Mercurial > nagslang
annotate nagslang/screens/area.py @ 308:3dee86b6c216
Enemies leave corpses
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Fri, 06 Sep 2013 00:36:14 +0200 |
parents | c2bbb1e70d6f |
children | 72aca01c87ed |
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.enemies import DeadEnemy |
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10 from nagslang.events import ScreenChange, DoorEvent, FireEvent, EnemyDeathEvent |
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11 from nagslang.level import Level |
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12 from nagslang.screens.base import Screen |
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13 from nagslang.game_object import Bullet |
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14 from nagslang.sound import sound |
18 | 15 |
83 | 16 |
34 | 17 class ControlKeys(object): |
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18 direction_keys = { |
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19 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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20 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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21 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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22 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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23 } |
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24 |
34 | 25 def __init__(self): |
26 self.keys_down = set() | |
27 | |
28 def key_down(self, key): | |
29 self.keys_down.add(key) | |
30 | |
31 def key_up(self, key): | |
32 self.keys_down.discard(key) | |
33 | |
34 def handle_event(self, ev): | |
35 if ev.type == pygame.locals.KEYDOWN: | |
36 self.key_down(ev.key) | |
37 elif ev.type == pygame.locals.KEYUP: | |
38 self.key_up(ev.key) | |
39 | |
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40 def get_direction(self): |
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41 dx, dy = 0, 0 |
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42 for (tx, ty), keys in self.direction_keys.iteritems(): |
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43 if self.keys_down & keys: |
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44 dx += tx |
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45 dy += ty |
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46 return (dx, dy) |
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47 |
34 | 48 |
107 | 49 class Drawables(object): |
50 def __init__(self): | |
51 self._drawables = {} | |
52 | |
53 def add(self, drawable): | |
54 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
55 | |
56 def remove(self, drawable): | |
57 self._drawables[drawable.zorder].remove(drawable) | |
58 | |
59 def get_drawables(self): | |
60 for zorder in sorted(self._drawables): | |
61 for drawable in self._drawables[zorder]: | |
62 yield drawable | |
63 | |
64 __iter__ = get_drawables | |
65 | |
66 | |
18 | 67 class AreaScreen(Screen): |
21 | 68 |
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69 def setup(self): |
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70 self._disable_render = False # Avoid redrawing on scene changes |
34 | 71 self.keys = ControlKeys() |
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72 self._level = Level(self.name, self.world) |
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73 self._level.load(self.space) |
107 | 74 self._drawables = Drawables() |
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75 self.add_walls() |
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76 self._add_collision_handlers() |
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77 self.add_protagonist() |
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78 self.add_game_objects() |
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79 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 80 |
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81 def teardown(self): |
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82 sound.stop() |
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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(self.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: | |
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106 if len(wall) < 2: |
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107 # Don't try to add a useless wall |
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108 continue |
53 | 109 corners = wall |
110 corner = corners[-1] | |
111 for next_corner in corners: | |
112 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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113 wall.collision_type = COLLISION_TYPE_WALL |
53 | 114 wall.elasticity = 1.0 |
115 self.walls.append(wall) | |
116 corner = next_corner | |
21 | 117 self.space.add(*self.walls) |
118 | |
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119 def add_game_objects(self): |
191 | 120 for drawable in self._level.drawables: |
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121 self._drawables.add(drawable) |
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122 |
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123 def add_protagonist(self): |
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124 self.protagonist = self.world.protagonist |
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125 self.protagonist.change_space(self.space) |
107 | 126 self._drawables.add(self.protagonist) |
21 | 127 |
18 | 128 def handle_event(self, ev): |
20 | 129 if ev.type == pygame.locals.KEYDOWN: |
130 if ev.key == pygame.locals.K_ESCAPE: | |
131 ScreenChange.post('menu') | |
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132 if ev.key == pygame.locals.K_c: |
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133 self.protagonist.toggle_form() |
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134 self.world.transformations += 1 |
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135 if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL): |
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136 self.world.attacks += 1 |
