Mercurial > nagslang
annotate nagslang/screens/area.py @ 520:3f79a77ef1e3
Ephemeral messages
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 20:20:25 +0200 |
parents | a46767c61ad6 |
children | bf7960e49063 |
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.options import options |
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8 from nagslang.constants import ( |
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9 COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS, |
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10 COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK, |
371 | 11 CMD_TOGGLE_FORM, CMD_ACTION) |
520 | 12 from nagslang.events import ( |
13 AddDrawableEvent, DeathEvent, DoorEvent, QuitEvent, ScreenChange) | |
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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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16 from nagslang.sound import sound |
18 | 17 |
83 | 18 |
34 | 19 class ControlKeys(object): |
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20 direction_keys = { |
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21 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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22 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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23 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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24 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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25 } |
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26 |
371 | 27 attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL]) |
28 | |
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29 command_keys = { |
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30 pygame.locals.K_c: CMD_TOGGLE_FORM, |
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31 pygame.locals.K_SPACE: CMD_ACTION, |
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32 } |
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33 |
34 | 34 def __init__(self): |
35 self.keys_down = set() | |
36 | |
37 def key_down(self, key): | |
38 self.keys_down.add(key) | |
39 | |
40 def key_up(self, key): | |
41 self.keys_down.discard(key) | |
42 | |
43 def handle_event(self, ev): | |
44 if ev.type == pygame.locals.KEYDOWN: | |
45 self.key_down(ev.key) | |
46 elif ev.type == pygame.locals.KEYUP: | |
47 self.key_up(ev.key) | |
48 | |
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49 def get_direction(self): |
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50 dx, dy = 0, 0 |
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51 for (tx, ty), keys in self.direction_keys.iteritems(): |
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52 if self.keys_down & keys: |
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53 dx += tx |
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54 dy += ty |
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55 return (dx, dy) |
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56 |
371 | 57 def is_attacking(self): |
58 return bool(self.keys_down & self.attack_keys) | |
59 | |
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60 def get_command_key(self, key): |
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61 return self.command_keys.get(key, None) |
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62 |
34 | 63 |
107 | 64 class Drawables(object): |
65 def __init__(self): | |
66 self._drawables = {} | |
67 | |
68 def add(self, drawable): | |
69 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
70 | |
71 def remove(self, drawable): | |
72 self._drawables[drawable.zorder].remove(drawable) | |
73 | |
74 def get_drawables(self): | |
75 for zorder in sorted(self._drawables): | |
76 for drawable in self._drawables[zorder]: | |
77 yield drawable | |
78 | |
79 __iter__ = get_drawables | |
80 | |
81 | |
18 | 82 class AreaScreen(Screen): |
21 | 83 |
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84 def setup(self): |
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85 self._disable_render = False # Avoid redrawing on scene changes |
34 | 86 self.keys = ControlKeys() |
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87 self._level = Level(self.name, self.world) |
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88 self._level.load(self.space) |
107 | 89 self._drawables = Drawables() |
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90 self.add_walls() |
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91 self._add_collision_handlers() |
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92 self.add_protagonist() |
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93 self.add_game_objects() |
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94 self.save_progress() |
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95 sound.play_music("POL-cyber-factory-short.ogg") |
511 | 96 self._background = None |
97 self._surface = None | |
21 | 98 |
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99 def teardown(self): |
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100 sound.stop() |
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101 |
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102 @classmethod |
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103 def list_areas(self): |
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104 return Level.list_levels() |
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105 |
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106 def _player_collision_pre_solve_handler(self, space, arbiter): |
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107 gobj = arbiter.shapes[1].physicser.game_object |
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108 result = gobj.collide_with_protagonist(self.protagonist) |
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109 # The collision handler must return `True` or `False`. We don't want to |
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110 # accidentally reject collisions from handlers that return `None`, so |
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111 # we explicitly check for `False` and treate everything else as `True`. |
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112 return result is not False |
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113 |
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114 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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115 claw = arbiter.shapes[0].physicser.game_object |
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116 gobj = arbiter.shapes[1].physicser.game_object |
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117 result = gobj.collide_with_claw_attack(claw) |
