source: nagslang/screens/area.py@ 275:2abb61878bb1

Last change on this file since 275:2abb61878bb1 was 272:933c2f9371ca, checked in by Simon Cross <hodgestar@…>, 8 years ago

Stop music when the level ends.

File size: 7.6 KB
RevLine 
[18]1"""Display a game area."""
2
[20]3import pygame
[21]4import pymunk
5import pymunk.pygame_util
[20]6
[266]7from nagslang.constants import COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS
[261]8from nagslang.events import ScreenChange, DoorEvent, FireEvent
[50]9from nagslang.level import Level
[65]10from nagslang.protagonist import Protagonist
11from nagslang.screens.base import Screen
[261]12from nagslang.game_object import Bullet
[269]13from nagslang.sound import sound
[18]14
[83]15
[34]16class ControlKeys(object):
[100]17 direction_keys = {
18 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
19 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
20 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
21 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
22 }
23
[34]24 def __init__(self):
25 self.keys_down = set()
26
27 def key_down(self, key):
28 self.keys_down.add(key)
29
30 def key_up(self, key):
31 self.keys_down.discard(key)
32
33 def handle_event(self, ev):
34 if ev.type == pygame.locals.KEYDOWN:
35 self.key_down(ev.key)
36 elif ev.type == pygame.locals.KEYUP:
37 self.key_up(ev.key)
38
[100]39 def get_direction(self):
40 dx, dy = 0, 0
41 for (tx, ty), keys in self.direction_keys.iteritems():
42 if self.keys_down & keys:
43 dx += tx
44 dy += ty
45 return (dx, dy)
46
[34]47
[107]48class Drawables(object):
49 def __init__(self):
50 self._drawables = {}
51
52 def add(self, drawable):
53 self._drawables.setdefault(drawable.zorder, []).append(drawable)
54
55 def remove(self, drawable):
56 self._drawables[drawable.zorder].remove(drawable)
57
58 def get_drawables(self):
59 for zorder in sorted(self._drawables):
60 for drawable in self._drawables[zorder]:
61 yield drawable
62
63 __iter__ = get_drawables
64
65
[18]66class AreaScreen(Screen):
[21]67
[37]68 def setup(self):
[190]69 self._disable_render = False # Avoid redrawing on scene changes
[34]70 self.keys = ControlKeys()
[50]71 self._level = Level(self.name)
[145]72 self._level.load(self.space)
[107]73 self._drawables = Drawables()
[37]74 self.add_walls()
[188]75 self._add_collision_handlers()
[180]76 if self.protagonist is not None:
77 # We do things this way to avoid extra pymunk
78 # juggling to move objects between spaces
79 old_protagonist = self.protagonist
80 self.add_protagonist()
81 self.protagonist.copy_state(old_protagonist)
82 else:
83 self.add_protagonist()
[145]84 self.add_game_objects()
[269]85 sound.play_music("POL-cyber-factory-short.ogg")
[21]86
[272]87 def teardown(self):
88 sound.stop()
89
[188]90 def _collision_pre_solve_handler(self, space, arbiter):
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
100 def _add_collision_handlers(self):
101 for collision_type in CALLBACK_COLLIDERS:
102 self.space.add_collision_handler(
103 COLLISION_TYPE_PLAYER, collision_type,
104 pre_solve=self._collision_pre_solve_handler)
105
[37]106 def add_walls(self):
[21]107 self.walls = []
108 body = pymunk.Body()
[84]109 body.position = (0, 0)
[53]110 walls = self._level.get_walls()
111 for wall in walls:
112 corners = wall
113 corner = corners[-1]
114 for next_corner in corners:
115 wall = pymunk.Segment(body, corner, next_corner, 5)
116 wall.elasticity = 1.0
117 self.walls.append(wall)
118 corner = next_corner
[21]119 self.space.add(*self.walls)
120
[145]121 def add_game_objects(self):
[191]122 for drawable in self._level.drawables:
