Mercurial > nagslang
annotate nagslang/screens/area.py @ 647:aeb366d97774
Show splash image on startup
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sun, 08 Sep 2013 02:02:09 +0200 |
parents | 45eff33c3dad |
children | 92c3e02792dc |
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 |
555 | 7 from nagslang.resources import resources |
8 from nagslang.mutators import ImageCentre, scaler | |
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9 from nagslang.options import options |
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10 from nagslang.constants import ( |
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11 COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS, |
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12 COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK, |
634 | 13 CMD_TOGGLE_FORM, CMD_ACTION, PROTAGONIST_HEALTH_MAX_LEVEL) |
520 | 14 from nagslang.events import ( |
15 AddDrawableEvent, DeathEvent, DoorEvent, QuitEvent, ScreenChange) | |
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16 from nagslang.game_object import SplashImage |
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17 from nagslang.level import Level |
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18 from nagslang.screens.base import Screen |
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19 from nagslang.sound import sound |
18 | 20 |
83 | 21 |
34 | 22 class ControlKeys(object): |
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23 direction_keys = { |
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24 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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25 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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26 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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27 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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28 } |
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29 |
371 | 30 attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL]) |
31 | |
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32 command_keys = { |
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33 pygame.locals.K_c: CMD_TOGGLE_FORM, |
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34 pygame.locals.K_SPACE: CMD_ACTION, |
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35 } |
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36 |
34 | 37 def __init__(self): |
38 self.keys_down = set() | |
39 | |
40 def key_down(self, key): | |
41 self.keys_down.add(key) | |
42 | |
43 def key_up(self, key): | |
44 self.keys_down.discard(key) | |
45 | |
46 def handle_event(self, ev): | |
47 if ev.type == pygame.locals.KEYDOWN: | |
48 self.key_down(ev.key) | |
49 elif ev.type == pygame.locals.KEYUP: | |
50 self.key_up(ev.key) | |
51 | |
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52 def get_direction(self): |
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53 dx, dy = 0, 0 |
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54 for (tx, ty), keys in self.direction_keys.iteritems(): |
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55 if self.keys_down & keys: |
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56 dx += tx |
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57 dy += ty |
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58 return (dx, dy) |
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59 |
371 | 60 def is_attacking(self): |
61 return bool(self.keys_down & self.attack_keys) | |
62 | |
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63 def get_command_key(self, key): |
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64 return self.command_keys.get(key, None) |
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65 |
34 | 66 |
107 | 67 class Drawables(object): |
68 def __init__(self): | |
69 self._drawables = {} | |
70 | |
71 def add(self, drawable): | |
72 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
73 | |
74 def remove(self, drawable): | |
75 self._drawables[drawable.zorder].remove(drawable) | |
76 | |
77 def get_drawables(self): | |
78 for zorder in sorted(self._drawables): | |
79 for drawable in self._drawables[zorder]: | |
80 yield drawable | |
81 | |
82 __iter__ = get_drawables | |
83 | |
84 | |
18 | 85 class AreaScreen(Screen): |
21 | 86 |
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87 def setup(self): |
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88 self._disable_render = False # Avoid redrawing on scene changes |
34 | 89 self.keys = ControlKeys() |
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90 self._level = Level(self.name, self.world) |
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91 self._level.load(self.space) |
107 | 92 self._drawables = Drawables() |
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93 self.add_walls() |
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94 self._add_collision_handlers() |
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95 self.add_protagonist() |
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96 self.add_game_objects() |
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97 self.save_progress() |
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98 sound.play_music(self._level.music, self._level.music_volume) |
511 | 99 self._background = None |
100 self._surface = None | |
21 | 101 |
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102 def teardown(self): |
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103 sound.stop() |
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104 |
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105 @classmethod |
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106 def list_areas(self): |
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107 return Level.list_levels() |
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108 |
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109 def _player_collision_pre_solve_handler(self, space, arbiter): |
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110 gobj = arbiter.shapes[1].physicser.game_object |
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111 result = gobj.collide_with_protagonist(self.protagonist) |
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112 # The collision handler must return `True` or `False`. We don't want to |
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113 # accidentally reject collisions from handlers that return `None`, so |
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114 # we explicitly check for `False` and treate everything else as `True`. |
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115 return result is not False |
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116 |
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117 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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118 claw = 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_claw_attack(claw) |
