[18] | 1 | """Display a game area."""
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| 2 |
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[20] | 3 | import pygame
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[21] | 4 | import pymunk
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| 5 | import pymunk.pygame_util
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[20] | 6 |
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[301] | 7 | from nagslang.constants import (
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[319] | 8 | COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS,
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[336] | 9 | COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK,
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| 10 | CMD_TOGGLE_FORM, CMD_ATTACK, CMD_ACTION)
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[308] | 11 | from nagslang.enemies import DeadEnemy
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[333] | 12 | from nagslang.events import (
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| 13 | ScreenChange, DoorEvent, FireEvent, EnemyDeathEvent, ClawEvent)
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[50] | 14 | from nagslang.level import Level
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[65] | 15 | from nagslang.screens.base import Screen
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[312] | 16 | from nagslang.game_object import Bullet, ClawAttack
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[269] | 17 | from nagslang.sound import sound
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[18] | 18 |
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[83] | 19 |
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[34] | 20 | class ControlKeys(object):
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[100] | 21 | direction_keys = {
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| 22 | (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
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| 23 | (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
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| 24 | (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
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| 25 | (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
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| 26 | }
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| 27 |
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[336] | 28 | command_keys = {
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| 29 | pygame.locals.K_c: CMD_TOGGLE_FORM,
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| 30 | pygame.locals.K_z: CMD_ATTACK,
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| 31 | pygame.locals.K_LCTRL: CMD_ATTACK,
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| 32 | pygame.locals.K_SPACE: CMD_ACTION,
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| 33 | }
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| 34 |
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[34] | 35 | def __init__(self):
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| 36 | self.keys_down = set()
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| 37 |
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| 38 | def key_down(self, key):
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| 39 | self.keys_down.add(key)
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| 40 |
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| 41 | def key_up(self, key):
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| 42 | self.keys_down.discard(key)
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| 43 |
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| 44 | def handle_event(self, ev):
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| 45 | if ev.type == pygame.locals.KEYDOWN:
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| 46 | self.key_down(ev.key)
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| 47 | elif ev.type == pygame.locals.KEYUP:
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| 48 | self.key_up(ev.key)
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| 49 |
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[100] | 50 | def get_direction(self):
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| 51 | dx, dy = 0, 0
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| 52 | for (tx, ty), keys in self.direction_keys.iteritems():
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| 53 | if self.keys_down & keys:
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| 54 | dx += tx
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| 55 | dy += ty
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| 56 | return (dx, dy)
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| 57 |
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[336] | 58 | def get_command_key(self, key):
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| 59 | return self.command_keys.get(key, None)
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| 60 |
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[34] | 61 |
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[107] | 62 | class Drawables(object):
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| 63 | def __init__(self):
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| 64 | self._drawables = {}
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| 65 |
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| 66 | def add(self, drawable):
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| 67 | self._drawables.setdefault(drawable.zorder, []).append(drawable)
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| 68 |
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| 69 | def remove(self, drawable):
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| 70 | self._drawables[drawable.zorder].remove(drawable)
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| 71 |
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| 72 | def get_drawables(self):
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| 73 | for zorder in sorted(self._drawables):
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| 74 | for drawable in self._drawables[zorder]:
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| 75 | yield drawable
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| 76 |
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| 77 | __iter__ = get_drawables
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| 78 |
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| 79 |
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[18] | 80 | class AreaScreen(Screen):
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[21] | 81 |
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[37] | 82 | def setup(self):
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[190] | 83 | self._disable_render = False # Avoid redrawing on scene changes
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[34] | 84 | self.keys = ControlKeys()
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[277] | 85 | self._level = Level(self.name, self.world)
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[145] | 86 | self._level.load(self.space)
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[107] | 87 | self._drawables = Drawables()
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[37] | 88 | self.add_walls()
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[188] | 89 | self._add_collision_handlers()
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[276] | 90 | self.add_protagonist()
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[145] | 91 | self.add_game_objects()
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[269] | 92 | sound.play_music("POL-cyber-factory-short.ogg")
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[21] | 93 |
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[272] | 94 | def teardown(self):
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| 95 | sound.stop()
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| 96 |
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[321] | 97 | @classmethod
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| 98 | def list_areas(self):
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| 99 | return Level.list_levels()
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| 100 |
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[319] | 101 | def _player_collision_pre_solve_handler(self, space, arbiter):
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[188] | 102 | gobj = arbiter.shapes[1].physicser.game_object
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[256] | 103 | result = gobj.collide_with_protagonist(self.protagonist)
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[192] | 104 | # The collision handler must return `True` or `False`. We don't want to
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| 105 | # accidentally reject collisions from handlers that return `None`, so
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| 106 | # we explicitly check for `False` and treate everything else as `True`.
