annotate nagslang/screens/area.py @ 188:3894cfe15823

Better collision handling, potentially locked doors.
author Jeremy Thurgood <firxen@gmail.com>
date Tue, 03 Sep 2013 20:24:25 +0200
parents 026297a03963
children 97627a999042
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1 """Display a game area."""
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2
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3 import pygame
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4 import pymunk
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5 import pymunk.pygame_util
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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
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13
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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
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22 def __init__(self):
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23 self.keys_down = set()
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24
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25 def key_down(self, key):
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26 self.keys_down.add(key)
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27
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28 def key_up(self, key):
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29 self.keys_down.discard(key)
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30
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31 def handle_event(self, ev):
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32 if ev.type == pygame.locals.KEYDOWN:
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33 self.key_down(ev.key)
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34 elif ev.type == pygame.locals.KEYUP:
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35 self.key_up(ev.key)
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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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45
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46 class Drawables(object):
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47 def __init__(self):
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48 self._drawables = {}
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49
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50 def add(self, drawable):
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51 self._drawables.setdefault(drawable.zorder, []).append(drawable)
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52
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53 def remove(self, drawable):
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54 self._drawables[drawable.zorder].remove(drawable)
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55
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56 def get_drawables(self):
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57 for zorder in sorted(self._drawables):
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58 for drawable in self._drawables[zorder]:
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59 yield drawable
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60
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61 __iter__ = get_drawables
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62
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63
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64 class AreaScreen(Screen):
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65
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66 def setup(self):
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67 self.keys = ControlKeys()
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68 self._level = Level(self.name)
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69 self._level.load(self.space)
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70 self._drawables = Drawables()
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71 self.add_walls()
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72 self._add_collision_handlers()
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73 if self.protagonist is not None:
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74 # We do things this way to avoid extra pymunk
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75 # juggling to move objects between spaces
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76 old_protagonist = self.protagonist
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77 self.add_protagonist()
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78 self.protagonist.copy_state(old_protagonist)
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79 else:
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80 self.add_protagonist()
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81 self.add_game_objects()
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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()
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86 if result is False:
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87 return False
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88 return True
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89
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90 def _add_collision_handlers(self):
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91 for collision_type in CALLBACK_COLLIDERS:
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92 self.space.add_collision_handler(
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93 COLLISION_TYPE_PLAYER, collision_type,
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94 pre_solve=self._collision_pre_solve_handler)
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95
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96 def add_walls(self):
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97 self.walls = []
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98 body = pymunk.Body()
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99 body.position = (0, 0)
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100 walls = self._level.get_walls()
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101 for wall in walls:
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102 corners = wall
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103 corner = corners[-1]
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104 for next_corner in corners:
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105 wall = pymunk.Segment(body, corner, next_corner, 5)
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106 wall.elasticity = 1.0
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107 self.walls.append(wall)
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108 corner = next_corner
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109 self.space.add(*self.walls)
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110
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111 def add_game_objects(self):
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112 for drawable in self._level.get_drawables():
