Mercurial > nagslang
annotate nagslang/screens/area.py @ 555:bf7960e49063
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author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 22:03:09 +0200 |
parents | 3f79a77ef1e3 |
children | dc4eeb8547dd |
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, |
371 | 13 CMD_TOGGLE_FORM, CMD_ACTION) |
520 | 14 from nagslang.events import ( |
15 AddDrawableEvent, DeathEvent, DoorEvent, QuitEvent, ScreenChange) | |
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16 from nagslang.level import Level |
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17 from nagslang.screens.base import Screen |
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18 from nagslang.sound import sound |
18 | 19 |
83 | 20 |
34 | 21 class ControlKeys(object): |
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22 direction_keys = { |
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23 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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24 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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25 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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26 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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27 } |
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28 |
371 | 29 attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL]) |
30 | |
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31 command_keys = { |
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32 pygame.locals.K_c: CMD_TOGGLE_FORM, |
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33 pygame.locals.K_SPACE: CMD_ACTION, |
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34 } |
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35 |
34 | 36 def __init__(self): |
37 self.keys_down = set() | |
38 | |
39 def key_down(self, key): | |
40 self.keys_down.add(key) | |
41 | |
42 def key_up(self, key): | |
43 self.keys_down.discard(key) | |
44 | |
45 def handle_event(self, ev): | |
46 if ev.type == pygame.locals.KEYDOWN: | |
47 self.key_down(ev.key) | |
48 elif ev.type == pygame.locals.KEYUP: | |
49 self.key_up(ev.key) | |
50 | |
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51 def get_direction(self): |
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52 dx, dy = 0, 0 |
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53 for (tx, ty), keys in self.direction_keys.iteritems(): |
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54 if self.keys_down & keys: |
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55 dx += tx |
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56 dy += ty |
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57 return (dx, dy) |
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58 |
371 | 59 def is_attacking(self): |
60 return bool(self.keys_down & self.attack_keys) | |
61 | |
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62 def get_command_key(self, key): |
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63 return self.command_keys.get(key, None) |
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64 |
34 | 65 |
107 | 66 class Drawables(object): |
67 def __init__(self): | |
68 self._drawables = {} | |
69 | |
70 def add(self, drawable): | |
71 self._drawables.setdefault(drawable.zorder, []).append(drawable) | |
72 | |
73 def remove(self, drawable): | |
74 self._drawables[drawable.zorder].remove(drawable) | |
75 | |
76 def get_drawables(self): | |
77 for zorder in sorted(self._drawables): | |
78 for drawable in self._drawables[zorder]: | |
79 yield drawable | |
80 | |
81 __iter__ = get_drawables | |
82 | |
83 | |
18 | 84 class AreaScreen(Screen): |
21 | 85 |
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86 def setup(self): |
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87 self._disable_render = False # Avoid redrawing on scene changes |
34 | 88 self.keys = ControlKeys() |
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89 self._level = Level(self.name, self.world) |
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90 self._level.load(self.space) |
107 | 91 self._drawables = Drawables() |
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92 self.add_walls() |
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93 self._add_collision_handlers() |
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94 self.add_protagonist() |
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95 self.add_game_objects() |
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96 self.save_progress() |
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97 sound.play_music("POL-cyber-factory-short.ogg") |
511 | 98 self._background = None |
99 self._surface = None | |
21 | 100 |
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101 def teardown(self): |
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102 sound.stop() |
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103 |
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104 @classmethod |
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105 def list_areas(self): |
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106 return Level.list_levels() |
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107 |
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108 def _player_collision_pre_solve_handler(self, space, arbiter): |
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109 gobj = arbiter.shapes[1].physicser.game_object |
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110 result = gobj.collide_with_protagonist(self.protagonist) |
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111 # The collision handler must return `True` or `False`. We don't want to |
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112 # accidentally reject collisions from handlers that return `None`, so |
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113 # we explicitly check for `False` and treate everything else as `True`. |
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114 return result is not False |
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115 |
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116 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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117 claw = 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_claw_attack(claw) |
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120 return result is not False |
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121 |
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122 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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123 furniture = arbiter.shapes[0].physicser.game_object |
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124 gobj = arbiter.shapes[1].physicser.game_object |
