import os import pygame as pg keybinding = { 'action':pg.K_s, 'jump':pg.K_a, 'left':pg.K_LEFT, 'right':pg.K_RIGHT, 'down':pg.K_DOWN } class Control(object): """Control class for entire project. Contains the game loop, and contains the event_loop which passes events to States as needed. Logic for flipping states is also found here.""" def __init__(self, caption): self.screen = pg.display.get_surface() self.done = False self.clock = pg.time.Clock() self.caption = caption self.fps = 60 self.show_fps = False self.current_time = 0.0 self.keys = pg.key.get_pressed() self.state_dict = {} self.state_name = None self.state = None def setup_states(self, state_dict, start_state): self.state_dict = state_dict self.state_name = start_state self.state = self.state_dict[self.state_name] def update(self): self.current_time = pg.time.get_ticks() if self.state.quit: self.done = True elif self.state.done: self.flip_state() self.state.update(self.screen, self.keys, self.current_time) def flip_state(self): previous, self.state_name = self.state_name, self.state.next persist = self.state.cleanup() self.state = self.state_dict[self.state_name] self.state.startup(self.current_time, persist) self.state.previous = previous def event_loop(self): for event in pg.event.get(): if event.type == pg.QUIT: self.done = True elif event.type == pg.KEYDOWN: self.keys = pg.key.get_pressed() self.toggle_show_fps(event.key) elif event.type == pg.KEYUP: self.keys = pg.key.get_pressed() self.state.get_event(event) def toggle_show_fps(self, key): if key == pg.K_F5: self.show_fps = not self.show_fps if not self.show_fps: pg.display.set_caption(self.caption) def main(self): """Main loop for entire program""" while not self.done: self.event_loop() self.update() pg.display.update() self.clock.tick(self.fps) if self.show_fps: fps = self.clock.get_fps() with_fps = "{} - {:.2f} FPS".format(self.caption, fps) pg.display.set_caption(with_fps) class _State(object): def __init__(self): self.start_time = 0.0 self.current_time = 0.0 self.done = False self.quit = False self.next = None self.previous = None self.persist = {} def get_event(self, event): pass def startup(self, current_time, persistant): self.persist = persistant self.start_time = current_time def cleanup(self): self.done = False return self.persist def update(self, surface, keys, current_time): pass def load_all_gfx(directory, colorkey=(255,0,255), accept=('.png', 'jpg', 'bmp')): graphics = {} for pic in os.listdir(directory): name, ext = os.path.splitext(pic) if ext.lower() in accept: img = pg.image.load(os.path.join(directory, pic)) if img.get_alpha(): img = img.convert_alpha() else: img = img.convert() img.set_colorkey(colorkey) graphics[name]=img return graphics def load_all_music(directory, accept=('.wav', '.mp3', '.ogg', '.mdi')): songs = {} for song in os.listdir(directory): name,ext = os.path.splitext(song) if ext.lower() in accept: songs[name] = os.path.join(directory, song) return songs def load_all_fonts(directory, accept=('.ttf')): return load_all_music(directory, accept) def load_all_sfx(directory, accept=('.wav','.mpe','.ogg','.mdi')): effects = {} for fx in os.listdir(directory): name, ext = os.path.splitext(fx) if ext.lower() in accept: effects[name] = pg.mixer.Sound(os.path.join(directory, fx)) return effects