Mercurial > nagslang
view nagslang/screens/area.py @ 87:75d8ad4bf9b5
Hack in viewport
author | Neil Muller <drnlmuller@gmail.com> |
---|---|
date | Sun, 01 Sep 2013 23:18:47 +0200 |
parents | a5c839994d41 |
children | 4c7e85906453 |
line wrap: on
line source
"""Display a game area.""" import pygame import pymunk import pymunk.pygame_util from nagslang.events import ScreenChange from nagslang.game_object import FloorSwitch from nagslang.level import Level from nagslang.protagonist import Protagonist from nagslang.screens.base import Screen class ControlKeys(object): 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) class AreaScreen(Screen): def setup(self): self.keys = ControlKeys() self._level = Level(self.name) self._level.load() self.add_walls() self.add_protagonist() def add_walls(self): self.walls = [] body = pymunk.Body() body.position = (0, 0) walls = self._level.get_walls() for wall in walls: corners = wall corner = corners[-1] for next_corner in corners: wall = pymunk.Segment(body, corner, next_corner, 5) wall.elasticity = 1.0 self.walls.append(wall) corner = next_corner self.space.add(*self.walls) def add_protagonist(self): self.protagonist = Protagonist((400, 300)) self.protagonist.add_to_space(self.space) self.toy_switch = FloorSwitch((300, 400)) self.toy_switch.add_to_space(self.space) def handle_event(self, ev): if ev.type == pygame.locals.KEYDOWN: if ev.key == pygame.locals.K_ESCAPE: ScreenChange.post('menu') if ev.key == pygame.locals.K_w: self.protagonist.toggle_form() 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.render_position( level_surface) x_wide = display_size[0] // 2 y_wide = display_size[1] // 2 if 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 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): #surface.fill(pygame.color.Color(0, 0, 0)) background = self._level.get_background() mysurface = background.copy() self.toy_switch.render(mysurface) self.protagonist.render(mysurface) render_rect = self._calc_viewport(mysurface, surface) surface.blit(mysurface, (0, 0), render_rect) def tick_protagonist(self): dx, dy = 0, 0 for key, tx, ty in [ (pygame.locals.K_UP, 0, 1), (pygame.locals.K_DOWN, 0, -1), (pygame.locals.K_LEFT, -1, 0), (pygame.locals.K_RIGHT, 1, 0) ]: if key in self.keys.keys_down: dx += tx dy += ty self.protagonist.set_direction(dx, dy) def tick(self, seconds): self.tick_protagonist() super(AreaScreen, self).tick(seconds)