from random import randint from typing import Any, Optional import json import os import sys from .entities.player import Player from .enums import GameMode, KeyValues, DisplayActions from .interfaces import Map, Logs from .resources import ResourceManager from .settings import Settings from . import menus from typing import Callable class Game: """ The game object controls all actions in the game. """ map: Map player: Player # display_actions is a display interface set by the bootstrapper display_actions: Callable[[DisplayActions], None] def __init__(self) -> None: """ Init the game. """ self.state = GameMode.MAINMENU 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) self.logs = Logs() def new_game(self) -> None: """ Create a new game on the screen. """ # TODO generate a new map procedurally self.map = Map.load(ResourceManager.get_asset_path("example_map_2.txt")) self.map.logs = self.logs self.logs.clear() self.player = Player() self.map.add_entity(self.player) self.player.move(self.map.start_y, self.map.start_x) self.map.spawn_random_entities(randint(3, 10)) def run(self, screen: Any) -> None: """ Main infinite loop. We wait for the player's action, then we do what that should be done when the given key gets pressed. """ while True: # pragma no cover screen.erase() screen.refresh() self.display_actions(DisplayActions.REFRESH) key = screen.getkey() self.handle_key_pressed( KeyValues.translate_key(key, self.settings), key) def handle_key_pressed(self, key: Optional[KeyValues], raw_key: str = '')\ -> None: """ Indicates what should be done when the given key is pressed, according to the current game state. """ if self.state == GameMode.PLAY: self.handle_key_pressed_play(key) elif self.state == GameMode.MAINMENU: self.handle_key_pressed_main_menu(key) elif self.state == GameMode.SETTINGS: self.settings_menu.handle_key_pressed(key, raw_key, self) self.display_actions(DisplayActions.REFRESH) def handle_key_pressed_play(self, key: KeyValues) -> None: """ In play mode, arrows or zqsd move the main character. """ if key == KeyValues.UP: if self.player.move_up(): self.map.tick() elif key == KeyValues.DOWN: if self.player.move_down(): self.map.tick() elif key == KeyValues.LEFT: if self.player.move_left(): self.map.tick() elif key == KeyValues.RIGHT: if self.player.move_right(): self.map.tick() elif key == KeyValues.SPACE: self.state = GameMode.MAINMENU def handle_key_pressed_main_menu(self, key: KeyValues) -> None: """ In the main menu, we can navigate through options. """ 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.new_game() self.display_actions(DisplayActions.UPDATE) self.state = GameMode.PLAY if option == menus.MainMenuValues.RESUME: self.state = GameMode.PLAY elif option == menus.MainMenuValues.SAVE: self.save_game() elif option == menus.MainMenuValues.LOAD: self.load_game() elif option == menus.MainMenuValues.SETTINGS: self.state = GameMode.SETTINGS elif option == menus.MainMenuValues.EXIT: sys.exit(0) def save_state(self) -> dict: """ Saves the game to a dictionary """ return self.map.save_state() def load_state(self, d: dict) -> None: """ Loads the game from a dictionary """ self.map.load_state(d) # noinspection PyTypeChecker self.player = self.map.find_entities(Player)[0] self.display_actions(DisplayActions.UPDATE) def load_game(self) -> None: """ Loads the game from a file """ file_path = ResourceManager.get_config_path("save.json") if os.path.isfile(file_path): with open(file_path, "r") as f: self.load_state(json.loads(f.read())) def save_game(self) -> None: """ Saves the game to a file """ with open(ResourceManager.get_config_path("save.json"), "w") as f: f.write(json.dumps(self.save_state()))