restructured directories to make more sense of modules and sub-modules

This commit is contained in:
2023-05-11 17:59:06 -04:00
parent a8674f073e
commit 327f6cadee
61 changed files with 97 additions and 110 deletions

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"""Sub-package for handling all I/O operations including keyboard input (GPIO input when connected to a Raspberry Pi)
and save data reading and writing."""

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import pocket_friends
import json
class DataHandler:
"""
Class that handles the hardware attributes and save files.
"""
def __init__(self):
# Attributes that are saved to a file to recover upon startup.
self.attributes = {
'version': pocket_friends.__version__,
'time_elapsed': 0,
'bloop': '',
'age': 0,
'health': 0,
'hunger': 0,
'happiness': 0,
'care_counter': 0,
'missed_care': 0,
'adult': 0,
'evolution_stage': '',
}
# Frame counter
self.frames_passed = 0
def write_save(self):
"""
Writes attributes of class to "save.json" file.
"""
with open(save_dir + '/save.json', 'w') as save_file:
json.dump(self.attributes, save_file)
save_file.close()
def read_save(self):
"""
Reads from "save.json" and inserts into attributes dictionary. Creates file if it does not exist.
"""
# Open up the save file and read it into self.attributes.
try:
with open(save_dir + '/save.json', 'r') as save_file:
self.attributes = json.load(save_file)
save_file.close()
# If there is no save file, write one with the defaults.
except FileNotFoundError:
self.write_save()
def update(self):
"""
Run the game logic.
"""
self.frames_passed += 1
# Run logic of the game every second.
if self.frames_passed >= game_fps:
# Add one to the age of the bloop.
self.attributes['age'] += 1
# Save the data when the age of the bloop is a multiple of 10.
if self.attributes['age'] % 10 == 0:
self.write_save()
# Reset frame counter
self.frames_passed = 0

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"""
Module used to fake the RPi.GPIO module so that
the program can be run without the actual hardware.
"""
# Constants used by RPi.GPIO
BOARD = 0
IN = 0
FALLING = 0
def setmode(new_mode):
"""
Fake setmode function.
:param new_mode:
"""
pass
def setup(channel, mode, initial=None, pull_up_down=None):
"""
Fake setup function.
:param channel:
:param mode:
:param initial:
:param pull_up_down:
"""
pass
def add_event_detect(channel, edge_type, callback=None, bouncetime=0):
"""
Fake function to add a non-existent event detect.
:param channel:
:param edge_type:
:param callback:
:param bouncetime:
"""
pass
def event_detected(channel):
"""
Fake function to detect an event. Always returns false.
:param channel:
:return:
"""
return False
def cleanup(channel=None):
"""
Fake cleanup function.
:param channel:
"""
pass

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"""
Handle inputs from the GPIO pins on the Raspberry Pi and converting them to events to be used in other places (pygame, etc.)
"""
import importlib.util
# If the RPi.GPIO module is not found (aka the program is not running on a Pi), import the fake
# GPIO module instead to prevent a crash.
try:
importlib.util.find_spec('RPi.GPIO')
import RPi.GPIO as GPIO
except ImportError:
import pocket_friends.game_files.io.fake_gpio as GPIO
# Dictionary of all the buttons used and what their corresponding GPIO codes are
BUTTONS = {
'a': 31, # A button
'b': 29, # B button
'j_i': 7, # Joystick in
'j_u': 11, # Joystick up
'j_d': 15, # Joystick down
'j_l': 13, # Joystick left
'j_r': 16 # Joystick right
}
def setup():
"""
Primes the GPIO pins for reading the inputs of the buttons.
"""
GPIO.setmode(GPIO.BOARD)
GPIO.setup(BUTTONS.get('a'), GPIO.IN)
GPIO.setup(BUTTONS.get('b'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_i'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_u'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_d'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_l'), GPIO.IN)
GPIO.setup(BUTTONS.get('j_r'), GPIO.IN)
GPIO.add_event_detect(BUTTONS.get('a'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('b'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_i'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_u'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_d'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_l'), GPIO.FALLING)
GPIO.add_event_detect(BUTTONS.get('j_r'), GPIO.FALLING)
def teardown():
"""
Cleans up the GPIO handler.
"""
GPIO.cleanup()
def get_press(button):
"""
Returns true if a button has changed from not pressed to pressed.
:param button: button to be detected
:return: True if the button is has been pressed, False otherwise
"""
return GPIO.event_detected(button)

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import pygame
import importlib.util
import pocket_friends.game_files.io.gpio_handler as gpio_handler
class InputHandler:
"""
Class that is implemented into surfaces in order to control the
pressing of buttons on both the real hardware and on a keyboard.
"""
def __init__(self, pygame_clock):
self.clock = pygame_clock
# If not on actual hardware, fake the GPIO in order to get it working correctly.
try:
importlib.util.find_spec('RPi.GPIO')
import RPi.GPIO as GPIO
self.on_hardware = True
except ImportError:
import pocket_friends.game_files.io.fake_gpio as GPIO
self.on_hardware = False
self.last_input_tick = 0
def create_event(self, pressed_button):
"""
Creates a pygame event with a given keyboard code
:param pressed_button:
"""
# Register a button click so long as the last button click happened no less than two frames ago
if pygame.time.get_ticks() - self.last_input_tick > self.clock.get_time() * 2 or not self.on_hardware:
pygame.event.post(pygame.event.Event(pygame.KEYDOWN, {'key': pressed_button}))
pygame.event.post(pygame.event.Event(pygame.KEYUP, {'key': pressed_button}))
self.last_input_tick = pygame.time.get_ticks()
def handle_gpio(self):
"""
Handles getting GPIO button presses and making a pygame event when a press is detected.
"""
for pressed_button in gpio_handler.BUTTONS:
code = gpio_handler.BUTTONS.get(pressed_button)
# Check if a button has been pressed. If it has, create a pygame event for it.
if gpio_handler.get_press(code):
self.create_event(code)
def keyboard_handler(self):
"""
Simulates key presses to GPIO button presses. Also handles quitting the game.
"""
# Checks if a corresponding keyboard key has been pressed. If it has, emulate a button press.
for keyboard_event in pygame.event.get():
if keyboard_event.type == pygame.QUIT:
running = False
if keyboard_event.type == pygame.KEYDOWN:
if keyboard_event.key == pygame.K_a:
self.create_event(gpio_handler.BUTTONS.get('a'))
if keyboard_event.key == pygame.K_b:
self.create_event(gpio_handler.BUTTONS.get('b'))
if keyboard_event.key == pygame.K_PERIOD:
self.create_event(gpio_handler.BUTTONS.get('j_i'))
if keyboard_event.key == pygame.K_RIGHT:
self.create_event(gpio_handler.BUTTONS.get('j_r'))
if keyboard_event.key == pygame.K_LEFT:
self.create_event(gpio_handler.BUTTONS.get('j_l'))
if keyboard_event.key == pygame.K_DOWN:
self.create_event(gpio_handler.BUTTONS.get('j_d'))
if keyboard_event.key == pygame.K_UP:
self.create_event(gpio_handler.BUTTONS.get('j_u'))
if keyboard_event.key == pygame.K_ESCAPE:
running = False
def update(self):
"""
Run the input handler and check for inputs.
"""
if self.on_hardware:
self.handle_gpio()
else:
self.keyboard_handler()