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engine.py
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import os
import sys
import pygame
import Libraries.load as load
import variables
from Modules.controls import Controls
from Modules.menu import Menu
from Modules.message import Message
from Modules.program import Program
from Modules.scene import Scene
from level import Level, Voice, save_current, load_current
FPS = variables.FPS
window_title = variables.window_title
screen_resolution = variables.screen_resolution
screen_mode = variables.screen_mode
language = variables.language
class Engine:
def __init__(self):
pygame.init()
# Engine pause
self.pause = False
# Talk
self.talk = False
# Set up of window
os.environ['SDL_VIDEO_WINDOW_POS'] = "%d,%d" % (0, 30)
# Window title
pygame.display.set_caption(window_title)
# Set up window resolution
self.display = pygame.display.set_mode(screen_resolution) # pygame.FULLSCREEN
# Icon
icon = load.image("Source/Prop/polo.png")
if icon is not None:
pygame.display.set_icon(icon[0])
self.levels = load.get_levels()
self.languages = load.get_languages()
# Language
self.language = 0
self.max_lang = len(self.languages) - 1
# Sets level
self.level_index = 0
self.max_level = len(self.levels) - 1
# Clock init for ticks
self.clock = pygame.time.Clock()
# Level load
self.level = Level(self.levels[self.level_index])
# Sound
self.sound = True
self.controls = Controls()
self.program = Program()
self.scene = Scene()
self.menu = Menu()
self.message = Message()
self.voice = Voice()
def update_all(self):
"""
Updating all screen.
:return:
"""
self.display.blit(self.controls, self.controls.rect)
self.display.blit(self.program, self.program.rect)
self.display.blit(self.scene, self.scene.rect)
if self.talk:
self.display.blit(self.message, self.message.rect)
elif self.pause:
self.display.blit(self.menu, self.menu.rect)
pygame.display.flip()
def update(self):
"""
Updating parts of scene
:return:
"""
mouse = pygame.mouse.get_pos()
if self.talk:
self.display.blit(self.message, self.message.rect)
pygame.display.update(self.message.rect)
elif self.pause:
self.display.blit(self.menu, self.menu.rect)
pygame.display.update(self.menu.rect)
else:
if self.program.is_in(mouse) or self.controls.is_in(mouse):
self.display.blit(self.controls, self.controls.rect)
self.display.blit(self.program, self.program.rect)
pygame.display.update(self.program.rect)
pygame.display.update(self.controls.rect)
if self.scene.is_in(mouse) or self.scene.launch:
self.display.blit(self.scene, self.scene.rect)
pygame.display.update(self.scene.rect)
def get_level(self):
"""
Returns current level
:return:
"""
return self.level_index
def level_up(self):
"""
Ups level
:return:
"""
self.level_index += 1 if self.level_index < self.max_level else -self.level_index
def level_down(self):
"""
Ups level
:return:
"""
self.level_index -= 1 if self.level_index > 0 else -self.max_level
def set_up(self, new_lvl=None, lang=None):
"""
Set level
:param lang: int index of language
:param new_lvl: int index of level in list
:return:
"""
if new_lvl is None:
new_lvl = self.level_index
else:
self.level_index = (new_lvl + len(self.levels)) % len(self.levels)
if lang is not None:
self.language = (lang + len(self.languages)) % len(self.languages)
self.load(self.levels[new_lvl])
self.update_all()
def get_lang(self):
return self.languages[self.language]
def lang_up(self):
self.language += 1 if self.language < self.max_lang else -self.max_lang
def lang_down(self):
self.language -= 1 if self.language > 0 else -self.max_lang
def load(self, level_name):
"""
Load level to all modules
:param level_name:
:return:
"""
self.level = Level(level_name)
self.level.load()
# Pass level to other modules
self.program = Program()
self.controls.level(self.level)
self.scene.level(self.level)
# For direct moves
self.program.direction = int(self.scene.robot.direction)
self.load_voice(level_name)
def load_voice(self, level_name=None):
"""
Load voice
:param level_name: name of level
:return:
"""
if level_name is None:
level_name = self.levels[self.level_index]
self.voice = Voice(level_name, self.get_lang())
self.voice.load()