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121 return result is not False |
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122 |
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123 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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124 furniture = arbiter.shapes[0].physicser.game_object |
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125 gobj = arbiter.shapes[1].physicser.game_object |
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126 result = gobj.collide_with_furniture(furniture) |
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127 return result is not False |
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128 |
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129 def _add_collision_handlers(self): |
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130 for collision_type in CALLBACK_COLLIDERS: |
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131 self.space.add_collision_handler( |
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132 COLLISION_TYPE_PLAYER, collision_type, |
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133 pre_solve=self._player_collision_pre_solve_handler) |
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134 self.space.add_collision_handler( |
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135 COLLISION_TYPE_FURNITURE, collision_type, |
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136 pre_solve=self._furniture_collision_pre_solve_handler) |
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137 self.space.add_collision_handler( |
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138 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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139 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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140 |
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141 def add_walls(self): |
21 | 142 self.walls = [] |
143 body = pymunk.Body() | |
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144 body.position = (0, 0) |
53 | 145 walls = self._level.get_walls() |
146 for wall in walls: | |
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147 if len(wall) < 2: |
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148 # Don't try to add a useless wall |
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149 continue |
53 | 150 corners = wall |
151 corner = corners[-1] | |
152 for next_corner in corners: | |
153 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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154 wall.collision_type = COLLISION_TYPE_WALL |
53 | 155 wall.elasticity = 1.0 |
156 self.walls.append(wall) | |
157 corner = next_corner | |
21 | 158 self.space.add(*self.walls) |
159 | |
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160 def add_game_objects(self): |
191 | 161 for drawable in self._level.drawables: |
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162 self._drawables.add(drawable) |
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163 |
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164 def add_protagonist(self): |
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165 self.protagonist = self.world.protagonist |
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166 self.protagonist.reset() |
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167 self.protagonist.change_space(self.space) |
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168 self.world.rooms += 1 |
107 | 169 self._drawables.add(self.protagonist) |
21 | 170 |
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171 def save_progress(self): |
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172 if self.name == Level.game_starting_point()[0]: |
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173 return |
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174 self.world.level = (self.name, (self.protagonist.physicser.position.x, |
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175 self.protagonist.physicser.position.y)) |
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176 self.world.save() |
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177 |
18 | 178 def handle_event(self, ev): |
20 | 179 if ev.type == pygame.locals.KEYDOWN: |
180 if ev.key == pygame.locals.K_ESCAPE: | |
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181 if options.debug: |
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182 print ('Died at: (%i,%i)' |
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183 % (self.protagonist.physicser.position.x, |
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184 self.protagonist.physicser.position.y)) |
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185 if self._level.is_starting_level(): |
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186 QuitEvent.post() |
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187 return |
440
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188 self.protagonist.die() |
437
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189 return |
336
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190 cmd_key = self.keys.get_command_key(ev.key) |
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191 if cmd_key is not None: |
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192 self.protagonist.handle_keypress(cmd_key) |
180
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193 elif DoorEvent.matches(ev): |
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194 self.protagonist.set_position(ev.dest_pos) |
471
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195 if ev.destination is not None and ev.destination != self.name: |
512
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196 if options.debug: |
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197 print 'Teleporting to %s' % ev.destination |
180
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198 # Go to anther screen |
190
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199 self._disable_render = True |
276
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200 ScreenChange.post(ev.destination) |
190
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201 return |
180
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202 # else we're teleporting within the screen, and just the |
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203 # position change is enough |
440
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204 elif DeathEvent.matches(ev): |
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205 self._disable_render = True |
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206 self.world.load() |
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207 self.world.deaths += 1 |
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208 level, pos = Level.game_starting_point() |
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209 self.protagonist.set_position(pos) |
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210 ScreenChange.post(level) |
520 | 211 elif AddDrawableEvent.matches(ev): |
212 self._drawables.add(ev.drawable) | |
213 if ev.drawable.overlay: | |
