Mercurial > nagslang
annotate nagslang/screens/area.py @ 391:866cdc74b26a
Use Result to handle enemy death (but keep the event for accounting purposes)
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 00:42:09 +0200 |
parents | 51deb78cae52 |
children | 8d961e05b7b6 |
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) |
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11 from nagslang.events import ( |
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12 ScreenChange, DoorEvent, EnemyDeathEvent, FireEvent, ClawEvent) |
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Approximate levels and walls
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13 from nagslang.level import Level |
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14 from nagslang.screens.base import Screen |
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Basic claw attack, stealing liberally from other people's code! ;)
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15 from nagslang.game_object import Bullet, ClawAttack |
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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 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 95 |
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96 def teardown(self): |
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97 sound.stop() |
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98 |
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99 @classmethod |
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100 def list_areas(self): |
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101 return Level.list_levels() |
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102 |
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103 def _player_collision_pre_solve_handler(self, space, arbiter): |
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104 gobj = arbiter.shapes[1].physicser.game_object |
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105 result = gobj.collide_with_protagonist(self.protagonist) |
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106 # The collision handler must return `True` or `False`. We don't want to |
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107 # accidentally reject collisions from handlers that return `None`, so |
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108 # we explicitly check for `False` and treate everything else as `True`. |
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109 return result is not False |
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110 |
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111 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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112 claw = arbiter.shapes[0].physicser.game_object |
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113 gobj = arbiter.shapes[1].physicser.game_object |
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114 result = gobj.collide_with_claw_attack(claw) |
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115 return result is not False |
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116 |
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117 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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118 furniture = arbiter.shapes[0].physicser.game_object |
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119 gobj = arbiter.shapes[1].physicser.game_object |
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120 result = gobj.collide_with_furniture(furniture) |
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121 return result is not False |
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122 |
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123 def _add_collision_handlers(self): |
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124 for collision_type in CALLBACK_COLLIDERS: |
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125 self.space.add_collision_handler( |
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126 COLLISION_TYPE_PLAYER, collision_type, |
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127 pre_solve=self._player_collision_pre_solve_handler) |
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128 self.space.add_collision_handler( |
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129 COLLISION_TYPE_FURNITURE, collision_type, |
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130 pre_solve=self._furniture_collision_pre_solve_handler) |
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131 self.space.add_collision_handler( |
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132 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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133 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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134 |
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135 def add_walls(self): |
21 | 136 self.walls = [] |
137 body = pymunk.Body() | |
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138 body.position = (0, 0) |
53 | 139 walls = self._level.get_walls() |
140 for wall in walls: | |
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141 if len(wall) < 2: |
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142 # Don't try to add a useless wall |
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143 continue |
53 | 144 corners = wall |
145 corner = corners[-1] | |
146 for next_corner in corners: | |
147 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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148 wall.collision_type = COLLISION_TYPE_WALL |
53 | 149 wall.elasticity = 1.0 |
150 self.walls.append(wall) | |
151 corner = next_corner | |
21 | 152 self.space.add(*self.walls) |
153 | |
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154 def add_game_objects(self): |
191 | 155 for drawable in self._level.drawables: |
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156 self._drawables.add(drawable) |
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157 |
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158 def add_protagonist(self): |
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159 self.protagonist = self.world.protagonist |
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160 self.protagonist.change_space(self.space) |
107 | 161 self._drawables.add(self.protagonist) |
21 | 162 |
18 | 163 def handle_event(self, ev): |
20 | 164 if ev.type == pygame.locals.KEYDOWN: |
165 if ev.key == pygame.locals.K_ESCAPE: | |
166 ScreenChange.post('menu') | |
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167 cmd_key = self.keys.get_command_key(ev.key) |
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168 if cmd_key is not None: |
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169 self.protagonist.handle_keypress(cmd_key) |
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170 elif DoorEvent.matches(ev): |
