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game.py
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753 lines (631 loc) · 31.5 KB
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import math
from multiprocessing import Event
import random
import sys
import pygame
import time
import incidents
import input_manager
import progress_bar
import resources
import settings
from asset import Asset
from character import Character
from expertise import Expertise
from level import Level
from score import Score
from tools import find_distance
from fps import FPS
from player import Player
from view import View
from countdown import Countdown
from pygame.locals import JOYDEVICEADDED, JOYDEVICEREMOVED, JOYBUTTONUP, JOYBUTTONDOWN, JOYAXISMOTION, KEYUP, KEYDOWN
class Game:
""" Une partie. """
def __init__(self, screen: pygame.Surface) -> None:
"""
Initialise une instance de partie (objet Game).
:param screen: surface représentant l'écran pygame
"""
self.__screen = screen
self.__backdrop_surface = pygame.image.load(
settings.BACKDROP_FILENAME).convert()
self.__failed_incident_max = 0
self.__running = False
self.__display_name = False
self.__score = Score()
self.__music = resources.sounds_collection.get('BACKGROUND-MUSIC')
self.__arrow = resources.arrow.get()
self.__countdown = Countdown()
if input_manager.inputs.get_gamepad_count() == 2:
self.__players = [Player(Player.PLAYER_ONE),
Player(Player.PLAYER_TWO)]
else:
self.__players = [Player(Player.PLAYER_ONE)]
# On commence au lvl 1
self.__level_num = 1
self.__level = self.__load_level(self.__level_num)
self.__views = self.__setup_views(self.__level)
self.__fps = FPS()
self.__notification_full_time = 5000
self.__notification_fade_time = 3000
self.__incident_timer = pygame.time.get_ticks()
self.__new_level_notif_time = 2000
self.__new_level_notification = pygame.time.get_ticks()+self.__new_level_notif_time
self.__active_tiles = []
self.__is_paused = False
def end_screen(self, image_path: str, sleep_time: int):
image = pygame.image.load(image_path)
origin_x = (settings.SCREEN_WIDTH / 2) - \
(image.get_width() / 2)
origin_y = (settings.SCREEN_HEIGHT / 2) - \
(image.get_height() / 2)
self.__screen.blit(image, (origin_x, origin_y))
pygame.display.update()
time.sleep(sleep_time)
def run(self) -> None:
""" Exécute la partie (boucle de jeu). """
self.__fps.start()
self.__countdown.start()
victoire = False
defaite = False
new_level = False
previous_time = time.time()
self.__music.play(-1)
self.__level.office.enable_ambience()
incidents.spawner.start()
while victoire == False and defaite == False:
if new_level:
self.__level.office.enable_ambience()
self.__countdown.reset_timer()
incidents.spawner.unpause()
incidents.spawner.reset()
self.__new_level_notification = pygame.time.get_ticks()+self.__new_level_notif_time
self.__current_incident = ""
self.__failed_incident_max = 0
new_level = False
self.__running = True
while self.__running:
now = time.time()
delta_time = now - previous_time
previous_time = now
self.__fps.tick()
self.__handle_events()
if self.__running:
if not self.__is_paused:
self.__check_for_player_two()
self.__handle_incidents()
self.__failed_incident_max += self.__update_game_elements(
delta_time)
self.__update_display()
if (self.__countdown.timeout() and self.__failed_incident_max < settings.MAX_MISTAKES): # passe de niveau
self.__running = False
self.__level_num += 1
new_level = True
elif self.__failed_incident_max >= settings.MAX_MISTAKES:
# Ecran defaite (game over)
self.end_screen("img\game_over.png", 5)
self.__running = False
defaite = True
self.__level.stop()
if self.__level_num <= settings.MAX_MISTAKES:
self.__level = self.__load_level(self.__level_num)
self.__views = self.__setup_views(self.__level)
else:
victoire = True
# Ecran victoire
self.end_screen("img\mission_complete.png", 5)
self.quit_game()
def __load_level(self, number: int) -> Level:
"""
Charge le niveau spécifié.
