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import typing
import pygame
from pygame.event import Event
class BaseApp:
name: str
size: typing.Tuple[int, int]
def __init__(self):
self.paused = False
self.weight, self.height = self.size
self.screen_rect = pygame.Rect(0, 0, *self.size)
self.screen: pygame.SurfaceType = None
self.should_close = False
self.initialized = False
def on_init(self):
if self.initialized:
return
self.initialized = True
pygame.init()
pygame.display.set_caption(self.name)
self.screen = pygame.display.set_mode(self.size, pygame.HWSURFACE | pygame.DOUBLEBUF)
def pull_events(self):
for event in pygame.event.get():
self.on_event(event)
def on_event(self, event):
pass
def on_update(self):
pass
def on_render(self):
pass
def on_cleanup(self):
pass
def run(self):
self.on_init()
while not self.should_close:
self.pull_events()
self.on_update()
self.on_render()
pygame.display.flip()
self.on_cleanup()
pygame.quit()
class State:
def on_event(self, app: 'StateApp', event):
pass
def on_update(self, app: 'StateApp'):
pass
def on_render(self, app: 'StateApp'):
pass
def on_start(self, app: 'StateApp'):
pass
def on_keydown(self, app: 'StateApp', key):
pass
class StateApp(BaseApp):
def __init__(self):
super().__init__()
self.states: typing.List[State] = []
def on_event(self, event):
self.states[-1].on_event(self, event)
if event.type == pygame.QUIT:
self.should_close = True
if event.type == pygame.KEYDOWN:
self.on_keydown(event.key)
def on_keydown(self, key):
if key == pygame.K_ESCAPE:
self.should_close = True
self.states[-1].on_keydown(self, key)
def on_start(self):
self.states[-1].on_start(self)
def on_update(self):
self.states[-1].on_update(self)
def on_render(self):
self.states[-1].on_render(self)
def push_state(self, state: State):
self.states.append(state)
self.on_start()
def replace_state(self, new_state: State):
self.states[-1] = new_state
self.on_start()
def pop_state(self):
self.states.pop()
self.on_start()
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