source: nagslang/screens/area.py@ 258:083053422a84

Last change on this file since 258:083053422a84 was 258:083053422a84, checked in by David Sharpe, 8 years ago

Added collision damage with enemies.

File size: 7.3 KB
RevLine 
[18]1"""Display a game area."""
2
[20]3import pygame
[21]4import pymunk
5import pymunk.pygame_util
[20]6
[258]7from nagslang.constants import COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS, \
8 COLLISION_TYPE_ENEMY
[180]9from nagslang.events import ScreenChange, DoorEvent
[50]10from nagslang.level import Level
[65]11from nagslang.protagonist import Protagonist
12from nagslang.screens.base import Screen
[18]13
[83]14
[34]15class ControlKeys(object):
[100]16 direction_keys = {
17 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
18 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
19 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
20 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
21 }
22
[34]23 def __init__(self):
24 self.keys_down = set()
25
26 def key_down(self, key):
27 self.keys_down.add(key)
28
29 def key_up(self, key):
30 self.keys_down.discard(key)
31
32 def handle_event(self, ev):
33 if ev.type == pygame.locals.KEYDOWN:
34 self.key_down(ev.key)
35 elif ev.type == pygame.locals.KEYUP:
36 self.key_up(ev.key)
37
[100]38 def get_direction(self):
39 dx, dy = 0, 0
40 for (tx, ty), keys in self.direction_keys.iteritems():
41 if self.keys_down & keys:
42 dx += tx
43 dy += ty
44 return (dx, dy)
45
[34]46
[107]47class Drawables(object):
48 def __init__(self):
49 self._drawables = {}
50
51 def add(self, drawable):
52 self._drawables.setdefault(drawable.zorder, []).append(drawable)
53
54 def remove(self, drawable):
55 self._drawables[drawable.zorder].remove(drawable)
56
57 def get_drawables(self):
58 for zorder in sorted(self._drawables):
59 for drawable in self._drawables[zorder]:
60 yield drawable
61
62 __iter__ = get_drawables
63
64
[18]65class AreaScreen(Screen):
[21]66
[37]67 def setup(self):
[190]68 self._disable_render = False # Avoid redrawing on scene changes
[34]69 self.keys = ControlKeys()
[50]70 self._level = Level(self.name)
[145]71 self._level.load(self.space)
[107]72 self._drawables = Drawables()
[37]73 self.add_walls()
[188]74 self._add_collision_handlers()
[180]75 if self.protagonist is not None:
76 # We do things this way to avoid extra pymunk
77 # juggling to move objects between spaces
78 old_protagonist = self.protagonist
79 self.add_protagonist()
80 self.protagonist.copy_state(old_protagonist)
81 else:
82 self.add_protagonist()
[145]83 self.add_game_objects()
[21]84
[188]85 def _collision_pre_solve_handler(self, space, arbiter):
86 gobj = arbiter.shapes[1].physicser.game_object
[256]87 result = gobj.collide_with_protagonist(self.protagonist)
[258]88 if arbiter.shapes[1].collision_type == COLLISION_TYPE_ENEMY:
89 self.protagonist.lose_health(15)
[192]90 # The collision handler must return `True` or `False`. We don't want to
91 # accidentally reject collisions from handlers that return `None`, so
92 # we explicitly check for `False` and treate everything else as `True`.
[188]93 if result is False:
94 return False
95 return True
96
97 def _add_collision_handlers(self):
98 for collision_type in CALLBACK_COLLIDERS:
99 self.space.add_collision_handler(
100 COLLISION_TYPE_PLAYER, collision_type,
101 pre_solve=self._collision_pre_solve_handler)
102
[37]103 def add_walls(self):
[21]104 self.walls = []
105 body = pymunk.Body()
[84]106 body.position = (0, 0)
[53]107 walls = self._level.get_walls()
108 for wall in walls:
109 corners = wall
110 corner = corners[-1]
111 for next_corner in corners:
