Compare commits

...

16 Commits

5 changed files with 167 additions and 16 deletions

2
TODO.md Normal file
View File

@ -0,0 +1,2 @@
# TODO
- Add turn / round based systems

View File

@ -7,4 +7,4 @@ name = "gameUtils"
version = "1.0.0"
description = "A set of utilities to make the game development process less painful (despite the organisation name) and more unified."
authors = [{ name = "Brosef" }]
dependencies = ["pygame-ce"]
dependencies = ["pygame-ce", "pygame_gui"]

View File

@ -4,4 +4,6 @@ from .anim import AnimationHandler
from .anim import AnimatedObject
from .events import AnimStart
from .events import AnimFinish
from .events import Timeout
from .events import Timeout
from .turns import BaseTurnHandler
from .turns import RoundTable

View File

@ -1,8 +1,11 @@
from .events import Timeout
from .anim import AnimatedObject
import tomllib
import time
import NoPELib
from .events import Timeout
from .anim import AnimatedObject
class Game:
def __init__(self, surface):
"""
@ -12,31 +15,63 @@ class Game:
surface (pygame.Surface): The surface the game devs draw on.
"""
self.surf = surface
self.size = self.surf.size
self.pm = None
# Holds all the timeouts that haven't been fired yet
self._timeouts = []
with open('./game.toml', 'r') as f:
self.cfg = tomllib.loads(f.read())
self.surf = surface
self.size = self.surf.size
self.pm = NoPELib.PlayersManager(self.cfg['name'], playersPath='../players.json')
# Holds all the timeouts that haven't been fired yet
self._timeouts = []
# The following are used by self.popup() to halt some events
self._haltUpdate = False
self._haltEvents = False
# Will become a pygame.Surface with the popup contents
self._popupMenu = None
def update(self):
"""
Updates some core things in the background.
Intended to be overridden by the game developer.
See BaseGame for documentation.
"""
def _update(self):
"""
Updates some core things in the background, and calls update()
"""
# Handle timeouts
for timeout in self._timeouts.copy():
if timeout.fireOn <= time.perf_counter():
self.onEvent(timeout)
self._timeouts.remove(timeout)
# Game update
if not self._haltUpdate:
self.update()
# TODO: Draw things like debug menu, etc.
def onEvent(self, event):
pass
"""
Intended to be overridden by the game developer.
See BaseGame for documentation.
"""
def _onEvent(self, event):
"""
Updates some core things in the background, and calls onEvent()
"""
if not self._haltEvents:
self.onEvent(event)
def close(self):
pass
"""
Intended to be overridden by the game developer.
See BaseGame for documentation.
"""
def createAnimObj(self, *args, **kwargs):
"""
Creates an animated object.
@ -58,5 +93,48 @@ class Game:
delay (float): How long (in seconds)
to wait before firing.
"""
self._timeouts.append(Timeout(id, time.perf_counter()+delay))
def awaitingTimeout(self, timeoutID: str):
"""
Tells you if a timeout ID is on the timeout stack.
Args:
timeoutID (str): The timeout ID.
self._timeouts.append(Timeout(id, time.perf_counter()+delay))
Returns:
bool: True if there is a timeout with that ID
ID on the stack, False otherwise.
"""
return any(timeout.timeoutID == timeoutID for timeout in self._timeouts)
def popup(self, title: str, text: str, haltUpdate: bool=False, haltEvents: bool=True):
"""
Pops up a dialogue box.
Args:
title (str): The big "title" text to be displayed.
text (str): The main body text to be displayed.
haltUpdate (bool): If True, the games update() method will not be called until
the popup is dismissed. Default: False.
haltEvents (bool): If True, the games onEvent() method will not be called until
the popup is dismissed. Default: True.
"""
self._haltUpdate = haltUpdate
self._haltEvents = haltEvents
def punish(self, player, intensity: float):
"""
Handles punishing players for most games.
Handles games preferences on PDO order?
Handles auto popups for messaged events.
Args:
player (NoPELib.Player): The player to punish.
intensity (float): The intensity to punish the player.
"""

69
src/gameUtils/turns.py Normal file
View File

@ -0,0 +1,69 @@
# TODO: Add a variable for the game developers to see if pain is "avaialbe",
# I.E. has the shocker been passed to the next player.
# Also add a pop-up, probably using pygame-gui, to tell the player
# to pass the shocker to the next person.
# NOTE: Each expansion is assigned multiple players, if an expansion has a tag
# such as "ONE_PERSON_ONLY", it means that when the game developer wants
# to go to the next player, it must self.notify() the players to pass the
# physical object around.
# NOTE: That tag IS NOT a part of NoPE-Lib or PDO-Lib. It simply acts as an
# identifier for games to use.
# TODO: Add player config editor.
class BaseTurnHandler:
def __init__(self, playersManager):
"""
The base turn handler metaclass, used to create round
handlers such as round table.
"""
self._pm = playersManager
# The current turn number (0 based)
self.turn = 0
# The maximum number of turns
self.turns = len(self._pm)
# The current round number (0 based)
self.round = 0
# Which players are playing in this turn
self.playing = []
def next(self):
raise NotImplementedError
class RoundTable(BaseTurnHandler):
"""
A simple "round table" round system.
"""
# TODO: Add some kind of implementation with NoPE
# to determain if we actually need to re-assign PDOs.
def __init__(self, teamSize: int, *args, **kwargs):
"""
"""
super().__init__(*args, **kwargs)
if teamSize > len(self._pm):
raise Exception('Too little players for specified team size.') # TODO: Custom exception
self.teamSize = teamSize
self.turns //= self.teamSize
self.turn -= 1
self.next()
def next(self):
"""
Oh god I hate it.
"""
self.turn += 1
if self.turn >= self.turns:
self.turn -= self.turns
self.round += 1
self.playing = []
playerNames = list(self._pm.keys())
for i in range(self.teamSize):
self.playing.append(self._pm[playerNames[(i+self.turn)%len(playerNames)]])
return self.playing