Mercurial > nagslang
annotate nagslang/screens/area.py @ 393:8d961e05b7b6
Use Result to handle firing
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 01:04:01 +0200 |
parents | 866cdc74b26a |
children | 76f053cf2322 |
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 ScreenChange, DoorEvent, 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 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 |
371 | 26 attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL]) |
27 | |
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28 command_keys = { |
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29 pygame.locals.K_c: CMD_TOGGLE_FORM, |
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30 pygame.locals.K_SPACE: CMD_ACTION, |
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31 } |
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32 |
34 | 33 def __init__(self): |
34 self.keys_down = set() | |
35 | |
36 def key_down(self, key): | |
37 self.keys_down.add(key) | |
38 | |
39 def key_up(self, key): | |
40 self.keys_down.discard(key) | |
41 | |
42 def handle_event(self, ev): | |
43 if ev.type == pygame.locals.KEYDOWN: | |
44 self.key_down(ev.key) | |
45 elif ev.type == pygame.locals.KEYUP: | |
46 self.key_up(ev.key) | |
47 | |
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48 def get_direction(self): |
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49 dx, dy = 0, 0 |
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50 for (tx, ty), keys in self.direction_keys.iteritems(): |
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51 if self.keys_down & keys: |
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52 dx += tx |
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53 dy += ty |
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54 return (dx, dy) |
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55 |
371 | 56 def is_attacking(self): |
57 return bool(self.keys_down & self.attack_keys) | |
58 | |
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59 def get_command_key(self, key): |
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60 return self.command_keys.get(key, None) |
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61 |
34 | 62 |
107 | 63 class Drawables(object): |
64 def __init__(self): | |
65 self._drawables = {} | |
66 | |
67 def add(self, drawable): | |
68 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
69 | |
70 def remove(self, drawable): | |
71 self._drawables[drawable.zorder].remove(drawable) | |
72 | |
73 def get_drawables(self): | |
74 for zorder in sorted(self._drawables): | |
75 for drawable in self._drawables[zorder]: | |
76 yield drawable | |
77 | |
78 __iter__ = get_drawables | |
79 | |
80 | |
18 | 81 class AreaScreen(Screen): |
21 | 82 |
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83 def setup(self): |
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84 self._disable_render = False # Avoid redrawing on scene changes |
34 | 85 self.keys = ControlKeys() |
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86 self._level = Level(self.name, self.world) |
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87 self._level.load(self.space) |
107 | 88 self._drawables = Drawables() |
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89 self.add_walls() |
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90 self._add_collision_handlers() |
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91 self.add_protagonist() |
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92 self.add_game_objects() |
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93 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 94 |
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95 def teardown(self): |
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96 sound.stop() |
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97 |
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98 @classmethod |
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99 def list_areas(self): |
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100 return Level.list_levels() |
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101 |
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102 def _player_collision_pre_solve_handler(self, space, arbiter): |
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103 gobj = arbiter.shapes[1].physicser.game_object |
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104 result = gobj.collide_with_protagonist(self.protagonist) |
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105 # The collision handler must return `True` or `False`. We don't want to |
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106 # accidentally reject collisions from handlers that return `None`, so |
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107 # we explicitly check for `False` and treate everything else as `True`. |
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108 return result is not False |
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109 |
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110 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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111 claw = arbiter.shapes[0].physicser.game_object |
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112 gobj = arbiter.shapes[1].physicser.game_object |
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113 result = gobj.collide_with_claw_attack(claw) |
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114 return result is not False |
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115 |
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116 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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117 furniture = arbiter.shapes[0].physicser.game_object |
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118 gobj = arbiter.shapes[1].physicser.game_object |
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119 result = gobj.collide_with_furniture(furniture) |
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120 return result is not False |
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121 |
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122 def _add_collision_handlers(self): |
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123 for collision_type in CALLBACK_COLLIDERS: |
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124 self.space.add_collision_handler( |
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125 COLLISION_TYPE_PLAYER, collision_type, |
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126 pre_solve=self._player_collision_pre_solve_handler) |
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127 self.space.add_collision_handler( |
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128 COLLISION_TYPE_FURNITURE, collision_type, |
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129 pre_solve=self._furniture_collision_pre_solve_handler) |
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130 self.space.add_collision_handler( |
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131 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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132 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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133 |
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134 def add_walls(self): |
21 | 135 self.walls = [] |
136 body = pymunk.Body() | |
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137 body.position = (0, 0) |
53 | 138 walls = self._level.get_walls() |
139 for wall in walls: | |
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140 if len(wall) < 2: |
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141 # Don't try to add a useless wall |
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142 continue |
53 | 143 corners = wall |
144 corner = corners[-1] | |
145 for next_corner in corners: | |
