[18] | 1 | """Display a game area."""
|
---|
| 2 |
|
---|
[20] | 3 | import pygame
|
---|
[21] | 4 | import pymunk
|
---|
| 5 | import pymunk.pygame_util
|
---|
[20] | 6 |
|
---|
[301] | 7 | from nagslang.constants import (
|
---|
[319] | 8 | COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS,
|
---|
| 9 | COLLISION_TYPE_FURNITURE)
|
---|
[308] | 10 | from nagslang.enemies import DeadEnemy
|
---|
[313] | 11 | from nagslang.events import ScreenChange, DoorEvent, FireEvent, \
|
---|
| 12 | EnemyDeathEvent, ClawEvent
|
---|
[50] | 13 | from nagslang.level import Level
|
---|
[65] | 14 | from nagslang.screens.base import Screen
|
---|
[312] | 15 | from nagslang.game_object import Bullet, ClawAttack
|
---|
[269] | 16 | from nagslang.sound import sound
|
---|
[18] | 17 |
|
---|
[83] | 18 |
|
---|
[34] | 19 | class ControlKeys(object):
|
---|
[100] | 20 | direction_keys = {
|
---|
| 21 | (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
|
---|
| 22 | (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
|
---|
| 23 | (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
|
---|
| 24 | (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
|
---|
| 25 | }
|
---|
| 26 |
|
---|
[34] | 27 | def __init__(self):
|
---|
| 28 | self.keys_down = set()
|
---|
| 29 |
|
---|
| 30 | def key_down(self, key):
|
---|
| 31 | self.keys_down.add(key)
|
---|
| 32 |
|
---|
| 33 | def key_up(self, key):
|
---|
| 34 | self.keys_down.discard(key)
|
---|
| 35 |
|
---|
| 36 | def handle_event(self, ev):
|
---|
| 37 | if ev.type == pygame.locals.KEYDOWN:
|
---|
| 38 | self.key_down(ev.key)
|
---|
| 39 | elif ev.type == pygame.locals.KEYUP:
|
---|
| 40 | self.key_up(ev.key)
|
---|
| 41 |
|
---|
[100] | 42 | def get_direction(self):
|
---|
| 43 | dx, dy = 0, 0
|
---|
| 44 | for (tx, ty), keys in self.direction_keys.iteritems():
|
---|
| 45 | if self.keys_down & keys:
|
---|
| 46 | dx += tx
|
---|
| 47 | dy += ty
|
---|
| 48 | return (dx, dy)
|
---|
| 49 |
|
---|
[34] | 50 |
|
---|
[107] | 51 | class Drawables(object):
|
---|
| 52 | def __init__(self):
|
---|
| 53 | self._drawables = {}
|
---|
| 54 |
|
---|
| 55 | def add(self, drawable):
|
---|
| 56 | self._drawables.setdefault(drawable.zorder, []).append(drawable)
|
---|
| 57 |
|
---|
| 58 | def remove(self, drawable):
|
---|
| 59 | self._drawables[drawable.zorder].remove(drawable)
|
---|
| 60 |
|
---|
| 61 | def get_drawables(self):
|
---|
| 62 | for zorder in sorted(self._drawables):
|
---|
| 63 | for drawable in self._drawables[zorder]:
|
---|
| 64 | yield drawable
|
---|
| 65 |
|
---|
| 66 | __iter__ = get_drawables
|
---|
| 67 |
|
---|
| 68 |
|
---|
[18] | 69 | class AreaScreen(Screen):
|
---|
[21] | 70 |
|
---|
[37] | 71 | def setup(self):
|
---|
[190] | 72 | self._disable_render = False # Avoid redrawing on scene changes
|
---|
[34] | 73 | self.keys = ControlKeys()
|
---|
[277] | 74 | self._level = Level(self.name, self.world)
|
---|
[145] | 75 | self._level.load(self.space)
|
---|
[107] | 76 | self._drawables = Drawables()
|
---|
[37] | 77 | self.add_walls()
|
---|
[188] | 78 | self._add_collision_handlers()
|
---|
[276] | 79 | self.add_protagonist()
|
---|
[145] | 80 | self.add_game_objects()
|
---|
[269] | 81 | sound.play_music("POL-cyber-factory-short.ogg")
|
---|
[21] | 82 |
|
---|
[272] | 83 | def teardown(self):
|
---|
| 84 | sound.stop()
|
---|
| 85 |
|
---|
[321] | 86 | @classmethod
|
---|
| 87 | def list_areas(self):
|
---|
| 88 | return Level.list_levels()
|
---|
| 89 |
|
---|
[319] | 90 | def _player_collision_pre_solve_handler(self, space, arbiter):
|
---|
[188] | 91 | gobj = arbiter.shapes[1].physicser.game_object
|
---|
[256] | 92 | result = gobj.collide_with_protagonist(self.protagonist)
|
---|
[192] | 93 | # The collision handler must return `True` or `False`. We don't want to
|
---|
| 94 | # accidentally reject collisions from handlers that return `None`, so
|
---|
| 95 | # we explicitly check for `False` and treate everything else as `True`.
