squirrel-battle/squirrelbattle/game.py

152 lines
5.0 KiB
Python

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.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.clear()
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()))