def Debug( msg ): print msg DIRECTION_UP = 0 DIRECTION_DOWN = 1 DIRECTION_LEFT = 2 DIRECTION_RIGHT = 3 from events import * #------------------------------------------------------------------------------ class EventManager: """this object is responsible for coordinating most communication between the Model, View, and Controller.""" def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.listenersToAdd = [] self.listenersToRemove = [] #---------------------------------------------------------------------- def RegisterListener( self, listener ): self.listenersToAdd.append(listener) #---------------------------------------------------------------------- def ActuallyUpdateListeners(self): for listener in self.listenersToAdd: self.listeners[ listener ] = 1 for listener in self.listenersToRemove: if listener in self.listeners: del self.listeners[ listener ] #---------------------------------------------------------------------- def UnregisterListener( self, listener ): self.listenersToRemove.append(listener) #---------------------------------------------------------------------- def Post( self, event ): self.eventQueue.append(event) if isinstance(event, TickEvent): # Consume the event queue every Tick. self.ActuallyUpdateListeners() self.ConsumeEventQueue() else: Debug( " Message: " + event.name ) #---------------------------------------------------------------------- def ConsumeEventQueue(self): i = 0 while i < len( self.eventQueue ): event = self.eventQueue[i] for listener in self.listeners: # Note: a side effect of notifying the listener # could be that more events are put on the queue # or listeners could Register / Unregister old = len(self.eventQueue) listener.Notify( event ) i += 1 if self.listenersToAdd: self.ActuallyUpdateListeners() #all code paths that could possibly add more events to # the eventQueue have been exhausted at this point, so # it's safe to empty the queue self.eventQueue= [] #------------------------------------------------------------------------------ class KeyboardController: """KeyboardController takes Pygame events generated by the keyboard and uses them to control the model, by sending Requests or to control the Pygame display directly, as with the QuitEvent """ def __init__(self, evManager, playerName=None): '''playerName is an optional argument; when given, this keyboardController will control only the specified player ''' self.evManager = evManager self.evManager.RegisterListener( self ) self.activePlayer = None self.playerName = playerName self.players = [] #---------------------------------------------------------------------- def Notify(self, event): if isinstance( event, PlayerJoinEvent ): self.players.append( event.player ) if event.player.name == self.playerName: self.activePlayer = event.player if not self.playerName and not self.activePlayer: self.activePlayer = event.player if isinstance( event, GameSyncEvent ): game = event.game self.players = game.players[:] # copy the list if self.playerName and self.players: self.activePlayer = [p for p in self.players if p.name == self.playerName][0] if isinstance( event, TickEvent ): #Handle Input Events for event in pygame.event.get(): ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == KEYDOWN \ and event.key == K_ESCAPE: ev = QuitEvent() elif event.type == KEYDOWN \ and event.key == K_p: import random rng = random.Random() name = str( rng.randrange(1,100) ) if self.playerName: name = self.playerName playerData = {'name':name} ev = PlayerJoinRequest(playerData) elif event.type == KEYDOWN \ and event.key == K_o: self.activePlayer = self.players[1] self.players.reverse() elif event.type == KEYDOWN \ and event.key == K_c: if not self.activePlayer: continue charactor, sector = self.activePlayer.GetPlaceData() ev = CharactorPlaceRequest( self.activePlayer, charactor, sector ) elif event.type == KEYDOWN \ and event.key == K_UP: if not self.activePlayer: continue direction = DIRECTION_UP data = self.activePlayer.GetMoveData() ev = CharactorMoveRequest( self.activePlayer, data[0], direction ) elif event.type == KEYDOWN \ and event.key == K_DOWN: if not self.activePlayer: continue direction = DIRECTION_DOWN data = self.activePlayer.GetMoveData() ev = CharactorMoveRequest( self.activePlayer, data[0], direction ) elif event.type == KEYDOWN \ and event.key == K_LEFT: if not self.activePlayer: continue direction = DIRECTION_LEFT data = self.activePlayer.GetMoveData() ev = CharactorMoveRequest( self.activePlayer, data[0], direction ) elif event.type == KEYDOWN \ and event.key == K_RIGHT: if not self.activePlayer: continue direction = DIRECTION_RIGHT data = self.activePlayer.GetMoveData() ev = CharactorMoveRequest( self.activePlayer, data[0], direction ) elif event.type == KEYDOWN: ev = GameStartRequest() if ev: self.evManager.Post( ev ) #------------------------------------------------------------------------------ class CPUSpinnerController: """...""" def __init__(self, evManager): self.evManager = evManager self.evManager.RegisterListener( self ) self.keepGoing = 1 #---------------------------------------------------------------------- def Run(self): while self.keepGoing: event = TickEvent() self.evManager.Post( event ) #---------------------------------------------------------------------- def Notify(self, event): if isinstance( event, QuitEvent ): #this will stop the while loop from running self.keepGoing = False import pygame from pygame.locals import * #------------------------------------------------------------------------------ class StatusBarSprite(pygame.sprite.Sprite): def __init__(self, evManager, group=None): pygame.sprite.Sprite.__init__(self, group) self.evManager = evManager self.evManager.RegisterListener( self ) self.font = pygame.font.Font(None, 30) self.text = '.' self.image = self.font.render( self.text, 1, (255,0,0)) self.rect = self.image.get_rect() self.rect.move_ip( (0, 414) ) #---------------------------------------------------------------------- def update(self): self.image = self.font.render( self.text, 1, (255,0,0)) self.rect = self.image.get_rect() self.rect.move_ip( (0, 414) ) #---------------------------------------------------------------------- def Notify(self, event): if not isinstance( event, TickEvent ): self.text = event.name #------------------------------------------------------------------------------ class SectorSprite(pygame.sprite.Sprite): def __init__(self, sector, group=None): pygame.sprite.Sprite.__init__(self, group) self.image = pygame.Surface( (128,128) ) self.image.fill( (0,255,128) ) self.sector = sector #------------------------------------------------------------------------------ class CharactorSprite(pygame.sprite.Sprite): counter = 0 def __init__(self, charactor, group=None, color=(0,0,0)): pygame.sprite.Sprite.__init__(self, group) charactorSurf = pygame.Surface( (64,64) ) charactorSurf = charactorSurf.convert_alpha() charactorSurf.fill((0,0,0,0)) #make transparent pygame.draw.circle( charactorSurf, color, (32,32), 32 ) self.image = charactorSurf self.rect = charactorSurf.get_rect() self.order = CharactorSprite.counter CharactorSprite.counter += 1 self.charactor = charactor self.moveTo = None #---------------------------------------------------------------------- def update(self): if self.moveTo: self.rect.center = self.moveTo self.moveTo = None # offset the rect so that charactors don't draw exactly on # top of each other. self.rect.move_ip(self.order, self.order) #------------------------------------------------------------------------------ class PygameView: def __init__(self, evManager): self.evManager = evManager self.evManager.RegisterListener( self ) self.charactorColors = [ (255,0,0), (0,0,255) ] pygame.init() self.window = pygame.display.set_mode( (424,440) ) pygame.display.set_caption( 'Example Game' ) self.background = pygame.Surface( self.window.get_size() ) self.background.fill( (0,0,0) ) font = pygame.font.Font(None, 30) text = """Press SPACE BAR to start""" textImg = font.render( text, 1, (255,0,0)) self.background.blit( textImg, (0,0) ) text = """ P for new player""" textImg = font.render( text, 1, (255,0,0)) self.background.blit( textImg, (0,1*font.get_linesize()) ) text = """ C for new charactor""" textImg = font.render( text, 1, (255,0,0)) self.background.blit( textImg, (0,2*font.get_linesize()) ) text = """ O to switch players""" textImg = font.render( text, 1, (255,0,0)) self.background.blit( textImg, (0,3*font.get_linesize()) ) self.window.blit( self.background, (0,0) ) pygame.display.flip() self.backSprites = pygame.sprite.RenderUpdates() self.frontSprites = pygame.sprite.RenderUpdates() #---------------------------------------------------------------------- def ShowMap(self, gameMap): # clear the screen first self.background.fill( (0,0,0) ) self.window.blit( self.background, (0,0) ) pygame.display.flip() # use this squareRect as a cursor and go through the # columns and rows and assign the rect # positions of the SectorSprites squareRect = pygame.Rect( (-128,10, 128,128 ) ) column = 0 for sector in gameMap.sectors: if column < 3: squareRect = squareRect.move( 138,0 ) else: column = 0 squareRect = squareRect.move( -(138*2), 138 ) column += 1 