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[333] | 107 | return result is not False
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| 108 |
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| 109 | def _claw_attack_collision_pre_solve_handler(self, space, arbiter):
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| 110 | claw = arbiter.shapes[0].physicser.game_object
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| 111 | gobj = arbiter.shapes[1].physicser.game_object
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| 112 | result = gobj.collide_with_claw_attack(claw)
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| 113 | return result is not False
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[188] | 114 |
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[319] | 115 | def _furniture_collision_pre_solve_handler(self, space, arbiter):
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| 116 | furniture = arbiter.shapes[0].physicser.game_object
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| 117 | gobj = arbiter.shapes[1].physicser.game_object
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| 118 | result = gobj.collide_with_furniture(furniture)
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| 119 | return result is not False
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| 120 |
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[188] | 121 | def _add_collision_handlers(self):
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| 122 | for collision_type in CALLBACK_COLLIDERS:
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| 123 | self.space.add_collision_handler(
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| 124 | COLLISION_TYPE_PLAYER, collision_type,
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[319] | 125 | pre_solve=self._player_collision_pre_solve_handler)
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| 126 | self.space.add_collision_handler(
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| 127 | COLLISION_TYPE_FURNITURE, collision_type,
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| 128 | pre_solve=self._furniture_collision_pre_solve_handler)
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[333] | 129 | self.space.add_collision_handler(
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| 130 | COLLISION_TYPE_WEREWOLF_ATTACK, collision_type,
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| 131 | pre_solve=self._claw_attack_collision_pre_solve_handler)
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[188] | 132 |
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[37] | 133 | def add_walls(self):
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[21] | 134 | self.walls = []
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| 135 | body = pymunk.Body()
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[84] | 136 | body.position = (0, 0)
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[53] | 137 | walls = self._level.get_walls()
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| 138 | for wall in walls:
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[279] | 139 | if len(wall) < 2:
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| 140 | # Don't try to add a useless wall
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| 141 | continue
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[53] | 142 | corners = wall
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| 143 | corner = corners[-1]
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| 144 | for next_corner in corners:
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| 145 | wall = pymunk.Segment(body, corner, next_corner, 5)
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[301] | 146 | wall.collision_type = COLLISION_TYPE_WALL
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[53] | 147 | wall.elasticity = 1.0
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| 148 | self.walls.append(wall)
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| 149 | corner = next_corner
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[21] | 150 | self.space.add(*self.walls)
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| 151 |
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[145] | 152 | def add_game_objects(self):
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[191] | 153 | for drawable in self._level.drawables:
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[145] | 154 | self._drawables.add(drawable)
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| 155 |
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[37] | 156 | def add_protagonist(self):
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[276] | 157 | self.protagonist = self.world.protagonist
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| 158 | self.protagonist.change_space(self.space)
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[107] | 159 | self._drawables.add(self.protagonist)
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[21] | 160 |
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[18] | 161 | def handle_event(self, ev):
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[20] | 162 | if ev.type == pygame.locals.KEYDOWN:
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| 163 | if ev.key == pygame.locals.K_ESCAPE:
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| 164 | ScreenChange.post('menu')
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[336] | 165 | cmd_key = self.keys.get_command_key(ev.key)
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| 166 | if cmd_key is not None:
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| 167 | self.protagonist.handle_keypress(cmd_key)
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[180] | 168 | elif DoorEvent.matches(ev):
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| 169 | self.protagonist.set_position(ev.dest_pos)
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| 170 | if ev.destination != self.name:
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| 171 | # Go to anther screen
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[190] | 172 | self._disable_render = True
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[238] | 173 | self.world.rooms += 1