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171 self.protagonist.set_position(ev.dest_pos) |
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172 if ev.destination != self.name: |
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173 # Go to anther screen |
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174 self._disable_render = True |
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175 self.world.rooms += 1 |
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176 self.world.level = (ev.destination, ev.dest_pos) |
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177 ScreenChange.post(ev.destination) |
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178 return |
180
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179 # else we're teleporting within the screen, and just the |
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180 # position change is enough |
261
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181 elif FireEvent.matches(ev): |
305 | 182 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, |
363
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183 ev.bullet_type, ev.source_collision_type) |
261
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184 self._drawables.add(bullet) |
308
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Enemies leave corpses
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185 elif EnemyDeathEvent.matches(ev): |
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186 self.world.kills += 1 |
312
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187 elif ClawEvent.matches(ev): |
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188 claw_attack = ClawAttack(self.space, ev.source, ev.vector, |
333
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189 ev.damage) |
312
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190 self._drawables.add(claw_attack) |
34 | 191 self.keys.handle_event(ev) |
18 | 192 |
87 | 193 def _calc_viewport(self, level_surface, display_surface): |
194 level_size = level_surface.get_size() | |
195 display_size = display_surface.get_size() | |
93
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196 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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197 level_surface) |
87 | 198 x_wide = display_size[0] // 2 |
199 y_wide = display_size[1] // 2 | |
127
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200 if display_size[0] > level_size[0]: |
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201 x = -(display_size[0] - level_size[0]) // 2 |
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202 elif protagnist_pos[0] < x_wide: |
87 | 203 x = 0 |
204 elif protagnist_pos[0] > level_size[0] - x_wide: | |
205 x = level_size[0] - display_size[0] | |
206 else: | |
207 x = protagnist_pos[0] - x_wide | |
127
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208 if display_size[1] > level_size[1]: |
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209 y = -(display_size[1] - level_size[1]) // 2 |
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210 elif protagnist_pos[1] < y_wide: |
87 | 211 y = 0 |
212 elif protagnist_pos[1] > level_size[1] - y_wide: | |
213 y = level_size[1] - display_size[1] | |
214 else: | |
215 y = protagnist_pos[1] - y_wide | |
216 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
217 | |
18 | 218 def render(self, surface): |
190
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219 if self._disable_render: |
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220 return |
50
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221 background = self._level.get_background() |
84
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222 mysurface = background.copy() |
105
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List of drawables in area.
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223 for drawable in self._drawables: |
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224 drawable.render(mysurface) |
87 | 225 render_rect = self._calc_viewport(mysurface, surface) |
226 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 227 for overlay in self._level.overlay_drawables: |
228 if overlay.is_visible(): | |
211
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229 overlay.render(surface, render_rect.topleft) |
243 | 230 self.render_health_bar(surface) |
34 | 231 |
232 def tick_protagonist(self): | |
100
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Cleaner direction key management.
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233 dx, dy = self.keys.get_direction() |
47
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Better movement and swap between werewolf and human form with 'w' (hodgestar, decoy).
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234 self.protagonist.set_direction(dx, dy) |
371 | 235 if self.keys.is_attacking(): |
236 self.protagonist.handle_attack_key_down() | |
34 | 237 |
238 def tick(self, seconds): | |
303 | 239 super(AreaScreen, self).tick(seconds) |
34 | 240 self.tick_protagonist() |
143
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241 for drawable in self._drawables: |
385
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242 result = drawable.update(seconds) |
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243 if result is not None: |
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244 for new_drawable in result.add: |
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245 self._drawables.add(new_drawable) |
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246 for old_drawable in result.remove: |
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247 self._drawables.remove(old_drawable) |
243 | 248 |
258 | 249 def render_health_bar(self, surface, damage_experienced=None): |
347
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250 bar_surface = pygame.Surface((110, 50)).convert(surface) |
258 | 251 if damage_experienced: |
252 health_box_colour = pygame.color.THECOLORS['red'] | |
253 else: | |
254 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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255 bar_surface.fill(health_box_colour) |
246 | 256 if self.protagonist.in_human_form(): |
243 | 257 health_colour = pygame.color.THECOLORS['red'] |
258 else: | |
340
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259 health_colour = pygame.color.THECOLORS['violetred3'] |
347
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260 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40) |
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261 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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262 bar_surface.set_alpha(192) |
365
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263 y_pos = surface.get_height() - 20 - bar_surface.get_height() |
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264 surface.blit(bar_surface, (20, y_pos)) |