Mercurial > nagslang
annotate nagslang/screens/area.py @ 246:281c54cefe08
Added health to protagonist.
author | David Sharpe |
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date | Wed, 04 Sep 2013 22:46:29 +0200 |
parents | 93a20b51963f |
children | 70d696b82399 |
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 COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS |
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8 from nagslang.events import ScreenChange, DoorEvent |
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9 from nagslang.level import Level |
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10 from nagslang.protagonist import Protagonist |
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11 from nagslang.screens.base import Screen |
18 | 12 |
83 | 13 |
34 | 14 class ControlKeys(object): |
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15 direction_keys = { |
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16 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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17 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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18 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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19 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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20 } |
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21 |
34 | 22 def __init__(self): |
23 self.keys_down = set() | |
24 | |
25 def key_down(self, key): | |
26 self.keys_down.add(key) | |
27 | |
28 def key_up(self, key): | |
29 self.keys_down.discard(key) | |
30 | |
31 def handle_event(self, ev): | |
32 if ev.type == pygame.locals.KEYDOWN: | |
33 self.key_down(ev.key) | |
34 elif ev.type == pygame.locals.KEYUP: | |
35 self.key_up(ev.key) | |
36 | |
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37 def get_direction(self): |
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38 dx, dy = 0, 0 |
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39 for (tx, ty), keys in self.direction_keys.iteritems(): |
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40 if self.keys_down & keys: |
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41 dx += tx |
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42 dy += ty |
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43 return (dx, dy) |
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44 |
34 | 45 |
107 | 46 class Drawables(object): |
47 def __init__(self): | |
48 self._drawables = {} | |
49 | |
50 def add(self, drawable): | |
51 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
52 | |
53 def remove(self, drawable): | |
54 self._drawables[drawable.zorder].remove(drawable) | |
55 | |
56 def get_drawables(self): | |
57 for zorder in sorted(self._drawables): | |
58 for drawable in self._drawables[zorder]: | |
59 yield drawable | |
60 | |
61 __iter__ = get_drawables | |
62 | |
63 | |
18 | 64 class AreaScreen(Screen): |
21 | 65 |
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66 def setup(self): |
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67 self._disable_render = False # Avoid redrawing on scene changes |
34 | 68 self.keys = ControlKeys() |
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69 self._level = Level(self.name) |
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70 self._level.load(self.space) |
107 | 71 self._drawables = Drawables() |
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72 self.add_walls() |
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73 self._add_collision_handlers() |
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74 if self.protagonist is not None: |
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75 # We do things this way to avoid extra pymunk |
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76 # juggling to move objects between spaces |
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77 old_protagonist = self.protagonist |
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78 self.add_protagonist() |
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79 self.protagonist.copy_state(old_protagonist) |
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80 else: |
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81 self.add_protagonist() |
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82 self.add_game_objects() |
21 | 83 |
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84 def _collision_pre_solve_handler(self, space, arbiter): |
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85 gobj = arbiter.shapes[1].physicser.game_object |
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86 result = gobj.collide_with_protagonist() |
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87 # The collision handler must return `True` or `False`. We don't want to |
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88 # accidentally reject collisions from handlers that return `None`, so |
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89 # we explicitly check for `False` and treate everything else as `True`. |
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90 if result is False: |
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91 return False |
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92 return True |
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93 |
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94 def _add_collision_handlers(self): |
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95 for collision_type in CALLBACK_COLLIDERS: |
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96 self.space.add_collision_handler( |
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97 COLLISION_TYPE_PLAYER, collision_type, |
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98 pre_solve=self._collision_pre_solve_handler) |
