self.vy) < accel * 2: self.vy = 0.0 - elif y * self.vy < 0: - self.vy += y * 2 * accel - else: - self.vy += y * accel - if abs(self.vy) > velocity: self.vy = y * velocity - - def resize(self, size, scrtype): + def resize(self, size): """Resize the maze.""" self.w, self.h = size - self.surface = pygame.display.set_mode(size, scrtype) + self.surface = pygame.display.set_mode(size, self.scrtype) self.hero.resize() offsetx = (self.centerx-self.x) / self.distance |