|
---|
[188] | 96 | if result is False:
|
---|
| 97 | return False
|
---|
| 98 | return True
|
---|
| 99 |
|
---|
[319] | 100 | def _furniture_collision_pre_solve_handler(self, space, arbiter):
|
---|
| 101 | furniture = arbiter.shapes[0].physicser.game_object
|
---|
| 102 | gobj = arbiter.shapes[1].physicser.game_object
|
---|
| 103 | result = gobj.collide_with_furniture(furniture)
|
---|
| 104 | return result is not False
|
---|
| 105 |
|
---|
[188] | 106 | def _add_collision_handlers(self):
|
---|
| 107 | for collision_type in CALLBACK_COLLIDERS:
|
---|
| 108 | self.space.add_collision_handler(
|
---|
| 109 | COLLISION_TYPE_PLAYER, collision_type,
|
---|
[319] | 110 | pre_solve=self._player_collision_pre_solve_handler)
|
---|
| 111 | self.space.add_collision_handler(
|
---|
| 112 | COLLISION_TYPE_FURNITURE, collision_type,
|
---|
| 113 | pre_solve=self._furniture_collision_pre_solve_handler)
|
---|
[188] | 114 |
|
---|
[37] | 115 | def add_walls(self):
|
---|
[21] | 116 | self.walls = []
|
---|
| 117 | body = pymunk.Body()
|
---|
[84] | 118 | body.position = (0, 0)
|
---|
[53] | 119 | walls = self._level.get_walls()
|
---|
| 120 | for wall in walls:
|
---|
[279] | 121 | if len(wall) < 2:
|
---|
| 122 | # Don't try to add a useless wall
|
---|
| 123 | continue
|
---|
[53] | 124 | corners = wall
|
---|
| 125 | corner = corners[-1]
|
---|
| 126 | for next_corner in corners:
|
---|
| 127 | wall = pymunk.Segment(body, corner, next_corner, 5)
|
---|
[301] | 128 | wall.collision_type = COLLISION_TYPE_WALL
|
---|
[53] | 129 | wall.elasticity = 1.0
|
---|
| 130 | self.walls.append(wall)
|
---|
| 131 | corner = next_corner
|
---|
[21] | 132 | self.space.add(*self.walls)
|
---|
| 133 |
|
---|
[145] | 134 | def add_game_objects(self):
|
---|
[191] | 135 | for drawable in self._level.drawables:
|
---|
[145] | 136 | self._drawables.add(drawable)
|
---|
| 137 |
|
---|
[37] | 138 | def add_protagonist(self):
|
---|
[276] | 139 | self.protagonist = self.world.protagonist
|
---|
| 140 | self.protagonist.change_space(self.space)
|
---|
[107] | 141 | self._drawables.add(self.protagonist)
|
---|
[21] | 142 |
|
---|
[18] | 143 | def handle_event(self, ev):
|
---|
[20] | 144 | if ev.type == pygame.locals.KEYDOWN:
|
---|
| 145 | if ev.key == pygame.locals.K_ESCAPE:
|
---|
| 146 | ScreenChange.post('menu')
|
---|
[97] | 147 | if ev.key == pygame.locals.K_c:
|
---|
[47] | 148 | self.protagonist.toggle_form()
|
---|
[238] | 149 | self.world.transformations += 1
|
---|
[283] | 150 | if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL):
|
---|
[261] | 151 | self.world.attacks += 1
|
---|
| 152 | self.protagonist.attack()
|
---|
[281] | 153 | if ev.key == pygame.locals.K_SPACE:
|
---|
| 154 | self.protagonist.perform_action()
|
---|
[180] | 155 | elif DoorEvent.matches(ev):
|
---|
| 156 | self.protagonist.set_position(ev.dest_pos)
|
---|
| 157 | if ev.destination != self.name:
|
---|
| 158 | # Go to anther screen
|
---|
[190] | 159 | self._disable_render = True
|
---|
[238] | 160 | self.world.rooms += 1
|
---|
[276] | 161 | ScreenChange.post(ev.destination)
|
---|
[190] | 162 | return
|
---|
[180] | 163 | # else we're teleporting within the screen, and just the
|
---|
| 164 | # position change is enough
|
---|
[261] | 165 | elif FireEvent.matches(ev):
|
---|
[305] | 166 | bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage,
|
---|
[293] | 167 | ev.source_collision_type)
|
---|
[261] | 168 | self._drawables.add(bullet)
|
---|
[308] | 169 | elif EnemyDeathEvent.matches(ev):
|
---|
| 170 | self.world.kills += 1
|
---|
| 171 | dead_enemy = DeadEnemy(self.space, self.world, ev.position,
