annotate nagslang/screens/area.py @ 279:9f68e22c1e58

Don't crash on empty walls
author Neil Muller <drnlmuller@gmail.com>
date Thu, 05 Sep 2013 13:47:22 +0200
parents 56e42c00da25
children 9b56e954c674
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1 """Display a game area."""
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2
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3 import pygame
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4 import pymunk
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5 import pymunk.pygame_util
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7 from nagslang.constants import COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS
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8 from nagslang.events import ScreenChange, DoorEvent, FireEvent
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9 from nagslang.level import Level
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10 from nagslang.screens.base import Screen
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11 from nagslang.game_object import Bullet
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12 from nagslang.sound import sound
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14
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15 class ControlKeys(object):
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16 direction_keys = {
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17 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
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18 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
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19 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
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20 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
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21 }
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23 def __init__(self):
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24 self.keys_down = set()
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25
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26 def key_down(self, key):
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27 self.keys_down.add(key)
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28
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29 def key_up(self, key):
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30 self.keys_down.discard(key)
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31
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32 def handle_event(self, ev):
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33 if ev.type == pygame.locals.KEYDOWN:
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34 self.key_down(ev.key)
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35 elif ev.type == pygame.locals.KEYUP:
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36 self.key_up(ev.key)
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38 def get_direction(self):
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39 dx, dy = 0, 0
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40 for (tx, ty), keys in self.direction_keys.iteritems():
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41 if self.keys_down & keys:
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42 dx += tx
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43 dy += ty
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44 return (dx, dy)
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45
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46
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47 class Drawables(object):
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48 def __init__(self):
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49 self._drawables = {}
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50
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51 def add(self, drawable):
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52 self._drawables.setdefault(drawable.zorder, []).append(drawable)
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53
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54 def remove(self, drawable):
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55 self._drawables[drawable.zorder].remove(drawable)
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56
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57 def get_drawables(self):
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58 for zorder in sorted(self._drawables):
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59 for drawable in self._drawables[zorder]:
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60 yield drawable
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61
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62 __iter__ = get_drawables
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63
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64
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65 class AreaScreen(Screen):
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66
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67 def setup(self):
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68 self._disable_render = False # Avoid redrawing on scene changes
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69 self.keys = ControlKeys()
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70 self._level = Level(self.name, self.world)
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71 self._level.load(self.space)
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72 self._drawables = Drawables()
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73 self.add_walls()
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74 self._add_collision_handlers()
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75 self.add_protagonist()
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76 self.add_game_objects()
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77 sound.play_music("POL-cyber-factory-short.ogg")
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78
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79 def teardown(self):
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80 sound.stop()
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81
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82 def _collision_pre_solve_handler(self, space, arbiter):
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83 gobj = arbiter.shapes[1].physicser.game_object
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84 result = gobj.collide_with_protagonist(self.protagonist)
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85 # The collision handler must return `True` or `False`. We don't want to
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86 # accidentally reject collisions from handlers that return `None`, so
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87 # we explicitly check for `False` and treate everything else as `True`.
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88 if result is False:
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89 return False
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90 return True
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91
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92 def _add_collision_handlers(self):
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93 for collision_type in CALLBACK_COLLIDERS:
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94 self.space.add_collision_handler(
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95 COLLISION_TYPE_PLAYER, collision_type,
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96 pre_solve=self._collision_pre_solve_handler)
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97
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98 def add_walls(self):
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99 self.walls = []
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100 body = pymunk.Body()
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101 body.position = (0, 0)
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102 walls = self._level.get_walls()
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103 for wall in walls:
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104 if len(wall) < 2:
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105 # Don't try to add a useless wall
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106 continue
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107 corners = wall
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108 corner = corners[-1]
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109 for next_corner in corners:
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110 wall = pymunk.Segment(body, corner, next_corner, 5)
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111 wall.elasticity = 1.0
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112 self.walls.append(wall)
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113 corner = next_corner
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114 self.space.add(*self.walls)
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115
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116 def add_game_objects(self):
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117 for drawable in self._level.drawables:
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118 self._drawables.add(drawable)
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119
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120 def add_protagonist(self):