214 self._level.overlay_drawables.append(ev.drawable.overlay) | |
34 | 215 self.keys.handle_event(ev) |
18 | 216 |
87 | 217 def _calc_viewport(self, level_surface, display_surface): |
218 level_size = level_surface.get_size() | |
219 display_size = display_surface.get_size() | |
93
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220 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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221 level_surface) |
87 | 222 x_wide = display_size[0] // 2 |
223 y_wide = display_size[1] // 2 | |
127
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224 if display_size[0] > level_size[0]: |
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225 x = -(display_size[0] - level_size[0]) // 2 |
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226 elif protagnist_pos[0] < x_wide: |
87 | 227 x = 0 |
228 elif protagnist_pos[0] > level_size[0] - x_wide: | |
229 x = level_size[0] - display_size[0] | |
230 else: | |
231 x = protagnist_pos[0] - x_wide | |
127
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232 if display_size[1] > level_size[1]: |
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233 y = -(display_size[1] - level_size[1]) // 2 |
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234 elif protagnist_pos[1] < y_wide: |
87 | 235 y = 0 |
236 elif protagnist_pos[1] > level_size[1] - y_wide: | |
237 y = level_size[1] - display_size[1] | |
238 else: | |
239 y = protagnist_pos[1] - y_wide | |
240 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
241 | |
18 | 242 def render(self, surface): |
190
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243 if self._disable_render: |
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244 return |
511 | 245 if self._background is None: |
246 bg = self._level.get_background() | |
247 self._background = pygame.surface.Surface(bg.get_size()) | |
248 self._background.blit(bg, (0, 0)) | |
249 self._surface = pygame.surface.Surface(self._background.get_size()) | |
250 render_rect = self._calc_viewport(self._surface, surface) | |
251 self._surface.set_clip(render_rect) | |
252 self._surface.blit(self._background, render_rect.topleft, render_rect) | |
105
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253 for drawable in self._drawables: |
511 | 254 drawable.render(self._surface) |
255 surface.blit(self._surface, (0, 0), render_rect) | |
396
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256 # Maximum width we allow for overlays |
511 | 257 max_width = min(render_rect.width, self._surface.get_width()) |
520 | 258 for overlay in reversed(self._level.overlay_drawables): |
191 | 259 if overlay.is_visible(): |
396
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260 overlay.render(surface, render_rect.topleft, max_width) |
520 | 261 break |
243 | 262 self.render_health_bar(surface) |
555 | 263 self.render_inventory(surface) |
34 | 264 |
265 def tick_protagonist(self): | |
100
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266 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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267 self.protagonist.set_direction(dx, dy) |
371 | 268 if self.keys.is_attacking(): |
393
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269 self._handle_result(self.protagonist.handle_attack_key_down()) |
34 | 270 |
271 def tick(self, seconds): | |
303 | 272 super(AreaScreen, self).tick(seconds) |
34 | 273 self.tick_protagonist() |
143
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274 for drawable in self._drawables: |
393
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275 self._handle_result(drawable.update(seconds)) |
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276 |
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277 def _handle_result(self, result): |
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278 if result is not None: |
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279 for drawable in result.add: |
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280 self._drawables.add(drawable) |
520 | 281 if drawable.overlay: |
282 self._level.overlay_drawables.add(drawable.overlay) | |
393
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283 for drawable in result.remove: |
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284 self._drawables.remove(drawable) |
520 | 285 if drawable.overlay: |
286 self._level.overlay_drawables.remove(drawable.overlay) | |
243 | 287 |
258 | 288 def render_health_bar(self, surface, damage_experienced=None): |
555 | 289 bar_surface = pygame.Surface((110, 40)).convert(surface) |
258 | 290 if damage_experienced: |
291 health_box_colour = pygame.color.THECOLORS['red'] | |
292 else: | |
293 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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294 bar_surface.fill(health_box_colour) |
246 | 295 if self.protagonist.in_human_form(): |
243 | 296 health_colour = pygame.color.THECOLORS['red'] |
297 else: | |
340
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diff
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298 health_colour = pygame.color.THECOLORS['violetred3'] |
634 | 299 health = self.protagonist.get_health_level() |
300 rect = pygame.Rect( | |
301 5, 5, (100 * health) / PROTAGONIST_HEALTH_MAX_LEVEL, 30) | |
347
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diff
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302 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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diff
changeset
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303 bar_surface.set_alpha(192) |
365
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diff
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304 y_pos = surface.get_height() - 20 - bar_surface.get_height() |
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305 surface.blit(bar_surface, (20, y_pos)) |
555 | 306 |
307 def render_inventory(self, surface): | |
308 items = len(self.world.inventory) | |
309 if not items: | |
310 return | |
311 padding = 4 | |
312 img_size = 64 | |
313 size = 32 | |
314 inv_surf = pygame.Surface( | |
315 (padding + (size + padding) * items, | |
316 (2 * padding + size))) | |
317 inv_surf = inv_surf.convert(surface) | |
318 inv_surf.set_alpha(192) | |
319 inv_surf.fill(pygame.color.THECOLORS['white']) | |
320 for index, item in enumerate(sorted(self.world.inventory)): | |
321 img = resources.get_image( | |
322 'objects', item + '.png', | |
323 transforms=(ImageCentre((img_size, img_size)), | |
324 scaler((size, size)))) | |
325 inv_surf.blit(img, (padding + index * (size + padding), padding)) | |
326 y_pos = surface.get_height() - 20 - inv_surf.get_height() | |
327 x_pos = 130 + padding | |
328 surface.blit(inv_surf, (x_pos, y_pos)) | |
647
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329 |
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330 def splash(self): |
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diff
changeset
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331 AddDrawableEvent.post(SplashImage(resources.get_image('title.png'), |
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332 10)) |