:param number: numéro du niveau à charger
:return: le niveau chargé
"""
# Chargement du niveau de jeu
level = Level(number)
# Liaison des actifs au pointage
for asset in level.assets:
asset.set_solving_action(self.__score.add_points)
return level
def __setup_views(self, level: Level) -> dict:
"""
Configure la ou les vues pour le niveau spécifié (level) en fonction des personnages du niveau.
:param level: le niveau
:return: dictionnaire contenant la ou les vues
"""
views = {}
# Le joueur 1 contrôle le premier personnage chargé
self.__players[Player.PLAYER_ONE].character = level.characters[0]
views[Player.PLAYER_ONE] = self.__set_view(level, Player.PLAYER_ONE)
if len(self.__players) > 1:
# Le joueur 2 contrôle le deuxième personnage chargé
self.__players[Player.PLAYER_TWO].character = level.characters[1]
# Deux joueurs, donc deuxieme vue
views[Player.PLAYER_TWO] = self.__set_view(
level, Player.PLAYER_TWO)
return views
def __set_view(self, level: Level, index: int) -> View:
view_width = View.WIDTH_ONE_PLAYER
multiplier = 1
# Si la liste de joueurs est plus grande que 1, alors on set le view_width à 2 joueurs
if len(self.__players) > 1:
view_width = View.WIDTH_TWO_PLAYERS
# S'il s'agit du player2 on set le multiplier à 3
if index == 1:
multiplier = 3
# On set la view
view = View(self.__screen, level.office, view_width, View.HEIGHT)
view.center_on_screen((multiplier * self.__screen.get_width() /
2 * len(self.__players), self.__screen.get_height() / 2))
character = self.__players[index].character
view.center_in_office(character.feet_position)
return view
def quit_game(self):
incidents.spawner.stop()
self.__music.stop()
self.__fps.stop()
self.__countdown.stop()
pygame.quit()
sys.exit()
def __handle_events(self) -> None:
"""
Gère les événements envoyés par l'engin pygame.
:return: aucun
"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.__running = False
self.quit_game()
if event.type in [KEYDOWN, KEYUP]:
input_manager.inputs.manage_keyboard_event(event)
elif event.type in [JOYDEVICEADDED, JOYDEVICEREMOVED, JOYBUTTONDOWN, JOYBUTTONUP, JOYAXISMOTION]:
input_manager.inputs.manage_gamepad_event(event)
def __handle_incidents(self) -> None:
"""
Gère les incidents envoyés par le générateur d'incidents.
:return: aucun
"""
for incident in incidents.spawner.get():
if incident.expertise == Expertise.HELPDESK:
self.__level.helpdesk.add_incident(incident)
else:
# Sélection d'un actif au hasard parmi tous les actifs autres que le centre d'appels
asset = random.choice(self.__level.assets[1:])
self.__current_incident = "THERE IS A " + \
str(incident.expertise.name) + " INCIDENT AT DESK N°" + \
asset.name.replace('Asset ', '')
self.__incident_timer = pygame.time.get_ticks() + self.__notification_full_time
asset.add_incident(incident)
def __check_for_player_two(self) -> None:
""" Vérifie si le joueur 2 est actif et met à jour le nombre de joueurs en fonction du résultat. """
# Vérification s'il y a de l'activité sur les entrées du joueur 2
player_two_inputs = input_manager.inputs.player_input(1)
now = time.time()
if len(self.__players) == 1:
if abs(now - player_two_inputs.last_activity_time) < settings.INACTIVITY_THRESHOLD:
# Une activité récente a été détectée sur les entrées du joueur 2 -> on l'ajoute
self.__add_player_two()
else:
if abs(now - player_two_inputs.last_activity_time) > settings.INACTIVITY_THRESHOLD:
# Pas d'activité récente détectée sur les entrées du joueur 2 -> on le retire
self.__remove_player_two()
def __update_game_elements(self, delta_time: float) -> int:
"""
Met à jour les éléments de jeu: changement de focus, déplacements, solution d'incidents, actifs.
Cette méthode est appelée à chaque trame.
:param delta_time: temps écoulé depuis la trame précédente
:return: aucun
"""
timeoutIndicents = 0
self.__pause_game_if_needed()
self.__execute_tile_action_if_needed()
self.__display_name_action()
if not self.__is_paused:
self.__change_focus_if_needed()
self.__move_characters_if_needed(delta_time)
self.__solve_incidents_if_needed()
for asset in self.__level.assets:
timeoutIndicents += asset.update()
return timeoutIndicents
def __update_display(self) -> None:
"""
Met à jour l'affichage.
