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world.py
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338 lines (265 loc) · 10.6 KB
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import os.path
import pickle
import gzip
import pygame
import gss
import handler
from actor import Actor, Player
from parser import Parser
from engine.Object import MovableObject
from engine.Misc import *
from engine import Input
from gui import Interface
from combat import Combat
from pygame.locals import *
class World(object):
# I added it only there for fun
load_image = loadImage
def __init__(self, display_surface, settings):
self.display = display_surface
self.display_rect = self.display.get_rect()
self.display_center = self.display_rect.center
self.settings = settings
self.key_map = settings.get_key_map()
self.delayed_functions = []
self.state = 'ift'
self.prev_state = 'game'
self.Saver = gss.Saver('./saves/')
self.Loader = gss.Loader('./saves/')
self.interface = Interface(self)
self.interface.menu.store_action('new_game', self.new_game)
self.interface.menu.store_action('load_game', self.load_game)
self.interface.menu.store_action('save_game', self.save_game)
self.interface.show_menu('start')
self.combat = Combat(self)
self.input = Input.I2d2axis(self.key_map)
self.step = 10
self.image = pygame.Surface((0, 0))
self.ground = pygame.Surface((0, 0))
self.rect = self.image.get_rect()
self.player = loadPlayer('Yves.ani.gz')
self.player.world = self
self.deq_handler = handler.DEQHandler(self.player)
self.Actors = []
self.Objects = []
self.MainGroup = pygame.sprite.Group(self.player)
self.map_maker = MapMaker(self.MainGroup, self.Actors, self.Objects)
self.loops = { 'game' : self.game_loop,
'itf' : self.itf_loop,
'combat': self.combat_loop}
def new_game(self):
self.load_map('01_test.map.xml')
self.player.prev_dir = 'down'
self.player.image = self.player.animations['down'][3]
self.player.events = []
self.player.quests = {}
self.state = 'game'
def save_game(self, filename):
self.Saver.prepare(self.map_maker.map_filename, 'map_filename')
self.Saver.prepare(self.player.events, 'events')
self.Saver.prepare(self.player.quests, 'quest_events')
self.Saver.prepare(self.player.rect.center, 'position')
self.Saver.prepare(self.player.animations[ \
self.player.prev_dir].index(self.player.image), 'image_id')
self.Saver.prepare(self.player.prev_dir, 'previous_direction')
self.Saver.save(filename)
self.state = 'game'
def load_game(self, filename):
self.Loader.load(filename)
self.player.events = self.Loader.get('events')
self.player.quests = self.Loader.get('quest_events')
self.player.prev_dir = self.Loader.get('previous_direction')
self.player.image = self.player.animations[self.player.prev_dir] \
[self.Loader.get('image_id')]
self.load_map(self.Loader.get('map_filename'), \
self.Loader.get('position'))
self.state = 'game'
def load_map(self, map_name, position=None):
self.map_maker.make(map_name)
if position:
self.map_maker.start_position = position
self.ground = self.map_maker.ground_image
self.rect = self.ground.get_rect()
self.image = pygame.Surface(self.rect.size)
self.rect.topleft = \
(self.display_rect.width/2-self.map_maker.start_position[0], \
self.display_rect.height/2 - self.map_maker.start_position[1])
self.player.set_center(self.map_maker.start_position)
self.combat.init_map(self.ground)
def focus(self):
"""New function to set the focus on the player"""
center = self.player.rect.center
self.rect.topleft = (self.display_rect.width/2-center[0], \
self.display_rect.height/2-center[1])
# Keeps the screen inside the ground rect
if self.rect.x > 0:
self.rect.x = 0
elif self.rect.x - self.display_rect.width < -self.rect.width:
self.rect.x = -(self.rect.width - self.display_rect.width)
if self.rect.y > 0:
self.rect.y = 0
elif self.rect.y - self.display_rect.height < -self.rect.height:
self.rect.y = -(self.rect.height - self.display_rect.height)
def clamp(self, rect):
return rect.clamp(self.ground.get_rect())
def check_collision(self, user, old_rect, new_rect):
self.MainGroup.remove(user)
collide = False
for sprite in self.MainGroup.sprites():
if new_rect.colliderect(sprite.crect):
collide = True
self.MainGroup.add(user)
if collide:
return old_rect
else:
return new_rect
def add_delayed_function(self, function):
"""Store a function to be called in the next main loop."""