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121 self.protagonist = self.world.protagonist
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122 self.protagonist.change_space(self.space)
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123 self._drawables.add(self.protagonist)
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124
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125 def handle_event(self, ev):
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126 if ev.type == pygame.locals.KEYDOWN:
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127 if ev.key == pygame.locals.K_ESCAPE:
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128 ScreenChange.post('menu')
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129 if ev.key == pygame.locals.K_c:
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130 self.protagonist.toggle_form()
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131 self.world.transformations += 1
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132 if ev.key == pygame.locals.K_SPACE:
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133 self.world.attacks += 1
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134 self.protagonist.attack()
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135 elif DoorEvent.matches(ev):
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136 self.protagonist.set_position(ev.dest_pos)
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137 if ev.destination != self.name:
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138 # Go to anther screen
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139 self._disable_render = True
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140 self.world.rooms += 1
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141 ScreenChange.post(ev.destination)
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142 return
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143 # else we're teleporting within the screen, and just the
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144 # position change is enough
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145 elif FireEvent.matches(ev):
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146 bullet = Bullet(self.space, ev.source, ev.impulse)
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147 self._drawables.add(bullet)
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148 self.keys.handle_event(ev)
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149
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150 def _calc_viewport(self, level_surface, display_surface):
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151 level_size = level_surface.get_size()
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152 display_size = display_surface.get_size()
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153 protagnist_pos = self.protagonist.physicser.get_render_position(
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154 level_surface)
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155 x_wide = display_size[0] // 2
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156 y_wide = display_size[1] // 2
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157 if display_size[0] > level_size[0]:
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158 x = -(display_size[0] - level_size[0]) // 2
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159 elif protagnist_pos[0] < x_wide:
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160 x = 0
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161 elif protagnist_pos[0] > level_size[0] - x_wide:
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162 x = level_size[0] - display_size[0]
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163 else:
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164 x = protagnist_pos[0] - x_wide
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165 if display_size[1] > level_size[1]:
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166 y = -(display_size[1] - level_size[1]) // 2
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167 elif protagnist_pos[1] < y_wide:
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168 y = 0
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169 elif protagnist_pos[1] > level_size[1] - y_wide:
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170 y = level_size[1] - display_size[1]
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171 else:
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172 y = protagnist_pos[1] - y_wide
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173 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
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174
18
9ecb1d222ee0 Screens.
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parents:
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175 def render(self, surface):
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176 if self._disable_render:
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177 return
50
94d47bfcc7bb Approximate levels and walls
Neil Muller <drnlmuller@gmail.com>
parents: 47
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178 background = self._level.get_background()
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179 mysurface = background.copy()
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0131e4606e1a List of drawables in area.
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180 for drawable in self._drawables:
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181 drawable.render(mysurface)
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182 render_rect = self._calc_viewport(mysurface, surface)
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183 surface.blit(mysurface, (0, 0), render_rect)
191
e080fcd07fa9 Overlay notes
Stefano Rivera <stefano@rivera.za.net>
parents: 190
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184 for overlay in self._level.overlay_drawables:
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Stefano Rivera <stefano@rivera.za.net>
parents: 190
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185 if overlay.is_visible():
211
434b5a3aaaff Pass display offset to overlays for when the display is larger than the level
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186 overlay.render(surface, render_rect.topleft)
243
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David Sharpe
parents: 211
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187 self.render_health_bar(surface)
34
2995723e8ccf Move and hold.
Simon Cross <hodgestar@gmail.com>
parents: 27
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188
2995723e8ccf Move and hold.
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parents: 27
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189 def tick_protagonist(self):
100
96bdfadeb461 Cleaner direction key management.
Jeremy Thurgood <firxen@gmail.com>
parents: 97
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190 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
191 self.protagonist.set_direction(dx, dy)
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parents: 27
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192
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parents: 27
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193 def tick(self, seconds):
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194 self.tick_protagonist()
143
deac6a4008e7 Hook up protagnist animations
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195 for drawable in self._drawables:
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parents: 140
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196 drawable.animate()
243
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parents: 211
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197
34
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parents: 27
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198 super(AreaScreen, self).tick(seconds)
243
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parents: 211
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199
258
083053422a84 Added collision damage with enemies.
David Sharpe
parents: 257
diff changeset
200 def render_health_bar(self, surface, damage_experienced=None):
243
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201 rect = pygame.Rect(50, 500, 110, 50)
258
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David Sharpe
parents: 257
diff changeset
202 if damage_experienced:
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203 health_box_colour = pygame.color.THECOLORS['red']
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204 else:
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205 health_box_colour = pygame.color.THECOLORS['white']
257
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206 pygame.draw.rect(surface, health_box_colour, rect, 0)
246
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diff changeset
207 if self.protagonist.in_human_form():
243
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parents: 211
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208 health_colour = pygame.color.THECOLORS['red']
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209 else:
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diff changeset
210 health_colour = pygame.color.THECOLORS['purple']
246
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parents: 244
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211 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
243
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diff changeset
212 pygame.draw.rect(surface, health_colour,
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parents: 244
diff changeset
213 rect, 0)