Cette méthode est appelée à chaque trame.
:return: aucun
"""
# Affichage de l'image de fond
self.__screen.blit(self.__backdrop_surface, (0, 0))
# Affichade de la ou les vues sur le bureau (donc du bureau, des actifs et des personnages)
for view in self.__views.values():
view.draw(self.__display_name)
# Affichage du countdown
countdown_surface = self.__countdown.get()
self.__screen.blit(countdown_surface, (10, 10))
# Affichage du score
score_surface = self.__value_display(self.__score.get_score_display())
self.__screen.blit(score_surface, ((
self.__screen.get_width() / 2)-(score_surface.get_width()/2), 10))
# Affichage des user errors
color = (255, 255, 255)
if (self.__failed_incident_max) > (settings.MAX_MISTAKES-2):
color = (255, 0, 0)
user_errors_surface = self.__font.render(
f"MISTAKES MADE : {self.__failed_incident_max} / {settings.MAX_MISTAKES}", True, color)
self.__screen.blit(user_errors_surface, (self.__screen.get_width(
)-user_errors_surface.get_width()-10, 10))
# Affichage du FPS
fps_surface = self.__fps.get()
self.__screen.blit(
fps_surface, (10, self.__screen.get_height()-fps_surface.get_height()-10))
# Affichage nouvel incident
if pygame.time.get_ticks() < self.__incident_timer:
incident_surface = self.__font.render(
self.__current_incident, True, (255, 45, 40))
display_time_left = self.__incident_timer - pygame.time.get_ticks()
if (display_time_left < self.__notification_fade_time):
alpha = (display_time_left)/(self.__notification_fade_time/255)
incident_surface.set_alpha(alpha)
self.__screen.blit(incident_surface, ((self.__screen.get_width(
) / 2)-(incident_surface.get_width()/2), (self.__screen.get_height() / 10)),)
# Affichage des barres de progression
for view, player in zip(self.__views.values(), self.__players):
for character in self.__level.characters:
if character.progress_bar:
self.__update_progress_bar(view, player, character)
# Affichage notif nouveau niveau
if self.__new_level_notification > pygame.time.get_ticks():
self.__display_title("LEVEL " + str(self.__level_num))
# Affichage du texte de pause
if self.__is_paused:
self.__display_title("PAUSE")
# Affichage fleches directionnelles
self.__update_arrow()
# Basculement de tampon (donc affichage de l'écran)
pygame.display.flip()
def __update_progress_bar(self, view: View, player: Player, character: Character) -> None:
# Calculs des vecteurs
vector_x = character.feet_position[0] - \
player.character.feet_position[0]
vector_y = character.feet_position[1] - \
player.character.feet_position[1]
# Coordonées de la barre en fonction de l'ecran
if view == self.__views[0]:
multiplier = 1
else:
multiplier = 3
bar_x = (multiplier * self.__screen.get_width() /
(2 * len(self.__players))) + vector_x
bar_y = (self.__screen.get_height() / 2) + vector_y
# Affichage si la barre est dans l'ecran
if not (character.feet_position[0] > player.character.feet_position[0] + view.view_width / 2 or
character.feet_position[1] > player.character.feet_position[1] + view.view_heigth / 2 or
character.feet_position[0] < player.character.feet_position[0] - view.view_width / 2 or
character.feet_position[1] < player.character.feet_position[1] - view.view_heigth / 2):
progress_bar_id = progress_bar.compute_progress_bar_id(
character.progress_bar)
progress_bar_surface = resources.progress_bar_collection.get(
progress_bar_id)
self.__screen.blit(progress_bar_surface, (
bar_x - character.icon.get_width() / 2, bar_y - character.icon.get_width() * 2))
def __display_title(self, title: str) -> None:
"""Affiche un gros titre blanc"""
text_font = pygame.font.Font(pygame.font.get_default_font(), 120)
outline_font = pygame.font.Font(pygame.font.get_default_font(), 120)
outline_surface = outline_font.render(title, True, (0, 0, 0))
title_surface = text_font.render(title, True, (210, 210, 190))
self.__screen.blit(outline_surface, ((self.__screen.get_width(
) / 2)-(outline_surface.get_width()/2) - 10, (self.__screen.get_height() / 5) + 10),)
self.__screen.blit(title_surface, ((self.__screen.get_width(
) / 2)-(title_surface.get_width()/2), (self.__screen.get_height() / 5)),)
def __update_arrow(self) -> None:
"""
Actualise la fleche directionnelle vers les incidents et personnages hors de l'ecran.
