import pygame import sys from typing import List, Dict class GameMain: def __init__(self): pygame.init() self.screen_width = 1200 self.screen_height = 800 self.screen = pygame.display.set_mode((self.screen_width, self.screen_height)) pygame.display.set_caption("Strategy Game") self.clock = pygame.time.Clock() self.running = True self.dt = 0.0 self.fixed_dt = 1.0 / 60.0 self.accumulator = 0.0 self.modules = {} self.game_state = None self.current_scene = "game" def init_game(self) -> None: from input_events import InputEvents from input_commands import InputCommands from state_loader import StateLoader from state_updater import StateUpdater from entity_creation import EntityCreation from entity_behavior import EntityBehavior from ai_decision import AIDecision from render_tiles import RenderTiles from render_entities import RenderEntities from ui_panels import UIPanels from sound_manager import SoundManager self.modules['input_events'] = InputEvents() self.modules['input_commands'] = InputCommands() self.modules['state_loader'] = StateLoader() self.modules['state_updater'] = StateUpdater() self.modules['entity_creation'] = EntityCreation() self.modules['entity_behavior'] = EntityBehavior() self.modules['ai_decision'] = AIDecision() self.modules['render_tiles'] = RenderTiles() self.modules['render_entities'] = RenderEntities() self.modules['ui_panels'] = UIPanels(self.screen_width, self.screen_height) self.modules['sound_manager'] = SoundManager() self.game_state = self.modules['state_loader'].load_level('level_1.json') def game_loop(self) -> None: while self.running: self.dt = self.clock.tick(60) / 1000.0 self.accumulator += self.dt while self.accumulator >= self.fixed_dt: self._fixed_update() self.accumulator -= self.fixed_dt self._render() self.shutdown() def _fixed_update(self) -> None: events = self.modules['input_events'].poll_events() if self.modules['input_events'].quit_requested: self.running = False return player_commands = self.modules['input_commands'].generate_commands(events, self.game_state) ai_commands = self.modules['ai_decision'].decide(self.game_state, self.fixed_dt) all_commands = player_commands + ai_commands actions = self.modules['state_updater'].apply_commands(self.game_state, all_commands) self.modules['state_updater'].tick(self.game_state, self.fixed_dt) behavior_actions = self.modules['entity_behavior'].process_behaviors(self.game_state, self.fixed_dt) sound_events = self._extract_sound_events(actions + behavior_actions) visual_effects = self.modules['sound_manager'].handle_events(sound_events) self._apply_visual_effects(visual_effects) def _render(self) -> None: self.screen.fill((0, 0, 0)) camera = self.game_state.camera if hasattr(self.game_state, 'camera') else {'x': 0, 'y': 0, 'zoom': 1.0} self.modules['render_tiles'].draw_map(self.screen, self.game_state.map_tiles, camera) self.modules['render_entities'].draw_entities(self.screen, self.game_state.entities, camera) self.modules['ui_panels'].draw(self.screen) pygame.display.flip() def _extract_sound_events(self, actions: List[Dict]) -> List[Dict]: sound_events = [] for action in actions: if action.get('type') in ['deal_damage', 'building_completed', 'gather_resources']: sound_events.append({'type': self._map_action_to_sound(action['type'])}) return sound_events def _map_action_to_sound(self, action_type: str) -> str: sound_map = { 'deal_damage': 'unit_attack', 'building_completed': 'building_complete', 'gather_resources': 'resource_gathered' } return sound_map.get(action_type, '') def _apply_visual_effects(self, visual_effects: List[Dict]) -> None: for effect in visual_effects: if hasattr(self.game_state, 'visual_effects'): self.game_state.visual_effects.append(effect) else: self.game_state.visual_effects = [effect] def handle_state_transition(self, scene: str) -> None: self.current_scene = scene if scene == "menu": pass elif scene == "game": self.game_state = self.modules['state_loader'].load_level('level_1.json') def shutdown(self) -> None: pygame.quit() sys.exit() if __name__ == "__main__": game = GameMain() game.init_game() game.game_loop()