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Main.py
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Main.py
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#!/usr/bin/python
import threading
# Fractionauts Main Class
import pygame
import os
import json
#from gi.repository import Gtk
#Logics
from SceneMenu import SceneMenu
from SceneGame import SceneGame
from SceneHelp import SceneHelp
from SceneWin import SceneWin
#for static variable initialization
from IcnTextBox import IcnTextBox
import SoundManager
#utility helpers
import TextureLoader
import DrawHelper
from SceneBasic import SceneBasic
class Main(object):
STATE_MENU = 0
STATE_GAME = 1
STATE_WIN_SCREEN =2
STATE_HELP = 3
def __init__(self):
pygame.mixer.pre_init(44100, -16, 1, 512*2)
pygame.display.init()
pygame.font.init()
pygame.mixer.init(44100)
pygame.mouse.set_visible(False)
width = pygame.display.Info().current_w
height = pygame.display.Info().current_h
if(float(width)/float(height) == float(4)/float(3)):
screenSize = (width,height)
else:
screenSize = (800,600)
TextureLoader.screenSize =screenSize
self.screen = pygame.display.set_mode(screenSize, pygame.FULLSCREEN)
SoundManager.init()
SoundManager.EVENT_MUSIC_BACKGROUND()
DrawHelper.init(screenSize[0],screenSize[1])
self.myFont = pygame.font.Font(os.path.join('assets', 'Minecraftia.ttf') , 24)
IcnTextBox.setFont( self.myFont)
self.isRunning = True
self.isRenderFirstFrame = True
self.myState = self.STATE_MENU
self.lockRender = threading.Lock()
self.savePath = os.path.join('assets', 'save.json')
self.clock = pygame.time.Clock()# Set up a clock for managing the frame rate.
self.scnMenu = SceneMenu(screenSize)
self.scnGame = SceneGame(screenSize)
self.scnWin = SceneWin(screenSize)
self.scnHelp = SceneHelp(screenSize)
self.registerEvents(self.scnMenu,self.scnGame,self.scnWin,self.scnHelp)
self.dicScenes ={self.STATE_MENU: self.scnMenu,
self.STATE_GAME: self.scnGame ,
self.STATE_WIN_SCREEN: self.scnWin,
self.STATE_HELP: self.scnHelp}
def EVENTHDR_SCENE_START_MENU(self):
SoundManager.BTTN_EXIT()
self.changeState(self.STATE_MENU)
def EVENTHDR_SCENE_START_GAME(self):
SoundManager.BTTN_START()
self.scnGame.EVENT_INITIALIZE()
self.changeState(self.STATE_GAME)
def EVENTHDR_SCENE_CONTINUE_GAME(self):
self.changeState(self.STATE_GAME)
def EVENTHDR_SCENE_START_HELP(self):
self.changeState(self.STATE_HELP)
def EVENTHDR_SCENE_START_WIN(self):
self.changeState(self.STATE_WIN_SCREEN)
def EVENTHDR_QUIT(self):
self.isRunning = False
pass
def EVENTHDR_SCENE_CHANGE_START(self):
self.lockRender.acquire()
pass
def EVENTHDR_SCENE_CHANGE_END(self):
self.lockRender.release()
pass
def registerEvents(self, sceneMenu,sceneGame,sceneWin, sceneHelp):
SceneBasic.registerEvent_sceneChangeStart(self.EVENTHDR_SCENE_CHANGE_START)
SceneBasic.registerEvent_sceneChangeEnd(self.EVENTHDR_SCENE_CHANGE_END)
sceneMenu.registerEvent_play(self.EVENTHDR_SCENE_START_GAME)
sceneMenu.registerEvent_help(self.EVENTHDR_SCENE_START_HELP)
sceneMenu.registerEvent_quit(self.EVENTHDR_QUIT)
sceneGame.registerEvent_menu(self.EVENTHDR_SCENE_START_MENU)
sceneGame.registerEvent_win(self.EVENTHDR_SCENE_START_WIN)
sceneWin.registerEvent_finished(self.EVENTHDR_SCENE_CONTINUE_GAME)
sceneHelp.registerEvent_menu(self.EVENTHDR_SCENE_START_MENU)
pass
def set_paused(self, paused):
self.paused = paused
# The main game loop.
def run(self):
self.isRunning = True
threadRender = threading.Thread(target = self.loopRender);
self.scnMenu.EVENT_SCENE_START()
threadRender.start();
self.loopUpdate();
threadRender.join();#wait for the thread to complete, then game over
def displayFPS(self,myFont):
label = myFont.render("FPS "+str(int(self.clock.get_fps()) ) , 1, (255,255,0))
rectFPS = pygame.draw.rect(self.screen, (0,0,0) , (0,0, 230,30))
self.screen.blit(label,(0, 0))
pygame.display.update(rectFPS)
def helperRenderScene(self, scene):
if(self.isRenderFirstFrame):
scene.renderScreenBegin(self.screen)
self.isRenderFirstFrame = False
scene.render(self.screen)
def loopRender(self):
try :
while self.isRunning:
self.lockRender.acquire();
self.helperRenderScene( self.dicScenes[self.myState])
#self.displayFPS(self.myFont);
self.lockRender.release();
self.clock.tick(60);
self.dicScenes[self.myState].renderUpdate(self.clock.get_time() * .001)
except :
print "CRITICAL ERROR : RESTARTING LOOP loopRender"
self.loopRender()
self.isRunning = False
def loopUpdate(self):
try :
while self.isRunning:
eventStack = pygame.event.get();
for event in eventStack:
if event.type == pygame.QUIT:
self.EVENTHDR_QUIT()
return
self.dicScenes[self.myState].listenForEvents()
except :
print "CRITICAL ERROR : RESTARTING LOOP loopUpdate"
self.loopUpdate()
self.isRunning = False
def changeState(self, stateNew):
self.dicScenes[stateNew].EVENT_SCENE_START()
#stop rendering whenever "potential" rendering process related process
self.lockRender.acquire()
self.myState = stateNew
self.isRenderFirstFrame = True;
self.lockRender.release()
# This function is called when the game is run directly from the command line:
# ./Main.py
def main():
game = Main()
game.run()
if __name__ == '__main__':
main()
#garbage
#self.height = pygame.display.Info().current_h
#self.width = pygame.display.Info().current_w
#self.hcenter = self.width / 2
#self.vcenter = self.height / 2