:return: aucun
"""
if not self.__views:
return
for view, player in zip(self.__views.values(), self.__players):
# Vers les personnages
for character in self.__level.characters:
self.__draw_arrow(character.feet_position,
player, view, character.icon)
# Vers les incidents des assets
for asset in self.__level.assets:
if asset.active_incident:
self.__draw_arrow(asset.center_position,
player, view, asset.image_incident)
def __draw_arrow(self, position: tuple, player: Player, view: View, icon: pygame.Surface) -> None:
"""
Dessine une fleche sur un ecran donné en fonction d'une position cible
:param position: La position cible vers laquelle orienter la fleche
:param player: Le joueur de qui part la fleche
:param view: La vue sur laquelle afficher la fleche
:param icon: L'icone à afficher avec la fleche
:return: aucun
"""
# Si la position cible est hors de l'ecran
if (position[0] > player.character.feet_position[0] + view.view_width / 2 or
position[1] > player.character.feet_position[1] + view.view_heigth / 2 or
position[0] < player.character.feet_position[0] - view.view_width / 2 or
position[1] < player.character.feet_position[1] - view.view_heigth / 2):
# Calcul de la position de la position cible en fonction du centre de chaque ecran
# On veut limiter la fleches aux limites de l'ecran
# Calculs des vecteurs
vector_x = position[0] - player.character.feet_position[0]
vector_y = position[1] - player.character.feet_position[1]
# Largeur
if vector_x < -view.view_width / 2:
vector_x = - view.view_width / 2
elif vector_x > view.view_width / 2:
# - 15 pour raprocher la fleche de l'ecran
vector_x = view.view_width / 2 - 15
# Hauteur
if vector_y < -view.view_heigth / 2:
vector_y = - view.view_heigth / 2
elif vector_y > view.view_heigth / 2:
# - 15 pour raprocher la fleche de l'ecran
vector_y = view.view_heigth / 2 - 15
# Calcul de l'angle de rotation
# - car sens anti horaire, +90 car atan2 par de la droite alors qu'on veut partir du top
angle = - (math.degrees(math.atan2(vector_y, vector_x)) + 90)
# Rotation de la fleche en fonction de l'angle
rotated_arrow = pygame.transform.rotate(self.__arrow, angle)
# Coordonées de la fleche en fonction de l'ecran
if view == self.__views[0]:
multiplier = 1
else:
multiplier = 3
arrow_x = (multiplier * self.__screen.get_width() /
(2 * len(self.__players))) + vector_x
arrow_y = (self.__screen.get_height() / 2) + vector_y
# Coordonées pour l'icone (décalée de quelques %tages des bords de l'ecran, trouver une solution plus jolie si possible)
icon_x = arrow_x - vector_x * 0.05
icon_y = arrow_y - vector_y * 0.07
# Affichage
self.__screen.blit(icon, (icon_x, icon_y))
self.__screen.blit(rotated_arrow, (arrow_x, arrow_y))
def __value_display(self, string_display) -> pygame.Surface:
default_font_name = pygame.font.get_default_font()
self.__font = pygame.font.Font(default_font_name, 20)
return self.__font.render(string_display, True,
(255, 255, 255))
def __add_player_two(self) -> None:
"""
Ajoute le deuxième joueur à la partie en cours.
