Mercurial > nagslang
annotate nagslang/screens/area.py @ 321:0d7885e2f063
Add means for listing levels and areas.
author | Simon Cross <hodgestar@gmail.com> |
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date | Fri, 06 Sep 2013 02:03:16 +0200 |
parents | 01e98732de46 |
children | 3dd32686dbc3 |
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 |
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7 from nagslang.constants import ( |
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8 COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS, |
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9 COLLISION_TYPE_FURNITURE) |
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10 from nagslang.enemies import DeadEnemy |
313 | 11 from nagslang.events import ScreenChange, DoorEvent, FireEvent, \ |
12 EnemyDeathEvent, ClawEvent | |
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13 from nagslang.level import Level |
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14 from nagslang.screens.base import Screen |
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15 from nagslang.game_object import Bullet, ClawAttack |
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16 from nagslang.sound import sound |
18 | 17 |
83 | 18 |
34 | 19 class ControlKeys(object): |
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20 direction_keys = { |
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21 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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22 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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23 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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24 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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25 } |
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26 |
34 | 27 def __init__(self): |
28 self.keys_down = set() | |
29 | |
30 def key_down(self, key): | |
31 self.keys_down.add(key) | |
32 | |
33 def key_up(self, key): | |
34 self.keys_down.discard(key) | |
35 | |
36 def handle_event(self, ev): | |
37 if ev.type == pygame.locals.KEYDOWN: | |
38 self.key_down(ev.key) | |
39 elif ev.type == pygame.locals.KEYUP: | |
40 self.key_up(ev.key) | |
41 | |
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42 def get_direction(self): |
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43 dx, dy = 0, 0 |
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44 for (tx, ty), keys in self.direction_keys.iteritems(): |
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45 if self.keys_down & keys: |
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46 dx += tx |
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47 dy += ty |
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48 return (dx, dy) |
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49 |
34 | 50 |
107 | 51 class Drawables(object): |
52 def __init__(self): | |
53 self._drawables = {} | |
54 | |
55 def add(self, drawable): | |
56 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
57 | |
58 def remove(self, drawable): | |
59 self._drawables[drawable.zorder].remove(drawable) | |
60 | |
61 def get_drawables(self): | |
62 for zorder in sorted(self._drawables): | |
63 for drawable in self._drawables[zorder]: | |
64 yield drawable | |
65 | |
66 __iter__ = get_drawables | |
67 | |
68 | |
18 | 69 class AreaScreen(Screen): |
21 | 70 |
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71 def setup(self): |
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72 self._disable_render = False # Avoid redrawing on scene changes |
34 | 73 self.keys = ControlKeys() |
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74 self._level = Level(self.name, self.world) |
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75 self._level.load(self.space) |
107 | 76 self._drawables = Drawables() |
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77 self.add_walls() |
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78 self._add_collision_handlers() |
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79 self.add_protagonist() |
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80 self.add_game_objects() |
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81 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 82 |
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83 def teardown(self): |
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84 sound.stop() |
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85 |
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86 @classmethod |
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87 def list_areas(self): |
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88 return Level.list_levels() |
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89 |
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90 def _player_collision_pre_solve_handler(self, space, arbiter): |
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91 gobj = arbiter.shapes[1].physicser.game_object |
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92 result = gobj.collide_with_protagonist(self.protagonist) |
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93 # The collision handler must return `True` or `False`. We don't want to |
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94 # accidentally reject collisions from handlers that return `None`, so |
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95 # we explicitly check for `False` and treate everything else as `True`. |
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96 if result is False: |
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97 return False |
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98 return True |
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99 |
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100 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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101 furniture = arbiter.shapes[0].physicser.game_object |
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102 gobj = arbiter.shapes[1].physicser.game_object |
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103 result = gobj.collide_with_furniture(furniture) |
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104 return result is not False |
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105 |
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106 def _add_collision_handlers(self): |
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107 for collision_type in CALLBACK_COLLIDERS: |
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108 self.space.add_collision_handler( |
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109 COLLISION_TYPE_PLAYER, collision_type, |
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110 pre_solve=self._player_collision_pre_solve_handler) |
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111 self.space.add_collision_handler( |
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112 COLLISION_TYPE_FURNITURE, collision_type, |
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113 pre_solve=self._furniture_collision_pre_solve_handler) |
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114 |
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115 def add_walls(self): |
21 | 116 self.walls = [] |
117 body = pymunk.Body() | |
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118 body.position = (0, 0) |
53 | 119 walls = self._level.get_walls() |
120 for wall in walls: | |
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121 if len(wall) < 2: |
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122 # Don't try to add a useless wall |
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123 continue |
53 | 124 corners = wall |
125 corner = corners[-1] | |
126 for next_corner in corners: | |
127 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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128 wall.collision_type = COLLISION_TYPE_WALL |
53 | 129 wall.elasticity = 1.0 |
130 self.walls.append(wall) | |
131 corner = next_corner | |
21 | 132 self.space.add(*self.walls) |
133 | |
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134 def add_game_objects(self): |
191 | 135 for drawable in self._level.drawables: |
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136 self._drawables.add(drawable) |
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137 |
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138 def add_protagonist(self): |
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139 self.protagonist = self.world.protagonist |
