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Copy pathevent.py
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223 lines (184 loc) · 6.91 KB
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import itertools
import sys
import random
import pygame
from pygame.locals import *
from pygame.sprite import (
Group,
RenderUpdates,
Sprite
)
from drawable import (
BGSprite,
Drawable
)
from locals import *
def win():
pygame.display.set_mode((2048, 480))
screen = pygame.display.get_surface()
font = pygame.font.Font(pygame.font.get_default_font(), 480)
new = font.render("YOU WIN", True, (0,0,0), (255,255,255))
screen.blit(new, (0,0))
pygame.display.flip()
while True:
pass
def lose():
pygame.display.set_mode((2048, 480))
screen = pygame.display.get_surface()
font = pygame.font.Font(pygame.font.get_default_font(), 480)
new = font.render("YOU LOSE", True, (0,0,0), (255,255,255))
screen.blit(new, (0,0))
pygame.display.flip()
while True:
pass
class HandlesEvents(object):
def __init__(self, events):
self.events = events
def handles_event(self, event):
return (self.events == ALL or type(event) in self.events)
def handle_event(self, event):
pass
class PrintHandler(HandlesEvents):
def __init__(self):
super(PrintHandler, self).__init__(ALL)
def handle_event(self, event):
print event
class PygameHandler(HandlesEvents):
def __init__(self, pygame_type):
super(PygameHandler, self).__init__([ PygameEvent ])
self.pygame_type = pygame_type
def handles_event(self, event):
return (super(PygameHandler, self).handles_event(event) and event.pygame_type == self.pygame_type)
def handle_event(self, event):
pass
class QuitHandler(PygameHandler):
def __init__(self):
super(QuitHandler, self).__init__(QUIT)
def handle_event(self, event):
if event.payload.type == QUIT:
sys.exit(0)
class Event(object):
def __init__(self, payload):
self.payload = payload
def __str__(self):
return "Event type: {0} Payload: {1}".format(type(self), self.payload)
def get_payload(self):
return self.payload
class TargettedEvent(Event):
def __init__(self, payload, target):
super(TargettedEvent, self).__init__(payload)
self.target = target
def get_target(self):
return self.target
def __str__(self):
return "{0} Target: {1}".format(super(TargettedEvent, self).__str__(), self.target)
class PygameEvent(Event):
def __init__(self, event):
super(PygameEvent, self).__init__(event)
self.pygame_type = event.type
def __str__(self):
return "{0} {1}".format(super(PygameEvent, self).__str__(), self.payload)
class RedrawHandler(PygameHandler):
def __init__(self):
super(RedrawHandler, self).__init__(REDRAWEVENT)
def handle_event(self, event):
loop = get_loop()
loop.render.clear(pygame.display.get_surface(), lambda surf, rect: surf.fill((0, 0, 0), rect))
rect_list = loop.render.draw(pygame.display.get_surface())
pygame.display.update(rect_list)
class UpdateEvent(Event):
def __init__(self, payload):
super(UpdateEvent,self).__init__(payload)
class UpdateHandler(PygameHandler):
def __init__(self):
super(UpdateHandler, self).__init__(UPDATEEVENT)
def handle_event(self, event):
loop = get_loop()
loop.enqueue(UpdateEvent(None))
class CleanupHandler(HandlesEvents):
def __init__(self):
super(CleanupHandler, self).__init__([ UpdateEvent ])
def handle_event(self, event):
if isinstance(event, UpdateEvent):
loop = get_loop()
group = Group(loop.render.sprites())
for member in pygame.sprite.spritecollide(loop.bg_sprite, loop.render, False):
if member in group:
group.remove(member)
for sprite in group:
loop.rm_object(sprite)
pygame.sprite.groupcollide(loop.projectiles, loop.enemies, True, True)
if pygame.sprite.spritecollide(loop.you, loop.enemies, False):
loop.rm_object(loop.you)
lose()
class EventLoop(object):
def __init__(self):
self.objs = {}
self.events = []
self.render = RenderUpdates()
self.projectiles = Group()
self.enemies = Group()
self.you = None
self.bg_sprite = BGSprite(pygame.display.get_surface())
# Since we don't care about MOST EVENTS
pygame.event.set_allowed(None)
pygame.event.set_allowed([ MOUSEBUTTONDOWN, KEYDOWN, QUIT, UPDATEEVENT, SPAWNEVENT ])
def add_object(self, obj, type=""):
if isinstance(obj, HandlesEvents):
if obj.events == ALL:
try:
self.objs[ALL].append(obj)
except KeyError:
self.objs[ALL] = [ obj ]
else:
for event in obj.events:
try:
self.objs[event].append(obj)
except KeyError:
self.objs[event] = [ obj ]
if isinstance(obj, Sprite):
self.render.add(obj)
if type == "enemy":
self.enemies.add(obj)
if type == "projectile":
self.projectiles.add(obj)
if type == "you":
self.you = obj
def rm_object(self, obj):
for key in self.objs.keys():
self.render.remove(obj)
if obj in self.objs[key]:
self.objs[key].remove(obj)
if self.projectiles.has(obj):
self.projectiles.remove(obj)
if self.enemies.has(obj):
self.enemies.remove(obj)
print "Removed {0}".format(obj)
def enqueue(self, event):
if isinstance(event, Event):
return self.events.append(event)
elif isinstance(event, list):
return [ self.enqueue(ev) for ev in event ]
def tick(self):
try:
event = self.events.pop()
except IndexError:
event = None
if event is not None:
if isinstance(event, TargettedEvent):
event.get_target().handle_event(event)
for obj in self.objs[ALL]:
obj.handle_event(event)
else:
for obj in self.objs[type(event)] + self.objs[ALL]:
if obj.handles_event(event):
obj.handle_event(event)
if random.randint(0, 10000000) == 26:
return win()
if random.randint(0, 10000000) == 26:
return lose()
py_events = map(lambda event: PygameEvent(event), pygame.event.get())
for py_event in py_events:
for obj in reduce(lambda obj_list, obj: obj_list + obj, map(lambda key: self.objs[key], filter(lambda handler_type: issubclass(handler_type, PygameEvent) if handler_type != ALL else False, self.objs.keys())), []):
if obj.handles_event(py_event):
obj.handle_event(py_event)