self.delayed_functions.append(function)
def draw(self):
group = zOrder(self.MainGroup)
self.image.blit(self.ground, (0, 0))
group.draw(self.image)
#for sprite in self.MainGroup.sprites():
# sprite.drawRects(self.image)
self.display.blit(self.image, self.rect.topleft)
#group.empty()
def key_loop(self):
for event in pygame.event.get():
if event.type == KEYDOWN:
if event.key == K_ESCAPE: self.interface.show_menu()
elif event.key == self.key_map['action']: self.action()
elif event.key == K_f:
for actor in self.Actors:
if actor.name == "Duster":
self.prev_state = "game"
self.combat.Fight(self.player, [actor])
def action(self):
max_dist = 100
nearest = None
_player_center = self.player.rect.center
self.MainGroup.remove(self.player)
for sprite in self.MainGroup.sprites():
_dist = getDistance(_player_center, sprite.rect.center)
if _dist < max_dist:
nearest = sprite
max_dsit = _dist
if nearest is not None:
if nearest in self.Actors:
self.player.facing(nearest)
nearest.facing(self.player)
self.interface.show_dialog(nearest, \
self.player, self.deq_handler)
self.MainGroup.add(self.player)
def move(self):
direction = self.input(self.step)
new_rect, old_rect = self.player.move(direction)
self.player.crect = \
self.check_collision(self.player, old_rect, new_rect)
if direction[0] < 0:
direction[0] = -1
elif direction[0] > 0:
direction[0] = 1
if direction[1] < 0:
direction[1] = -1
elif direction[1] > 0:
direction[1] = 1
if direction[0] != 0 or direction[1] != 0:
self.player.animate(str(direction))
def game_loop(self):
self.key_loop()
self.move()
for sprite in self.Actors:
sprite.loop(self)
self.player.loop()
self.focus()
self.draw()
def itf_loop(self):
self.draw()
self.interface.draw()
def combat_loop(self):
self.combat.loop()
self.combat.draw()
def loop(self):
if len(self.delayed_functions) > 0:
for func in self.delayed_functions:
self.delayed_functions.remove(func)
func()
self.loops[self.state]()
class MapMaker(object):
def __init__(self, draw_group, actor_list, object_list):
self.__draw = draw_group
self.__actors = actor_list
self.__objects = object_list
self.map_parser = Parser('content/maps/')
self.act_parser = Parser('content/story/actors/')
self.start_position = (0, 0)
self.ground_image = None
self.map_name = None
self.map_filename = ''
def make(self, map_name):
map_id = self.map_parser.parse_map(map_name)
self.start_position = map_id['start_position']
self.ground_image = loadImage(map_id['ground'])
self.map_name = map_id['name']
self.map_filename = map_id['filename']
for _object in map_id['objects']:
loaded_object = loadObject(_object)
self.__objects.append(loaded_object)
self.__draw.add(loaded_object)
for _actor in map_id['actors']:
loaded_object = loadActor(_actor, self.act_parser)
self.__actors.append(loaded_object)
self.__draw.add(loaded_object)
def clear(self):
pass
#class InputNew(object):
#
# def __init__(self):
# pass
#
@Cache()
def loadObject(object_data):
# object_data[0] ... filename
# object_data[1] ... position
img_file = gzip.open(os.path.join('content/img/', \
object_data[0]), 'rb', 1)
file_data = pickle.load(img_file)
img_file.close()
image = pygame.image.fromstring(file_data['image_string'], \
file_data['size'], file_data['format'])
return MovableObject(image, object_data[1], file_data['collision_rect'])
@Cache()
def loadActor(data, parser):
# data[0] ... filename
# data[1] ... position
actor_data = parser.parse_actor(data[0])
_fromstring = pygame.image.fromstring
img_file = gzip.open(os.path.join('content/ani/', \
actor_data['imageset']), 'rb', 1)
file_data = pickle.load(img_file)
img_file.close()
animations = {}
for direction in file_data['animation']:
animations[direction] = []
for image_string in file_data['animation'][direction]:
animations[direction].append(_fromstring(image_string, \
file_data['size'], file_data['format']))
portrait = _fromstring(file_data['portrait'], (100, 100), \
file_data['format'])
return Actor(portrait, animations, data[1], file_data['collision_rect'], \
actor_data)
def loadPlayer(file):
_fromstring = pygame.image.fromstring
img_file = gzip.open(os.path.join('content/ani/', file), 'rb', 1)
file_data = pickle.load(img_file)
img_file.close()
animations = {}
for direction in file_data['animation']:
animations[direction] = []
for image_string in file_data['animation'][direction]:
animations[direction].append(_fromstring(image_string, \
file_data['size'], file_data['format']))
portrait = _fromstring(file_data['portrait'], (100, 100), \
file_data['format'])
return Player(portrait, animations, (0, 0), file_data['collision_rect'])