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140 self.protagonist.change_space(self.space) |
107 | 141 self._drawables.add(self.protagonist) |
21 | 142 |
18 | 143 def handle_event(self, ev): |
20 | 144 if ev.type == pygame.locals.KEYDOWN: |
145 if ev.key == pygame.locals.K_ESCAPE: | |
146 ScreenChange.post('menu') | |
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147 if ev.key == pygame.locals.K_c: |
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148 self.protagonist.toggle_form() |
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149 self.world.transformations += 1 |
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150 if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL): |
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151 self.world.attacks += 1 |
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152 self.protagonist.attack() |
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153 if ev.key == pygame.locals.K_SPACE: |
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154 self.protagonist.perform_action() |
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155 elif DoorEvent.matches(ev): |
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156 self.protagonist.set_position(ev.dest_pos) |
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157 if ev.destination != self.name: |
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158 # Go to anther screen |
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159 self._disable_render = True |
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160 self.world.rooms += 1 |
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161 ScreenChange.post(ev.destination) |
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162 return |
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163 # else we're teleporting within the screen, and just the |
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164 # position change is enough |
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165 elif FireEvent.matches(ev): |
305 | 166 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, |
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167 ev.source_collision_type) |
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168 self._drawables.add(bullet) |
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169 elif EnemyDeathEvent.matches(ev): |
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170 self.world.kills += 1 |
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171 dead_enemy = DeadEnemy(self.space, self.world, ev.position, |
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172 ev.enemy_type) |
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173 self._drawables.add(dead_enemy) |
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174 elif ClawEvent.matches(ev): |
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175 claw_attack = ClawAttack(self.space, ev.source, ev.vector, |
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176 ev.source_collision_type) |
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Basic claw attack, stealing liberally from other people's code! ;)
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177 self._drawables.add(claw_attack) |
34 | 178 self.keys.handle_event(ev) |
18 | 179 |
87 | 180 def _calc_viewport(self, level_surface, display_surface): |
181 level_size = level_surface.get_size() | |
182 display_size = display_surface.get_size() | |
93
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Rectangular human protagonist shape, refactored physicsers.
Jeremy Thurgood <firxen@gmail.com>
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183 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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Handle case of display larger than the level better
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184 level_surface) |
87 | 185 x_wide = display_size[0] // 2 |
186 y_wide = display_size[1] // 2 | |
127
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187 if display_size[0] > level_size[0]: |
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188 x = -(display_size[0] - level_size[0]) // 2 |
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189 elif protagnist_pos[0] < x_wide: |
87 | 190 x = 0 |
191 elif protagnist_pos[0] > level_size[0] - x_wide: | |
192 x = level_size[0] - display_size[0] | |
193 else: | |
194 x = protagnist_pos[0] - x_wide | |
127
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195 if display_size[1] > level_size[1]: |
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196 y = -(display_size[1] - level_size[1]) // 2 |
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197 elif protagnist_pos[1] < y_wide: |
87 | 198 y = 0 |
199 elif protagnist_pos[1] > level_size[1] - y_wide: | |
200 y = level_size[1] - display_size[1] | |
201 else: | |
202 y = protagnist_pos[1] - y_wide | |
203 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
204 | |
18 | 205 def render(self, surface): |
190
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Don't render the old scene with the protagnist's new position during scene changes
Neil Muller <drnlmuller@gmail.com>
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206 if self._disable_render: |
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207 return |
50
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Approximate levels and walls
Neil Muller <drnlmuller@gmail.com>
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208 background = self._level.get_background() |
84
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Point pymunk at a screen surface, not the display to make things saner
Neil Muller <drnlmuller@gmail.com>
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209 mysurface = background.copy() |
105
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List of drawables in area.
Jeremy Thurgood <firxen@gmail.com>
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210 for drawable in self._drawables: |
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211 drawable.render(mysurface) |
87 | 212 render_rect = self._calc_viewport(mysurface, surface) |
213 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 214 for overlay in self._level.overlay_drawables: |
215 if overlay.is_visible(): | |
211
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Pass display offset to overlays for when the display is larger than the level
Neil Muller <drnlmuller@gmail.com>
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216 overlay.render(surface, render_rect.topleft) |
243 | 217 self.render_health_bar(surface) |
34 | 218 |
219 def tick_protagonist(self): | |
100
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Cleaner direction key management.
Jeremy Thurgood <firxen@gmail.com>
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220 dx, dy = self.keys.get_direction() |
47
82036437ebf6
Better movement and swap between werewolf and human form with 'w' (hodgestar, decoy).
Simon Cross <hodgestar@gmail.com>
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221 self.protagonist.set_direction(dx, dy) |
34 | 222 |
223 def tick(self, seconds): | |
303 | 224 super(AreaScreen, self).tick(seconds) |
34 | 225 self.tick_protagonist() |
143
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Hook up protagnist animations
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226 for drawable in self._drawables: |
307
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Rename animate to update and pass seconds, for future fun
Neil Muller <drnlmuller@gmail.com>
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227 drawable.update(seconds) |
293
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Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
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228 if drawable.remove: |
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Bullets that mostly die when they hit things
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229 self._drawables.remove(drawable) |
243 | 230 |
258 | 231 def render_health_bar(self, surface, damage_experienced=None): |
243 | 232 rect = pygame.Rect(50, 500, 110, 50) |
258 | 233 if damage_experienced: |
234 health_box_colour = pygame.color.THECOLORS['red'] | |
235 else: | |
236 health_box_colour = pygame.color.THECOLORS['white'] | |
257 | 237 pygame.draw.rect(surface, health_box_colour, rect, 0) |
246 | 238 if self.protagonist.in_human_form(): |
243 | 239 health_colour = pygame.color.THECOLORS['red'] |
240 else: | |
241 health_colour = pygame.color.THECOLORS['purple'] | |
246 | 242 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40) |
243 | 243 pygame.draw.rect(surface, health_colour, |
246 | 244 rect, 0) |