Mercurial > nagslang
annotate nagslang/screens/area.py @ 394:76f053cf2322
Use Result instead of ClawEvent
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 01:10:53 +0200 |
parents | 8d961e05b7b6 |
children | b3df20c76afd |
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 COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK, |
371 | 10 CMD_TOGGLE_FORM, CMD_ACTION) |
394
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11 from nagslang.events import ScreenChange, DoorEvent, EnemyDeathEvent |
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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.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 |
371 | 25 attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL]) |
26 | |
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27 command_keys = { |
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28 pygame.locals.K_c: CMD_TOGGLE_FORM, |
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29 pygame.locals.K_SPACE: CMD_ACTION, |
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30 } |
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31 |
34 | 32 def __init__(self): |
33 self.keys_down = set() | |
34 | |
35 def key_down(self, key): | |
36 self.keys_down.add(key) | |
37 | |
38 def key_up(self, key): | |
39 self.keys_down.discard(key) | |
40 | |
41 def handle_event(self, ev): | |
42 if ev.type == pygame.locals.KEYDOWN: | |
43 self.key_down(ev.key) | |
44 elif ev.type == pygame.locals.KEYUP: | |
45 self.key_up(ev.key) | |
46 | |
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47 def get_direction(self): |
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48 dx, dy = 0, 0 |
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49 for (tx, ty), keys in self.direction_keys.iteritems(): |
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50 if self.keys_down & keys: |
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51 dx += tx |
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52 dy += ty |
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53 return (dx, dy) |
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54 |
371 | 55 def is_attacking(self): |
56 return bool(self.keys_down & self.attack_keys) | |
57 | |
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58 def get_command_key(self, key): |
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59 return self.command_keys.get(key, None) |
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60 |
34 | 61 |
107 | 62 class Drawables(object): |
63 def __init__(self): | |
64 self._drawables = {} | |
65 | |
66 def add(self, drawable): | |
67 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
68 | |
69 def remove(self, drawable): | |
70 self._drawables[drawable.zorder].remove(drawable) | |
71 | |
72 def get_drawables(self): | |
73 for zorder in sorted(self._drawables): | |
74 for drawable in self._drawables[zorder]: | |
75 yield drawable | |
76 | |
77 __iter__ = get_drawables | |
78 | |
79 | |
18 | 80 class AreaScreen(Screen): |
21 | 81 |
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82 def setup(self): |
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83 self._disable_render = False # Avoid redrawing on scene changes |
34 | 84 self.keys = ControlKeys() |
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85 self._level = Level(self.name, self.world) |
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86 self._level.load(self.space) |
107 | 87 self._drawables = Drawables() |
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88 self.add_walls() |
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89 self._add_collision_handlers() |
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90 self.add_protagonist() |
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91 self.add_game_objects() |
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92 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 93 |
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94 def teardown(self): |
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95 sound.stop() |
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96 |
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97 @classmethod |
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98 def list_areas(self): |
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99 return Level.list_levels() |
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100 |
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101 def _player_collision_pre_solve_handler(self, space, arbiter): |
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102 gobj = arbiter.shapes[1].physicser.game_object |
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103 result = gobj.collide_with_protagonist(self.protagonist) |
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104 # The collision handler must return `True` or `False`. We don't want to |
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105 # accidentally reject collisions from handlers that return `None`, so |
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106 # we explicitly check for `False` and treate everything else as `True`. |
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107 return result is not False |
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108 |
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109 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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110 claw = arbiter.shapes[0].physicser.game_object |
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111 gobj = arbiter.shapes[1].physicser.game_object |
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112 result = gobj.collide_with_claw_attack(claw) |
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113 return result is not False |
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114 |
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115 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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116 furniture = arbiter.shapes[0].physicser.game_object |
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117 gobj = arbiter.shapes[1].physicser.game_object |
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118 result = gobj.collide_with_furniture(furniture) |
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119 return result is not False |
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120 |
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121 def _add_collision_handlers(self): |
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122 for collision_type in CALLBACK_COLLIDERS: |
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123 self.space.add_collision_handler( |
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124 COLLISION_TYPE_PLAYER, collision_type, |
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125 pre_solve=self._player_collision_pre_solve_handler) |
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126 self.space.add_collision_handler( |
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127 COLLISION_TYPE_FURNITURE, collision_type, |
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128 pre_solve=self._furniture_collision_pre_solve_handler) |
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129 self.space.add_collision_handler( |
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130 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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131 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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132 |
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133 def add_walls(self): |
21 | 134 self.walls = [] |
135 body = pymunk.Body() | |
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136 body.position = (0, 0) |
53 | 137 walls = self._level.get_walls() |