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118 return result is not False |
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119 |
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120 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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121 furniture = arbiter.shapes[0].physicser.game_object |
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122 gobj = arbiter.shapes[1].physicser.game_object |
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123 result = gobj.collide_with_furniture(furniture) |
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124 return result is not False |
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125 |
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126 def _add_collision_handlers(self): |
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127 for collision_type in CALLBACK_COLLIDERS: |
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128 self.space.add_collision_handler( |
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129 COLLISION_TYPE_PLAYER, collision_type, |
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130 pre_solve=self._player_collision_pre_solve_handler) |
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131 self.space.add_collision_handler( |
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132 COLLISION_TYPE_FURNITURE, collision_type, |
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133 pre_solve=self._furniture_collision_pre_solve_handler) |
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134 self.space.add_collision_handler( |
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135 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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136 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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137 |
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138 def add_walls(self): |
21 | 139 self.walls = [] |
140 body = pymunk.Body() | |
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141 body.position = (0, 0) |
53 | 142 walls = self._level.get_walls() |
143 for wall in walls: | |
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144 if len(wall) < 2: |
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145 # Don't try to add a useless wall |
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146 continue |
53 | 147 corners = wall |
148 corner = corners[-1] | |
149 for next_corner in corners: | |
150 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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151 wall.collision_type = COLLISION_TYPE_WALL |
53 | 152 wall.elasticity = 1.0 |
153 self.walls.append(wall) | |
154 corner = next_corner | |
21 | 155 self.space.add(*self.walls) |
156 | |
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157 def add_game_objects(self): |
191 | 158 for drawable in self._level.drawables: |
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159 self._drawables.add(drawable) |
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160 |
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161 def add_protagonist(self): |
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162 self.protagonist = self.world.protagonist |
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163 self.protagonist.change_space(self.space) |
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164 self.world.rooms += 1 |
107 | 165 self._drawables.add(self.protagonist) |
21 | 166 |
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167 def save_progress(self): |
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168 if self.name == Level.game_starting_point()[0]: |
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169 return |
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170 self.world.level = (self.name, (self.protagonist.physicser.position.x, |
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171 self.protagonist.physicser.position.y)) |
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172 self.world.save() |
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173 |
18 | 174 def handle_event(self, ev): |
20 | 175 if ev.type == pygame.locals.KEYDOWN: |
176 if ev.key == pygame.locals.K_ESCAPE: | |
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177 if options.debug: |
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178 print ('Died at: (%i,%i)' |
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179 % (self.protagonist.physicser.position.x, |
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180 self.protagonist.physicser.position.y)) |
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181 if self._level.is_starting_level(): |
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182 QuitEvent.post() |
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183 return |
440
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184 self.protagonist.die() |
437
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185 return |
336
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186 cmd_key = self.keys.get_command_key(ev.key) |
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187 if cmd_key is not None: |
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188 self.protagonist.handle_keypress(cmd_key) |
180
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189 elif DoorEvent.matches(ev): |
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190 self.protagonist.set_position(ev.dest_pos) |
471
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191 if ev.destination is not None and ev.destination != self.name: |
512
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192 if options.debug: |
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193 print 'Teleporting to %s' % ev.destination |
180
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194 # Go to anther screen |
190
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195 self._disable_render = True |
276
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196 ScreenChange.post(ev.destination) |
190
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197 return |
180
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198 # else we're teleporting within the screen, and just the |
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199 # position change is enough |
440
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200 elif DeathEvent.matches(ev): |
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201 self._disable_render = True |
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202 self.world.load() |
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203 self.world.deaths += 1 |
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204 level, pos = Level.game_starting_point() |
