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events.py
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"""Gestion centralisé des évènements."""
import pygame
from pygame.locals import *
import constants as cst
import menus
import game
import data
"""Imports."""
class BaseEvents:
"""Boîte à outils pour les évènements."""
def __init__(self):
"""Init."""
self.leftclick = False
self.mouse_pos = None
self.actions = None
self.clic = pygame.mixer.Sound('sound/clic.wav')
def get_leftclick(self, event):
"""Définit le clique gauche enfoncé de la souris."""
if event.type == MOUSEBUTTONDOWN and event.button == 3:
self.leftclick = True
elif event.type == MOUSEBUTTONUP:
self.leftclick = False
def get_hovering(self, button_list=None):
"""Teste un effet de survol sur l'image."""
if button_list:
btn_list = button_list
else:
btn_list = self.button_list
for button in btn_list:
if button.rect.collidepoint(self.mouse_pos):
button.hover = True
if button.hover:
if not button.rect.collidepoint(self.mouse_pos):
button.hover = False
def get_clic(self):
"""Clic!."""
self.clic.play()
self.clic.set_volume(0.3)
class TitleMenu(BaseEvents):
"""Evènements du menu TitleMenu."""
def __init__(self, loop, button_list):
"""Init."""
super(TitleMenu, self).__init__()
self.loop = loop
self.button_list = button_list
def test_events(self, event):
"""Liste des évènements possibles."""
self.mouse_pos = pygame.mouse.get_pos()
if event.type == MOUSEBUTTONDOWN and event.button == 1:
self.get_clic()
for button in self.button_list:
if button.rect.collidepoint(self.mouse_pos):
if button.name == "new_game":
self.loop.active_screen = menus.SelectLevel(self.loop)
elif button.name == "load_game":
if button.test:
load_file = data.Data.load()
map_name = load_file.map_name
self.loop.active_screen = game.Game(
self.loop, map_name, load=load_file)
elif button.name == "exit":
self.loop.running = False
self.get_hovering()
class SelectLevel(BaseEvents):
"""Evènements du menu SelectLevel."""
def __init__(self, loop, button_list):
"""Init."""
super(SelectLevel, self).__init__()
self.loop = loop
self.button_list = button_list
def test_events(self, event):
"""Liste des évènemets possibles."""
self.mouse_pos = pygame.mouse.get_pos()
if event.type == MOUSEBUTTONDOWN and event.button == 1:
self.get_clic()
for button in self.button_list:
if button.name == "back":
if button.rect.collidepoint(self.mouse_pos):
self.loop.active_screen = menus.TitleMenu(self.loop)
elif button.rect.collidepoint(self.mouse_pos):
self.loop.active_screen = game.Game(self.loop, button.name)
self.get_hovering()
class Game(BaseEvents):
"""Evènements du jeu."""
def __init__(
self, loop, map_name, camera, pathfinder,
actual_hero, sprite_grp, button_list,
draw_sprite, btm_txt, coords, music):
"""Initialisation.
La classe contient une tonne de paramètres. Je préfère
donner chaque paramètre un par un plutot que d'envoyer
la classe 'Game' comme gros paramètre; ça permet une plus
grande modularité et une meilleure maintenance.
"""
super(Game, self).__init__()
self.loop = loop
self.map_name = map_name
self.music = music
self.mus_door = pygame.mixer.Sound('sound/door.wav')
self.mus_door.set_volume(0.3)
self.camera = camera
self.sprite_grp = sprite_grp
self.button_list = button_list
self.draw_sprite = draw_sprite
self.one_victory = False
self.btm_txt = btm_txt
self.actual_hero = actual_hero
self.test_pos = ()
self.coords = coords
self.pathfinder = pathfinder
def test_events(self, event):
"""Appel les évènements interactifs."""
self.get_leftclick(event)
if self.leftclick:
self.moove_map(event)
if event.type == MOUSEBUTTONDOWN and event.button == 1:
self.get_clic()
if not self.actual_hero.in_moove and self.pathfinder.path.case_list:
self.moove_character(self.pathfinder.path.case_list)
self.menu_back_to_main()
if self.draw_sprite[1]:
self.erase()
self.loop.active_screen = menus.TitleMenu(self.loop)
def update_events(self):
"""Appel les évènements passifs."""
