Mercurial > nagslang
annotate nagslang/screens/area.py @ 313:768e1d06155f
PEP8
author | David Sharpe |
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date | Fri, 06 Sep 2013 00:45:52 +0200 |
parents | 72aca01c87ed |
children | 01e98732de46 |
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 |
313 | 10 from nagslang.events import ScreenChange, DoorEvent, FireEvent, \ |
11 EnemyDeathEvent, ClawEvent | |
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12 from nagslang.level import Level |
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13 from nagslang.screens.base import Screen |
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14 from nagslang.game_object import Bullet, ClawAttack |
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15 from nagslang.sound import sound |
18 | 16 |
83 | 17 |
34 | 18 class ControlKeys(object): |
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19 direction_keys = { |
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20 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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21 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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22 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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23 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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24 } |
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25 |
34 | 26 def __init__(self): |
27 self.keys_down = set() | |
28 | |
29 def key_down(self, key): | |
30 self.keys_down.add(key) | |
31 | |
32 def key_up(self, key): | |
33 self.keys_down.discard(key) | |
34 | |
35 def handle_event(self, ev): | |
36 if ev.type == pygame.locals.KEYDOWN: | |
37 self.key_down(ev.key) | |
38 elif ev.type == pygame.locals.KEYUP: | |
39 self.key_up(ev.key) | |
40 | |
100
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41 def get_direction(self): |
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42 dx, dy = 0, 0 |
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43 for (tx, ty), keys in self.direction_keys.iteritems(): |
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44 if self.keys_down & keys: |
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45 dx += tx |
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46 dy += ty |
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47 return (dx, dy) |
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48 |
34 | 49 |
107 | 50 class Drawables(object): |
51 def __init__(self): | |
52 self._drawables = {} | |
53 | |
54 def add(self, drawable): | |
55 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
56 | |
57 def remove(self, drawable): | |
58 self._drawables[drawable.zorder].remove(drawable) | |
59 | |
60 def get_drawables(self): | |
61 for zorder in sorted(self._drawables): | |
62 for drawable in self._drawables[zorder]: | |
63 yield drawable | |
64 | |
65 __iter__ = get_drawables | |
66 | |
67 | |
18 | 68 class AreaScreen(Screen): |
21 | 69 |
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70 def setup(self): |
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71 self._disable_render = False # Avoid redrawing on scene changes |
34 | 72 self.keys = ControlKeys() |
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73 self._level = Level(self.name, self.world) |
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74 self._level.load(self.space) |
107 | 75 self._drawables = Drawables() |
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76 self.add_walls() |
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77 self._add_collision_handlers() |
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78 self.add_protagonist() |
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79 self.add_game_objects() |
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80 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 81 |
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82 def teardown(self): |
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83 sound.stop() |
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84 |
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85 def _collision_pre_solve_handler(self, space, arbiter): |
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86 gobj = arbiter.shapes[1].physicser.game_object |
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87 result = gobj.collide_with_protagonist(self.protagonist) |
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88 # The collision handler must return `True` or `False`. We don't want to |
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89 # accidentally reject collisions from handlers that return `None`, so |
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90 # we explicitly check for `False` and treate everything else as `True`. |
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91 if result is False: |
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92 return False |
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93 return True |
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94 |
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95 def _add_collision_handlers(self): |
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96 for collision_type in CALLBACK_COLLIDERS: |
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97 self.space.add_collision_handler( |
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98 COLLISION_TYPE_PLAYER, collision_type, |
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99 pre_solve=self._collision_pre_solve_handler) |
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100 |
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101 def add_walls(self): |
21 | 102 self.walls = [] |
103 body = pymunk.Body() | |
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104 body.position = (0, 0) |
53 | 105 walls = self._level.get_walls() |
106 for wall in walls: | |
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107 if len(wall) < 2: |
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108 # Don't try to add a useless wall |
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109 continue |
53 | 110 corners = wall |
111 corner = corners[-1] | |
112 for next_corner in corners: | |
113 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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114 wall.collision_type = COLLISION_TYPE_WALL |
53 | 115 wall.elasticity = 1.0 |
116 self.walls.append(wall) | |
117 corner = next_corner | |
21 | 118 self.space.add(*self.walls) |
119 | |
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120 def add_game_objects(self): |
191 | 121 for drawable in self._level.drawables: |
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122 self._drawables.add(drawable) |
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123 |
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124 def add_protagonist(self): |
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125 self.protagonist = self.world.protagonist |
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126 self.protagonist.change_space(self.space) |
107 | 127 self._drawables.add(self.protagonist) |
21 | 128 |
18 | 129 def handle_event(self, ev): |
20 | 130 if ev.type == pygame.locals.KEYDOWN: |
131 if ev.key == pygame.locals.K_ESCAPE: | |
132 ScreenChange.post('menu') | |
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133 if ev.key == pygame.locals.K_c: |
