import time from states.game_state import GameState from controllers.player_controller import PlayerController from render.map_renderer import MapRenderer from render.gui_renderer import GUIRenderer from render.player_renderer import PlayerRenderer from render.info_renderer import InfoRenderer from render.control_renderer import ControlRenderer from utils.map_coord_converter import MapCoordConverter from controllers.gui_controller import GUIController from controllers.info_controller import InfoController from controllers.control_controller import ControlController import pygame class Game(GameState): def __init__(self, switch_state_callback, context): super().__init__(switch_state_callback, context) self.match_data_path = f"assets/maps/config/{self.match.map_name}.json" self.match_image_path = f"assets/maps/overview/{self.match.map_name}.png" self.game_update_interval = 1 / self.match.tick_rate self.elapsed_time = 0 self.last_time = time.perf_counter() self.__init_screen_areas() self.__init_utils() self.__init_renderers() self.__init_controllers() def __init_screen_areas(self): self.info_box = pygame.Surface((350, self.screen.get_height()), pygame.SRCALPHA) self.info_box_top_left = (0, 0) self.game_box = pygame.Surface((650, 650), pygame.SRCALPHA) self.game_box_top_left = (350, 0) self.control_box = pygame.Surface((650, 120), pygame.SRCALPHA) self.control_box_top_left = (350, 650) def __init_utils(self): self.map_coord_controller = MapCoordConverter(self.game_box.get_width(), self.game_box.get_height(), self.match_data_path, self.match_image_path) def __init_renderers(self): self.map_renderer = MapRenderer(self.game_box, self.match_data_path, self.match_image_path) self.player_renderer = PlayerRenderer(self.game_box, self.match, self.map_coord_controller, self.options, self.styling) self.gui_render = GUIRenderer(self.screen, self.match) self.info_render = InfoRenderer(self.info_box, self.styling, self.match) self.control_render = ControlRenderer(self.control_box, self.match) def __init_controllers(self): self.player_controller = PlayerController(self.player_renderer, self.match, self.game_box_top_left) self.gui_controller = GUIController(self.gui_render, self.switch_state) self.info_controller = InfoController(self.info_render, self.player_controller) self.control_controller = ControlController(self.control_render, self.control_box_top_left) def handle_events(self, events): """Handles user inputs.""" for event in events: if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: self.switch_state("menu") self.player_controller.update(event) self.gui_controller.update(event) self.info_controller.update(event) self.control_controller.update(event) def update(self): """Fixed-timestep update decoupled from frame rate.""" now = time.perf_counter() delta = now - self.last_time self.last_time = now self.elapsed_time += delta while self.elapsed_time >= self.game_update_interval: self.match.next_tick() self.elapsed_time -= self.game_update_interval def draw(self): """Draws everything on screen.""" self.screen.fill(self.styling["background_colour"]) self.game_box.fill(self.styling["background_colour"]) self.info_box.fill(self.styling["foreground_colour"]) self.control_box.fill(self.styling["background_colour"]) self.map_renderer.render() self.player_renderer.render() self.gui_render.render() self.info_render.render() self.control_render.render() self.screen.blit(self.info_box, self.info_box_top_left) self.screen.blit(self.control_box, self.control_box_top_left) self.screen.blit(self.game_box, self.game_box_top_left)