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205 self.protagonist.set_position(pos) |
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206 ScreenChange.post(level) |
520 | 207 elif AddDrawableEvent.matches(ev): |
208 self._drawables.add(ev.drawable) | |
209 if ev.drawable.overlay: | |
210 self._level.overlay_drawables.append(ev.drawable.overlay) | |
34 | 211 self.keys.handle_event(ev) |
18 | 212 |
87 | 213 def _calc_viewport(self, level_surface, display_surface): |
214 level_size = level_surface.get_size() | |
215 display_size = display_surface.get_size() | |
93
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216 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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217 level_surface) |
87 | 218 x_wide = display_size[0] // 2 |
219 y_wide = display_size[1] // 2 | |
127
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220 if display_size[0] > level_size[0]: |
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221 x = -(display_size[0] - level_size[0]) // 2 |
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222 elif protagnist_pos[0] < x_wide: |
87 | 223 x = 0 |
224 elif protagnist_pos[0] > level_size[0] - x_wide: | |
225 x = level_size[0] - display_size[0] | |
226 else: | |
227 x = protagnist_pos[0] - x_wide | |
127
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228 if display_size[1] > level_size[1]: |
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229 y = -(display_size[1] - level_size[1]) // 2 |
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230 elif protagnist_pos[1] < y_wide: |
87 | 231 y = 0 |
232 elif protagnist_pos[1] > level_size[1] - y_wide: | |
233 y = level_size[1] - display_size[1] | |
234 else: | |
235 y = protagnist_pos[1] - y_wide | |
236 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
237 | |
18 | 238 def render(self, surface): |
190
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239 if self._disable_render: |
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240 return |
511 | 241 if self._background is None: |
242 bg = self._level.get_background() | |
243 self._background = pygame.surface.Surface(bg.get_size()) | |
244 self._background.blit(bg, (0, 0)) | |
245 self._surface = pygame.surface.Surface(self._background.get_size()) | |
246 render_rect = self._calc_viewport(self._surface, surface) | |
247 self._surface.set_clip(render_rect) | |
248 self._surface.blit(self._background, render_rect.topleft, render_rect) | |
105
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249 for drawable in self._drawables: |
511 | 250 drawable.render(self._surface) |
251 surface.blit(self._surface, (0, 0), render_rect) | |
396
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252 # Maximum width we allow for overlays |
511 | 253 max_width = min(render_rect.width, self._surface.get_width()) |
520 | 254 for overlay in reversed(self._level.overlay_drawables): |
191 | 255 if overlay.is_visible(): |
396
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diff
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256 overlay.render(surface, render_rect.topleft, max_width) |
520 | 257 break |
243 | 258 self.render_health_bar(surface) |
34 | 259 |
260 def tick_protagonist(self): | |
100
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diff
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261 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>
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diff
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262 self.protagonist.set_direction(dx, dy) |
371 | 263 if self.keys.is_attacking(): |
393
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diff
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264 self._handle_result(self.protagonist.handle_attack_key_down()) |
34 | 265 |
266 def tick(self, seconds): | |
303 | 267 super(AreaScreen, self).tick(seconds) |
34 | 268 self.tick_protagonist() |
143
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diff
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269 for drawable in self._drawables: |
393
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diff
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270 self._handle_result(drawable.update(seconds)) |
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271 |
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diff
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272 def _handle_result(self, result): |
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diff
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|
273 if result is not None: |
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diff
changeset
|
274 for drawable in result.add: |
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275 self._drawables.add(drawable) |
520 | 276 if drawable.overlay: |
277 self._level.overlay_drawables.add(drawable.overlay) | |
393
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diff
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278 for drawable in result.remove: |
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279 self._drawables.remove(drawable) |
520 | 280 if drawable.overlay: |
281 self._level.overlay_drawables.remove(drawable.overlay) | |
243 | 282 |
258 | 283 def render_health_bar(self, surface, damage_experienced=None): |
347
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diff
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|
284 bar_surface = pygame.Surface((110, 50)).convert(surface) |
258 | 285 if damage_experienced: |
286 health_box_colour = pygame.color.THECOLORS['red'] | |
287 else: | |
288 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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diff
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|
289 bar_surface.fill(health_box_colour) |
246 | 290 if self.protagonist.in_human_form(): |
243 | 291 health_colour = pygame.color.THECOLORS['red'] |
292 else: | |
340
eb24e74df4c3
Less violent werewolf health colour.
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diff
changeset
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293 health_colour = pygame.color.THECOLORS['violetred3'] |
347
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diff
changeset
|
294 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40) |
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diff
changeset
|
295 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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diff
changeset
|
296 bar_surface.set_alpha(192) |
365
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diff
changeset
|
297 y_pos = surface.get_height() - 20 - bar_surface.get_height() |
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298 surface.blit(bar_surface, (20, y_pos)) |