Mercurial > nagslang
annotate nagslang/screens/area.py @ 107:b90d01e4d9d4
Layered drawing.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Mon, 02 Sep 2013 14:01:55 +0200 |
parents | bce9cd8a4a8c |
children | fe1f0bb4ecf0 |
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 |
107 | 7 from nagslang.constants import ZORDER_HIGH |
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8 from nagslang.events import ScreenChange |
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9 from nagslang.game_object import FloorSwitch, FloorLight, PuzzleGlue |
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10 from nagslang.level import Level |
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11 from nagslang.protagonist import Protagonist |
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12 from nagslang.screens.base import Screen |
18 | 13 |
83 | 14 |
34 | 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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22 |
34 | 23 def __init__(self): |
24 self.keys_down = set() | |
25 | |
26 def key_down(self, key): | |
27 self.keys_down.add(key) | |
28 | |
29 def key_up(self, key): | |
30 self.keys_down.discard(key) | |
31 | |
32 def handle_event(self, ev): | |
33 if ev.type == pygame.locals.KEYDOWN: | |
34 self.key_down(ev.key) | |
35 elif ev.type == pygame.locals.KEYUP: | |
36 self.key_up(ev.key) | |
37 | |
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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 |
34 | 46 |
107 | 47 class Drawables(object): |
48 def __init__(self): | |
49 self._drawables = {} | |
50 | |
51 def add(self, drawable): | |
52 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
53 | |
54 def remove(self, drawable): | |
55 self._drawables[drawable.zorder].remove(drawable) | |
56 | |
57 def get_drawables(self): | |
58 for zorder in sorted(self._drawables): | |
59 for drawable in self._drawables[zorder]: | |
60 yield drawable | |
61 | |
62 __iter__ = get_drawables | |
63 | |
64 | |
18 | 65 class AreaScreen(Screen): |
21 | 66 |
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67 def setup(self): |
34 | 68 self.keys = ControlKeys() |
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69 self._level = Level(self.name) |
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70 self._level.load() |
107 | 71 self._drawables = Drawables() |
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72 self.add_walls() |
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73 self.add_protagonist() |
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74 # TODO: Put this in a level instead: |
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75 glue = PuzzleGlue() |
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76 switch = FloorSwitch(self.space, (300, 400)) |
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77 light = FloorLight(self.space, (300, 500), 'switch') |
107 | 78 light2 = FloorLight(self.space, (250, 500), 'switch') |
79 light2.zorder = ZORDER_HIGH | |
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80 glue.add_component('switch', switch.puzzler) |
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81 glue.add_component('light', light.puzzler) |
107 | 82 glue.add_component('light2', light2.puzzler) |
83 self._drawables.add(switch) | |
84 self._drawables.add(light) | |
85 self._drawables.add(light2) | |
21 | 86 |
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87 def add_walls(self): |
21 | 88 self.walls = [] |
89 body = pymunk.Body() | |
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90 body.position = (0, 0) |
53 | 91 walls = self._level.get_walls() |
92 for wall in walls: | |
93 corners = wall | |
94 corner = corners[-1] | |
95 for next_corner in corners: | |
96 wall = pymunk.Segment(body, corner, next_corner, 5) | |
97 wall.elasticity = 1.0 | |
98 self.walls.append(wall) | |
99 corner = next_corner | |
21 | 100 self.space.add(*self.walls) |
101 | |
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102 def add_protagonist(self): |
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103 self.protagonist = Protagonist(self.space, (350, 300)) |
107 | 104 self._drawables.add(self.protagonist) |
21 | 105 |
18 | 106 def handle_event(self, ev): |
20 | 107 if ev.type == pygame.locals.KEYDOWN: |
108 if ev.key == pygame.locals.K_ESCAPE: | |
109 ScreenChange.post('menu') | |
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110 if ev.key == pygame.locals.K_c: |
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111 self.protagonist.toggle_form() |
34 | 112 self.keys.handle_event(ev) |
18 | 113 |
87 | 114 def _calc_viewport(self, level_surface, display_surface): |
115 level_size = level_surface.get_size() | |
116 display_size = display_surface.get_size() | |
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117 protagnist_pos = self.protagonist.physicser.get_render_position( |
87 | 118 level_surface) |
119 x_wide = display_size[0] // 2 | |
120 y_wide = display_size[1] // 2 | |
121 if protagnist_pos[0] < x_wide: | |
122 x = 0 | |
123 elif protagnist_pos[0] > level_size[0] - x_wide: | |
124 x = level_size[0] - display_size[0] | |
125 else: | |
126 x = protagnist_pos[0] - x_wide | |
127 if protagnist_pos[1] < y_wide: | |
128 y = 0 | |
129 elif protagnist_pos[1] > level_size[1] - y_wide: | |
130 y = level_size[1] - display_size[1] | |
131 else: | |
132 y = protagnist_pos[1] - y_wide | |
133 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
134 | |
18 | 135 def render(self, surface): |
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136 #surface.fill(pygame.color.Color(0, 0, 0)) |
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137 background = self._level.get_background() |
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138 mysurface = background.copy() |
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139 for drawable in self._drawables: |
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140 drawable.render(mysurface) |
87 | 141 render_rect = self._calc_viewport(mysurface, surface) |
142 surface.blit(mysurface, (0, 0), render_rect) | |
34 | 143 |
144 def tick_protagonist(self): | |
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145 dx, dy = self.keys.get_direction() |
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146 self.protagonist.set_direction(dx, dy) |
34 | 147 |
148 def tick(self, seconds): | |
149 self.tick_protagonist() | |
150 super(AreaScreen, self).tick(seconds) |