Mercurial > nagslang
annotate nagslang/screens/area.py @ 180:026297a03963
Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a door
author | Neil Muller <drnlmuller@gmail.com> |
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date | Tue, 03 Sep 2013 16:58:45 +0200 |
parents | 7d8e1682587f |
children | 3894cfe15823 |
rev | line source |
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18 | 1 """Display a game area.""" |
2 | |
20 | 3 import pygame |
21 | 4 import pymunk |
5 import pymunk.pygame_util | |
20 | 6 |
180
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7 from nagslang.events import ScreenChange, DoorEvent |
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8 from nagslang.level import Level |
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9 from nagslang.protagonist import Protagonist |
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10 from nagslang.screens.base import Screen |
18 | 11 |
83 | 12 |
34 | 13 class ControlKeys(object): |
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14 direction_keys = { |
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15 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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16 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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17 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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18 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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19 } |
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20 |
34 | 21 def __init__(self): |
22 self.keys_down = set() | |
23 | |
24 def key_down(self, key): | |
25 self.keys_down.add(key) | |
26 | |
27 def key_up(self, key): | |
28 self.keys_down.discard(key) | |
29 | |
30 def handle_event(self, ev): | |
31 if ev.type == pygame.locals.KEYDOWN: | |
32 self.key_down(ev.key) | |
33 elif ev.type == pygame.locals.KEYUP: | |
34 self.key_up(ev.key) | |
35 | |
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36 def get_direction(self): |
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37 dx, dy = 0, 0 |
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38 for (tx, ty), keys in self.direction_keys.iteritems(): |
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39 if self.keys_down & keys: |
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40 dx += tx |
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41 dy += ty |
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42 return (dx, dy) |
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43 |
34 | 44 |
107 | 45 class Drawables(object): |
46 def __init__(self): | |
47 self._drawables = {} | |
48 | |
49 def add(self, drawable): | |
50 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
51 | |
52 def remove(self, drawable): | |
53 self._drawables[drawable.zorder].remove(drawable) | |
54 | |
55 def get_drawables(self): | |
56 for zorder in sorted(self._drawables): | |
57 for drawable in self._drawables[zorder]: | |
58 yield drawable | |
59 | |
60 __iter__ = get_drawables | |
61 | |
62 | |
18 | 63 class AreaScreen(Screen): |
21 | 64 |
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65 def setup(self): |
34 | 66 self.keys = ControlKeys() |
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67 self._level = Level(self.name) |
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68 self._level.load(self.space) |
107 | 69 self._drawables = Drawables() |
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70 self.add_walls() |
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71 if self.protagonist is not None: |
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72 # We do things this way to avoid extra pymunk |
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73 # juggling to move objects between spaces |
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74 old_protagonist = self.protagonist |
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75 self.add_protagonist() |
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76 self.protagonist.copy_state(old_protagonist) |
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77 else: |
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78 self.add_protagonist() |
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79 self.add_game_objects() |
21 | 80 |
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81 def add_walls(self): |
21 | 82 self.walls = [] |
83 body = pymunk.Body() | |
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84 body.position = (0, 0) |
53 | 85 walls = self._level.get_walls() |
86 for wall in walls: | |
87 corners = wall | |
88 corner = corners[-1] | |
89 for next_corner in corners: | |
90 wall = pymunk.Segment(body, corner, next_corner, 5) | |
91 wall.elasticity = 1.0 | |
92 self.walls.append(wall) | |
93 corner = next_corner | |
21 | 94 self.space.add(*self.walls) |
95 | |
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96 def add_game_objects(self): |
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97 for drawable in self._level.get_drawables(): |
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98 self._drawables.add(drawable) |
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99 |
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100 def add_protagonist(self): |
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101 self.protagonist = Protagonist(self.space, (350, 300)) |
107 | 102 self._drawables.add(self.protagonist) |
21 | 103 |
18 | 104 def handle_event(self, ev): |
20 | 105 if ev.type == pygame.locals.KEYDOWN: |
106 if ev.key == pygame.locals.K_ESCAPE: | |
107 ScreenChange.post('menu') | |
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108 if ev.key == pygame.locals.K_c: |
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109 self.protagonist.toggle_form() |
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110 elif DoorEvent.matches(ev): |
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111 self.protagonist.set_position(ev.dest_pos) |
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112 if ev.destination != self.name: |
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113 # Go to anther screen |
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114 ScreenChange.post(ev.destination, self.protagonist) |
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115 # else we're teleporting within the screen, and just the |
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116 # position change is enough |
34 | 117 self.keys.handle_event(ev) |
18 | 118 |
87 | 119 def _calc_viewport(self, level_surface, display_surface): |
120 level_size = level_surface.get_size() | |
121 display_size = display_surface.get_size() | |
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122 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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123 level_surface) |
87 | 124 x_wide = display_size[0] // 2 |
125 y_wide = display_size[1] // 2 | |
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126 if display_size[0] > level_size[0]: |
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127 x = -(display_size[0] - level_size[0]) // 2 |
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128 elif protagnist_pos[0] < x_wide: |
87 | 129 x = 0 |
130 elif protagnist_pos[0] > level_size[0] - x_wide: | |
131 x = level_size[0] - display_size[0] | |
132 else: | |
133 x = protagnist_pos[0] - x_wide | |
127
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134 if display_size[1] > level_size[1]: |
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135 y = -(display_size[1] - level_size[1]) // 2 |
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136 elif protagnist_pos[1] < y_wide: |
87 | 137 y = 0 |
138 elif protagnist_pos[1] > level_size[1] - y_wide: | |
139 y = level_size[1] - display_size[1] | |
140 else: | |
141 y = protagnist_pos[1] - y_wide | |
142 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
143 | |
18 | 144 def render(self, surface): |
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145 #surface.fill(pygame.color.Color(0, 0, 0)) |
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146 background = self._level.get_background() |
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147 mysurface = background.copy() |
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148 for drawable in self._drawables: |
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149 drawable.render(mysurface) |
87 | 150 render_rect = self._calc_viewport(mysurface, surface) |
151 surface.blit(mysurface, (0, 0), render_rect) | |
34 | 152 |
153 def tick_protagonist(self): | |
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154 dx, dy = self.keys.get_direction() |
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155 self.protagonist.set_direction(dx, dy) |
34 | 156 |
157 def tick(self, seconds): | |
158 self.tick_protagonist() | |
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159 for drawable in self._drawables: |
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160 drawable.animate() |
34 | 161 super(AreaScreen, self).tick(seconds) |