Mercurial > nagslang
annotate nagslang/screens/area.py @ 303:24bd56bd17bd
Fix timing issues
author | Neil Muller <drnlmuller@gmail.com> |
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date | Thu, 05 Sep 2013 23:56:44 +0200 |
parents | 893f148a2f13 |
children | ce11e1cae0ed |
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 from nagslang.events import ScreenChange, DoorEvent, FireEvent |
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10 from nagslang.level import Level |
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11 from nagslang.screens.base import Screen |
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12 from nagslang.game_object import Bullet |
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13 from nagslang.sound import sound |
18 | 14 |
83 | 15 |
34 | 16 class ControlKeys(object): |
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17 direction_keys = { |
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18 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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19 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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20 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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21 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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22 } |
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23 |
34 | 24 def __init__(self): |
25 self.keys_down = set() | |
26 | |
27 def key_down(self, key): | |
28 self.keys_down.add(key) | |
29 | |
30 def key_up(self, key): | |
31 self.keys_down.discard(key) | |
32 | |
33 def handle_event(self, ev): | |
34 if ev.type == pygame.locals.KEYDOWN: | |
35 self.key_down(ev.key) | |
36 elif ev.type == pygame.locals.KEYUP: | |
37 self.key_up(ev.key) | |
38 | |
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39 def get_direction(self): |
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40 dx, dy = 0, 0 |
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41 for (tx, ty), keys in self.direction_keys.iteritems(): |
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42 if self.keys_down & keys: |
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43 dx += tx |
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44 dy += ty |
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45 return (dx, dy) |
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46 |
34 | 47 |
107 | 48 class Drawables(object): |
49 def __init__(self): | |
50 self._drawables = {} | |
51 | |
52 def add(self, drawable): | |
53 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
54 | |
55 def remove(self, drawable): | |
56 self._drawables[drawable.zorder].remove(drawable) | |
57 | |
58 def get_drawables(self): | |
59 for zorder in sorted(self._drawables): | |
60 for drawable in self._drawables[zorder]: | |
61 yield drawable | |
62 | |
63 __iter__ = get_drawables | |
64 | |
65 | |
18 | 66 class AreaScreen(Screen): |
21 | 67 |
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68 def setup(self): |
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69 self._disable_render = False # Avoid redrawing on scene changes |
34 | 70 self.keys = ControlKeys() |
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71 self._level = Level(self.name, self.world) |
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72 self._level.load(self.space) |
107 | 73 self._drawables = Drawables() |
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74 self.add_walls() |
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75 self._add_collision_handlers() |
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76 self.add_protagonist() |
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77 self.add_game_objects() |
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78 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 79 |
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80 def teardown(self): |
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81 sound.stop() |
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82 |
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83 def _collision_pre_solve_handler(self, space, arbiter): |
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84 gobj = arbiter.shapes[1].physicser.game_object |
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85 result = gobj.collide_with_protagonist(self.protagonist) |
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86 # The collision handler must return `True` or `False`. We don't want to |
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87 # accidentally reject collisions from handlers that return `None`, so |
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88 # we explicitly check for `False` and treate everything else as `True`. |
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89 if result is False: |
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90 return False |
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91 return True |
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92 |
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93 def _add_collision_handlers(self): |
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94 for collision_type in CALLBACK_COLLIDERS: |
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95 self.space.add_collision_handler( |
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96 COLLISION_TYPE_PLAYER, collision_type, |
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97 pre_solve=self._collision_pre_solve_handler) |
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98 |
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99 def add_walls(self): |
21 | 100 self.walls = [] |
101 body = pymunk.Body() | |
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102 body.position = (0, 0) |
53 | 103 walls = self._level.get_walls() |
104 for wall in walls: | |
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105 if len(wall) < 2: |
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106 # Don't try to add a useless wall |
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107 continue |
53 | 108 corners = wall |
109 corner = corners[-1] | |
110 for next_corner in corners: | |
111 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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112 wall.collision_type = COLLISION_TYPE_WALL |
53 | 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 = self.world.protagonist |
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124 self.protagonist.change_space(self.space) |