[145]123 self._drawables.add(drawable)
124
[37]125 def add_protagonist(self):
[93]126 self.protagonist = Protagonist(self.space, (350, 300))
[107]127 self._drawables.add(self.protagonist)
[21]128
[18]129 def handle_event(self, ev):
[20]130 if ev.type == pygame.locals.KEYDOWN:
131 if ev.key == pygame.locals.K_ESCAPE:
132 ScreenChange.post('menu')
[97]133 if ev.key == pygame.locals.K_c:
[47]134 self.protagonist.toggle_form()
[238]135 self.world.transformations += 1
[261]136 if ev.key == pygame.locals.K_SPACE:
137 self.world.attacks += 1
138 self.protagonist.attack()
[180]139 elif DoorEvent.matches(ev):
140 self.protagonist.set_position(ev.dest_pos)
141 if ev.destination != self.name:
142 # Go to anther screen
[190]143 self._disable_render = True
[238]144 self.world.rooms += 1
[180]145 ScreenChange.post(ev.destination, self.protagonist)
[190]146 return
[180]147 # else we're teleporting within the screen, and just the
148 # position change is enough
[261]149 elif FireEvent.matches(ev):
150 bullet = Bullet(self.space, ev.source, ev.impulse)
151 self._drawables.add(bullet)
[34]152 self.keys.handle_event(ev)
[18]153
[87]154 def _calc_viewport(self, level_surface, display_surface):
155 level_size = level_surface.get_size()
156 display_size = display_surface.get_size()
[93]157 protagnist_pos = self.protagonist.physicser.get_render_position(
[127]158 level_surface)
[87]159 x_wide = display_size[0] // 2
160 y_wide = display_size[1] // 2
[127]161 if display_size[0] > level_size[0]:
162 x = -(display_size[0] - level_size[0]) // 2
163 elif protagnist_pos[0] < x_wide:
[87]164 x = 0
165 elif protagnist_pos[0] > level_size[0] - x_wide:
166 x = level_size[0] - display_size[0]
167 else:
168 x = protagnist_pos[0] - x_wide
[127]169 if display_size[1] > level_size[1]:
170 y = -(display_size[1] - level_size[1]) // 2
171 elif protagnist_pos[1] < y_wide:
[87]172 y = 0
173 elif protagnist_pos[1] > level_size[1] - y_wide:
174 y = level_size[1] - display_size[1]
175 else:
176 y = protagnist_pos[1] - y_wide
177 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
178
[18]179 def render(self, surface):
[190]180 if self._disable_render:
181 return
[50]182 background = self._level.get_background()
[84]183 mysurface = background.copy()
[105]184 for drawable in self._drawables:
185 drawable.render(mysurface)
[87]186 render_rect = self._calc_viewport(mysurface, surface)
187 surface.blit(mysurface, (0, 0), render_rect)
[191]188 for overlay in self._level.overlay_drawables:
189 if overlay.is_visible():
[211]190 overlay.render(surface, render_rect.topleft)
[243]191 self.render_health_bar(surface)
[34]192
193 def tick_protagonist(self):
[100]194 dx, dy = self.keys.get_direction()
[47]195 self.protagonist.set_direction(dx, dy)
[34]196
197 def tick(self, seconds):
198 self.tick_protagonist()
[143]199 for drawable in self._drawables:
200 drawable.animate()
[243]201
[34]202 super(AreaScreen, self).tick(seconds)
[243]203
[258]204 def render_health_bar(self, surface, damage_experienced=None):
[243]205 rect = pygame.Rect(50, 500, 110, 50)
[258]206 if damage_experienced:
207 health_box_colour = pygame.color.THECOLORS['red']
208 else:
209 health_box_colour = pygame.color.THECOLORS['white']
[257]210 pygame.draw.rect(surface, health_box_colour, rect, 0)
[246]211 if self.protagonist.in_human_form():
[243]212 health_colour = pygame.color.THECOLORS['red']
213 else:
214 health_colour = pygame.color.THECOLORS['purple']
[246]215 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
[243]216 pygame.draw.rect(surface, health_colour,
[246]217 rect, 0)
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