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99 |
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100 def add_walls(self): |
21 | 101 self.walls = [] |
102 body = pymunk.Body() | |
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103 body.position = (0, 0) |
53 | 104 walls = self._level.get_walls() |
105 for wall in walls: | |
106 corners = wall | |
107 corner = corners[-1] | |
108 for next_corner in corners: | |
109 wall = pymunk.Segment(body, corner, next_corner, 5) | |
110 wall.elasticity = 1.0 | |
111 self.walls.append(wall) | |
112 corner = next_corner | |
21 | 113 self.space.add(*self.walls) |
114 | |
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115 def add_game_objects(self): |
191 | 116 for drawable in self._level.drawables: |
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117 self._drawables.add(drawable) |
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118 |
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119 def add_protagonist(self): |
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120 self.protagonist = Protagonist(self.space, (350, 300)) |
107 | 121 self._drawables.add(self.protagonist) |
21 | 122 |
18 | 123 def handle_event(self, ev): |
20 | 124 if ev.type == pygame.locals.KEYDOWN: |
125 if ev.key == pygame.locals.K_ESCAPE: | |
126 ScreenChange.post('menu') | |
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127 if ev.key == pygame.locals.K_c: |
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128 self.protagonist.toggle_form() |
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129 self.world.transformations += 1 |
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130 elif DoorEvent.matches(ev): |
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131 self.protagonist.set_position(ev.dest_pos) |
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132 if ev.destination != self.name: |
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133 # Go to anther screen |
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134 self._disable_render = True |
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135 self.world.rooms += 1 |
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136 ScreenChange.post(ev.destination, self.protagonist) |
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137 return |
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138 # else we're teleporting within the screen, and just the |
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139 # position change is enough |
34 | 140 self.keys.handle_event(ev) |
18 | 141 |
87 | 142 def _calc_viewport(self, level_surface, display_surface): |
143 level_size = level_surface.get_size() | |
144 display_size = display_surface.get_size() | |
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145 protagnist_pos = self.protagonist.physicser.get_render_position( |
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146 level_surface) |
87 | 147 x_wide = display_size[0] // 2 |
148 y_wide = display_size[1] // 2 | |
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149 if display_size[0] > level_size[0]: |
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150 x = -(display_size[0] - level_size[0]) // 2 |
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151 elif protagnist_pos[0] < x_wide: |
87 | 152 x = 0 |
153 elif protagnist_pos[0] > level_size[0] - x_wide: | |
154 x = level_size[0] - display_size[0] | |
155 else: | |
156 x = protagnist_pos[0] - x_wide | |
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157 if display_size[1] > level_size[1]: |
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158 y = -(display_size[1] - level_size[1]) // 2 |
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159 elif protagnist_pos[1] < y_wide: |
87 | 160 y = 0 |
161 elif protagnist_pos[1] > level_size[1] - y_wide: | |
162 y = level_size[1] - display_size[1] | |
163 else: | |
164 y = protagnist_pos[1] - y_wide | |
165 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
166 | |
18 | 167 def render(self, surface): |
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168 if self._disable_render: |
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169 return |
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170 background = self._level.get_background() |
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171 mysurface = background.copy() |
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172 for drawable in self._drawables: |
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173 drawable.render(mysurface) |
87 | 174 render_rect = self._calc_viewport(mysurface, surface) |
175 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 176 for overlay in self._level.overlay_drawables: |
177 if overlay.is_visible(): | |
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178 overlay.render(surface, render_rect.topleft) |
243 | 179 self.render_health_bar(surface) |
34 | 180 |
181 def tick_protagonist(self): | |
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182 dx, dy = self.keys.get_direction() |
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183 self.protagonist.set_direction(dx, dy) |
34 | 184 |
185 def tick(self, seconds): | |
186 self.tick_protagonist() | |
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187 for drawable in self._drawables: |
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188 drawable.animate() |
243 | 189 |
34 | 190 super(AreaScreen, self).tick(seconds) |
243 | 191 |
246 | 192 def render_health_bar(self, surface): |
243 | 193 rect = pygame.Rect(50, 500, 110, 50) |
194 pygame.draw.rect(surface, pygame.color.THECOLORS['white'], | |
195 rect, 0) | |
246 | 196 if self.protagonist.in_human_form(): |
243 | 197 health_colour = pygame.color.THECOLORS['red'] |
198 else: | |
199 health_colour = pygame.color.THECOLORS['purple'] | |
246 | 200 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40) |
243 | 201 pygame.draw.rect(surface, health_colour, |
246 | 202 rect, 0) |
203 |