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#This code is licensed as CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/legalcode). | |
import sys | |
import pygame as pg | |
class Game(object): | |
""" | |
A single instance of this class is responsible for | |
managing which individual game state is active | |
and keeping it updated. It also handles many of | |
pygame's nuts and bolts (managing the event | |
queue, framerate, updating the display, etc.). | |
and its run method serves as the "game loop". | |
""" | |
def __init__(self, screen, states, start_state): | |
""" | |
Initialize the Game object. | |
screen: the pygame display surface | |
states: a dict mapping state-names to GameState objects | |
start_state: name of the first active game state | |
""" | |
self.done = False | |
self.screen = screen | |
self.clock = pg.time.Clock() | |
self.fps = 60 | |
self.states = states | |
self.state_name = start_state | |
self.state = self.states[self.state_name] | |
def event_loop(self): | |
"""Events are passed for handling to the current state.""" | |
for event in pg.event.get(): | |
self.state.get_event(event) | |
def flip_state(self): | |
"""Switch to the next game state.""" | |
current_state = self.state_name | |
next_state = self.state.next_state | |
self.state.done = False | |
self.state_name = next_state | |
persistent = self.state.persist | |
self.state = self.states[self.state_name] | |
self.state.startup(persistent) | |
def update(self, dt): | |
""" | |
Check for state flip and update active state. | |
dt: milliseconds since last frame | |
""" | |
if self.state.quit: | |
self.done = True | |
elif self.state.done: | |
self.flip_state() | |
self.state.update(dt) | |
def draw(self): | |
"""Pass display surface to active state for drawing.""" | |
self.state.draw(self.screen) | |
def run(self): | |
""" | |
Pretty much the entirety of the game's runtime will be | |
spent inside this while loop. | |
""" | |
while not self.done: | |
dt = self.clock.tick(self.fps) | |
self.event_loop() | |
self.update(dt) | |
self.draw() | |
pg.display.update() | |
class GameState(object): | |
""" | |
Parent class for individual game states to inherit from. | |
""" | |
def __init__(self): | |
self.done = False | |
self.quit = False | |
self.next_state = None | |
self.screen_rect = pg.display.get_surface().get_rect() | |
self.persist = {} | |
self.font = pg.font.Font(None, 24) | |
def startup(self, persistent): | |
""" | |
Called when a state resumes being active. | |
Allows information to be passed between states. | |
persistent: a dict passed from state to state | |
""" | |
self.persist = persistent | |
def get_event(self, event): | |
""" | |
Handle a single event passed by the Game object. | |
""" | |
pass | |
def update(self, dt): | |
""" | |
Update the state. Called by the Game object once | |
per frame. | |
dt: time since last frame | |
""" | |
pass | |
def draw(self, surface): | |
""" | |
Draw everything to the screen. | |
""" | |
pass | |
class SplashScreen(GameState): | |
def __init__(self): | |
super(SplashScreen, self).__init__() | |
self.title = self.font.render("Splash Screen", True, pg.Color("dodgerblue")) | |
self.title_rect = self.title.get_rect(center=self.screen_rect.center) | |
self.persist["screen_color"] = "black" | |
self.next_state = "GAMEPLAY" | |
def get_event(self, event): | |
if event.type == pg.QUIT: | |
self.quit = True | |
elif event.type == pg.KEYUP: | |
self.persist["screen_color"] = "gold" | |
self.done = True | |
elif event.type == pg.MOUSEBUTTONUP: | |
self.persist["screen_color"] = "dodgerblue" | |
self.done = True | |
def draw(self, surface): | |
surface.fill(pg.Color("black")) | |
surface.blit(self.title, self.title_rect) | |
class Gameplay(GameState): | |
def __init__(self): | |
super(Gameplay, self).__init__() | |
self.rect = pg.Rect((0, 0), (128, 128)) | |
self.x_velocity = 1 | |
def startup(self, persistent): | |
self.persist = persistent | |
color = self.persist["screen_color"] | |
self.screen_color = pg.Color(color) | |
if color == "dodgerblue": | |
text = "You clicked the mouse to get here" | |
elif color == "gold": | |
text = "You pressed a key to get here" | |
self.title = self.font.render(text, True, pg.Color("gray10")) | |
self.title_rect = self.title.get_rect(center=self.screen_rect.center) | |
def get_event(self, event): | |
if event.type == pg.QUIT: | |
self.quit = True | |
elif event.type == pg.MOUSEBUTTONUP: | |
self.title_rect.center = event.pos | |
def update(self, dt): | |
self.rect.move_ip(self.x_velocity, 0) | |
if (self.rect.right > self.screen_rect.right | |
or self.rect.left < self.screen_rect.left): | |
self.x_velocity *= -1 | |
self.rect.clamp_ip(self.screen_rect) | |
def draw(self, surface): | |
surface.fill(self.screen_color) | |
surface.blit(self.title, self.title_rect) | |
pg.draw.rect(surface, pg.Color("darkgreen"), self.rect) | |
if __name__ == "__main__": | |
pg.init() | |
screen = pg.display.set_mode((1280, 720)) | |
states = {"SPLASH": SplashScreen(), | |
"GAMEPLAY": Gameplay()} | |
game = Game(screen, states, "SPLASH") | |
game.run() | |
pg.quit() | |
sys.exit() |
Replying to @jzmiller1:
Each state has a draw method. This method is called from the state manager (Game class here), and is passed the surface on which to draw (generally the dislpay surface). If your state's update phase really needs to check the screen, you could set it up so the screen was passed as an arg in the state update phase, but you should not draw on it during the update phase.
Also, it should be noted that technically the display surface can be accessed at any time from anywhere with pygame.display.get_surface()
though it is generally better if you don't abuse this. Setting up states so they draw on a passed in surface has the advantage that you can draw on surfaces other than the display (if you needed to resize to a different display size before blitting for example).
Thanks!
What is the ideal way to access the screen within a state?