:return: aucun
"""
# Création du joueur 2
player = Player(Player.PLAYER_TWO)
self.__players.append(player)
# Création de la vue pour le joueur 2
view = View(self.__screen, self.__level.office,
View.WIDTH_TWO_PLAYERS, View.HEIGHT)
view.center_on_screen(
(3 * self.__screen.get_width() / 4, self.__screen.get_height() / 2))
self.__views[Player.PLAYER_TWO] = view
# Ajustement de la taille et de la position de la vue pour le joueur 1
self.__views[Player.PLAYER_ONE].center_on_screen(
(self.__screen.get_width() / 4, self.__screen.get_height() / 2))
self.__views[Player.PLAYER_ONE].resize(
View.WIDTH_TWO_PLAYERS, View.HEIGHT)
# Attribution d'un personnage au joueur 2
for character in self.__level.characters:
if character != self.__players[Player.PLAYER_ONE].character:
self.__players[Player.PLAYER_TWO].character = character
# Positionnement de la vue sur le personnage
view = self.__views[Player.PLAYER_TWO]
view.center_in_office(character.feet_position)
break
def __remove_player_two(self) -> None:
"""
Retire le deuxième joueur de la partie en cours.
:return: aucun
"""
assert len(self.__players) > 1
# Destruction de la vue du joueur 2
del self.__views[Player.PLAYER_TWO]
# Destruction du joueur 2 (virtuellement parlant ;-))
del self.__players[Player.PLAYER_TWO]
# Ajustement de la taille et de la position de la vue du joueur 1
self.__views[Player.PLAYER_ONE].center_on_screen(
(self.__screen.get_width() / 2, self.__screen.get_height() / 2))
self.__views[Player.PLAYER_ONE].resize(
View.WIDTH_ONE_PLAYER, View.HEIGHT)
def __change_focus_if_needed(self) -> None:
"""
Fait passer le focus vers un autre personnage, si demandé et si possible.
:return:
"""
def change_focus(current_character: Character, index_delta: int) -> None:
"""
Change le focus. Fonction interne.
:param current_character: personnage ayant le focus présentement
:param index_delta: sens de la recherche (1 pour rechercher le suivant, -1 pour rechercher le précédent)
:return: aucun
"""
nb_characters = len(self.__level.characters)
# Sélection du prochain personnage disponible
current_index = self.__level.characters.index(current_character)
next_index = (current_index + index_delta +
nb_characters) % nb_characters
next_character = self.__level.characters[next_index]
while next_character in [p.character for p in self.__players]:
next_index = (next_index + index_delta +
nb_characters) % nb_characters
next_character = self.__level.characters[next_index]
player.character = next_character
# Repositionnement de la vue sur ce nouveau personnage
new_character = player.character
self.__views[player.number].center_in_office(
new_character.feet_position)
# Vérification s'il est possible d'effectuer le changement et si un changement est demandé
if len(self.__level.characters) > len(self.__players):
# il y a plus de personnages que de joueurs: il est donc possible de changer de personnage
for player in self.__players:
character = player.character
inputs = input_manager.inputs.player_input(player.number)
if inputs.focus_next_button:
inputs.focus_next_button = False
# on avance jusqu'au prochain disponible
change_focus(character, 1)
elif inputs.focus_prev_button:
inputs.focus_prev_button = False
# on recule jusqu'au prochain disponible
change_focus(character, -1)
def __move_characters_if_needed(self, delta_time: float) -> None:
"""
Déplace les personnages si demandé, de façon uniforme peu importe le FPS.
:param delta_time: temps écoulé depuis la dernière trame
:return: aucun
"""
for player in self.__players:
# récupération du mouvement (généré par clavier ou gamepad) de ce joueur
inputs = input_manager.inputs.player_input(player.number)
movement = inputs.movement
if abs(movement[0]) > 0.0 or abs(movement[1]) > 0.0:
# il y a mouvement sur au moins un des deux axes
character = player.character
if character.is_locked:
return
next_feet_position = character.compute_next_feet_position(
movement, delta_time)
if self.__level.office.in_navmesh(next_feet_position):
# déplacement du personnage
character.feet_position = next_feet_position
# repositionnement de la vue puisque le personnage s'est déplacé
self.__views[player.number].center_in_office(
character.feet_position)
# Probablement améliorable
def __execute_tile_action_if_needed(self) -> None:
"""
Execute l'action de la tuile sous le personnage si necessaire.
