821aa2e8a4
tower and game_play dont meet pylint check yet.
91 lines
3.0 KiB
Python
91 lines
3.0 KiB
Python
"""Game module - core game loop, screen management, and shared asset loading."""
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import pygame_gui
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import pygame
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from game.util import load_image, load_images, load_images_alpha, Animation
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from game.tilemap import Tilemap
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from game.screens.main_menu import MainMenu
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from game.screens.game_play import GamePlay
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#constants
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FPS=60
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WINDOW_SIZE=(960,540)
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class Game:
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"""Central game class managing the loop, screens, and shared resources.
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Attributes:
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window (pygame.Surface): The main display surface.
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clock (pygame.time.Clock): Controls the frame rate.
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ui_manager (pygame_gui.UIManager): Manages all pygame_gui UI elements.
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tilemap (Tilemap): The active tilemap instance.
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assets (dict): Shared images and animations, keyed by name.
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screens (dict): All available screens, keyed by name.
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current_screen: The screen currently being updated and drawn.
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"""
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def __init__(self):
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pygame.init()
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self.window = pygame.display.set_mode(WINDOW_SIZE)
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self.clock = pygame.time.Clock()
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self.ui_manager = pygame_gui.UIManager(
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WINDOW_SIZE,
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"assets/theme/theme.json"
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)
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self.tilemap = Tilemap(self)
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self.assets={
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"base": load_images('/tiles/test'),
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"jungle": load_images('/tiles/jungle'),
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"desert": load_images('/tiles/desert'),
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"enemy": load_image('/entities/enemies/enemy.png'),
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"cannon": load_image('/entities/towers/cannon/shoot/0.png'),
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"red_cannon": load_image('/entities/towers/cannon/red_cannon.png'),
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"cannon/shoot": Animation(load_images_alpha('/entities/towers/cannon/shoot'), 10, False)
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}
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self.screens = {
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"menu": MainMenu(self),
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"game": GamePlay(self)
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}
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self.current_screen = self.screens["menu"]
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def change_screen(self, name):
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"""Transition to a different screen by name.
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Hides the current screen and shows the requested one.
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Args:
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name (str): Key of the screen to switch to (e.g. ``"menu"``, ``"game"``).
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"""
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self.current_screen.hide()
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self.current_screen = self.screens[name]
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self.current_screen.show()
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def run(self):
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"""Start the main game loop and block until the window is closed.
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Each iteration: processes events, updates state, and draws the frame.
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"""
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running = True
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while running:
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dt = self.clock.tick(FPS) / 1000.0
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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self.ui_manager.process_events(event)
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self.current_screen.process_event(event)
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self.current_screen.update(dt)
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self.ui_manager.update(dt)
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self.window.fill((20, 20, 20))
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self.current_screen.draw(self.window)
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self.ui_manager.draw_ui(self.window)
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pygame.display.update()
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pygame.quit()
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