138 for wall in walls: | |
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139 if len(wall) < 2: |
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140 # Don't try to add a useless wall |
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141 continue |
53 | 142 corners = wall |
143 corner = corners[-1] | |
144 for next_corner in corners: | |
145 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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146 wall.collision_type = COLLISION_TYPE_WALL |
53 | 147 wall.elasticity = 1.0 |
148 self.walls.append(wall) | |
149 corner = next_corner | |
21 | 150 self.space.add(*self.walls) |
151 | |
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152 def add_game_objects(self): |
191 | 153 for drawable in self._level.drawables: |
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154 self._drawables.add(drawable) |
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155 |
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156 def add_protagonist(self): |
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157 self.protagonist = self.world.protagonist |
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158 self.protagonist.change_space(self.space) |
107 | 159 self._drawables.add(self.protagonist) |
21 | 160 |
18 | 161 def handle_event(self, ev): |
20 | 162 if ev.type == pygame.locals.KEYDOWN: |
163 if ev.key == pygame.locals.K_ESCAPE: | |
164 ScreenChange.post('menu') | |
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165 cmd_key = self.keys.get_command_key(ev.key) |
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166 if cmd_key is not None: |
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167 self.protagonist.handle_keypress(cmd_key) |
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168 elif DoorEvent.matches(ev): |
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169 self.protagonist.set_position(ev.dest_pos) |
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170 if ev.destination != self.name: |
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171 # Go to anther screen |
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172 self._disable_render = True |
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173 self.world.rooms += 1 |
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174 self.world.level = (ev.destination, ev.dest_pos) |
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175 ScreenChange.post(ev.destination) |
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176 return |
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177 # else we're teleporting within the screen, and just the |
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178 # position change is enough |
308
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179 elif EnemyDeathEvent.matches(ev): |
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180 self.world.kills += 1 |
34 | 181 self.keys.handle_event(ev) |
18 | 182 |
87 | 183 def _calc_viewport(self, level_surface, display_surface): |
184 level_size = level_surface.get_size() | |
185 display_size = display_surface.get_size() | |
93
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186 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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187 level_surface) |
87 | 188 x_wide = display_size[0] // 2 |
189 y_wide = display_size[1] // 2 | |
127
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190 if display_size[0] > level_size[0]: |
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191 x = -(display_size[0] - level_size[0]) // 2 |
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192 elif protagnist_pos[0] < x_wide: |
87 | 193 x = 0 |
194 elif protagnist_pos[0] > level_size[0] - x_wide: | |
195 x = level_size[0] - display_size[0] | |
196 else: | |
197 x = protagnist_pos[0] - x_wide | |
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198 if display_size[1] > level_size[1]: |
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199 y = -(display_size[1] - level_size[1]) // 2 |
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200 elif protagnist_pos[1] < y_wide: |
87 | 201 y = 0 |
202 elif protagnist_pos[1] > level_size[1] - y_wide: | |
203 y = level_size[1] - display_size[1] | |
204 else: | |
205 y = protagnist_pos[1] - y_wide | |
206 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
207 | |
18 | 208 def render(self, surface): |
190
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209 if self._disable_render: |
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210 return |
50
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211 background = self._level.get_background() |
84
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212 mysurface = background.copy() |
105
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213 for drawable in self._drawables: |
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214 drawable.render(mysurface) |
87 | 215 render_rect = self._calc_viewport(mysurface, surface) |
216 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 217 for overlay in self._level.overlay_drawables: |
218 if overlay.is_visible(): | |
211
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219 overlay.render(surface, render_rect.topleft) |
243 | 220 self.render_health_bar(surface) |
34 | 221 |
222 def tick_protagonist(self): | |
100
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223 dx, dy = self.keys.get_direction() |
47
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224 self.protagonist.set_direction(dx, dy) |
371 | 225 if self.keys.is_attacking(): |
393
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226 self._handle_result(self.protagonist.handle_attack_key_down()) |
34 | 227 |
228 def tick(self, seconds): | |
303 | 229 super(AreaScreen, self).tick(seconds) |
34 | 230 self.tick_protagonist() |
143
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231 for drawable in self._drawables: |
393
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232 self._handle_result(drawable.update(seconds)) |
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233 |
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234 def _handle_result(self, result): |
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235 if result is not None: |
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236 for drawable in result.add: |
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237 self._drawables.add(drawable) |
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238 for drawable in result.remove: |
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239 self._drawables.remove(drawable) |
243 | 240 |
258 | 241 def render_health_bar(self, surface, damage_experienced=None): |
347
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242 bar_surface = pygame.Surface((110, 50)).convert(surface) |
258 | 243 if damage_experienced: |
244 health_box_colour = pygame.color.THECOLORS['red'] | |
245 else: | |
246 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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247 bar_surface.fill(health_box_colour) |
246 | 248 if self.protagonist.in_human_form(): |
243 | 249 health_colour = pygame.color.THECOLORS['red'] |
250 else: | |
340
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251 health_colour = pygame.color.THECOLORS['violetred3'] |
347
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252 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40) |
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253 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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254 bar_surface.set_alpha(192) |
365
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255 y_pos = surface.get_height() - 20 - bar_surface.get_height() |
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256 surface.blit(bar_surface, (20, y_pos)) |