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125 result = gobj.collide_with_furniture(furniture) |
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126 return result is not False |
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127 |
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128 def _add_collision_handlers(self): |
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129 for collision_type in CALLBACK_COLLIDERS: |
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130 self.space.add_collision_handler( |
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131 COLLISION_TYPE_PLAYER, collision_type, |
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132 pre_solve=self._player_collision_pre_solve_handler) |
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133 self.space.add_collision_handler( |
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134 COLLISION_TYPE_FURNITURE, collision_type, |
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135 pre_solve=self._furniture_collision_pre_solve_handler) |
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136 self.space.add_collision_handler( |
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137 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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138 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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139 |
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140 def add_walls(self): |
21 | 141 self.walls = [] |
142 body = pymunk.Body() | |
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143 body.position = (0, 0) |
53 | 144 walls = self._level.get_walls() |
145 for wall in walls: | |
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146 if len(wall) < 2: |
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147 # Don't try to add a useless wall |
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148 continue |
53 | 149 corners = wall |
150 corner = corners[-1] | |
151 for next_corner in corners: | |
152 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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153 wall.collision_type = COLLISION_TYPE_WALL |
53 | 154 wall.elasticity = 1.0 |
155 self.walls.append(wall) | |
156 corner = next_corner | |
21 | 157 self.space.add(*self.walls) |
158 | |
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159 def add_game_objects(self): |
191 | 160 for drawable in self._level.drawables: |
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161 self._drawables.add(drawable) |
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162 |
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163 def add_protagonist(self): |
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164 self.protagonist = self.world.protagonist |
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165 self.protagonist.change_space(self.space) |
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166 self.world.rooms += 1 |
107 | 167 self._drawables.add(self.protagonist) |
21 | 168 |
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169 def save_progress(self): |
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170 if self.name == Level.game_starting_point()[0]: |
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171 return |
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172 self.world.level = (self.name, (self.protagonist.physicser.position.x, |
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173 self.protagonist.physicser.position.y)) |
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174 self.world.save() |
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175 |
18 | 176 def handle_event(self, ev): |
20 | 177 if ev.type == pygame.locals.KEYDOWN: |
178 if ev.key == pygame.locals.K_ESCAPE: | |
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179 if options.debug: |
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180 print ('Died at: (%i,%i)' |
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181 % (self.protagonist.physicser.position.x, |
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182 self.protagonist.physicser.position.y)) |
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183 if self._level.is_starting_level(): |
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184 QuitEvent.post() |
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185 return |
440
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186 self.protagonist.die() |
437
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187 return |
336
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188 cmd_key = self.keys.get_command_key(ev.key) |
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189 if cmd_key is not None: |
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190 self.protagonist.handle_keypress(cmd_key) |
180
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191 elif DoorEvent.matches(ev): |
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192 self.protagonist.set_position(ev.dest_pos) |
471
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193 if ev.destination is not None and ev.destination != self.name: |
512
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194 if options.debug: |
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195 print 'Teleporting to %s' % ev.destination |
180
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196 # Go to anther screen |
190
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197 self._disable_render = True |
276
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198 ScreenChange.post(ev.destination) |
190
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199 return |
180
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200 # else we're teleporting within the screen, and just the |
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201 # position change is enough |
440
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202 elif DeathEvent.matches(ev): |
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203 self._disable_render = True |
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204 self.world.load() |
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205 self.world.deaths += 1 |
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206 level, pos = Level.game_starting_point() |
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207 self.protagonist.set_position(pos) |
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208 ScreenChange.post(level) |
520 | 209 elif AddDrawableEvent.matches(ev): |
210 self._drawables.add(ev.drawable) | |
211 if ev.drawable.overlay: | |
212 self._level.overlay_drawables.append(ev.drawable.overlay) | |
34 | 213 self.keys.handle_event(ev) |
18 | 214 |
87 | 215 def _calc_viewport(self, level_surface, display_surface): |
216 level_size = level_surface.get_size() | |
217 display_size = display_surface.get_size() | |
93