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137 self.protagonist.attack() |
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138 if ev.key == pygame.locals.K_SPACE: |
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139 self.protagonist.perform_action() |
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140 elif DoorEvent.matches(ev): |
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141 self.protagonist.set_position(ev.dest_pos) |
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142 if ev.destination != self.name: |
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143 # Go to anther screen |
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144 self._disable_render = True |
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145 self.world.rooms += 1 |
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146 ScreenChange.post(ev.destination) |
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147 return |
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148 # else we're teleporting within the screen, and just the |
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149 # position change is enough |
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150 elif FireEvent.matches(ev): |
305 | 151 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, |
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152 ev.source_collision_type) |
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153 self._drawables.add(bullet) |
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154 elif EnemyDeathEvent.matches(ev): |
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155 self.world.kills += 1 |
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156 dead_enemy = DeadEnemy(self.space, self.world, ev.position, |
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157 ev.enemy_type) |
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158 self._drawables.add(dead_enemy) |
34 | 159 self.keys.handle_event(ev) |
18 | 160 |
87 | 161 def _calc_viewport(self, level_surface, display_surface): |
162 level_size = level_surface.get_size() | |
163 display_size = display_surface.get_size() | |
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164 protagnist_pos = self.protagonist.physicser.get_render_position( |
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165 level_surface) |
87 | 166 x_wide = display_size[0] // 2 |
167 y_wide = display_size[1] // 2 | |
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168 if display_size[0] > level_size[0]: |
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169 x = -(display_size[0] - level_size[0]) // 2 |
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170 elif protagnist_pos[0] < x_wide: |
87 | 171 x = 0 |
172 elif protagnist_pos[0] > level_size[0] - x_wide: | |
173 x = level_size[0] - display_size[0] | |
174 else: | |
175 x = protagnist_pos[0] - x_wide | |
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176 if display_size[1] > level_size[1]: |
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177 y = -(display_size[1] - level_size[1]) // 2 |
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178 elif protagnist_pos[1] < y_wide: |
87 | 179 y = 0 |
180 elif protagnist_pos[1] > level_size[1] - y_wide: | |
181 y = level_size[1] - display_size[1] | |
182 else: | |
183 y = protagnist_pos[1] - y_wide | |
184 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
185 | |
18 | 186 def render(self, surface): |
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187 if self._disable_render: |
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188 return |
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changeset
|
189 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
|
190 mysurface = background.copy() |
105
0131e4606e1a
List of drawables in area.
Jeremy Thurgood <firxen@gmail.com>
parents:
100
diff
changeset
|
191 for drawable in self._drawables: |
0131e4606e1a
List of drawables in area.
Jeremy Thurgood <firxen@gmail.com>
parents:
100
diff
changeset
|
192 drawable.render(mysurface) |
87 | 193 render_rect = self._calc_viewport(mysurface, surface) |
194 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 195 for overlay in self._level.overlay_drawables: |
196 if overlay.is_visible(): | |
211
434b5a3aaaff
Pass display offset to overlays for when the display is larger than the level
Neil Muller <drnlmuller@gmail.com>
parents:
192
diff
changeset
|
197 overlay.render(surface, render_rect.topleft) |
243 | 198 self.render_health_bar(surface) |
34 | 199 |
200 def tick_protagonist(self): | |
100
96bdfadeb461
Cleaner direction key management.
Jeremy Thurgood <firxen@gmail.com>
parents:
97
diff
changeset
|
201 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
|
202 self.protagonist.set_direction(dx, dy) |
34 | 203 |
204 def tick(self, seconds): | |
303 | 205 super(AreaScreen, self).tick(seconds) |
34 | 206 self.tick_protagonist() |
143
deac6a4008e7
Hook up protagnist animations
Neil Muller <drnlmuller@gmail.com>
parents:
140
diff
changeset
|
207 for drawable in self._drawables: |
307
c2bbb1e70d6f
Rename animate to update and pass seconds, for future fun
Neil Muller <drnlmuller@gmail.com>
parents:
305
diff
changeset
|
208 drawable.update(seconds) |
293
47226c661ae2
Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents:
283
diff
changeset
|
209 if drawable.remove: |
47226c661ae2
Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents:
283
diff
changeset
|
210 self._drawables.remove(drawable) |
243 | 211 |
258 | 212 def render_health_bar(self, surface, damage_experienced=None): |
243 | 213 rect = pygame.Rect(50, 500, 110, 50) |
258 | 214 if damage_experienced: |
215 health_box_colour = pygame.color.THECOLORS['red'] | |
216 else: | |
217 health_box_colour = pygame.color.THECOLORS['white'] | |
257 | 218 pygame.draw.rect(surface, health_box_colour, rect, 0) |
246 | 219 if self.protagonist.in_human_form(): |
243 | 220 health_colour = pygame.color.THECOLORS['red'] |
221 else: | |
222 health_colour = pygame.color.THECOLORS['purple'] | |
246 | 223 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40) |
243 | 224 pygame.draw.rect(surface, health_colour, |
246 | 225 rect, 0) |