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134 self.protagonist.toggle_form() |
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135 self.world.transformations += 1 |
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136 if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL): |
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137 self.world.attacks += 1 |
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138 self.protagonist.attack() |
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139 if ev.key == pygame.locals.K_SPACE: |
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140 self.protagonist.perform_action() |
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141 elif DoorEvent.matches(ev): |
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142 self.protagonist.set_position(ev.dest_pos) |
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143 if ev.destination != self.name: |
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144 # Go to anther screen |
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145 self._disable_render = True |
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146 self.world.rooms += 1 |
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147 ScreenChange.post(ev.destination) |
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148 return |
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149 # else we're teleporting within the screen, and just the |
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150 # position change is enough |
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151 elif FireEvent.matches(ev): |
305 | 152 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, |
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153 ev.source_collision_type) |
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154 self._drawables.add(bullet) |
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155 elif EnemyDeathEvent.matches(ev): |
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156 self.world.kills += 1 |
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157 dead_enemy = DeadEnemy(self.space, self.world, ev.position, |
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158 ev.enemy_type) |
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159 self._drawables.add(dead_enemy) |
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160 elif ClawEvent.matches(ev): |
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161 claw_attack = ClawAttack(self.space, ev.source, ev.vector, |
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162 ev.source_collision_type) |
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163 self._drawables.add(claw_attack) |
34 | 164 self.keys.handle_event(ev) |
18 | 165 |
87 | 166 def _calc_viewport(self, level_surface, display_surface): |
167 level_size = level_surface.get_size() | |
168 display_size = display_surface.get_size() | |
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169 protagnist_pos = self.protagonist.physicser.get_render_position( |
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170 level_surface) |
87 | 171 x_wide = display_size[0] // 2 |
172 y_wide = display_size[1] // 2 | |
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173 if display_size[0] > level_size[0]: |
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174 x = -(display_size[0] - level_size[0]) // 2 |
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175 elif protagnist_pos[0] < x_wide: |
87 | 176 x = 0 |
177 elif protagnist_pos[0] > level_size[0] - x_wide: | |
178 x = level_size[0] - display_size[0] | |
179 else: | |
180 x = protagnist_pos[0] - x_wide | |
127
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181 if display_size[1] > level_size[1]: |
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182 y = -(display_size[1] - level_size[1]) // 2 |
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183 elif protagnist_pos[1] < y_wide: |
87 | 184 y = 0 |
185 elif protagnist_pos[1] > level_size[1] - y_wide: | |
186 y = level_size[1] - display_size[1] | |
187 else: | |
188 y = protagnist_pos[1] - y_wide | |
189 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
190 | |
18 | 191 def render(self, surface): |
190
97627a999042
Don't render the old scene with the protagnist's new position during scene changes
Neil Muller <drnlmuller@gmail.com>
parents:
188
diff
changeset
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192 if self._disable_render: |
97627a999042
Don't render the old scene with the protagnist's new position during scene changes
Neil Muller <drnlmuller@gmail.com>
parents:
188
diff
changeset
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193 return |
50
94d47bfcc7bb
Approximate levels and walls
Neil Muller <drnlmuller@gmail.com>
parents:
47
diff
changeset
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194 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
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195 mysurface = background.copy() |
105
0131e4606e1a
List of drawables in area.
Jeremy Thurgood <firxen@gmail.com>
parents:
100
diff
changeset
|
196 for drawable in self._drawables: |
0131e4606e1a
List of drawables in area.
Jeremy Thurgood <firxen@gmail.com>
parents:
100
diff
changeset
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197 drawable.render(mysurface) |
87 | 198 render_rect = self._calc_viewport(mysurface, surface) |
199 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 200 for overlay in self._level.overlay_drawables: |
201 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
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changeset
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202 overlay.render(surface, render_rect.topleft) |
243 | 203 self.render_health_bar(surface) |
34 | 204 |
205 def tick_protagonist(self): | |
100
96bdfadeb461
Cleaner direction key management.
Jeremy Thurgood <firxen@gmail.com>
parents:
97
diff
changeset
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206 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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207 self.protagonist.set_direction(dx, dy) |
34 | 208 |
209 def tick(self, seconds): | |
303 | 210 super(AreaScreen, self).tick(seconds) |
34 | 211 self.tick_protagonist() |
143
deac6a4008e7
Hook up protagnist animations
Neil Muller <drnlmuller@gmail.com>
parents:
140
diff
changeset
|
212 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
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213 drawable.update(seconds) |
293
47226c661ae2
Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents:
283
diff
changeset
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214 if drawable.remove: |
47226c661ae2
Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents:
283
diff
changeset
|
215 self._drawables.remove(drawable) |
243 | 216 |
258 | 217 def render_health_bar(self, surface, damage_experienced=None): |
243 | 218 rect = pygame.Rect(50, 500, 110, 50) |
258 | 219 if damage_experienced: |
220 health_box_colour = pygame.color.THECOLORS['red'] | |
221 else: | |
222 health_box_colour = pygame.color.THECOLORS['white'] | |
257 | 223 pygame.draw.rect(surface, health_box_colour, rect, 0) |
246 | 224 if self.protagonist.in_human_form(): |
243 | 225 health_colour = pygame.color.THECOLORS['red'] |
226 else: | |
227 health_colour = pygame.color.THECOLORS['purple'] | |
246 | 228 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40) |
243 | 229 pygame.draw.rect(surface, health_colour, |
246 | 230 rect, 0) |