Mercurial > nagslang
annotate nagslang/screens/area.py @ 258:083053422a84
Added collision damage with enemies.
author | David Sharpe |
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date | Thu, 05 Sep 2013 00:05:17 +0200 |
parents | c00022002c63 |
children | db7c8e74efb4 |
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 |
258 | 7 from nagslang.constants import COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS, \ |
8 COLLISION_TYPE_ENEMY | |
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9 from nagslang.events import ScreenChange, DoorEvent |
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10 from nagslang.level import Level |
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11 from nagslang.protagonist import Protagonist |
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12 from nagslang.screens.base import Screen |
18 | 13 |
83 | 14 |
34 | 15 class ControlKeys(object): |
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16 direction_keys = { |
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17 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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18 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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19 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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20 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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21 } |
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22 |
34 | 23 def __init__(self): |
24 self.keys_down = set() | |
25 | |
26 def key_down(self, key): | |
27 self.keys_down.add(key) | |
28 | |
29 def key_up(self, key): | |
30 self.keys_down.discard(key) | |
31 | |
32 def handle_event(self, ev): | |
33 if ev.type == pygame.locals.KEYDOWN: | |
34 self.key_down(ev.key) | |
35 elif ev.type == pygame.locals.KEYUP: | |
36 self.key_up(ev.key) | |
37 | |
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38 def get_direction(self): |
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39 dx, dy = 0, 0 |
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40 for (tx, ty), keys in self.direction_keys.iteritems(): |
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41 if self.keys_down & keys: |
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42 dx += tx |
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43 dy += ty |
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44 return (dx, dy) |
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45 |
34 | 46 |
107 | 47 class Drawables(object): |
48 def __init__(self): | |
49 self._drawables = {} | |
50 | |
51 def add(self, drawable): | |
52 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
53 | |
54 def remove(self, drawable): | |
55 self._drawables[drawable.zorder].remove(drawable) | |
56 | |
57 def get_drawables(self): | |
58 for zorder in sorted(self._drawables): | |
59 for drawable in self._drawables[zorder]: | |
60 yield drawable | |
61 | |
62 __iter__ = get_drawables | |
63 | |
64 | |
18 | 65 class AreaScreen(Screen): |
21 | 66 |
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67 def setup(self): |
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68 self._disable_render = False # Avoid redrawing on scene changes |
34 | 69 self.keys = ControlKeys() |
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70 self._level = Level(self.name) |
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71 self._level.load(self.space) |
107 | 72 self._drawables = Drawables() |
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73 self.add_walls() |
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74 self._add_collision_handlers() |
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75 if self.protagonist is not None: |
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76 # We do things this way to avoid extra pymunk |
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77 # juggling to move objects between spaces |
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78 old_protagonist = self.protagonist |
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79 self.add_protagonist() |
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80 self.protagonist.copy_state(old_protagonist) |
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81 else: |
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82 self.add_protagonist() |
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83 self.add_game_objects() |
21 | 84 |
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85 def _collision_pre_solve_handler(self, space, arbiter): |
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86 gobj = arbiter.shapes[1].physicser.game_object |
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87 result = gobj.collide_with_protagonist(self.protagonist) |
258 | 88 if arbiter.shapes[1].collision_type == COLLISION_TYPE_ENEMY: |
89 self.protagonist.lose_health(15) | |
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90 # The collision handler must return `True` or `False`. We don't want to |
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91 # accidentally reject collisions from handlers that return `None`, so |
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92 # we explicitly check for `False` and treate everything else as `True`. |
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93 if result is False: |
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94 return False |
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95 return True |
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96 |
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97 def _add_collision_handlers(self): |
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98 for collision_type in CALLBACK_COLLIDERS: |
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99 self.space.add_collision_handler( |
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100 COLLISION_TYPE_PLAYER, collision_type, |
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101 pre_solve=self._collision_pre_solve_handler) |
