-
Notifications
You must be signed in to change notification settings - Fork 1
/
model.py
218 lines (196 loc) · 8.16 KB
/
model.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
import const
import pygame as pg
from eventmanager import *
from components.buttons import *
from components.player import *
class GameEngine(object):
"""
Tracks the game state.
"""
def __init__(self, evManager):
"""
evManager (EventManager): Allows posting messages to the event queue.
Attributes:
running (bool): True while the engine is online. Changed via QuitEvent().
"""
self.evManager = evManager
evManager.RegisterListener(self)
self.n_players = 1
self.players = []
self.buttons = []
self.running = False
self.cur_state = const.STATE_MENU
self.winner_id = None
self.loser_id = None
self.mouse_pos = None
self.player_mode = "keyboard"
self.game_timer = pg.time.get_ticks()
def notify(self, event):
"""
Called by an event in the message queue.
"""
if isinstance(event, QuitEvent):
self.running = False
elif isinstance(event, PlayerNumberChangeEvent):
self.n_players = event.n_players
for button in self.buttons:
if isinstance(button, PlayerModeButton):
button.isVisible = True if self.n_players > button.id else False
elif isinstance(event, StateChangeEvent):
if event.cur_event == const.STATE_ENDGAME:
self.winner_id = event.winner
self.loser_id = event.loser
self._handleStateChangeEvent(event.cur_event)
elif isinstance(event, PlayerMoveEvent):
if event.id >= self.n_players:
return
player = self.players[event.id]
if player.KOed_timer != None or player.mode != const.MODE_KEYBOARD:
# In the state of KOed
return
if event.action == "Rotate_Clockwise":
player.rotate()
elif event.action == "Rotate_CounterClockwise":
player.rotate(False)
elif event.action == "Drop":
player.drop()
elif event.action == "Hold":
player.hold()
elif event.action == "Left":
player.move(0, -1)
elif event.action == "Right":
player.move(0, 1)
elif event.action == "Down":
player.move(-1, 0)
elif isinstance(event, TickEvent):
for player in self.players:
# handle KOed
if (
player.KOed_timer != None
and pg.time.get_ticks() - player.KOed_timer >= 1000
):
# resume
player.KOed_timer = None
player.garbages = []
player.initCurrentPiece()
if self.cur_state == const.STATE_PLAY and player.KOed_timer == None:
# handle gravity fall
if (
player.mode == const.MODE_KEYBOARD
and pg.time.get_ticks() - player.gravity_timer >= 1000
):
player.move(-1, 0, isGravity=True)
# handle logger
player.logger.tickLog()
# proceed to next state if necessary
if self.cur_state == const.STATE_MENU:
pass
elif (
self.cur_state == const.STATE_COUNTDOWN
and pg.time.get_ticks() - self.game_timer
>= const.COUNTDOWN_LENGTH * 1000
):
self.evManager.Post(StateChangeEvent(const.STATE_PLAY))
pass
elif (
self.cur_state == const.STATE_PLAY
and pg.time.get_ticks() - self.game_timer >= const.GAME_LENGTH * 1000
):
self.evManager.Post(StateChangeEvent(const.STATE_TIMEUP))
pass
elif (
self.cur_state == const.STATE_TIMEUP
and pg.time.get_ticks() - self.game_timer >= const.TIMEUP_LENGTH * 1000
):
self.evManager.Post(StateChangeEvent(const.STATE_ENDGAME))
pass
elif (
self.cur_state == const.STATE_ENDGAME
and pg.time.get_ticks() - self.game_timer >= const.ENDGAME_LENGTH * 1000
):
self.evManager.Post(StateChangeEvent(const.STATE_MENU))
pass
elif isinstance(event, KOEvent):
KOed_id, KOget_id = event.KOed_id, event.KOget_id
self.players[KOget_id].KO += 1
if self.players[KOget_id].KO == const.MAX_KO:
self.evManager.Post(StateChangeEvent(const.STATE_ENDGAME, winner=KOget_id))
elif KOed_id == 0:
self.evManager.Post(PlaySoundEvent("KOed"))
elif KOget_id == 0:
self.evManager.Post(PlaySoundEvent("KOget"))
elif isinstance(event, SendGarbageEvent):
self.players[event.to_id].receiveGarbage(event.n_garbage)
def _handleStateChangeEvent(self, cur_state):
if cur_state == const.STATE_MENU:
for button in self.buttons:
button.isHover = False
elif cur_state == const.STATE_COUNTDOWN:
self.evManager.Post(PlaySoundEvent("countDown"))
modes = [0, 0]
for button in self.buttons:
if isinstance(button, PlayerNumButton):
self.n_players = button.textIndex + 1
elif isinstance(button, PlayerModeButton):
modes[button.id] = button.textIndex
self.players = [
Player(i, self.evManager, self.n_players, mode=modes[i])
for i in range(self.n_players)
]
elif cur_state == const.STATE_PLAY:
self.evManager.Post(PlaySoundEvent("main"))
for player in self.players:
player.game_timer = pg.time.get_ticks()
elif cur_state == const.STATE_TIMEUP:
self.evManager.Post(PlaySoundEvent("timeup"))
elif cur_state == const.STATE_ENDGAME:
# decide the winner and loser
if self.winner_id != None:
self.loser_id = (
None if self.n_players != 2 else self.n_players - 1 - self.winner_id
)
elif self.loser_id != None:
self.winner_id = (
None if self.n_players != 2 else self.n_players - 1 - self.loser_id
)
elif self.n_players == 2:
pt = [self.players[0].KO, self.players[1].KO]
if pt[0] == pt[1]:
pt = [self.players[0].score, self.players[1].score]
if pt[0] == pt[1]:
for id, player in enumerate(self.players):
pt[id] = -len(player.garbages)
board = player.board
for y in range(const.BOARD_HEIGHT):
if sum(board[y]) > 0:
pt[id] = -y - 1 - len(player.garbages)
if pt[0] >= pt[1]:
self.winner_id, self.loser_id = 0, 1
else:
self.winner_id, self.loser_id = 1, 0
else:
self.winner_id = 0
self.evManager.Post(
PlaySoundEvent("win" if self.winner_id == 0 else "lose")
)
self.game_timer = pg.time.get_ticks()
self.cur_state = cur_state
def run(self):
"""
Starts the game engine loop.
This pumps a Tick event into the message queue for each loop.
The loop ends when this object hears a QuitEvent in notify().
"""
self.running = True
self.evManager.Post(InitializeEvent())
self.buttons = [
StartButton(self.evManager),
PlayerNumButton(self.evManager),
PlayerModeButton(self.evManager, 0, True),
PlayerModeButton(self.evManager, 1, False),
]
# self.clock = pg.time.Clock()
while self.running:
# self.clock.tick(const.FPS)
newTick = TickEvent()
self.evManager.Post(newTick)