self.mouse_pos = pygame.mouse.get_pos()
x, y = self.mouse_pos
x_case, y_case = self.get_case_coords(x, y)
self.save()
self.test_victory()
self.test_door()
self.display_datas(x_case, y_case)
self.active_pathfinder(x_case, y_case)
if self.draw_sprite[0]:
self.get_hovering(button_list=self.btm_txt)
else:
self.get_hovering()
def moove_map(self, event):
"""On bouge la map grâce à la souris (clique droit enfoncé)."""
if event.type == MOUSEMOTION:
if self.camera.rect.collidepoint(self.mouse_pos):
x_motion, y_motion = pygame.mouse.get_pos()
self.camera.x -= x_motion - self.loop.x
self.camera.y -= y_motion - self.loop.y
def get_relatives_coords(self, x, y, abstract=True, index_x=0, index_y=0):
"""Retourne les coordonnées de la case sous le curseur."""
x_map, y_map = cst.CAMERA_SIZE
if not self.camera.map.get_rect().collidepoint(self.mouse_pos):
return None, None
if x < 0 or y < 0:
return None, None
while x > cst.IMG_SIZE * (index_x + 1):
index_x += 1
x = cst.IMG_SIZE * index_x
while y > cst.IMG_SIZE * (index_y + 1):
index_y += 1
y = cst.IMG_SIZE * index_y
if abstract:
x = x // 60
y = y // 60
return x, y
def get_case_coords(self, x, y):
"""Retourne la position relative à la map et non à l'écran."""
x = x + self.camera.x
y = y + self.camera.y
if x and y:
x, y = self.get_relatives_coords(x, y)
return x, y
def moove_character(self, case_list):
"""Actionne le mouvement du personnage."""
self.actual_hero.start_moove(case_list)
def test_victory(self):
"""Teste les conditions de victoire.
Si c'est bon, on modifie la liste qui gère l'activation,
et c'est la classe Game qui se chargera de mettre à jour
l'animation de victoire.
"""
pos = self.actual_hero.position
if self.coords[pos].name == "exit" and not self.draw_sprite[1]:
self.draw_sprite[1] = True
elif self.draw_sprite[1] and not self.one_victory:
self.music.play_victory()
self.one_victory = True
def test_door(self):
"""Teste le passage du héro sur une porte."""
if self.test_pos == (self.actual_hero.abs_x, self.actual_hero.abs_y):
return
self.test_pos = self.actual_hero.abs_x, self.actual_hero.abs_y
coord = self.coords[self.test_pos]
print("{} {}".format(coord.x, coord.y))
if coord.name == "door":
if not coord.apparent.play:
coord.apparent.play = True
self.mus_door.play()
def menu_back_to_main(self):
"""Affiche un menu de retour à l'écran titre."""
if not self.draw_sprite[0]:
for button in self.button_list:
if button.name == "cross" and button.rect.collidepoint(self.mouse_pos):
self.draw_sprite[0] = True
elif self.draw_sprite[0]:
for button in self.btm_txt:
if button.name == "yes" and button.rect.collidepoint(self.mouse_pos):
self.loop.active_screen = menus.TitleMenu(self.loop)
elif button.name == "no" and button.rect.collidepoint(self.mouse_pos):
self.draw_sprite[0] = False
def active_pathfinder(self, x_case, y_case):
"""Active le pathfinder, qui se charge de trouver un chemin."""
if not self.actual_hero.in_moove and not\
self.draw_sprite[0] and not self.draw_sprite[1]:
self.pathfinder.test_path(self.actual_hero, x_case, y_case)
else:
self.pathfinder.path.case_list = []
def display_datas(self, x_case, y_case):
"""Met à jour différentes petites données."""
for sprite in self.sprite_grp:
if sprite.name == "coords":
sprite.a_arg, sprite.b_arg = x_case, y_case
elif sprite.name == "pm":
sprite.a_arg = self.actual_hero.current_mp
def save(self):
"""Sauvegarde la partie."""
data.Data.save(self.actual_hero.position, self.map_name)
def erase(self):
"""Ecrase la sauvegarde."""
data.Data.erase_save()