Mercurial > nagslang
view nagslang/screens/area.py @ 133:79e1888573d3
A box.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Mon, 02 Sep 2013 18:05:03 +0200 |
parents | fe1f0bb4ecf0 |
children | f36a7075d9a0 |
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"""Display a game area.""" import pygame import pymunk import pymunk.pygame_util from nagslang.constants import ZORDER_HIGH from nagslang.events import ScreenChange from nagslang.game_object import FloorSwitch, FloorLight, PuzzleGlue, Box from nagslang.level import Level from nagslang.protagonist import Protagonist from nagslang.screens.base import Screen 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]), } 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) 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.keys = ControlKeys() self._level = Level(self.name) self._level.load() self._drawables = Drawables() self.add_walls() self.add_protagonist() self._setup_demo_objects() def _setup_demo_objects(self): # TODO: Put this in a level instead glue = PuzzleGlue() switch = FloorSwitch(self.space, (300, 400)) light = FloorLight(self.space, (300, 500), 'switch') light2 = FloorLight(self.space, (250, 500), 'switch') light2.zorder = ZORDER_HIGH glue.add_component('switch', switch.puzzler) glue.add_component('light', light.puzzler) glue.add_component('light2', light2.puzzler) self._drawables.add(switch) self._drawables.add(light) self._drawables.add(light2) box = Box(self.space, (250, 350)) self._drawables.add(box) 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(self.space, (350, 300)) 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') if ev.key == pygame.locals.K_c: 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.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): #surface.fill(pygame.color.Color(0, 0, 0)) 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) def tick_protagonist(self): dx, dy = self.keys.get_direction() self.protagonist.set_direction(dx, dy) def tick(self, seconds): self.tick_protagonist() super(AreaScreen, self).tick(seconds)