Mercurial > nagslang
view nagslang/screens/area.py @ 365:3aa3981a64a4
More sensible health bar positioning.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Fri, 06 Sep 2013 20:59:37 +0200 |
parents | 3dd08e18580f |
children | 21c1c329f8e3 |
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"""Display a game area.""" import pygame import pymunk import pymunk.pygame_util from nagslang.constants import ( COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK, CMD_TOGGLE_FORM, CMD_ATTACK, CMD_ACTION) from nagslang.enemies import DeadEnemy from nagslang.events import ( ScreenChange, DoorEvent, FireEvent, EnemyDeathEvent, ClawEvent) from nagslang.level import Level from nagslang.screens.base import Screen from nagslang.game_object import Bullet, ClawAttack from nagslang.sound import sound class ControlKeys(object): direction_keys = { (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]), (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]), (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]), (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]), } command_keys = { pygame.locals.K_c: CMD_TOGGLE_FORM, pygame.locals.K_z: CMD_ATTACK, pygame.locals.K_LCTRL: CMD_ATTACK, pygame.locals.K_SPACE: CMD_ACTION, } def __init__(self): self.keys_down = set() def key_down(self, key): self.keys_down.add(key) def key_up(self, key): self.keys_down.discard(key) def handle_event(self, ev): if ev.type == pygame.locals.KEYDOWN: self.key_down(ev.key) elif ev.type == pygame.locals.KEYUP: self.key_up(ev.key) def get_direction(self): dx, dy = 0, 0 for (tx, ty), keys in self.direction_keys.iteritems(): if self.keys_down & keys: dx += tx dy += ty return (dx, dy) def get_command_key(self, key): return self.command_keys.get(key, None) class Drawables(object): def __init__(self): self._drawables = {} def add(self, drawable): self._drawables.setdefault(drawable.zorder, []).append(drawable) def remove(self, drawable): self._drawables[drawable.zorder].remove(drawable) def get_drawables(self): for zorder in sorted(self._drawables): for drawable in self._drawables[zorder]: yield drawable __iter__ = get_drawables class AreaScreen(Screen): def setup(self): self._disable_render = False # Avoid redrawing on scene changes self.keys = ControlKeys() self._level = Level(self.name, self.world) self._level.load(self.space) self._drawables = Drawables() self.add_walls() self._add_collision_handlers() self.add_protagonist() self.add_game_objects() sound.play_music("POL-cyber-factory-short.ogg") def teardown(self): sound.stop() @classmethod def list_areas(self): return Level.list_levels() def _player_collision_pre_solve_handler(self, space, arbiter): gobj = arbiter.shapes[1].physicser.game_object result = gobj.collide_with_protagonist(self.protagonist) # The collision handler must return `True` or `False`. We don't want to # accidentally reject collisions from handlers that return `None`, so # we explicitly check for `False` and treate everything else as `True`. return result is not False def _claw_attack_collision_pre_solve_handler(self, space, arbiter): claw = arbiter.shapes[0].physicser.game_object gobj = arbiter.shapes[1].physicser.game_object result = gobj.collide_with_claw_attack(claw) return result is not False def _furniture_collision_pre_solve_handler(self, space, arbiter): furniture = arbiter.shapes[0].physicser.game_object gobj = arbiter.shapes[1].physicser.game_object result = gobj.collide_with_furniture(furniture) return result is not False def _add_collision_handlers(self): for collision_type in CALLBACK_COLLIDERS: self.space.add_collision_handler( COLLISION_TYPE_PLAYER, collision_type, pre_solve=self._player_collision_pre_solve_handler) self.space.add_collision_handler( COLLISION_TYPE_FURNITURE, collision_type, pre_solve=self._furniture_collision_pre_solve_handler) self.space.add_collision_handler( COLLISION_TYPE_WEREWOLF_ATTACK, collision_type, pre_solve=self._claw_attack_collision_pre_solve_handler) def