Mercurial > nagslang
annotate nagslang/screens/area.py @ 440:9eee96966d88
Add Death event to reduce death code duplication
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 14:36:09 +0200 |
parents | d087dfb10896 |
children | 82db70c28722 |
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, QuitEvent, DeathEvent |
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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) |
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87 self.game_starting_point = Level.game_starting_point() |
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: | |
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165 if self._level.is_starting_level(): |
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166 QuitEvent.post() |
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167 return |
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168 self.protagonist.die() |
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169 return |
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170 cmd_key = self.keys.get_command_key(ev.key) |
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171 if cmd_key is not None: |
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172 self.protagonist.handle_keypress(cmd_key) |
180
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173 elif DoorEvent.matches(ev): |
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174 self.protagonist.set_position(ev.dest_pos) |
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175 if ev.destination != self.name: |
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176 # Go to anther screen |
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177 self._disable_render = True |
238
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178 self.world.rooms += 1 |
345
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179 self.world.level = (ev.destination, ev.dest_pos) |
399
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180 self.world.save() |
276
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181 ScreenChange.post(ev.destination) |
190
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182 return |
180
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183 # else we're teleporting within the screen, and just the |
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184 # position change is enough |
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185 elif DeathEvent.matches(ev): |
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186 self._disable_render = True |
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187 self.world.load() |
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188 self.world.deaths += 1 |
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189 level, pos = Level.game_starting_point() |
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190 self.protagonist.set_position(pos) |
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191 ScreenChange.post(level) |
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192 |
34 | 193 self.keys.handle_event(ev) |
18 | 194 |
87 | 195 def _calc_viewport(self, level_surface, display_surface): |
196 level_size = level_surface.get_size() | |
197 display_size = display_surface.get_size() | |
93
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198 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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199 level_surface) |
87 | 200 x_wide = display_size[0] // 2 |
201 y_wide = display_size[1] // 2 | |
127
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202 if display_size[0] > level_size[0]: |
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203 x = -(display_size[0] - level_size[0]) // 2 |
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204 elif protagnist_pos[0] < x_wide: |
87 | 205 x = 0 |
206 elif protagnist_pos[0] > level_size[0] - x_wide: | |
207 x = level_size[0] - display_size[0] | |
208 else: | |
209 x = protagnist_pos[0] - x_wide | |
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210 if display_size[1] > level_size[1]: |
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211 y = -(display_size[1] - level_size[1]) // 2 |
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212 elif protagnist_pos[1] < y_wide: |
87 | 213 y = 0 |
214 elif protagnist_pos[1] > level_size[1] - y_wide: | |
215 y = level_size[1] - display_size[1] | |
216 else: | |
217 y = protagnist_pos[1] - y_wide | |
218 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
219 | |
18 | 220 def render(self, surface): |
190
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221 if self._disable_render: |
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222 return |
50
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223 background = self._level.get_background() |
84
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224 mysurface = background.copy() |
105
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225 for drawable in self._drawables: |
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226 drawable.render(mysurface) |
87 | 227 render_rect = self._calc_viewport(mysurface, surface) |
228 surface.blit(mysurface, (0, 0), render_rect) | |
396
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229 # Maximum width we allow for overlays |
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230 max_width = min(render_rect.width, mysurface.get_width()) |
191 | 231 for overlay in self._level.overlay_drawables: |
232 if overlay.is_visible(): | |
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233 overlay.render(surface, render_rect.topleft, max_width) |
243 | 234 self.render_health_bar(surface) |
34 | 235 |
236 def tick_protagonist(self): | |
100
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237 dx, dy = self.keys.get_direction() |
47
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Better movement and swap between werewolf and human form with 'w' (hodgestar, decoy).
Simon Cross <hodgestar@gmail.com>
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238 self.protagonist.set_direction(dx, dy) |
371 | 239 if self.keys.is_attacking(): |
393
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240 self._handle_result(self.protagonist.handle_attack_key_down()) |
34 | 241 |
242 def tick(self, seconds): | |
303 | 243 super(AreaScreen, self).tick(seconds) |
34 | 244 self.tick_protagonist() |
143
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245 for drawable in self._drawables: |
393
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246 self._handle_result(drawable.update(seconds)) |
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247 |
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248 def _handle_result(self, result): |
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249 if result is not None: |
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250 for drawable in result.add: |
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251 self._drawables.add(drawable) |
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252 for drawable in result.remove: |
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253 self._drawables.remove(drawable) |
243 | 254 |
258 | 255 def render_health_bar(self, surface, damage_experienced=None): |
347
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256 bar_surface = pygame.Surface((110, 50)).convert(surface) |
258 | 257 if damage_experienced: |
258 health_box_colour = pygame.color.THECOLORS['red'] | |
259 else: | |
260 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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261 bar_surface.fill(health_box_colour) |
246 | 262 if self.protagonist.in_human_form(): |
243 | 263 health_colour = pygame.color.THECOLORS['red'] |
264 else: | |
340
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265 health_colour = pygame.color.THECOLORS['violetred3'] |
347
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266 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40) |
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267 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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268 bar_surface.set_alpha(192) |
365
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269 y_pos = surface.get_height() - 20 - bar_surface.get_height() |
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270 surface.blit(bar_surface, (20, y_pos)) |