squirrel-battle/dungeonbattle/game.py

91 lines
2.9 KiB
Python

from random import randint
from typing import Any, Optional
from .entities.player import Player
from .enums import GameMode, KeyValues
from .interfaces import Map
from .settings import Settings
from . import menus
from typing import Callable
class Game:
map: Map
player: Player
display_refresh: Callable[[], 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)
def new_game(self) -> None:
"""
Create a new game on the screen.
"""
# TODO generate a new map procedurally
self.map = Map.load("resources/example_map_2.txt")
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))
@staticmethod
def load_game(filename: str) -> None:
# TODO loading map from a file
raise NotImplementedError()
def run(self, screen: Any) -> None:
"""
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
screen.clear()
screen.refresh()
self.display_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.main_menu.handle_key_pressed(key, self)
elif self.state == GameMode.SETTINGS:
self.settings_menu.handle_key_pressed(key, raw_key, self)
self.display_refresh()
def handle_key_pressed_play(self, key: KeyValues) -> None:
"""
In play mode, arrows or zqsd should 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