107 | 125 self._drawables.add(self.protagonist) |
21 | 126 |
18 | 127 def handle_event(self, ev): |
20 | 128 if ev.type == pygame.locals.KEYDOWN: |
129 if ev.key == pygame.locals.K_ESCAPE: | |
130 ScreenChange.post('menu') | |
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131 if ev.key == pygame.locals.K_c: |
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132 self.protagonist.toggle_form() |
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133 self.world.transformations += 1 |
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134 if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL): |
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135 self.world.attacks += 1 |
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136 self.protagonist.attack() |
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137 if ev.key == pygame.locals.K_SPACE: |
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138 self.protagonist.perform_action() |
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139 elif DoorEvent.matches(ev): |
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140 self.protagonist.set_position(ev.dest_pos) |
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141 if ev.destination != self.name: |
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142 # Go to anther screen |
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143 self._disable_render = True |
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144 self.world.rooms += 1 |
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145 ScreenChange.post(ev.destination) |
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146 return |
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147 # else we're teleporting within the screen, and just the |
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148 # position change is enough |
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149 elif FireEvent.matches(ev): |
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150 bullet = Bullet(self.space, ev.source, ev.impulse, |
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151 ev.source_collision_type) |
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152 self._drawables.add(bullet) |
34 | 153 self.keys.handle_event(ev) |
18 | 154 |
87 | 155 def _calc_viewport(self, level_surface, display_surface): |
156 level_size = level_surface.get_size() | |
157 display_size = display_surface.get_size() | |
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158 protagnist_pos = self.protagonist.physicser.get_render_position( |
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159 level_surface) |
87 | 160 x_wide = display_size[0] // 2 |
161 y_wide = display_size[1] // 2 | |
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162 if display_size[0] > level_size[0]: |
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163 x = -(display_size[0] - level_size[0]) // 2 |
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164 elif protagnist_pos[0] < x_wide: |
87 | 165 x = 0 |
166 elif protagnist_pos[0] > level_size[0] - x_wide: | |
167 x = level_size[0] - display_size[0] | |
168 else: | |
169 x = protagnist_pos[0] - x_wide | |
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170 if display_size[1] > level_size[1]: |
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171 y = -(display_size[1] - level_size[1]) // 2 |
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172 elif protagnist_pos[1] < y_wide: |
87 | 173 y = 0 |
174 elif protagnist_pos[1] > level_size[1] - y_wide: | |
175 y = level_size[1] - display_size[1] | |
176 else: | |
177 y = protagnist_pos[1] - y_wide | |
178 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
179 | |
18 | 180 def render(self, surface): |
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181 if self._disable_render: |
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182 return |
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183 background = self._level.get_background() |
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184 mysurface = background.copy() |
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185 for drawable in self._drawables: |
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186 drawable.render(mysurface) |
87 | 187 render_rect = self._calc_viewport(mysurface, surface) |
188 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 189 for overlay in self._level.overlay_drawables: |
190 if overlay.is_visible(): | |
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191 overlay.render(surface, render_rect.topleft) |
243 | 192 self.render_health_bar(surface) |
34 | 193 |
194 def tick_protagonist(self): | |
100
96bdfadeb461
Cleaner direction key management.
Jeremy Thurgood <firxen@gmail.com>
parents:
97
diff
changeset
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195 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>
parents:
37
diff
changeset
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196 self.protagonist.set_direction(dx, dy) |
34 | 197 |
198 def tick(self, seconds): | |
303 | 199 super(AreaScreen, self).tick(seconds) |
34 | 200 self.tick_protagonist() |
143
deac6a4008e7
Hook up protagnist animations
Neil Muller <drnlmuller@gmail.com>
parents:
140
diff
changeset
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201 for drawable in self._drawables: |
deac6a4008e7
Hook up protagnist animations
Neil Muller <drnlmuller@gmail.com>
parents:
140
diff
changeset
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202 drawable.animate() |
293
47226c661ae2
Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents:
283
diff
changeset
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203 if drawable.remove: |
47226c661ae2
Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents:
283
diff
changeset
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204 self._drawables.remove(drawable) |
243 | 205 |
258 | 206 def render_health_bar(self, surface, damage_experienced=None): |
243 | 207 rect = pygame.Rect(50, 500, 110, 50) |
258 | 208 if damage_experienced: |
209 health_box_colour = pygame.color.THECOLORS['red'] | |
210 else: | |
211 health_box_colour = pygame.color.THECOLORS['white'] | |
257 | 212 pygame.draw.rect(surface, health_box_colour, rect, 0) |
246 | 213 if self.protagonist.in_human_form(): |
243 | 214 health_colour = pygame.color.THECOLORS['red'] |
215 else: | |
216 health_colour = pygame.color.THECOLORS['purple'] | |
246 | 217 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40) |
243 | 218 pygame.draw.rect(surface, health_colour, |
246 | 219 rect, 0) |