refactored state -> screen

This commit is contained in:
Lukas Nöllemeyer 2024-08-17 10:56:55 +02:00
parent 2560a4dcd9
commit bfabba3d82
7 changed files with 130 additions and 129 deletions

99
game/screens/__init__.py Normal file
View file

@ -0,0 +1,99 @@
"""Package for game state stuff."""
from __future__ import annotations
from typing import Protocol, TypeAlias
import attrs
import tcod.console
import tcod.event
import g
class Screen(Protocol):
"""An abstract game screen."""
__slots__ = ()
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Called on events."""
def on_draw(self, console: tcod.console.Console) -> None:
"""Called when the screen is being drawn."""
@attrs.define()
class Push:
"""Push a new screen on top of the stack."""
screen: Screen
@attrs.define()
class Pop:
"""Remove the current screen from the stack."""
@attrs.define()
class Reset:
"""Replace the entire stack with a new screen."""
screen: Screen
ScreenResult: TypeAlias = "Push | Pop | Reset | None"
"""Union of screen results."""
def main_draw() -> None:
"""Render and present the active screen."""
if not g.screens:
return
g.console.clear()
g.screens[-1].on_draw(g.console)
g.context.present(g.console)
def apply_state_result(result: ScreenResult) -> None:
"""Apply a StateResult to `g.states`."""
match result:
case Push(screen=screen):
g.screens.append(screen)
case Pop():
g.screens.pop()
case Reset(screen=screen):
while g.screens:
apply_state_result(Pop())
apply_state_result(Push(screen))
case None:
pass
case _:
raise TypeError(result)
def main_loop() -> None:
"""Run the active state forever."""
while g.screens:
main_draw()
for event in tcod.event.wait():
tile_event = g.context.convert_event(event)
if g.screens:
apply_state_result(g.screens[-1].on_event(tile_event))
def get_previous_screen(screen: Screen) -> Screen | None:
"""Return the state before `state` in the stack if it exists."""
current_index = next(index for index, value in enumerate(g.screens) if value is screen)
return g.screens[current_index - 1] if current_index > 0 else None
def draw_previous_screens(screen: Screen, console: tcod.console.Console, dim: bool = True) -> None:
"""Draw previous states, optionally dimming all but the active state."""
prev_screen = get_previous_screen(screen)
if prev_screen is None:
return
prev_screen.on_draw(console)
if dim and screen is g.screens[-1]:
console.rgb["fg"] //= 4
console.rgb["bg"] //= 4

View file

@ -1,3 +1,5 @@
"""All states the are used in-game"""
from __future__ import annotations
import attrs
@ -7,20 +9,19 @@ import tcod.event
from tcod.event import KeySym
import g
import game.world_tools
from game.components import Gold, Graphic, Position
from game.constants import DIRECTION_KEYS, ACTION_KEYS
from game.state import Push, State, StateResult
from game.screens import Push, Screen, ScreenResult
from game.tags import IsItem, IsPlayer, IsDoor, IsActor
from game.constants import WALL_CHAR
from game.states import menu_screens
from game.screens import menu_screens
@attrs.define()
class MainScreen(State):
class MainScreen(Screen):
"""Primary in-game state."""
def on_event(self, event: tcod.event.Event) -> StateResult:
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events for the in-game state."""
(player,) = g.world.Q.all_of(tags=[IsPlayer])
match event:

View file

@ -3,23 +3,23 @@
from __future__ import annotations
import g
import game.states.menus
import game.screens.menus
import game.world_tools
from game.state import Reset, StateResult
from game.states.game_screens import MainScreen
from game.screens import Reset, ScreenResult
from game.screens.game_screens import MainScreen
class MainMenu(game.states.menus.ListMenu):
class MainMenu(game.screens.menus.ListMenu):
"""Main/escape menu."""
__slots__ = ()
def __init__(self) -> None:
"""Initialize the main menu."""
items = [
game.states.menus.SelectItem("New game", self.new_game),
game.states.menus.SelectItem("Quit", self.quit),
game.screens.menus.SelectItem("New game", self.new_game),
game.screens.menus.SelectItem("Quit", self.quit),
]
if hasattr(g, "world"):
items.insert(0, game.states.menus.SelectItem("Continue", self.continue_))
items.insert(0, game.screens.menus.SelectItem("Continue", self.continue_))
super().__init__(
items=tuple(items),
@ -29,17 +29,17 @@ class MainMenu(game.states.menus.ListMenu):
)
@staticmethod
def continue_() -> StateResult:
def continue_() -> ScreenResult:
"""Return to the game."""
return Reset(MainScreen())
@staticmethod
def new_game() -> StateResult:
def new_game() -> ScreenResult:
"""Begin a new game."""
g.world = game.world_tools.new_world()
return Reset(MainScreen())
@staticmethod
def quit() -> StateResult:
def quit() -> ScreenResult:
"""Close the program."""
raise SystemExit()

