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Initial DEMO
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import pygame
import keybinds
import rendering.neon as neon
import config
import util.profiling as profiling
import util.fonts as fonts
import rendering.levelbuilder3d as levelbuilder3d
import gameplay.highscores as highscores
import util.utility_functions as utils
TARGET_FPS = config.Display.fps if not config.Debug.fps_test else -1
class GameLoop:
def __init__(self):
self.running = True
self.clock = pygame.time.Clock()
self.screen = pygame.display.get_surface()
self.current_mode = MainMenuMode(self)
self.current_mode.on_mode_start()
def set_mode(self, next_mode):
if self.current_mode != next_mode:
self.current_mode.on_mode_end()
self.current_mode = next_mode
self.current_mode.on_mode_start()
def start(self):
dt = 0
while self.running:
events = []
for e in pygame.event.get():
if e.type == pygame.QUIT:
print("INFO: quitting game")
self.running = False
return
else:
# collect all the events so we can pass them into the current game mode.
events.append(e)
# global keybinds
if e.type == pygame.KEYDOWN:
if e.key in keybinds.TOGGLE_NEON:
config.Debug.use_neon = not config.Debug.use_neon
print("INFO: toggling neon to: {}".format(config.Debug.use_neon))
if e.key in keybinds.TOGGLE_PROFILER:
profiling.get_instance().toggle()
cur_mode = self.current_mode
cur_mode.update(dt, events)
cur_mode.draw_to_screen(self.screen)
pygame.display.flip()
if config.Debug.fps_test:
pygame.display.set_caption(f"{config.Display.title} {int(self.clock.get_fps())} FPS")
dt = self.clock.tick(TARGET_FPS) / 1000.0
class GameMode:
def __init__(self, loop: GameLoop):
self.loop: GameLoop = loop
def on_mode_start(self):
"""Called when mode becomes active"""
pass
def on_mode_end(self):
"""Called when mode becomes inactive"""
pass
def update(self, dt, events):
pass
def draw_to_screen(self, screen):
pass
class MainMenuMode(GameMode):
def __init__(self, loop: GameLoop):
super().__init__(loop)
self.selected_option_idx = 0
self.options = [
("start", lambda: self.start_pressed()),
("help", lambda: self.help_pressed()),
("settings", lambda: self.settings_pressed()),
("credits", lambda: self.credits_pressed()),
("exit", lambda: self.exit_pressed())
]
self.title_font = fonts.get_font(config.FontSize.title)
self.option_font = fonts.get_font(config.FontSize.option)
import gameplay.levels as levels
import rendering.threedee as threedee
import rendering.neon as neon
self.bg_level = levels.InfiniteGeneratingLevel(10)
self.bg_camera = threedee.Camera3D()
self.bg_renderer = neon.NeonRenderer()
def on_mode_start(self):
pass
def start_pressed(self):
import gameplay.gamestuff # shh don't tell pylint about this
self.loop.set_mode(gameplay.gamestuff.GameplayMode(self.loop))
def help_pressed(self):
import menus.help_menu as help_menu
self.loop.set_mode(help_menu.HelpMenuMode(self.loop, self))
def settings_pressed(self):
import menus.settings_menu as settings_menu
self.loop.set_mode(settings_menu.SettingsMenuMode(self.loop))
def credits_pressed(self):
import menus.credits_menu as credits_menu
self.loop.set_mode(credits_menu.CreditsMenuMode(self.loop, self))
def exit_pressed(self):
self.loop.running = False
def update(self, dt, events):
for e in events:
if e.type == pygame.KEYDOWN:
if e.key in keybinds.MENU_UP:
self.selected_option_idx = (self.selected_option_idx - 1) % len(self.options)
elif e.key in keybinds.MENU_DOWN:
self.selected_option_idx = (self.selected_option_idx + 1) % len(self.options)
elif e.key in keybinds.MENU_ACCEPT:
self.options[self.selected_option_idx][1]() # activate the option's lambda
return
elif e.key in keybinds.MENU_CANCEL:
self.exit_pressed()
return
self._update_bg(dt)
def draw_to_screen(self, screen: pygame.Surface):
screen.fill((0, 0, 0))
self._draw_bg(screen)
screen_size = screen.get_size()
title_surface = self.title_font.render('TEMPEST RUN', True, neon.WHITE)
title_size = title_surface.get_size()
title_y = screen_size[1] // 3 - title_size[1] // 2
screen.blit(title_surface, dest=(screen_size[0] // 2 - title_size[0] // 2,
title_y))
option_y = max(screen_size[1] // 2, title_y + title_size[1])
for i in range(len(self.options)):
option_text = self.options[i][0]
is_selected = i == self.selected_option_idx
color = neon.WHITE if not is_selected else neon.RED
option_surface = self.option_font.render(option_text.upper(), True, color)
option_size = option_surface.get_size()
screen.blit(option_surface, dest=(screen_size[0] // 2 - option_size[0] // 2, option_y))
option_y += option_size[1]
def _update_bg(self, dt):
rot_speed = 10 # degrees per sec
move_speed = 5 # units per sec
self.bg_camera.position.z += dt * move_speed
self.bg_camera.position.y = -1
self.bg_level.set_rotation(self.bg_level.get_rotation(self.bg_camera.position.z) + rot_speed * dt)
def _draw_bg(self, screen):
import rendering.levelbuilder3d as levelbuilder3d
import rendering.neon as neon
cur_z = self.bg_camera.position.z
cell_len = 20
all_3d_lines = []
for i in range(-1, 20):
all_3d_lines.extend(levelbuilder3d.build_section((i + cur_z // cell_len) * cell_len, cell_len, self.bg_level))
lines_to_draw = self.bg_camera.project_to_surface(screen, all_3d_lines, depth_shading=(0, 100))
self.bg_renderer.draw_lines(screen, neon.NeonLine.convert_line2ds_to_neon_lines(lines_to_draw))
def create_or_recreate_window():
size = config.Display.width, config.Display.height
pygame.display.set_mode(size, pygame.SCALED | pygame.RESIZABLE)
pygame.display.set_caption(config.Display.title)
pygame.display.set_icon(pygame.image.load(utils.resource_path("game/tempestrun/assets/icon/icon.png")))
def _main():
config.load_configs_from_disk()
# create config.json on game start if it's been deleted
if not config.get_config_path().exists():
config.save_configs_to_disk()
pygame.init()
levelbuilder3d.load_player_art()
create_or_recreate_window()
highscores.load_score()
loop = GameLoop()
loop.start()
if __name__ == "__main__":
_main()