Mercurial > nagslang
annotate nagslang/screens/area.py @ 347:dced49dd9864
Health bar transparency.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Fri, 06 Sep 2013 15:40:35 +0200 |
parents | 4708e86a9a3c |
children | 3dd08e18580f |
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, |
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10 CMD_TOGGLE_FORM, CMD_ATTACK, CMD_ACTION) |
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11 from nagslang.enemies import DeadEnemy |
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12 from nagslang.events import ( |
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13 ScreenChange, DoorEvent, FireEvent, EnemyDeathEvent, ClawEvent) |
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14 from nagslang.level import Level |
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15 from nagslang.screens.base import Screen |
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16 from nagslang.game_object import Bullet, ClawAttack |
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17 from nagslang.sound import sound |
18 | 18 |
83 | 19 |
34 | 20 class ControlKeys(object): |
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21 direction_keys = { |
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22 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), |
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23 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), |
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24 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), |
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25 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), |
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26 } |
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27 |
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28 command_keys = { |
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29 pygame.locals.K_c: CMD_TOGGLE_FORM, |
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30 pygame.locals.K_z: CMD_ATTACK, |
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31 pygame.locals.K_LCTRL: CMD_ATTACK, |
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32 pygame.locals.K_SPACE: CMD_ACTION, |
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33 } |
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34 |
34 | 35 def __init__(self): |
36 self.keys_down = set() | |
37 | |
38 def key_down(self, key): | |
39 self.keys_down.add(key) | |
40 | |
41 def key_up(self, key): | |
42 self.keys_down.discard(key) | |
43 | |
44 def handle_event(self, ev): | |
45 if ev.type == pygame.locals.KEYDOWN: | |
46 self.key_down(ev.key) | |
47 elif ev.type == pygame.locals.KEYUP: | |
48 self.key_up(ev.key) | |
49 | |
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50 def get_direction(self): |
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51 dx, dy = 0, 0 |
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52 for (tx, ty), keys in self.direction_keys.iteritems(): |
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53 if self.keys_down & keys: |
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54 dx += tx |
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55 dy += ty |
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56 return (dx, dy) |
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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) |
107 | 87 self._drawables = Drawables() |
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88 self.add_walls() |
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89 self._add_collision_handlers() |
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90 self.add_protagonist() |
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91 self.add_game_objects() |
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92 sound.play_music("POL-cyber-factory-short.ogg") |
21 | 93 |
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94 def teardown(self): |
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95 sound.stop() |
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96 |
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97 @classmethod |
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98 def list_areas(self): |
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99 return Level.list_levels() |
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100 |
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101 def _player_collision_pre_solve_handler(self, space, arbiter): |
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102 gobj = arbiter.shapes[1].physicser.game_object |
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103 result = gobj.collide_with_protagonist(self.protagonist) |
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104 # The collision handler must return `True` or `False`. We don't want to |
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105 # accidentally reject collisions from handlers that return `None`, so |
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106 # we explicitly check for `False` and treate everything else as `True`. |
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107 return result is not False |
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108 |
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109 def _claw_attack_collision_pre_solve_handler(self, space, arbiter): |
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110 claw = arbiter.shapes[0].physicser.game_object |
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111 gobj = arbiter.shapes[1].physicser.game_object |
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112 result = gobj.collide_with_claw_attack(claw) |
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113 return result is not False |
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114 |
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115 def _furniture_collision_pre_solve_handler(self, space, arbiter): |
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116 furniture = arbiter.shapes[0].physicser.game_object |
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117 gobj = arbiter.shapes[1].physicser.game_object |
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118 result = gobj.collide_with_furniture(furniture) |
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119 return result is not False |
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120 |
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121 def _add_collision_handlers(self): |
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122 for collision_type in CALLBACK_COLLIDERS: |
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123 self.space.add_collision_handler( |
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124 COLLISION_TYPE_PLAYER, collision_type, |
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125 pre_solve=self._player_collision_pre_solve_handler) |
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126 self.space.add_collision_handler( |
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127 COLLISION_TYPE_FURNITURE, collision_type, |
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128 pre_solve=self._furniture_collision_pre_solve_handler) |
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129 self.space.add_collision_handler( |
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130 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, |
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131 pre_solve=self._claw_attack_collision_pre_solve_handler) |
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132 |
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133 def add_walls(self): |
21 | 134 self.walls = [] |
135 body = pymunk.Body() | |
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136 body.position = (0, 0) |
53 | 137 walls = self._level.get_walls() |
138 for wall in walls: | |
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139 if len(wall) < 2: |
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140 # Don't try to add a useless wall |
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141 continue |
53 | 142 corners = wall |
143 corner = corners[-1] | |
144 for next_corner in corners: | |
145 wall = pymunk.Segment(body, corner, next_corner, 5) | |
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146 wall.collision_type = COLLISION_TYPE_WALL |
53 | 147 wall.elasticity = 1.0 |
148 self.walls.append(wall) | |
149 corner = next_corner | |
21 | 150 self.space.add(*self.walls) |
151 | |
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152 def add_game_objects(self): |
191 | 153 for drawable in self._level.drawables: |
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154 self._drawables.add(drawable) |
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155 |
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156 def add_protagonist(self): |
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157 self.protagonist = self.world.protagonist |
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158 self.protagonist.change_space(self.space) |
107 | 159 self._drawables.add(self.protagonist) |
21 | 160 |
18 | 161 def handle_event(self, ev): |
20 | 162 if ev.type == pygame.locals.KEYDOWN: |
163 if ev.key == pygame.locals.K_ESCAPE: | |
164 ScreenChange.post('menu') | |
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165 cmd_key = self.keys.get_command_key(ev.key) |
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166 if cmd_key is not None: |
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167 self.protagonist.handle_keypress(cmd_key) |
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168 elif DoorEvent.matches(ev): |
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169 self.protagonist.set_position(ev.dest_pos) |
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170 if ev.destination != self.name: |
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171 # Go to anther screen |
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172 self._disable_render = True |
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173 self.world.rooms += 1 |
345
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Remember start position on a level (a bit hacky)
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174 self.world.level = (ev.destination, ev.dest_pos) |
276
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Move protagonist to the world
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175 ScreenChange.post(ev.destination) |
190
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Don't render the old scene with the protagnist's new position during scene changes
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176 return |
180
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Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a door
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177 # else we're teleporting within the screen, and just the |
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178 # position change is enough |
261
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(really rubbish) bullets
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179 elif FireEvent.matches(ev): |
305 | 180 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, |
293
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181 ev.source_collision_type) |
261
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182 self._drawables.add(bullet) |
308
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Enemies leave corpses
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183 elif EnemyDeathEvent.matches(ev): |
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184 self.world.kills += 1 |
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185 dead_enemy = DeadEnemy(self.space, self.world, ev.position, |
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186 ev.enemy_type) |
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187 self._drawables.add(dead_enemy) |
312
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Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
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308
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188 elif ClawEvent.matches(ev): |
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189 claw_attack = ClawAttack(self.space, ev.source, ev.vector, |
333
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Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
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321
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190 ev.damage) |
312
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191 self._drawables.add(claw_attack) |
34 | 192 self.keys.handle_event(ev) |
18 | 193 |
87 | 194 def _calc_viewport(self, level_surface, display_surface): |
195 level_size = level_surface.get_size() | |
196 display_size = display_surface.get_size() | |
93
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Rectangular human protagonist shape, refactored physicsers.