View file

@ -11,7 +11,7 @@ import tcod.event
from tcod.event import KeySym
from game.constants import DIRECTION_KEYS
from game.state import Pop, State, StateResult, draw_previous_states
from game.screens import Pop, Screen, ScreenResult, draw_previous_screens
class MenuItem(Protocol):
@ -19,7 +19,7 @@ class MenuItem(Protocol):
__slots__ = ()
def on_event(self, event: tcod.event.Event) -> StateResult:
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events passed to the menu item."""
def on_draw(self, console: tcod.console.Console, x: int, y: int, highlight: bool) -> None:
@ -31,9 +31,9 @@ class SelectItem(MenuItem):
"""Clickable menu item."""
label: str
callback: Callable[[], StateResult]
callback: Callable[[], ScreenResult]
def on_event(self, event: tcod.event.Event) -> StateResult:
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events selecting this item."""
match event:
case tcod.event.KeyDown(sym=sym) if sym in {KeySym.RETURN, KeySym.RETURN2, KeySym.KP_ENTER}:
@ -49,7 +49,7 @@ class SelectItem(MenuItem):
@attrs.define()
class ListMenu(State):
class ListMenu(Screen):
"""Simple list menu state."""
items: tuple[MenuItem, ...]
@ -57,7 +57,7 @@ class ListMenu(State):
x: int = 0
y: int = 0
def on_event(self, event: tcod.event.Event) -> StateResult:
def on_event(self, event: tcod.event.Event) -> ScreenResult:
"""Handle events for menus."""
match event:
case tcod.event.Quit():
@ -83,18 +83,18 @@ class ListMenu(State):
case _:
return self.activate_selected(event)
def activate_selected(self, event: tcod.event.Event) -> StateResult:
def activate_selected(self, event: tcod.event.Event) -> ScreenResult:
"""Call the selected menu items callback."""
if self.selected is not None:
return self.items[self.selected].on_event(event)
return None
def on_cancel(self) -> StateResult:
def on_cancel(self) -> ScreenResult:
"""Handle escape or right click being pressed on menus."""
return Pop()
def on_draw(self, console: tcod.console.Console) -> None:
"""Render the menu."""
draw_previous_states(self, console)
draw_previous_screens(self, console)
for i, item in enumerate(self.items):
item.on_draw(console, x=self.x, y=self.y + i, highlight=i == self.selected)

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@ -1,99 +0,0 @@
"""Base classes for states."""
from __future__ import annotations
from typing import Protocol, TypeAlias
import attrs
import tcod.console
import tcod.event
import g
class State(Protocol):
"""An abstract game state."""
__slots__ = ()
def on_event(self, event: tcod.event.Event) -> StateResult:
"""Called on events."""
def on_draw(self, console: tcod.console.Console) -> None:
"""Called when the state is being drawn."""
@attrs.define()
class Push:
"""Push a new state on top of the stack."""
state: State
@attrs.define()
class Pop:
"""Remove the current state from the stack."""
@attrs.define()
class Reset:
"""Replace the entire stack with a new state."""
state: State
StateResult: TypeAlias = "Push | Pop | Reset | None"
"""Union of state results."""
def main_draw() -> None:
"""Render and present the active state."""
if not g.states:
return
g.console.clear()
g.states[-1].on_draw(g.console)
g.context.present(g.console)
def apply_state_result(result: StateResult) -> None:
"""Apply a StateResult to `g.states`."""
match result:
case Push(state=state):
g.states.append(state)
case Pop():
g.states.pop()
case Reset(state=state):
while g.states:
apply_state_result(Pop())
apply_state_result(Push(state))
case None:
pass
case _:
raise TypeError(result)
def main_loop() -> None:
"""Run the active state forever."""
while g.states:
main_draw()
for event in tcod.event.wait():
tile_event = g.context.convert_event(event)
if g.states:
apply_state_result(g.states[-1].on_event(tile_event))
def get_previous_state(state: State) -> State | None:
"""Return the state before `state` in the stack if it exists."""
current_index = next(index for index, value in enumerate(g.states) if value is state)
return g.states[current_index - 1] if current_index > 0 else None
def draw_previous_states(state: State, console: tcod.console.Console, dim: bool = True) -> None:
"""Draw previous states, optionally dimming all but the active state."""
prev_state = get_previous_state(state)
if prev_state is None:
return
prev_state.on_draw(console)
if dim and state is g.states[-1]:
console.rgb["fg"] //= 4
console.rgb["bg"] //= 4