# TODO Add sound handler. All sounds plays here.
def check_sound(self):
# TODO Mute sound in all modules
if self.sound:
pygame.mixer.unpause()
else:
pygame.mixer.pause()
def reload(self):
"""
Reloads level(scene)
:return:
"""
self.scene.level(self.level)
self.update_all()
def event(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.exit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.pause = not self.pause
self.update_all()
if event.key == pygame.K_SPACE:
if self.talk:
self.message.page += 1
if self.message.page >= len(self.message.text):
self.talk = False
self.message.page = 0
self.update_all()
elif self.pause:
self.pause = False
elif not self.scene.launch:
self.setup_scene()
elif self.scene.launch:
self.scene.speed_up = True
if self.talk:
self.message.event(pygame.mouse, event)
elif self.pause:
self.menu.event(pygame.mouse, event)
else:
if not self.scene.launch:
self.controls.event(pygame.mouse, event)
self.program.event(pygame.mouse, event)
self.scene.event(pygame.mouse, event)
# I can just change time in scene to speed up
if self.scene.launch and pygame.mouse.get_pressed()[0]:
# Speed up scene
self.scene.speed_up = True
self.invoker()
def invoker(self):
"""
Invokes module calls
:return:
"""
"""Message Echo"""
if self.message.get_echo() is not None:
self.message_handler()
self.message.echo_out()
"""Controls Echos"""
if self.controls.get_echo() is not None:
self.program.add(self.controls.get_echo())
# Direct turn
self.controls.set_delta_direct(self.program.get_delta_direction())
self.controls.echo_out()
"""Program Echos"""
if self.program.get_echo() is not None:
self.controls.add(self.program.get_echo())
# Direct turn
self.controls.set_delta_direct(self.program.get_delta_direction())
self.program.echo_out()
"""Scene Echos"""
if self.scene.get_echo() is not None:
self.scene_handler()
self.scene.echo_out()
"""Menu Echos"""
if self.menu.get_echo() is not None:
self.menu_handler()
self.menu.echo_out()
"""Level Changing"""
if self.menu.level != self.level_index:
self.menu.set_level(self.level_index)
self.menu.update()
"""Language Changing"""
if self.menu.language != self.language:
self.menu.set_language(self.language)
self.menu.update()
def play(self):
self.pause = False
"""VOICE"""
self.set_message(self.voice.start)
self.talk = len(self.voice.start) > 0
def menu_handler(self):
for i in self.menu.get_echo():
if str(i) == "play":
self.play()
elif str(i) == "exit":
self.exit()
elif str(i) == "level_choose":
self.load(i.caption)
self.update_all()
elif str(i) == "level_prev":
self.level_down()
self.update()
elif str(i) == "level_next":
self.level_up()
self.update()
elif str(i) == "lang_choose":
self.load_voice()
self.update_all()
elif str(i) == "lang_prev":
self.lang_down()
self.update()
elif str(i) == "lang_next":
self.lang_up()
self.update()
elif str(i) == "sound":
self.sound = i.switch_index == 1
self.check_sound()
elif str(i) == "about":
variables.about()
def set_message(self, text):
self.message.set_text(text)
self.message.update()
self.update_all()
def message_handler(self):
self.talk = self.message.echo != "end"
if self.message.echo == "end":
self.update_all()
self.message.flush()
def scene_handler(self):
for i in self.scene.echo:
if i.name == "finish":
self.pause = True
elif i.name == "polo":
self.setup_scene()
def setup_scene(self):
"""
setups
:return:
"""
self.scene.set_program(self.program.get_program())
self.scene.start()
self.clock.tick()
def intro(self, logo_path="Source/logo.png", bg_color=(0, 0, 0)):
"""
Game intro. Shows logo of my "studio" :D
:param logo_path: path to image
:param bg_color: background color
:return:
"""
size = (self.display.get_size()[0], self.display.get_size()[1])
surface_intro = pygame.Surface(size)
surface_intro.fill(bg_color)
logo_image = load.image(logo_path)
surface_intro.blit(logo_image[0], ((size[0] - logo_image[1].w) / 2, (size[1] - logo_image[1].h) / 2))
surface_intro.set_alpha(0)
x = -225
clock = pygame.time.Clock()
while x < 225:
surface_intro.set_alpha(225 - abs(x))
self.display.fill(bg_color)
self.display.blit(surface_intro, (0, 0))
pygame.display.flip()
clock.tick(FPS)
x += 3
def run(self):
self.pause = True
self.clock.tick()
"""Intro"""
self.intro()
self.update_all()
while True:
"""Scene"""
if self.scene.launch:
self.scene.step(self.clock.tick(FPS))
self.scene.update()
"""Scene result"""
if self.scene.done and not self.scene.success:
self.reload()
elif self.scene.done and self.scene.success:
self.set_message(self.voice.end)
self.talk = True
self.scene.done = False # to get into next elif
elif not self.scene.done and self.scene.success and not self.talk:
self.level_up()
self.set_up(self.level_index)
self.play()
# self.pause = True
"""Events"""
self.event()
"""Update"""
self.update()
def exit(self):
self.pause = True
save_current(self.level_index, self.language)
pygame.quit()
sys.exit()
# If not imported -> called like main
if __name__ == "__main__":
e = Engine()
try:
state = load_current()
e.set_up(state[0], state[1])
except FileNotFoundError:
e.set_up(e.level_index)
e.run()