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#!/usr/bin/env python
# -*- coding: UTF-8 -*-
#
# Copyright (C) 2007 by ULPM: Alexandre Yukio Harano
# Fábio Cassarotti Parronchi Navarro
# Gabriel Geraldo França Marcondes
# Luiz Carlos Irber Júnior
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
import sys
import os
import gtk
import pygame
from Gambiarra.command import Play, Help, Quit
from Gambiarra.gamemenu import GameMenu
import Gambiarra.levels as Levels
from Gambiarra.objects import Esteira, check_collision
class Game(object):
# controle do jogo
fps = 30
playing = None
running = None
clock = None
level = 0
levels = []
selected_element = None
_showed_help = None
count = None
play_sounds = None
# elementos do jogo
screen = None
menu = None
congrats = None
congrats_snd = None
def __init__(self, play_sounds=True):
self.play_sounds = play_sounds
self.running = True
self.playing = False
self._showed_help = False
self.count = 0
def load_all(self):
pygame.init()
if self.play_sounds:
pygame.mixer.init()
#self.screen = pygame.display.set_mode((1200, 900))
self.screen = pygame.display.get_surface()
pygame.display.flip()
pygame.display.set_caption("Gambiarra")
self.clock = pygame.time.Clock()
self.levels = Levels.init_levels()
self.menu = GameMenu()
self.congrats = pygame.image.load(os.path.join("data","images",
"fim_fase.png"))
if self.play_sounds:
snd_file = os.path.join("data", "snd", "Congrats.wav")
self.congrats_snd = pygame.mixer.Sound(snd_file)
def run(self):
self.load_all()
#inicia o loop
self.main_loop()
def event_handler(self):
#GTK events
while gtk.events_pending():
gtk.main_iteration()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
self.mouse_event( pygame.mouse.get_pos() )
def update_screen(self, fps):
#update dos elementos da tela
if self.playing:
# executa a simulacao
objs = check_collision(self.levels[self.level].simulator.objects,
self.levels[self.level].simulator.static_objs)
self.levels[self.level].simulator.objects = objs
for obj in self.levels[self.level].simulator.objects:
obj.update()
else:
if self.selected_element:
if self.selected_element.editable:
self.selected_element.rect.center = pygame.mouse.get_pos()
def mouse_event(self, mouse_pos):
if not self.selected_element:
mouse_move = (0, 0)
mouse_move = pygame.mouse.get_rel()
for element in self.levels[self.level].simulator.objects:
if element.rect.collidepoint(mouse_pos):
self.selected_element = element
break
if not self.selected_element:
for element in self.levels[self.level].simulator.static_objs:
if element.rect.collidepoint(mouse_pos):
self.selected_element = element
if isinstance(element, Esteira) and element.editable:
self.count += 1
if self.count == 1:
element.sentido = -element.sentido
self.count = 0
break
if not self.selected_element: #se nao encontrou no for anterior
for element in self.levels[self.level].objbar.objects:
if element.rect.collidepoint(mouse_pos):
element.remove(self.levels[self.level].objbar.objects)
self.levels[self.level].simulator.add(element)
self.selected_element = element
break
if not self.selected_element: #se nao encontrou no for anterior
for element in self.levels[self.level].cmdbar.commands:
if element.rect.collidepoint(mouse_pos):
if isinstance(element, Play):
element.image = pygame.transform.flip(element.image,
True, False)
self.playing = not self.playing
if not self.playing:
objs = self.levels[self.level].simulator.objects
for obj in objs:
obj.speed = [0, 0]
obj.rect.topleft = obj.initial_pos
elif isinstance(element, Help):
self.levels[self.level].show_help(self.screen)
elif isinstance(element, Quit):
sys.exit()
break
else:
if self.selected_element.editable and not self.playing:
mouse_move = pygame.mouse.get_rel()
if mouse_move != (0, 0):
self.count -= 1
self.selected_element.rect.center = pygame.mouse.get_pos()
new_pos = self.selected_element.rect.topleft
self.selected_element.initial_pos = new_pos
self.selected_element = None
def show_congratulations(self):
if self.play_sounds:
pygame.mixer.stop()
self.congrats_snd.play()
self.screen.blit(self.congrats, (600 - self.congrats.get_width()/2,
450 - self.congrats.get_height()/2) )
pygame.display.flip()
while True:
#GTK events
while gtk.events_pending():
gtk.main_iteration()
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
return
def main_loop(self):
self.menu.run()
while self.running and self.level < len(self.levels):
while not self.levels[self.level].goal_reached():
self.event_handler()
self.clock.tick(self.fps)
self.update_screen(self.fps)
self.levels[self.level].draw()
if not self._showed_help:
self.levels[self.level].show_help(self.screen)
self._showed_help = True
pygame.display.flip()
self.playing = False
self._showed_help = False
self.level += 1
self.show_congratulations()
if (len(self.levels) == self.level) :
self.running = False
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