:return: aucun
"""
# On regarde pour chaque joueur si leur personnage est sur une tuile à action, et on execute l'action si oui.
for player in self.__players:
character_position = player.character.feet_position
tile_under_character = self.__level.office.get_tile(
character_position)
if tile_under_character not in self.__active_tiles and tile_under_character.action is not None:
tile_under_character.action()
# On ajoute la tuile sur laquelle est le personnages dans les tuiles actives.
self.__active_tiles.append(tile_under_character)
# On regarde pour chaque tuile un personnage est dessus, si aucun ne l'est on la retire des tuiles actives.
for tile in self.__active_tiles:
still_active = False
for player in self.__players:
character_position = player.character.feet_position
tile_under_character = self.__level.office.get_tile(
character_position)
if tile_under_character == tile:
still_active = True
if not still_active:
self.__active_tiles.remove(tile)
def __solve_incidents_if_needed(self) -> None:
"""
Solutionne les incidents si demandé
:return: aucun
"""
for player in self.__players:
inputs = input_manager.inputs.player_input(player.number)
if inputs.solve_button:
inputs.solve_button = False
character = player.character
asset = self.__find_closest_actionable_asset(character)
if asset and asset.active_incident and not asset.active_incident.is_paused:
# Le helpdesk n'as pas de temps de resolution
if asset.name == "Helpdesk":
asset.solve_incident()
# On stop la resultion si le personnage est en train de resoudre un probleme
elif character.progress_bar:
# Passage a l'etat de resolution
# Retour a l'etat normal
character.remove_progress_bar(asset.active_incident)
# On verifie que l'incident n'est pas deja en cours de resolution
elif not asset.active_incident.is_being_resolved:
character.add_progress_bar(asset.active_incident)
for asset in self.__level.assets:
for char in self.__level.characters:
# On verifie si un personnage est actuellement attribué a la resolution d'un incident
if char.current_working_incident and asset.active_incident:
if char.current_working_incident == asset.active_incident:
# On verifie si l'incident a été résolu (que le temps d'attente est terminé)
if char.progress_bar and char.progress_bar.is_solved:
# On retire la barre et on resoud l'incident
char.remove_progress_bar(asset.active_incident)
asset.solve_incident()
def __find_closest_actionable_asset(self, character: Character) -> Asset or None:
"""
Trouve l'actif le plus près du personnage spécifié (character).
:param character: personnage
:return: l'actif si trouvé, None si aucun actif trouvé
"""
asset_found = None
distance_found = settings.ACTIONABLE_DISTANCE + 1
for asset in self.__level.assets:
distance = find_distance(
asset.center_position, character.feet_position)
if distance <= settings.ACTIONABLE_DISTANCE:
if asset_found:
# un actif avait déjà été trouvé, on vérifie donc si celui-ci est plus proche du personnage
if distance < distance_found:
asset_found = asset
distance_found = distance
else:
# c'est le premier actif à distance d'activation qui est trouvé
asset_found = asset
distance_found = distance
return asset_found
def __pause_game_if_needed(self) -> None:
"""
Pause tout les incidents, les mouvements, le timer et les taches
:return: aucun
"""
if self.__check_pause_pressed():
# On syncronise les pauses des joueurs
for player in self.__players:
inputs = input_manager.inputs.player_input(player.number)
inputs.pause = self.__is_paused
if self.__is_paused:
self.__countdown.pause()
incidents.spawner.pause()
for asset in self.__level.assets:
if asset.active_incident:
asset.pause_incident()
for character in self.__level.characters:
if character.progress_bar:
character.progress_bar.pause()
else:
self.__countdown.unpause()
incidents.spawner.unpause()
for asset in self.__level.assets:
if asset.active_incident:
asset.unpause_incident()
for character in self.__level.characters:
if character.progress_bar:
character.progress_bar.unpause()
def __check_pause_pressed(self) -> bool:
"""Verifie si un des deux joueurs a changé l'état de pause"""
inputs = []
for player in self.__players:
inputs.append(input_manager.inputs.player_input(player.number))
for input in inputs:
if self.__is_paused and input.pause == False:
self.__is_paused = False
return True
elif not self.__is_paused and input.pause == True:
self.__is_paused = True
return True
return False
def __display_name_action(self) -> None:
"""
Affiche le nom des perssonages et des actifs
:return: aucun
"""
for player in self.__players:
inputs = input_manager.inputs.player_input(player.number)
if inputs.show_name:
self.__display_name = True
else:
self.__display_name = False