Mercurial > nagslang
annotate nagslang/screens/area.py @ 371:21c1c329f8e3
Automatic weapons.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Fri, 06 Sep 2013 21:56:57 +0200 |
parents | 3aa3981a64a4 |
children | 51deb78cae52 |
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, COLLISION_TYPE_WEREWOLF_ATTACK, |
371 | 10 CMD_TOGGLE_FORM, CMD_ACTION) |
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11 from nagslang.enemies import DeadEnemy |
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12 from nagslang.events import ( |
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13 ScreenChange, DoorEvent, FireEvent, EnemyDeathEvent, ClawEvent) |
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Approximate levels and walls
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14 from nagslang.level import Level |
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15 from nagslang.screens.base import Screen |
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Basic claw attack, stealing liberally from other people's code! ;)
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16 from nagslang.game_object import Bullet, ClawAttack |
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17 from nagslang.sound import sound |
18 | 18 |
83 | 19 |
34 | 20 class ControlKeys(object): |
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21 direction_keys = { |
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22 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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23 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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24 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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25 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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26 } |
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27 |
371 | 28 attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL]) |
29 | |
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30 command_keys = { |
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31 pygame.locals.K_c: CMD_TOGGLE_FORM, |
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32 pygame.locals.K_SPACE: CMD_ACTION, |
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33 } |
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34 |
34 | 35 def __init__(self): |
36 self.keys_down = set() | |
37 | |
38 def key_down(self, key): | |
39 self.keys_down.add(key) | |
40 | |
41 def key_up(self, key): | |
42 self.keys_down.discard(key) | |
43 | |
44 def handle_event(self, ev): | |
45 if ev.type == pygame.locals.KEYDOWN: | |
46 self.key_down(ev.key) | |
47 elif ev.type == pygame.locals.KEYUP: | |
48 self.key_up(ev.key) | |
49 | |
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50 def get_direction(self): |
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51 dx, dy = 0, 0 |
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52 for (tx, ty), keys in self.direction_keys.iteritems(): |
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53 if self.keys_down & keys: |
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54 dx += tx |
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55 dy += ty |
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56 return (dx, dy) |
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57 |
371 | 58 def is_attacking(self): |
59 return bool(self.keys_down & self.attack_keys) | |
60 | |
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61 def get_command_key(self, key): |
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62 return self.command_keys.get(key, None) |
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63 |
34 | 64 |
107 | 65 class Drawables(object): |
66 def __init__(self): | |
67 self._drawables = {} | |
68 | |
69 def add(self, drawable): | |
70 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
71 | |
72 def remove(self, drawable): | |
73 self._drawables[drawable.zorder].remove(drawable) | |
74 | |
75 def get_drawables(self): | |
76 for zorder in sorted(self._drawables): | |
77 for drawable in self._drawables[zorder]: | |
78 yield drawable | |
79 | |
80 __iter__ = get_drawables | |
81 | |
82 | |
18 | 83 class AreaScreen(Screen): |
21 | 84 |
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85 def setup(self): |
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86 self._disable_render = False # Avoid redrawing on scene changes |
34 | 87 self.keys = ControlKeys() |
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88 self._level = Level(self.name, self.world) |
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89 self._level.load(self.space) |
107 | 90 self._drawables = Drawables() |
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91 self.add_walls() |
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92 self._add_collision_handlers() |
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93 self.add_protagonist() |
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94 self.add_game_objects() |
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95 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 96 |
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97 def teardown(self): |
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98 sound.stop() |
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99 |
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100 @classmethod |
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101 def list_areas(self): |
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102 return Level.list_levels() |
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103 |
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104 def _player_collision_pre_solve_handler(self, space, arbiter): |
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105 gobj = arbiter.shapes[1].physicser.game_object |
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106 result = gobj.collide_with_protagonist(self.protagonist) |
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107 # The collision handler must return `True` or `False`. We don't want to |
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108 # accidentally reject collisions from handlers that return `None`, so |
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109 # we explicitly check for `False` and treate everything else as `True`. |
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110 return result is not False |
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111 |
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112 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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113 claw = arbiter.shapes[0].physicser.game_object |
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114 gobj = arbiter.shapes[1].physicser.game_object |
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115 result = gobj.collide_with_claw_attack(claw) |
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116 return result is not False |
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117 |
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118 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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119 furniture = arbiter.shapes[0].physicser.game_object |
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120 gobj = arbiter.shapes[1].physicser.game_object |
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121 result = gobj.collide_with_furniture(furniture) |
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122 return result is not False |
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123 |
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124 def _add_collision_handlers(self): |
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125 for collision_type in CALLBACK_COLLIDERS: |
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126 self.space.add_collision_handler( |
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127 COLLISION_TYPE_PLAYER, collision_type, |
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128 pre_solve=self._player_collision_pre_solve_handler) |
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129 self.space.add_collision_handler( |
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130 COLLISION_TYPE_FURNITURE, collision_type, |
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131 pre_solve=self._furniture_collision_pre_solve_handler) |
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132 self.space.add_collision_handler( |
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133 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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134 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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135 |
