#! /usr/bin/env python ''' Example ''' def Debug( msg ): print msg DIRECTION_UP = 0 DIRECTION_DOWN = 1 DIRECTION_LEFT = 2 DIRECTION_RIGHT = 3 class Event: """this is a superclass for any events that might be generated by an object and sent to the EventManager""" def __init__(self): self.name = "Generic Event" class TickEvent(Event): def __init__(self): self.name = "CPU Tick Event" class QuitEvent(Event): def __init__(self): self.name = "Program Quit Event" class MapBuiltEvent(Event): def __init__(self, gameMap): self.name = "Map Finished Building Event" self.map = gameMap class GameStartedEvent(Event): def __init__(self, game): self.name = "Game Started Event" self.game = game class CharactorMoveRequest(Event): def __init__(self, direction): self.name = "Charactor Move Request" self.direction = direction class CharactorPlaceEvent(Event): """this event occurs when a Charactor is *placed* in a sector, ie it doesn't move there from an adjacent sector.""" def __init__(self, charactor): self.name = "Charactor Placement Event" self.charactor = charactor class CharactorMoveEvent(Event): def __init__(self, charactor): self.name = "Charactor Move Event" self.charactor = charactor #------------------------------------------------------------------------------ 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= [] #---------------------------------------------------------------------- def RegisterListener( self, listener ): self.listeners[ listener ] = 1 #---------------------------------------------------------------------- def UnregisterListener( self, listener ): if listener in self.listeners: del self.listeners[ listener ] #---------------------------------------------------------------------- def Post( self, event ): if not isinstance(event, TickEvent): Debug( " Message: " + event.name ) for listener in self.listeners: #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.Notify( event ) #------------------------------------------------------------------------------ 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): self.evManager = evManager self.evManager.RegisterListener( self ) #---------------------------------------------------------------------- def Notify(self, event): 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_UP: direction = DIRECTION_UP ev = CharactorMoveRequest(direction) elif event.type == KEYDOWN \ and event.key == K_DOWN: direction = DIRECTION_DOWN ev = CharactorMoveRequest(direction) elif event.type == KEYDOWN \ and event.key == K_LEFT: direction = DIRECTION_LEFT ev = CharactorMoveRequest(direction) elif event.type == KEYDOWN \ and event.key == K_RIGHT: direction = DIRECTION_RIGHT ev = CharactorMoveRequest(direction) 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 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): def __init__(self, group=None): 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, (255,0,0), (32,32), 32 ) self.image = charactorSurf self.rect = charactorSurf.get_rect() self.moveTo = None #---------------------------------------------------------------------- def update(self): if self.moveTo: self.rect.center = self.moveTo self.moveTo = None #------------------------------------------------------------------------------ class PygameView: def __init__(self, evManager): self.evManager = evManager self.evManager.RegisterListener( self ) 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) ) 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 #---------------------------------------------------------------------- def ShowCharactor(self, charactor): sector = charactor.sector 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: return s return None #---------------------------------------------------------------------- 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 ) #------------------------------------------------------------------------------ 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 = [ Player(evManager) ] self.map = Map( evManager ) #---------------------------------------------------------------------- def Start(self): self.map.Build() self.state = Game.STATE_RUNNING ev = GameStartedEvent( self ) self.evManager.Post( ev ) #---------------------------------------------------------------------- def Notify(self, event): if isinstance( event, TickEvent ): if self.state == Game.STATE_PREPARING: self.Start() #------------------------------------------------------------------------------ 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 Notify(self, event): pass #------------------------------------------------------------------------------ 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, GameStartedEvent ): gameMap = event.game.map self.Place( gameMap.sectors[gameMap.startSectorIndex] ) elif isinstance( event, CharactorMoveRequest ): 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()