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Simple state engine example
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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() |
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