|
---|
| 172 | ev.enemy_type)
|
---|
| 173 | self._drawables.add(dead_enemy)
|
---|
[312] | 174 | elif ClawEvent.matches(ev):
|
---|
| 175 | claw_attack = ClawAttack(self.space, ev.source, ev.vector,
|
---|
| 176 | ev.source_collision_type)
|
---|
| 177 | self._drawables.add(claw_attack)
|
---|
[34] | 178 | self.keys.handle_event(ev)
|
---|
[18] | 179 |
|
---|
[87] | 180 | def _calc_viewport(self, level_surface, display_surface):
|
---|
| 181 | level_size = level_surface.get_size()
|
---|
| 182 | display_size = display_surface.get_size()
|
---|
[93] | 183 | protagnist_pos = self.protagonist.physicser.get_render_position(
|
---|
[127] | 184 | level_surface)
|
---|
[87] | 185 | x_wide = display_size[0] // 2
|
---|
| 186 | y_wide = display_size[1] // 2
|
---|
[127] | 187 | if display_size[0] > level_size[0]:
|
---|
| 188 | x = -(display_size[0] - level_size[0]) // 2
|
---|
| 189 | elif protagnist_pos[0] < x_wide:
|
---|
[87] | 190 | x = 0
|
---|
| 191 | elif protagnist_pos[0] > level_size[0] - x_wide:
|
---|
| 192 | x = level_size[0] - display_size[0]
|
---|
| 193 | else:
|
---|
| 194 | x = protagnist_pos[0] - x_wide
|
---|
[127] | 195 | if display_size[1] > level_size[1]:
|
---|
| 196 | y = -(display_size[1] - level_size[1]) // 2
|
---|
| 197 | elif protagnist_pos[1] < y_wide:
|
---|
[87] | 198 | y = 0
|
---|
| 199 | elif protagnist_pos[1] > level_size[1] - y_wide:
|
---|
| 200 | y = level_size[1] - display_size[1]
|
---|
| 201 | else:
|
---|
| 202 | y = protagnist_pos[1] - y_wide
|
---|
| 203 | return pygame.rect.Rect(x, y, display_size[0], display_size[1])
|
---|
| 204 |
|
---|
[18] | 205 | def render(self, surface):
|
---|
[190] | 206 | if self._disable_render:
|
---|
| 207 | return
|
---|
[50] | 208 | background = self._level.get_background()
|
---|
[84] | 209 | mysurface = background.copy()
|
---|
[105] | 210 | for drawable in self._drawables:
|
---|
| 211 | drawable.render(mysurface)
|
---|
[87] | 212 | render_rect = self._calc_viewport(mysurface, surface)
|
---|
| 213 | surface.blit(mysurface, (0, 0), render_rect)
|
---|
[191] | 214 | for overlay in self._level.overlay_drawables:
|
---|
| 215 | if overlay.is_visible():
|
---|
[211] | 216 | overlay.render(surface, render_rect.topleft)
|
---|
[243] | 217 | self.render_health_bar(surface)
|
---|
[34] | 218 |
|
---|
| 219 | def tick_protagonist(self):
|
---|
[100] | 220 | dx, dy = self.keys.get_direction()
|
---|
[47] | 221 | self.protagonist.set_direction(dx, dy)
|
---|
[34] | 222 |
|
---|
| 223 | def tick(self, seconds):
|
---|
[303] | 224 | super(AreaScreen, self).tick(seconds)
|
---|
[34] | 225 | self.tick_protagonist()
|
---|
[143] | 226 | for drawable in self._drawables:
|
---|
[307] | 227 | drawable.update(seconds)
|
---|
[293] | 228 | if drawable.remove:
|
---|
| 229 | self._drawables.remove(drawable)
|
---|
[243] | 230 |
|
---|
[258] | 231 | def render_health_bar(self, surface, damage_experienced=None):
|
---|
[243] | 232 | rect = pygame.Rect(50, 500, 110, 50)
|
---|
[258] | 233 | if damage_experienced:
|
---|
| 234 | health_box_colour = pygame.color.THECOLORS['red']
|
---|
| 235 | else:
|
---|
| 236 | health_box_colour = pygame.color.THECOLORS['white']
|
---|
[257] | 237 | pygame.draw.rect(surface, health_box_colour, rect, 0)
|
---|
[246] | 238 | if self.protagonist.in_human_form():
|
---|
[243] | 239 | health_colour = pygame.color.THECOLORS['red']
|
---|
| 240 | else:
|
---|
| 241 | health_colour = pygame.color.THECOLORS['purple']
|
---|
[246] | 242 | rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
|
---|
[243] | 243 | pygame.draw.rect(surface, health_colour,
|
---|
[246] | 244 | rect, 0)
|
---|