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113 self._drawables.add(drawable)
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114
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115 def add_protagonist(self):
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116 self.protagonist = Protagonist(self.space, (350, 300))
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117 self._drawables.add(self.protagonist)
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118
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119 def handle_event(self, ev):
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120 if ev.type == pygame.locals.KEYDOWN:
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121 if ev.key == pygame.locals.K_ESCAPE:
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122 ScreenChange.post('menu')
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123 if ev.key == pygame.locals.K_c:
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124 self.protagonist.toggle_form()
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125 elif DoorEvent.matches(ev):
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126 self.protagonist.set_position(ev.dest_pos)
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127 if ev.destination != self.name:
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128 # Go to anther screen
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129 ScreenChange.post(ev.destination, self.protagonist)
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130 # else we're teleporting within the screen, and just the
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131 # position change is enough
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132 self.keys.handle_event(ev)
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133
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134 def _calc_viewport(self, level_surface, display_surface):
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135 level_size = level_surface.get_size()
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136 display_size = display_surface.get_size()
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137 protagnist_pos = self.protagonist.physicser.get_render_position(
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138 level_surface)
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139 x_wide = display_size[0] // 2
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140 y_wide = display_size[1] // 2
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141 if display_size[0] > level_size[0]:
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142 x = -(display_size[0] - level_size[0]) // 2
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143 elif protagnist_pos[0] < x_wide:
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144 x = 0
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145 elif protagnist_pos[0] > level_size[0] - x_wide:
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146 x = level_size[0] - display_size[0]
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147 else:
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parents: 86
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148 x = protagnist_pos[0] - x_wide
127
fe1f0bb4ecf0 Handle case of display larger than the level better
Neil Muller <drnlmuller@gmail.com>
parents: 107
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149 if display_size[1] > level_size[1]:
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Neil Muller <drnlmuller@gmail.com>
parents: 107
diff changeset
150 y = -(display_size[1] - level_size[1]) // 2
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Neil Muller <drnlmuller@gmail.com>
parents: 107
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151 elif protagnist_pos[1] < y_wide:
87
75d8ad4bf9b5 Hack in viewport
Neil Muller <drnlmuller@gmail.com>
parents: 86
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152 y = 0
75d8ad4bf9b5 Hack in viewport
Neil Muller <drnlmuller@gmail.com>
parents: 86
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153 elif protagnist_pos[1] > level_size[1] - y_wide:
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Neil Muller <drnlmuller@gmail.com>
parents: 86
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154 y = level_size[1] - display_size[1]
75d8ad4bf9b5 Hack in viewport
Neil Muller <drnlmuller@gmail.com>
parents: 86
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155 else:
75d8ad4bf9b5 Hack in viewport
Neil Muller <drnlmuller@gmail.com>
parents: 86
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156 y = protagnist_pos[1] - y_wide
75d8ad4bf9b5 Hack in viewport
Neil Muller <drnlmuller@gmail.com>
parents: 86
diff changeset
157 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
75d8ad4bf9b5 Hack in viewport
Neil Muller <drnlmuller@gmail.com>
parents: 86
diff changeset
158
18
9ecb1d222ee0 Screens.
Simon Cross <hodgestar@gmail.com>
parents:
diff changeset
159 def render(self, surface):
50
94d47bfcc7bb Approximate levels and walls
Neil Muller <drnlmuller@gmail.com>
parents: 47
diff changeset
160 #surface.fill(pygame.color.Color(0, 0, 0))
94d47bfcc7bb Approximate levels and walls
Neil Muller <drnlmuller@gmail.com>
parents: 47
diff changeset
161 background = self._level.get_background()
84
ef8e799477e0 Point pymunk at a screen surface, not the display to make things saner
Neil Muller <drnlmuller@gmail.com>
parents: 83
diff changeset
162 mysurface = background.copy()
105
0131e4606e1a List of drawables in area.
Jeremy Thurgood <firxen@gmail.com>
parents: 100
diff changeset
163 for drawable in self._drawables:
0131e4606e1a List of drawables in area.
Jeremy Thurgood <firxen@gmail.com>
parents: 100
diff changeset
164 drawable.render(mysurface)
87
75d8ad4bf9b5 Hack in viewport
Neil Muller <drnlmuller@gmail.com>
parents: 86
diff changeset
165 render_rect = self._calc_viewport(mysurface, surface)
75d8ad4bf9b5 Hack in viewport
Neil Muller <drnlmuller@gmail.com>
parents: 86
diff changeset
166 surface.blit(mysurface, (0, 0), render_rect)
34
2995723e8ccf Move and hold.
Simon Cross <hodgestar@gmail.com>
parents: 27
diff changeset
167
2995723e8ccf Move and hold.
Simon Cross <hodgestar@gmail.com>
parents: 27
diff changeset
168 def tick_protagonist(self):
100
96bdfadeb461 Cleaner direction key management.
Jeremy Thurgood <firxen@gmail.com>
parents: 97
diff changeset
169 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
170 self.protagonist.set_direction(dx, dy)
34
2995723e8ccf Move and hold.
Simon Cross <hodgestar@gmail.com>
parents: 27
diff changeset
171
2995723e8ccf Move and hold.
Simon Cross <hodgestar@gmail.com>
parents: 27
diff changeset
172 def tick(self, seconds):
2995723e8ccf Move and hold.
Simon Cross <hodgestar@gmail.com>
parents: 27
diff changeset
173 self.tick_protagonist()
143
deac6a4008e7 Hook up protagnist animations
Neil Muller <drnlmuller@gmail.com>
parents: 140
diff changeset
174 for drawable in self._drawables:
deac6a4008e7 Hook up protagnist animations
Neil Muller <drnlmuller@gmail.com>
parents: 140
diff changeset
175 drawable.animate()
34
2995723e8ccf Move and hold.
Simon Cross <hodgestar@gmail.com>
parents: 27
diff changeset
176 super(AreaScreen, self).tick(seconds)