squirrel-battle/dungeonbattle/game.py

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import sys
from random import randint
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from typing import Any
from .entities.player import Player
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from .interfaces import Map
from .settings import Settings
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from enum import Enum, auto
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from . import menus
from typing import Callable
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class GameMode(Enum):
MAINMENU = auto()
PLAY = auto()
SETTINGS = auto()
INVENTORY = auto()
class KeyValues(Enum):
UP = auto()
DOWN = auto()
LEFT = auto()
RIGHT = auto()
ENTER = auto()
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SPACE = auto()
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class Game:
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map: Map
player: Player
display_refresh: Callable[[], None]
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def __init__(self) -> None:
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"""
Init the game.
"""
self.state = GameMode.MAINMENU
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self.main_menu = menus.MainMenu()
self.settings = Settings()
self.settings.load_settings()
self.settings.write_settings()
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def new_game(self) -> None:
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"""
Create a new game on the screen.
"""
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# TODO generate a new map procedurally
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self.map = Map.load("resources/example_map_2.txt")
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self.map.currenty = 1
self.map.currentx = 6
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self.player = Player()
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self.map.add_entity(self.player)
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self.player.move(1, 14)
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self.map.spawn_random_entities(randint(3, 10))
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@staticmethod
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def load_game(filename: str) -> None:
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# TODO loading map from a file
raise NotImplementedError()
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def run(self, screen: Any) -> None:
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"""
Main infinite loop.
We wait for a player action, then we do what that should be done
when the given key got pressed.
"""
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while True:
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screen.clear()
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screen.refresh()
self.display_refresh()
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key = screen.getkey()
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self.handle_key_pressed(self.translate_key(key))
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def translate_key(self, key: str) -> KeyValues:
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"""
Translate the raw string key into an enum value that we can use.
"""
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if key in (self.settings.KEY_DOWN_SECONDARY,
self.settings.KEY_DOWN_PRIMARY):
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return KeyValues.DOWN
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elif key in (self.settings.KEY_LEFT_PRIMARY,
self.settings.KEY_LEFT_SECONDARY):
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return KeyValues.LEFT
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elif key in (self.settings.KEY_RIGHT_PRIMARY,
self.settings.KEY_RIGHT_SECONDARY):
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return KeyValues.RIGHT
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elif key in (self.settings.KEY_UP_PRIMARY,
self.settings.KEY_UP_SECONDARY):
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return KeyValues.UP
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elif key == self.settings.KEY_ENTER:
return KeyValues.ENTER
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elif key == ' ':
return KeyValues.SPACE
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def handle_key_pressed(self, key: KeyValues) -> None:
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"""
Indicates what should be done when the given key is pressed,
according to the current game state.
"""
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if self.state == GameMode.PLAY:
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self.handle_key_pressed_play(key)
elif self.state == GameMode.MAINMENU:
self.handle_key_pressed_main_menu(key)
elif self.state == GameMode.SETTINGS:
self.handle_key_pressed_settings(key)
self.display_refresh()
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def handle_key_pressed_play(self, key: KeyValues) -> None:
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"""
In play mode, arrows or zqsd should move the main character.
"""
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if key == KeyValues.UP:
if self.player.move_up():
self.map.tick()
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elif key == KeyValues.DOWN:
if self.player.move_down():
self.map.tick()
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elif key == KeyValues.LEFT:
if self.player.move_left():
self.map.tick()
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elif key == KeyValues.RIGHT:
if self.player.move_right():
self.map.tick()
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elif key == KeyValues.SPACE:
self.state = GameMode.MAINMENU
def handle_key_pressed_main_menu(self, key: KeyValues) -> None:
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"""
In the main menu, we can navigate through options.
"""
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if key == KeyValues.DOWN:
self.main_menu.go_down()
if key == KeyValues.UP:
self.main_menu.go_up()
if key == KeyValues.ENTER:
option = self.main_menu.validate()
if option == menus.MainMenuValues.START:
self.state = GameMode.PLAY
elif option == menus.MainMenuValues.SETTINGS:
self.state = GameMode.SETTINGS
elif option == menus.MainMenuValues.EXIT:
sys.exit(0)
def handle_key_pressed_settings(self, key: KeyValues) -> None:
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"""
For now, in the settings mode, we can only go backwards.
"""
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if key == KeyValues.SPACE:
self.state = GameMode.MAINMENU