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102 |
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103 def add_walls(self): |
21 | 104 self.walls = [] |
105 body = pymunk.Body() | |
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106 body.position = (0, 0) |
53 | 107 walls = self._level.get_walls() |
108 for wall in walls: | |
109 corners = wall | |
110 corner = corners[-1] | |
111 for next_corner in corners: | |
112 wall = pymunk.Segment(body, corner, next_corner, 5) | |
113 wall.elasticity = 1.0 | |
114 self.walls.append(wall) | |
115 corner = next_corner | |
21 | 116 self.space.add(*self.walls) |
117 | |
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118 def add_game_objects(self): |
191 | 119 for drawable in self._level.drawables: |
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120 self._drawables.add(drawable) |
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121 |
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122 def add_protagonist(self): |
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123 self.protagonist = Protagonist(self.space, (350, 300)) |
107 | 124 self._drawables.add(self.protagonist) |
21 | 125 |
18 | 126 def handle_event(self, ev): |
20 | 127 if ev.type == pygame.locals.KEYDOWN: |
128 if ev.key == pygame.locals.K_ESCAPE: | |
129 ScreenChange.post('menu') | |
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130 if ev.key == pygame.locals.K_c: |
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131 self.protagonist.toggle_form() |
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132 self.world.transformations += 1 |
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133 elif DoorEvent.matches(ev): |
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134 self.protagonist.set_position(ev.dest_pos) |
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135 if ev.destination != self.name: |
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136 # Go to anther screen |
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137 self._disable_render = True |
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138 self.world.rooms += 1 |
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139 ScreenChange.post(ev.destination, self.protagonist) |
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140 return |
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141 # else we're teleporting within the screen, and just the |
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142 # position change is enough |
34 | 143 self.keys.handle_event(ev) |
18 | 144 |
87 | 145 def _calc_viewport(self, level_surface, display_surface): |
146 level_size = level_surface.get_size() | |
147 display_size = display_surface.get_size() | |
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148 protagnist_pos = self.protagonist.physicser.get_render_position( |
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149 level_surface) |
87 | 150 x_wide = display_size[0] // 2 |
151 y_wide = display_size[1] // 2 | |
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152 if display_size[0] > level_size[0]: |
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153 x = -(display_size[0] - level_size[0]) // 2 |
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154 elif protagnist_pos[0] < x_wide: |
87 | 155 x = 0 |
156 elif protagnist_pos[0] > level_size[0] - x_wide: | |
157 x = level_size[0] - display_size[0] | |
158 else: | |
159 x = protagnist_pos[0] - x_wide | |
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160 if display_size[1] > level_size[1]: |
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161 y = -(display_size[1] - level_size[1]) // 2 |
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162 elif protagnist_pos[1] < y_wide: |
87 | 163 y = 0 |
164 elif protagnist_pos[1] > level_size[1] - y_wide: | |
165 y = level_size[1] - display_size[1] | |
166 else: | |
167 y = protagnist_pos[1] - y_wide | |
168 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
169 | |
18 | 170 def render(self, surface): |
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171 if self._disable_render: |
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172 return |
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173 background = self._level.get_background() |
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174 mysurface = background.copy() |
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175 for drawable in self._drawables: |
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176 drawable.render(mysurface) |
87 | 177 render_rect = self._calc_viewport(mysurface, surface) |
178 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 179 for overlay in self._level.overlay_drawables: |
180 if overlay.is_visible(): | |
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181 overlay.render(surface, render_rect.topleft) |
243 | 182 self.render_health_bar(surface) |
34 | 183 |
184 def tick_protagonist(self): | |
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185 dx, dy = self.keys.get_direction() |
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186 self.protagonist.set_direction(dx, dy) |
34 | 187 |
188 def tick(self, seconds): | |
189 self.tick_protagonist() | |
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190 for drawable in self._drawables: |
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191 drawable.animate() |
243 | 192 |
34 | 193 super(AreaScreen, self).tick(seconds) |
243 | 194 |
258 | 195 def render_health_bar(self, surface, damage_experienced=None): |
243 | 196 rect = pygame.Rect(50, 500, 110, 50) |
258 | 197 if damage_experienced: |
198 health_box_colour = pygame.color.THECOLORS['red'] | |
199 else: | |
200 health_box_colour = pygame.color.THECOLORS['white'] | |
257 | 201 pygame.draw.rect(surface, health_box_colour, rect, 0) |
246 | 202 if self.protagonist.in_human_form(): |
243 | 203 health_colour = pygame.color.THECOLORS['red'] |
204 else: | |
205 health_colour = pygame.color.THECOLORS['purple'] | |
246 | 206 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40) |
243 | 207 pygame.draw.rect(surface, health_colour, |
246 | 208 rect, 0) |