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Copy pathGameplay.py
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187 lines (144 loc) · 7.34 KB
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import pygame
from settings import *
from objects.room import Room
from objects.inventory import Inventory
from RoomManager import RoomManager
from DialogueManager import DialogueManager
from CutsceneManager import CutsceneManager
from UIManager import UIManager
from EndingManager import EndingManager
class GameplayScene:
def __init__(self, manager):
self.manager = manager
self.reset()
def reset(self):
self.current_room = Room(
BACKGROUND_FOLDER + "room1.png"
)
self.inventory = Inventory()
self.room_manager = RoomManager()
self.dialogue_manager = DialogueManager()
self.cutscene_manager = CutsceneManager()
self.ui_manager = UIManager()
self.ending_manager = EndingManager(self.room_manager.black_background)
self.black_background = self.room_manager.black_background
self.dialogue = self.dialogue_manager.dialogue
self.pending_moving_arrow = False
# ======================================
def handle_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
if self.room_manager.living_room_transition:
return
if self.room_manager.is_to_be_continue_active():
return
if self.room_manager.white_door_sequence_active:
return
if self.ending_manager.is_active():
if self.ui_manager.handle_return_click(event):
self.ending_manager.begin_return_to_menu(self.manager)
return
if self.dialogue_manager.handle_event(
event,
self.room_manager,
self.cutscene_manager,
self.ending_manager,
self.ui_manager
):
return
door_click = self.room_manager.get_clicked_door(event.pos)
if door_click is not None:
if door_click == "purple":
self.dialogue_manager.start_purple_door_dialogue()
else:
self.dialogue_manager.start_white_door_dialogue()
self.room_manager.hide_living_room_arrow_for_dialogue()
return
if self.room_manager.handle_event(event):
self.dialogue.visible = False
return
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
menu_scene = self.manager.scenes.get("MENU")
if menu_scene is not None and hasattr(menu_scene, "reset_transition"):
menu_scene.reset_transition()
self.manager.change_scene("MENU")
self.current_room.handle_event(
event,
self.inventory,
self.dialogue
)
# ======================================
def update(self):
self.current_room.update()
self.inventory.update()
self.room_manager.update()
self.dialogue_manager.update()
self.cutscene_manager.update()
current_time = pygame.time.get_ticks()
self.dialogue_manager.update_initial(current_time, self.room_manager)
if (not self.dialogue_manager.has_completed_living_room_transition
and self.room_manager.has_completed_living_room_transition
and not self.dialogue_manager.dialogue.visible
and not self.dialogue_manager.choice_mode):
self.dialogue_manager.start_living_room_dialogue()
if (self.dialogue_manager.choice_result == "Yes"
and self.room_manager.returned_to_living_room
and not self.room_manager.show_moving_arrow
and not self.pending_moving_arrow):
if (self.dialogue_manager.dialogue_index == len(self.dialogue_manager.dialogue_lines) - 1
and getattr(self.dialogue, 'typing_index', 0) >= len(getattr(self.dialogue, 'full_text', ''))
and getattr(self.dialogue, 'text', '') == getattr(self.dialogue, 'full_text', '')):
self.pending_moving_arrow = True
if (self.pending_moving_arrow
and not self.dialogue.visible
and self.room_manager.current_background == self.room_manager.living_room_background):
self.room_manager.create_living_room_arrow()
self.pending_moving_arrow = False
if (self.room_manager.upstairs_arrow_hidden_by_dialogue
and not self.dialogue.visible
and not self.dialogue_manager.choice_mode
and self.room_manager.current_background == self.room_manager.living_room_background):
self.room_manager.restore_living_room_arrow_after_dialogue()
if (self.room_manager.current_background == self.room_manager.upstair_background
and self.dialogue.visible):
self.room_manager.hide_upstair_arrow_for_dialogue()
if (self.room_manager.current_background == self.room_manager.upstair_background
and self.room_manager.upstair_arrow_hidden_by_dialogue
and not self.dialogue.visible
and not self.dialogue_manager.choice_mode):
self.room_manager.restore_upstair_arrow_after_dialogue()
if (self.room_manager.consume_white_door_sequence_finished()
and not self.dialogue.visible
and not self.dialogue_manager.choice_mode):
self.dialogue_manager.start_white_door_after_open_dialogue()
if (self.room_manager.consume_bedroom_sequence_finished()
and not self.dialogue.visible
and not self.dialogue_manager.choice_mode):
self.dialogue_manager.start_bedroom_reveal_dialogue()
if self.room_manager.consume_to_be_continue_finished():
menu_scene = self.manager.scenes.get("MENU")
if menu_scene is not None and hasattr(menu_scene, "reset_transition"):
menu_scene.reset_transition()
self.manager.change_scene("MENU")
return
self.ending_manager.update(self.ui_manager)
self.ui_manager.update()
# ======================================
def draw(self, screen):
bg_offset_x = self.room_manager.get_camera_offset_x()
screen.blit(self.room_manager.current_background, (bg_offset_x, 0))
self.room_manager.draw_sequence_overlay(screen, bg_offset_x)
if self.cutscene_manager.show_cutscene and not self.room_manager.living_room_transition:
self.cutscene_manager.draw(screen)
if self.room_manager.living_room_transition:
elapsed = pygame.time.get_ticks() - self.room_manager.living_room_transition_start
progress = min(elapsed / self.room_manager.living_room_transition_duration, 1.0)
overlay = self.room_manager.living_room_background.copy()
overlay.set_alpha(int(progress * 255))
screen.blit(overlay, (0, 0))
if self.dialogue_manager.choice_mode:
self.dialogue_manager.draw_choice_screen(screen)
self.inventory.draw(screen)
self.dialogue_manager.draw(screen)
self.room_manager.draw_arrows(screen)
self.ending_manager.draw(screen)
self.ui_manager.draw(screen)