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218 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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219 level_surface) |
87 | 220 x_wide = display_size[0] // 2 |
221 y_wide = display_size[1] // 2 | |
127
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222 if display_size[0] > level_size[0]: |
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223 x = -(display_size[0] - level_size[0]) // 2 |
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224 elif protagnist_pos[0] < x_wide: |
87 | 225 x = 0 |
226 elif protagnist_pos[0] > level_size[0] - x_wide: | |
227 x = level_size[0] - display_size[0] | |
228 else: | |
229 x = protagnist_pos[0] - x_wide | |
127
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230 if display_size[1] > level_size[1]: |
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231 y = -(display_size[1] - level_size[1]) // 2 |
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232 elif protagnist_pos[1] < y_wide: |
87 | 233 y = 0 |
234 elif protagnist_pos[1] > level_size[1] - y_wide: | |
235 y = level_size[1] - display_size[1] | |
236 else: | |
237 y = protagnist_pos[1] - y_wide | |
238 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
239 | |
18 | 240 def render(self, surface): |
190
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241 if self._disable_render: |
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242 return |
511 | 243 if self._background is None: |
244 bg = self._level.get_background() | |
245 self._background = pygame.surface.Surface(bg.get_size()) | |
246 self._background.blit(bg, (0, 0)) | |
247 self._surface = pygame.surface.Surface(self._background.get_size()) | |
248 render_rect = self._calc_viewport(self._surface, surface) | |
249 self._surface.set_clip(render_rect) | |
250 self._surface.blit(self._background, render_rect.topleft, render_rect) | |
105
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251 for drawable in self._drawables: |
511 | 252 drawable.render(self._surface) |
253 surface.blit(self._surface, (0, 0), render_rect) | |
396
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254 # Maximum width we allow for overlays |
511 | 255 max_width = min(render_rect.width, self._surface.get_width()) |
520 | 256 for overlay in reversed(self._level.overlay_drawables): |
191 | 257 if overlay.is_visible(): |
396
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258 overlay.render(surface, render_rect.topleft, max_width) |
520 | 259 break |
243 | 260 self.render_health_bar(surface) |
555 | 261 self.render_inventory(surface) |
34 | 262 |
263 def tick_protagonist(self): | |
100
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diff
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264 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>
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diff
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265 self.protagonist.set_direction(dx, dy) |
371 | 266 if self.keys.is_attacking(): |
393
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diff
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267 self._handle_result(self.protagonist.handle_attack_key_down()) |
34 | 268 |
269 def tick(self, seconds): | |
303 | 270 super(AreaScreen, self).tick(seconds) |
34 | 271 self.tick_protagonist() |
143
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diff
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272 for drawable in self._drawables: |
393
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273 self._handle_result(drawable.update(seconds)) |
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274 |
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275 def _handle_result(self, result): |
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diff
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276 if result is not None: |
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diff
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277 for drawable in result.add: |
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diff
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278 self._drawables.add(drawable) |
520 | 279 if drawable.overlay: |
280 self._level.overlay_drawables.add(drawable.overlay) | |
393
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281 for drawable in result.remove: |
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282 self._drawables.remove(drawable) |
520 | 283 if drawable.overlay: |
284 self._level.overlay_drawables.remove(drawable.overlay) | |
243 | 285 |
258 | 286 def render_health_bar(self, surface, damage_experienced=None): |
555 | 287 bar_surface = pygame.Surface((110, 40)).convert(surface) |
258 | 288 if damage_experienced: |
289 health_box_colour = pygame.color.THECOLORS['red'] | |
290 else: | |
291 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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Health bar transparency.
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parents:
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diff
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|
292 bar_surface.fill(health_box_colour) |
246 | 293 if self.protagonist.in_human_form(): |
243 | 294 health_colour = pygame.color.THECOLORS['red'] |
295 else: | |
340
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Less violent werewolf health colour.
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336
diff
changeset
|
296 health_colour = pygame.color.THECOLORS['violetred3'] |
555 | 297 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 30) |
347
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diff
changeset
|
298 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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parents:
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diff
changeset
|
299 bar_surface.set_alpha(192) |
365
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363
diff
changeset
|
300 y_pos = surface.get_height() - 20 - bar_surface.get_height() |
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301 surface.blit(bar_surface, (20, y_pos)) |
555 | 302 |
303 def render_inventory(self, surface): | |
304 items = len(self.world.inventory) | |
305 if not items: | |
306 return | |
307 padding = 4 | |
308 img_size = 64 | |
309 size = 32 | |
310 inv_surf = pygame.Surface( | |
311 (padding + (size + padding) * items, | |
312 (2 * padding + size))) | |
313 inv_surf = inv_surf.convert(surface) | |
314 inv_surf.set_alpha(192) | |
315 inv_surf.fill(pygame.color.THECOLORS['white']) | |
316 for index, item in enumerate(sorted(self.world.inventory)): | |
317 img = resources.get_image( | |
318 'objects', item + '.png', | |
319 transforms=(ImageCentre((img_size, img_size)), | |
320 scaler((size, size)))) | |
321 inv_surf.blit(img, (padding + index * (size + padding), padding)) | |
322 y_pos = surface.get_height() - 20 - inv_surf.get_height() | |
323 x_pos = 130 + padding | |
324 surface.blit(inv_surf, (x_pos, y_pos)) |