newSprite = SectorSprite( sector, self.backSprites ) newSprite.rect = squareRect newSprite = None statusBarSprite = StatusBarSprite(self.evManager,self.backSprites) #---------------------------------------------------------------------- def ShowCharactor(self, charactor): sector = charactor.sector if not sector: print "Charactor is not in a sector. cannot show" return charactorSprite = self.GetCharactorSprite( charactor ) if not charactorSprite: charactorSprite = CharactorSprite( self.frontSprites ) sectorSprite = self.GetSectorSprite( sector ) charactorSprite.rect.center = sectorSprite.rect.center #---------------------------------------------------------------------- def MoveCharactor(self, charactor): charactorSprite = self.GetCharactorSprite( charactor ) sector = charactor.sector sectorSprite = self.GetSectorSprite( sector ) charactorSprite.moveTo = sectorSprite.rect.center #---------------------------------------------------------------------- def GetCharactorSprite(self, charactor): #there will be only one for s in self.frontSprites: if s.charactor is charactor: return s col = self.charactorColors[0] print "new color: ", col self.charactorColors.reverse() return CharactorSprite(charactor, self.frontSprites, col) #---------------------------------------------------------------------- def GetSectorSprite(self, sector): for s in self.backSprites: if hasattr(s, "sector") and s.sector == sector: return s #---------------------------------------------------------------------- def Notify(self, event): if isinstance( event, TickEvent ): #Draw Everything self.backSprites.clear( self.window, self.background ) self.frontSprites.clear( self.window, self.background ) self.backSprites.update() self.frontSprites.update() dirtyRects1 = self.backSprites.draw( self.window ) dirtyRects2 = self.frontSprites.draw( self.window ) dirtyRects = dirtyRects1 + dirtyRects2 pygame.display.update( dirtyRects ) elif isinstance( event, MapBuiltEvent ): gameMap = event.map self.ShowMap( gameMap ) elif isinstance( event, CharactorPlaceEvent ): self.ShowCharactor( event.charactor ) elif isinstance( event, CharactorMoveEvent ): self.MoveCharactor( event.charactor ) elif isinstance( event, GameSyncEvent ): print 'Pygame View syncing to game state', event, event.game.__dict__ game = event.game if game.state == Game.STATE_PREPARING: return self.ShowMap( game.map ) for player in game.players: for charactor in player.charactors: self.ShowCharactor( charactor ) #------------------------------------------------------------------------------ class Game: """...""" STATE_PREPARING = 'preparing' STATE_RUNNING = 'running' STATE_PAUSED = 'paused' #---------------------------------------------------------------------- def __init__(self, evManager): self.evManager = evManager self.evManager.RegisterListener( self ) self.state = Game.STATE_PREPARING self.players = [ ] self.maxPlayers = 2 self.map = Map( evManager ) #---------------------------------------------------------------------- def Start(self): self.map.Build() self.state = Game.STATE_RUNNING ev = GameStartedEvent( self ) self.evManager.Post( ev ) #---------------------------------------------------------------------- def AddPlayer(self, player): self.players.append( player ) player.SetGame( self ) ev = PlayerJoinEvent( player ) self.evManager.Post( ev ) #---------------------------------------------------------------------- def Notify(self, event): if isinstance( event, GameStartRequest ): if self.state == Game.STATE_PREPARING: self.Start() if isinstance( event, PlayerJoinRequest ): if self.state != Game.STATE_PREPARING: print "Players can not join after Game start" return if len(self.players) >= self.maxPlayers: print "Maximum players already joined" return player = Player( self.evManager ) player.SetData( event.playerDict ) self.AddPlayer( player ) #------------------------------------------------------------------------------ class Player(object): """...""" def __init__(self, evManager): self.evManager = evManager self.game = None self.name = "" self.evManager.RegisterListener( self ) self.charactors = [ Charactor(evManager) ] #---------------------------------------------------------------------- def __str__(self): return '' % (self.name, id(self)) #---------------------------------------------------------------------- def GetPlaceData( self ): charactor = self.charactors[0] gameMap = self.game.map sector = gameMap.sectors[gameMap.startSectorIndex] return [charactor, sector] #---------------------------------------------------------------------- def GetMoveData( self ): return [self.charactors[0]] #---------------------------------------------------------------------- def SetGame( self, game ): self.game = game #---------------------------------------------------------------------- def SetData( self, playerDict ): self.name = playerDict['name'] #---------------------------------------------------------------------- def Notify(self, event): pass #if isinstance( event, PlayerJoinEvent): #if event.player is self: #------------------------------------------------------------------------------ class Charactor: """...""" STATE_INACTIVE = 0 STATE_ACTIVE = 1 def __init__(self, evManager): self.evManager = evManager self.evManager.RegisterListener( self ) self.sector = None self.state = Charactor.STATE_INACTIVE #---------------------------------------------------------------------- def __str__(self): return '' % id(self) #---------------------------------------------------------------------- def Move(self, direction): if self.state == Charactor.STATE_INACTIVE: return if self.sector.MovePossible( direction ): newSector = self.sector.neighbors[direction] self.sector = newSector ev = CharactorMoveEvent( self ) self.evManager.Post( ev ) #---------------------------------------------------------------------- def Place(self, sector): self.sector = sector self.state = Charactor.STATE_ACTIVE ev = CharactorPlaceEvent( self ) self.evManager.Post( ev ) #---------------------------------------------------------------------- def Notify(self, event): if isinstance( event, CharactorPlaceRequest ) \ and event.charactor == self: self.Place( event.sector ) elif isinstance( event, CharactorMoveRequest ) \ and event.charactor == self: self.Move( event.direction ) #------------------------------------------------------------------------------ class Map: """...""" STATE_PREPARING = 0 STATE_BUILT = 1 #---------------------------------------------------------------------- def __init__(self, evManager): self.evManager = evManager #self.evManager.RegisterListener( self ) self.state = Map.STATE_PREPARING self.sectors = [] self.startSectorIndex = 0 #---------------------------------------------------------------------- def Build(self): for i in range(9): self.sectors.append( Sector(self.evManager) ) self.sectors[3].neighbors[DIRECTION_UP] = self.sectors[0] self.sectors[4].neighbors[DIRECTION_UP] = self.sectors[1] self.sectors[5].neighbors[DIRECTION_UP] = self.sectors[2] self.sectors[6].neighbors[DIRECTION_UP] = self.sectors[3] self.sectors[7].neighbors[DIRECTION_UP] = self.sectors[4] self.sectors[8].neighbors[DIRECTION_UP] = self.sectors[5] self.sectors[0].neighbors[DIRECTION_DOWN] = self.sectors[3] self.sectors[1].neighbors[DIRECTION_DOWN] = self.sectors[4] self.sectors[2].neighbors[DIRECTION_DOWN] = self.sectors[5] self.sectors[3].neighbors[DIRECTION_DOWN] = self.sectors[6] self.sectors[4].neighbors[DIRECTION_DOWN] = self.sectors[7] self.sectors[5].neighbors[DIRECTION_DOWN] = self.sectors[8] self.sectors[1].neighbors[DIRECTION_LEFT] = self.sectors[0] self.sectors[2].neighbors[DIRECTION_LEFT] = self.sectors[1] self.sectors[4].neighbors[DIRECTION_LEFT] = self.sectors[3] self.sectors[5].neighbors[DIRECTION_LEFT] = self.sectors[4] self.sectors[7].neighbors[DIRECTION_LEFT] = self.sectors[6] self.sectors[8].neighbors[DIRECTION_LEFT] = self.sectors[7] self.sectors[0].neighbors[DIRECTION_RIGHT] = self.sectors[1] self.sectors[1].neighbors[DIRECTION_RIGHT] = self.sectors[2] self.sectors[3].neighbors[DIRECTION_RIGHT] = self.sectors[4] self.sectors[4].neighbors[DIRECTION_RIGHT] = self.sectors[5] self.sectors[6].neighbors[DIRECTION_RIGHT] = self.sectors[7] self.sectors[7].neighbors[DIRECTION_RIGHT] = self.sectors[8] self.state = Map.STATE_BUILT ev = MapBuiltEvent( self ) self.evManager.Post( ev ) #------------------------------------------------------------------------------ class Sector: """...""" def __init__(self, evManager): self.evManager = evManager #self.evManager.RegisterListener( self ) self.neighbors = range(4) self.neighbors[DIRECTION_UP] = None self.neighbors[DIRECTION_DOWN] = None self.neighbors[DIRECTION_LEFT] = None self.neighbors[DIRECTION_RIGHT] = None #---------------------------------------------------------------------- def MovePossible(self, direction): if self.neighbors[direction]: return 1 #------------------------------------------------------------------------------ def main(): """...""" evManager = EventManager() keybd = KeyboardController( evManager ) spinner = CPUSpinnerController( evManager ) pygameView = PygameView( evManager ) game = Game( evManager ) spinner.Run() if __name__ == "__main__": main()