squirrel-battle/dungeonbattle/game.py

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from random import randint
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from typing import Any, Optional
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from .entities.player import Player
from .enums import GameMode, KeyValues, DisplayActions
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from .interfaces import Map
from .settings import Settings
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from . import menus
from typing import Callable
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class Game:
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map: Map
player: Player
# display_actions is a display interface set by the bootstrapper
display_actions: Callable[[DisplayActions], 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_menu = menus.SettingsMenu()
self.settings = Settings()
self.settings.load_settings()
self.settings.write_settings()
self.settings_menu.update_values(self.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.player = Player()
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self.map.add_entity(self.player)
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self.player.move(self.map.start_y, self.map.start_x)
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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.
"""
while True: # pragma no cover
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screen.clear()
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screen.refresh()
self.display_actions(DisplayActions.REFRESH)
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key = screen.getkey()
self.handle_key_pressed(
KeyValues.translate_key(key, self.settings), key)
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def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\
-> 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:
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self.main_menu.handle_key_pressed(key, self)
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elif self.state == GameMode.SETTINGS:
self.settings_menu.handle_key_pressed(key, raw_key, self)
self.display_actions(DisplayActions.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