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92
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197 protagnist_pos = self.protagonist.physicser.get_render_position( |
127
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Handle case of display larger than the level better
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107
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198 level_surface) |
87 | 199 x_wide = display_size[0] // 2 |
200 y_wide = display_size[1] // 2 | |
127
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201 if display_size[0] > level_size[0]: |
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202 x = -(display_size[0] - level_size[0]) // 2 |
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203 elif protagnist_pos[0] < x_wide: |
87 | 204 x = 0 |
205 elif protagnist_pos[0] > level_size[0] - x_wide: | |
206 x = level_size[0] - display_size[0] | |
207 else: | |
208 x = protagnist_pos[0] - x_wide | |
127
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209 if display_size[1] > level_size[1]: |
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210 y = -(display_size[1] - level_size[1]) // 2 |
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211 elif protagnist_pos[1] < y_wide: |
87 | 212 y = 0 |
213 elif protagnist_pos[1] > level_size[1] - y_wide: | |
214 y = level_size[1] - display_size[1] | |
215 else: | |
216 y = protagnist_pos[1] - y_wide | |
217 return pygame.rect.Rect(x, y, display_size[0], display_size[1]) | |
218 | |
18 | 219 def render(self, surface): |
190
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220 if self._disable_render: |
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221 return |
50
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Approximate levels and walls
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222 background = self._level.get_background() |
84
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Point pymunk at a screen surface, not the display to make things saner
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223 mysurface = background.copy() |
105
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List of drawables in area.
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224 for drawable in self._drawables: |
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225 drawable.render(mysurface) |
87 | 226 render_rect = self._calc_viewport(mysurface, surface) |
227 surface.blit(mysurface, (0, 0), render_rect) | |
191 | 228 for overlay in self._level.overlay_drawables: |
229 if overlay.is_visible(): | |
211
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Pass display offset to overlays for when the display is larger than the level
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192
diff
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230 overlay.render(surface, render_rect.topleft) |
243 | 231 self.render_health_bar(surface) |
34 | 232 |
233 def tick_protagonist(self): | |
100
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Cleaner direction key management.
Jeremy Thurgood <firxen@gmail.com>
parents:
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diff
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234 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
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235 self.protagonist.set_direction(dx, dy) |
34 | 236 |
237 def tick(self, seconds): | |
303 | 238 super(AreaScreen, self).tick(seconds) |
34 | 239 self.tick_protagonist() |
143
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Hook up protagnist animations
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parents:
140
diff
changeset
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240 for drawable in self._drawables: |
307
c2bbb1e70d6f
Rename animate to update and pass seconds, for future fun
Neil Muller <drnlmuller@gmail.com>
parents:
305
diff
changeset
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241 drawable.update(seconds) |
293
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Bullets that mostly die when they hit things
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parents:
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diff
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242 if drawable.remove: |
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changeset
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243 self._drawables.remove(drawable) |
243 | 244 |
258 | 245 def render_health_bar(self, surface, damage_experienced=None): |
347
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Health bar transparency.
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parents:
345
diff
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246 bar_surface = pygame.Surface((110, 50)).convert(surface) |
258 | 247 if damage_experienced: |
248 health_box_colour = pygame.color.THECOLORS['red'] | |
249 else: | |
250 health_box_colour = pygame.color.THECOLORS['white'] | |
347
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parents:
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diff
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251 bar_surface.fill(health_box_colour) |
246 | 252 if self.protagonist.in_human_form(): |
243 | 253 health_colour = pygame.color.THECOLORS['red'] |
254 else: | |
340
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Less violent werewolf health colour.
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parents:
336
diff
changeset
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255 health_colour = pygame.color.THECOLORS['violetred3'] |
347
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Health bar transparency.
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parents:
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diff
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256 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40) |
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parents:
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diff
changeset
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257 pygame.draw.rect(bar_surface, health_colour, rect, 0) |
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parents:
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diff
changeset
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258 bar_surface.set_alpha(192) |
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parents:
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diff
changeset
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259 surface.blit(bar_surface, (50, 500)) |