Mercurial > nagslang
view nagslang/screens/area.py @ 59:b412704a6737
Start of game object stuff.
author | Jeremy Thurgood <firxen@gmail.com> |
---|---|
date | Sun, 01 Sep 2013 18:48:55 +0200 |
parents | cee0b845dedc |
children | a0399535bb7c |
line wrap: on
line source
"""Display a game area.""" import math import pygame import pymunk import pymunk.pygame_util from nagslang.resources import resources from nagslang.game_object import ( GameObject, SingleShapePhysicser, ImageRenderer) from nagslang.screens.base import Screen from nagslang.level import Level from nagslang.events import ScreenChange from nagslang.resources import resources from nagslang.mutators import FLIP_H 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 Protagonist(GameObject): def __init__(self, position): self.body = pymunk.Body(10, 10000) self.body.position = position self.body.velocity_func = self.velocity_func self.shape = pymunk.Circle(self.body, 30) self.shape.elasticity = 1.0 self.shape.friction = 10.0 super(Protagonist, self).__init__( ImageRenderer(resources.get_image('creatures', 'werewolf_1.png')), SingleShapePhysicser(self.shape)) self.go_human() def velocity_func(self, body, gravity, damping, dt): return pymunk.Body.update_velocity(body, gravity, self.damping, dt) def render_TODO(self, surface): if self.werewolf: pos = pymunk.pygame_util.to_pygame(self.body.position, surface) transforms = () if abs(self.body.angle) < math.pi / 2: transforms = (FLIP_H,) wolf = resources.get_image('creatures', 'werewolf_1.png', transforms=transforms) surface.blit(wolf, (pos[0] - wolf.get_width() / 2, pos[1] - wolf.get_height() / 2)) else: pymunk.pygame_util.draw(surface, self.shape) def go_werewolf(self): self.werewolf = True self.body.mass = 100 self.body.moment = 10000 self.body.velocity_limit = 1000 self.shape.color = pygame.color.THECOLORS['red'] self.impulse_factor = 4000 self.damping = 0.9 def go_human(self): self.werewolf = False self.body.mass = 10 self.body.moment = 1000 self.body.velocity_limit = 1000 self.shape.color = pygame.color.THECOLORS['blue'] self.impulse_factor = 500 self.damping = 0.8 def set_direction(self, dx, dy): if (dx, dy) == (0, 0): return vec = pymunk.Vec2d((dx, dy)) self.body.angle = vec.angle self.body.apply_impulse( (dx * self.impulse_factor, dy * self.impulse_factor)) def toggle_form(self): if self.werewolf: self.go_human() else: self.go_werewolf() 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, -300) 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) 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 render(self, surface): #surface.fill(pygame.color.Color(0, 0, 0)) background = self._level.get_background() surface.blit(background, (0, 0)) #pymunk.pygame_util.draw(surface, *self.walls) self.protagonist.render(surface) 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)