146 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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147 wall.collision_type = COLLISION_TYPE_WALL |
53 | 148 wall.elasticity = 1.0 |
149 self.walls.append(wall) | |
150 corner = next_corner | |
21 | 151 self.space.add(*self.walls) |
152 | |
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153 def add_game_objects(self): |
191 | 154 for drawable in self._level.drawables: |
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155 self._drawables.add(drawable) |
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156 |
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157 def add_protagonist(self): |
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158 self.protagonist = self.world.protagonist |
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159 self.protagonist.change_space(self.space) |
107 | 160 self._drawables.add(self.protagonist) |
21 | 161 |
18 | 162 def handle_event(self, ev): |
20 | 163 if ev.type == pygame.locals.KEYDOWN: |
164 if ev.key == pygame.locals.K_ESCAPE: | |
165 ScreenChange.post('menu') | |
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166 cmd_key = self.keys.get_command_key(ev.key) |
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167 if cmd_key is not None: |
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168 self.protagonist.handle_keypress(cmd_key) |
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169 elif DoorEvent.matches(ev): |
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170 self.protagonist.set_position(ev.dest_pos) |
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171 if ev.destination != self.name: |
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172 # Go to anther screen |
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173 self._disable_render = True |
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174 self.world.rooms += 1 |
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175 self.world.level = (ev.destination, ev.dest_pos) |
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176 ScreenChange.post(ev.destination) |
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177 return |
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178 # else we're teleporting within the screen, and just the |
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179 # position change is enough |
308
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180 elif EnemyDeathEvent.matches(ev): |
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181 self.world.kills += 1 |
312
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182 elif ClawEvent.matches(ev): |
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183 claw_attack = ClawAttack(self.space, ev.source, ev.vector, |
333
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184 ev.damage) |
312
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185 self._drawables.add(claw_attack) |
34 | 186 self.keys.handle_event(ev) |
18 | 187 |
87 | 188 def _calc_viewport(self, level_surface, display_surface): |
189 level_size = level_surface.get_size() | |
190 display_size = display_surface.get_size() | |
93
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191 protagnist_pos = self.protagonist.physicser.get_render_position( |
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192 level_surface) |
87 | 193 x_wide = display_size[0] // 2 |
194 y_wide = display_size[1] // 2 | |
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195 if display_size[0] > level_size[0]: |
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196 x = -(display_size[0] - level_size[0]) // 2 |
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197 elif protagnist_pos[0] < x_wide: |
87 | 198 x = 0 |
199 elif protagnist_pos[0] > level_size[0] - x_wide: | |
200 x = level_size[0] - display_size[0] | |
201 else: | |
202 x = protagnist_pos[0] - x_wide | |
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203 if display_size[1] > level_size[1]: |
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204 y = -(display_size[1] - level_size[1]) // 2 |
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205 elif protagnist_pos[1] < y_wide: |
87 | 206 y = 0 |
207 elif protagnist_pos[1] > level_size[1] - y_wide: | |
208 y = level_size[1] - display_size[1] | |
209 else: | |
210 y = protagnist_pos[1] - y_wide | |
211 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
212 | |
18 | 213 def render(self, surface): |
190
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214 if self._disable_render: |
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215 return |
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216 background = self._level.get_background() |
84
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217 mysurface = background.copy() |
105
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List of drawables in area.
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218 for drawable in self._drawables: |
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219 drawable.render(mysurface) |
87 | 220 render_rect = self._calc_viewport(mysurface, surface) |
221 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 222 for overlay in self._level.overlay_drawables: |
223 if overlay.is_visible(): | |
211
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224 overlay.render(surface, render_rect.topleft) |
243 | 225 self.render_health_bar(surface) |
34 | 226 |
227 def tick_protagonist(self): | |
100
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228 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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229 self.protagonist.set_direction(dx, dy) |
371 | 230 if self.keys.is_attacking(): |
393
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231 self._handle_result(self.protagonist.handle_attack_key_down()) |
34 | 232 |
233 def tick(self, seconds): | |
303 | 234 super(AreaScreen, self).tick(seconds) |
34 | 235 self.tick_protagonist() |
143
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Hook up protagnist animations
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236 for drawable in self._drawables: |
393
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237 self._handle_result(drawable.update(seconds)) |
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238 |
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239 def _handle_result(self, result): |
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240 if result is not None: |
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241 for drawable in result.add: |
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242 self._drawables.add(drawable) |
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243 for drawable in result.remove: |
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244 self._drawables.remove(drawable) |
243 | 245 |
258 | 246 def render_health_bar(self, surface, damage_experienced=None): |
347
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247 bar_surface = pygame.Surface((110, 50)).convert(surface) |
258 | 248 if damage_experienced: |
249 health_box_colour = pygame.color.THECOLORS['red'] | |
250 else: | |
251 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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252 bar_surface.fill(health_box_colour) |
246 | 253 if self.protagonist.in_human_form(): |
243 | 254 health_colour = pygame.color.THECOLORS['red'] |
255 else: | |
340
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256 health_colour = pygame.color.THECOLORS['violetred3'] |
347
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257 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40) |
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258 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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259 bar_surface.set_alpha(192) |
365
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260 y_pos = surface.get_height() - 20 - bar_surface.get_height() |
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261 surface.blit(bar_surface, (20, y_pos)) |