add_walls(self): self.walls = [] body = pymunk.Body() body.position = (0, 0) walls = self._level.get_walls() for wall in walls: if len(wall) < 2: # Don't try to add a useless wall continue corners = wall corner = corners[-1] for next_corner in corners: wall = pymunk.Segment(body, corner, next_corner, 5) wall.collision_type = COLLISION_TYPE_WALL wall.elasticity = 1.0 self.walls.append(wall) corner = next_corner self.space.add(*self.walls) def add_game_objects(self): for drawable in self._level.drawables: self._drawables.add(drawable) def add_protagonist(self): self.protagonist = self.world.protagonist self.protagonist.change_space(self.space) self._drawables.add(self.protagonist) def handle_event(self, ev): if ev.type == pygame.locals.KEYDOWN: if ev.key == pygame.locals.K_ESCAPE: ScreenChange.post('menu') cmd_key = self.keys.get_command_key(ev.key) if cmd_key is not None: self.protagonist.handle_keypress(cmd_key) elif DoorEvent.matches(ev): self.protagonist.set_position(ev.dest_pos) if ev.destination != self.name: # Go to anther screen self._disable_render = True self.world.rooms += 1 self.world.level = (ev.destination, ev.dest_pos) ScreenChange.post(ev.destination) return # else we're teleporting within the screen, and just the # position change is enough elif FireEvent.matches(ev): bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage, ev.bullet_type, ev.source_collision_type) self._drawables.add(bullet) elif EnemyDeathEvent.matches(ev): self.world.kills += 1 dead_enemy = DeadEnemy(self.space, self.world, ev.position, ev.enemy_type) self._drawables.add(dead_enemy) elif ClawEvent.matches(ev): claw_attack = ClawAttack(self.space, ev.source, ev.vector, ev.damage) self._drawables.add(claw_attack) self.keys.handle_event(ev) def _calc_viewport(self, level_surface, display_surface): level_size = level_surface.get_size() display_size = display_surface.get_size() protagnist_pos = self.protagonist.physicser.get_render_position( level_surface) x_wide = display_size[0] // 2 y_wide = display_size[1] // 2 if display_size[0] > level_size[0]: x = -(display_size[0] - level_size[0]) // 2 elif protagnist_pos[0] < x_wide: x = 0 elif protagnist_pos[0] > level_size[0] - x_wide: x = level_size[0] - display_size[0] else: x = protagnist_pos[0] - x_wide if display_size[1] > level_size[1]: y = -(display_size[1] - level_size[1]) // 2 elif protagnist_pos[1] < y_wide: y = 0 elif protagnist_pos[1] > level_size[1] - y_wide: y = level_size[1] - display_size[1] else: y = protagnist_pos[1] - y_wide return pygame.rect.Rect(x, y, display_size[0], display_size[1]) def render(self, surface): if self._disable_render: return background = self._level.get_background() mysurface = background.copy() for drawable in self._drawables: drawable.render(mysurface) render_rect = self._calc_viewport(mysurface, surface) surface.blit(mysurface, (0, 0), render_rect) for overlay in self._level.overlay_drawables: if overlay.is_visible(): overlay.render(surface, render_rect.topleft) self.render_health_bar(surface) def tick_protagonist(self): dx, dy = self.keys.get_direction() self.protagonist.set_direction(dx, dy) def tick(self, seconds): super(AreaScreen, self).tick(seconds) self.tick_protagonist() for drawable in self._drawables: drawable.update(seconds) if drawable.remove: self._drawables.remove(drawable) def render_health_bar(self, surface, damage_experienced=None): bar_surface = pygame.Surface((110, 50)).convert(surface) if damage_experienced: health_box_colour = pygame.color.THECOLORS['red'] else: health_box_colour = pygame.color.THECOLORS['white'] bar_surface.fill(health_box_colour) if self.protagonist.in_human_form(): health_colour = pygame.color.THECOLORS['red'] else: health_colour = pygame.color.THECOLORS['violetred3'] rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40) pygame.draw.rect(bar_surface, health_colour, rect, 0) bar_surface.set_alpha(192) y_pos = surface.get_height() - 20 - bar_surface.get_height() surface.blit(bar_surface, (20, y_pos))