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game.py
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game.py
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from pygame import *
import types
from bullet import Bullet
from level import Level
from player import Player
from renderer import Renderer
inputHandlers = {}
class Game(object):
def __init__(self):
global inputHandlers
inputHandlers = dict((k, types.MethodType(v, self, Game)) for k, v in inputHandlers.items())
self.renderer = Renderer(self)
self.size = self.renderer.size
self.hsize = self.renderer.hsize
self.level = Level.spawn(self, 0)
self.player = Player(self)
self.worldOff = self.player.pos
self.enemies = []
self.bullets = []
self.keys = {}
def run(self):
self.renderer.run()
def tick(self):
self.player.update()
map(Bullet.update, self.bullets)
def move(self, off):
self.worldOff = (self.worldOff[0]+off[0], self.worldOff[1]+off[1])
def addBullet(self, type, pos, rot, accel, friendly):
self.bullets.append(Bullet(self, type, pos, rot, accel, friendly))
def handleInput(self, event):
if event.type in inputHandlers:
inputHandlers[event.type](event)
def handle(type):
def sub(func):
inputHandlers[type] = func
return func
return sub
@handle(QUIT)
def quit(self, event):
self.renderer.quit()
@handle(KEYDOWN)
def keydown(self, event):
self.keys[event.key] = True
if event.key == K_UP:
self.player.enginesOn = True
elif event.key == K_RIGHT:
self.player.turning = -1 if K_LEFT not in self.keys or not self.keys[K_LEFT] else 0
elif event.key == K_LEFT:
self.player.turning = 1 if K_RIGHT not in self.keys or not self.keys[K_RIGHT] else 0
elif event.key == K_ESCAPE:
self.renderer.quit()
elif event.key == K_SPACE:
self.player.shooting = True
@handle(KEYUP)
def keyup(self, event):
self.keys[event.key] = False
if event.key == K_UP:
self.player.enginesOn = False
elif event.key == K_RIGHT:
self.player.turning = 0 if K_LEFT not in self.keys or not self.keys[K_LEFT] else 1
elif event.key == K_LEFT:
self.player.turning = 0 if K_RIGHT not in self.keys or not self.keys[K_RIGHT] else -1
elif event.key == K_SPACE:
self.player.shooting = False