112 wall = pymunk.Segment(body, corner, next_corner, 5)
113 wall.elasticity = 1.0
114 self.walls.append(wall)
115 corner = next_corner
[21]116 self.space.add(*self.walls)
117
[145]118 def add_game_objects(self):
[191]119 for drawable in self._level.drawables:
[145]120 self._drawables.add(drawable)
121
[37]122 def add_protagonist(self):
[93]123 self.protagonist = Protagonist(self.space, (350, 300))
[107]124 self._drawables.add(self.protagonist)
[21]125
[18]126 def handle_event(self, ev):
[20]127 if ev.type == pygame.locals.KEYDOWN:
128 if ev.key == pygame.locals.K_ESCAPE:
129 ScreenChange.post('menu')
[97]130 if ev.key == pygame.locals.K_c:
[47]131 self.protagonist.toggle_form()
[238]132 self.world.transformations += 1
[180]133 elif DoorEvent.matches(ev):
134 self.protagonist.set_position(ev.dest_pos)
135 if ev.destination != self.name:
136 # Go to anther screen
[190]137 self._disable_render = True
[238]138 self.world.rooms += 1
[180]139 ScreenChange.post(ev.destination, self.protagonist)
[190]140 return
[180]141 # else we're teleporting within the screen, and just the
142 # position change is enough
[34]143 self.keys.handle_event(ev)
[18]144
[87]145 def _calc_viewport(self, level_surface, display_surface):
146 level_size = level_surface.get_size()
147 display_size = display_surface.get_size()
[93]148 protagnist_pos = self.protagonist.physicser.get_render_position(
[127]149 level_surface)
[87]150 x_wide = display_size[0] // 2
151 y_wide = display_size[1] // 2
[127]152 if display_size[0] > level_size[0]:
153 x = -(display_size[0] - level_size[0]) // 2
154 elif protagnist_pos[0] < x_wide:
[87]155 x = 0
156 elif protagnist_pos[0] > level_size[0] - x_wide:
157 x = level_size[0] - display_size[0]
158 else:
159 x = protagnist_pos[0] - x_wide
[127]160 if display_size[1] > level_size[1]:
161 y = -(display_size[1] - level_size[1]) // 2
162 elif protagnist_pos[1] < y_wide:
[87]163 y = 0
164 elif protagnist_pos[1] > level_size[1] - y_wide:
165 y = level_size[1] - display_size[1]
166 else:
167 y = protagnist_pos[1] - y_wide
168 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
169
[18]170 def render(self, surface):
[190]171 if self._disable_render:
172 return
[50]173 background = self._level.get_background()
[84]174 mysurface = background.copy()
[105]175 for drawable in self._drawables:
176 drawable.render(mysurface)
[87]177 render_rect = self._calc_viewport(mysurface, surface)
178 surface.blit(mysurface, (0, 0), render_rect)
[191]179 for overlay in self._level.overlay_drawables:
180 if overlay.is_visible():
[211]181 overlay.render(surface, render_rect.topleft)
[243]182 self.render_health_bar(surface)
[34]183
184 def tick_protagonist(self):
[100]185 dx, dy = self.keys.get_direction()
[47]186 self.protagonist.set_direction(dx, dy)
[34]187
188 def tick(self, seconds):
189 self.tick_protagonist()
[143]190 for drawable in self._drawables:
191 drawable.animate()
[243]192
[34]193 super(AreaScreen, self).tick(seconds)
[243]194
[258]195 def render_health_bar(self, surface, damage_experienced=None):
[243]196 rect = pygame.Rect(50, 500, 110, 50)
[258]197 if damage_experienced:
198 health_box_colour = pygame.color.THECOLORS['red']
199 else:
200 health_box_colour = pygame.color.THECOLORS['white']
[257]201 pygame.draw.rect(surface, health_box_colour, rect, 0)
[246]202 if self.protagonist.in_human_form():
[243]203 health_colour = pygame.color.THECOLORS['red']
204 else:
205 health_colour = pygame.color.THECOLORS['purple']
[246]206 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
[243]207 pygame.draw.rect(surface, health_colour,
[246]208 rect, 0)
Note: See TracBrowser for help on using the repository browser.