76 lines
2.4 KiB
Python
76 lines
2.4 KiB
Python
import sys
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import pygame
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from common.constants import *
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from common.helpers import print_numbers
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from logic.level import Level
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from ui.logs import Logs
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from ui.screens.credits import Credits
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from ui.screens.main_menu import MainMenu
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from ui.screens.options import Options
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from ui.stats import Stats
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from logic.health_bar import HealthBar
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class Game:
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def __init__(self):
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pygame.init()
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pygame.display.set_caption(GAME_TITLE)
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pygame.display.set_icon(pygame.image.load('./resources/icons/sword.png'))
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self.screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
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self.clock = pygame.time.Clock()
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self.bg = pygame.image.load("./resources/textures/bg.jpg")
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self.screens = {'credits': Credits(self.screen, self.clock), 'options': Options(self.screen, self.clock)}
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def main_menu(self):
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menu = MainMenu(self.screen, self.clock, self.bg,
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self.game,
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self.screens['options'].display_screen,
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self.screens['credits'].display_screen)
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menu.display_screen()
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def game(self):
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logs = Logs(self.screen)
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level = Level(self.screen, logs)
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# setup clock for rounds
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NEXT_TURN = pygame.USEREVENT + 1
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pygame.time.set_timer(NEXT_TURN, TURN_INTERVAL)
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# create level
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level.create_map()
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stats = Stats(self.screen,
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level.list_knights_blue,
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level.list_knights_red) # has to be called after level.create_map()
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print_numbers_flag = False
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running = True
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while running:
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self.screen.blit(self.bg, (0, 0))
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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pygame.quit()
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sys.exit()
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_ESCAPE:
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running = False
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if event.key == pygame.K_n:
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print_numbers_flag = not print_numbers_flag
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if event.type == NEXT_TURN: # is called every 'TURN_INTERVAL' milliseconds
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level.handle_turn()
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stats.update()
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logs.draw()
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level.update()
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if print_numbers_flag:
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print_numbers()
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pygame.display.update()
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self.clock.tick(FPS_COUNT)
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