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136 def add_walls(self): |
21 | 137 self.walls = [] |
138 body = pymunk.Body() | |
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139 body.position = (0, 0) |
53 | 140 walls = self._level.get_walls() |
141 for wall in walls: | |
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142 if len(wall) < 2: |
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143 # Don't try to add a useless wall |
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144 continue |
53 | 145 corners = wall |
146 corner = corners[-1] | |
147 for next_corner in corners: | |
148 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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149 wall.collision_type = COLLISION_TYPE_WALL |
53 | 150 wall.elasticity = 1.0 |
151 self.walls.append(wall) | |
152 corner = next_corner | |
21 | 153 self.space.add(*self.walls) |
154 | |
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155 def add_game_objects(self): |
191 | 156 for drawable in self._level.drawables: |
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157 self._drawables.add(drawable) |
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158 |
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159 def add_protagonist(self): |
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160 self.protagonist = self.world.protagonist |
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161 self.protagonist.change_space(self.space) |
107 | 162 self._drawables.add(self.protagonist) |
21 | 163 |
18 | 164 def handle_event(self, ev): |
20 | 165 if ev.type == pygame.locals.KEYDOWN: |
166 if ev.key == pygame.locals.K_ESCAPE: | |
167 ScreenChange.post('menu') | |
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168 cmd_key = self.keys.get_command_key(ev.key) |
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169 if cmd_key is not None: |
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170 self.protagonist.handle_keypress(cmd_key) |
180
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171 elif DoorEvent.matches(ev): |
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172 self.protagonist.set_position(ev.dest_pos) |
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173 if ev.destination != self.name: |
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174 # Go to anther screen |
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175 self._disable_render = True |
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176 self.world.rooms += 1 |
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177 self.world.level = (ev.destination, ev.dest_pos) |
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178 ScreenChange.post(ev.destination) |
190
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179 return |
180
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180 # else we're teleporting within the screen, and just the |
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181 # position change is enough |
261
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182 elif FireEvent.matches(ev): |
305 | 183 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, |
363
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184 ev.bullet_type, ev.source_collision_type) |
261
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185 self._drawables.add(bullet) |
308
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186 elif EnemyDeathEvent.matches(ev): |
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187 self.world.kills += 1 |
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188 dead_enemy = DeadEnemy(self.space, self.world, ev.position, |
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189 ev.enemy_type) |
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190 self._drawables.add(dead_enemy) |
312
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191 elif ClawEvent.matches(ev): |
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192 claw_attack = ClawAttack(self.space, ev.source, ev.vector, |
333
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193 ev.damage) |
312
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194 self._drawables.add(claw_attack) |
34 | 195 self.keys.handle_event(ev) |
18 | 196 |
87 | 197 def _calc_viewport(self, level_surface, display_surface): |
198 level_size = level_surface.get_size() | |
199 display_size = display_surface.get_size() | |
93
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200 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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201 level_surface) |
87 | 202 x_wide = display_size[0] // 2 |
203 y_wide = display_size[1] // 2 | |
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204 if display_size[0] > level_size[0]: |
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205 x = -(display_size[0] - level_size[0]) // 2 |
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206 elif protagnist_pos[0] < x_wide: |
87 | 207 x = 0 |
208 elif protagnist_pos[0] > level_size[0] - x_wide: | |
209 x = level_size[0] - display_size[0] | |
210 else: | |
211 x = protagnist_pos[0] - x_wide | |
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212 if display_size[1] > level_size[1]: |
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213 y = -(display_size[1] - level_size[1]) // 2 |
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214 elif protagnist_pos[1] < y_wide: |
87 | 215 y = 0 |
216 elif protagnist_pos[1] > level_size[1] - y_wide: | |
217 y = level_size[1] - display_size[1] | |
218 else: | |
219 y = protagnist_pos[1] - y_wide | |
220 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
221 | |
18 | 222 def render(self, surface): |
190
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223 if self._disable_render: |
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224 return |
50
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225 background = self._level.get_background() |
84
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226 mysurface = background.copy() |
105
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List of drawables in area.
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227 for drawable in self._drawables: |
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228 drawable.render(mysurface) |
87 | 229 render_rect = self._calc_viewport(mysurface, surface) |
230 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 231 for overlay in self._level.overlay_drawables: |
232 if overlay.is_visible(): | |
211
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233 overlay.render(surface, render_rect.topleft) |
243 | 234 self.render_health_bar(surface) |
34 | 235 |
236 def tick_protagonist(self): | |
100
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237 dx, dy = self.keys.get_direction() |
47
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238 self.protagonist.set_direction(dx, dy) |
371 | 239 if self.keys.is_attacking(): |
240 self.protagonist.handle_attack_key_down() | |
34 | 241 |
242 def tick(self, seconds): | |
303 | 243 super(AreaScreen, self).tick(seconds) |
34 | 244 self.tick_protagonist() |
143
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245 for drawable in self._drawables: |
307
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246 drawable.update(seconds) |
293
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247 if drawable.remove: |
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248 self._drawables.remove(drawable) |
243 | 249 |
258 | 250 def render_health_bar(self, surface, damage_experienced=None): |
347
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251 bar_surface = pygame.Surface((110, 50)).convert(surface) |
258 | 252 if damage_experienced: |
253 health_box_colour = pygame.color.THECOLORS['red'] | |
254 else: | |
255 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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256 bar_surface.fill(health_box_colour) |
246 | 257 if self.protagonist.in_human_form(): |
243 | 258 health_colour = pygame.color.THECOLORS['red'] |
259 else: | |
340
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260 health_colour = pygame.color.THECOLORS['violetred3'] |
347
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261 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40) |
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262 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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263 bar_surface.set_alpha(192) |
365
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264 y_pos = surface.get_height() - 20 - bar_surface.get_height() |
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265 surface.blit(bar_surface, (20, y_pos)) |