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[345] | 174 | self.world.level = (ev.destination, ev.dest_pos)
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[276] | 175 | ScreenChange.post(ev.destination)
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[190] | 176 | return
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[180] | 177 | # else we're teleporting within the screen, and just the
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| 178 | # position change is enough
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[261] | 179 | elif FireEvent.matches(ev):
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[305] | 180 | bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage,
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[363] | 181 | ev.bullet_type, ev.source_collision_type)
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[261] | 182 | self._drawables.add(bullet)
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[308] | 183 | elif EnemyDeathEvent.matches(ev):
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| 184 | self.world.kills += 1
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| 185 | dead_enemy = DeadEnemy(self.space, self.world, ev.position,
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| 186 | ev.enemy_type)
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| 187 | self._drawables.add(dead_enemy)
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[312] | 188 | elif ClawEvent.matches(ev):
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| 189 | claw_attack = ClawAttack(self.space, ev.source, ev.vector,
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[333] | 190 | ev.damage)
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[312] | 191 | self._drawables.add(claw_attack)
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[34] | 192 | self.keys.handle_event(ev)
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[18] | 193 |
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[87] | 194 | def _calc_viewport(self, level_surface, display_surface):
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| 195 | level_size = level_surface.get_size()
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| 196 | display_size = display_surface.get_size()
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[93] | 197 | protagnist_pos = self.protagonist.physicser.get_render_position(
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[127] | 198 | level_surface)
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[87] | 199 | x_wide = display_size[0] // 2
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| 200 | y_wide = display_size[1] // 2
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[127] | 201 | if display_size[0] > level_size[0]:
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| 202 | x = -(display_size[0] - level_size[0]) // 2
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| 203 | elif protagnist_pos[0] < x_wide:
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[87] | 204 | x = 0
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| 205 | elif protagnist_pos[0] > level_size[0] - x_wide:
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| 206 | x = level_size[0] - display_size[0]
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| 207 | else:
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| 208 | x = protagnist_pos[0] - x_wide
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[127] | 209 | if display_size[1] > level_size[1]:
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| 210 | y = -(display_size[1] - level_size[1]) // 2
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| 211 | elif protagnist_pos[1] < y_wide:
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[87] | 212 | y = 0
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| 213 | elif protagnist_pos[1] > level_size[1] - y_wide:
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| 214 | y = level_size[1] - display_size[1]
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| 215 | else:
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| 216 | y = protagnist_pos[1] - y_wide
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| 217 | return pygame.rect.Rect(x, y, display_size[0], display_size[1])
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| 218 |
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[18] | 219 | def render(self, surface):
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[190] | 220 | if self._disable_render:
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| 221 | return
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[50] | 222 | background = self._level.get_background()
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[84] | 223 | mysurface = background.copy()
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[105] | 224 | for drawable in self._drawables:
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| 225 | drawable.render(mysurface)
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[87] | 226 | render_rect = self._calc_viewport(mysurface, surface)
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| 227 | surface.blit(mysurface, (0, 0), render_rect)
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[191] | 228 | for overlay in self._level.overlay_drawables:
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| 229 | if overlay.is_visible():
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[211] | 230 | overlay.render(surface, render_rect.topleft)
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[243] | 231 | self.render_health_bar(surface)
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[34] | 232 |
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| 233 | def tick_protagonist(self):
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[100] | 234 | dx, dy = self.keys.get_direction()
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[47] | 235 | self.protagonist.set_direction(dx, dy)
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[34] | 236 |
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| 237 | def tick(self, seconds):
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[303] | 238 | super(AreaScreen, self).tick(seconds)
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[34] | 239 | self.tick_protagonist()
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[143] | 240 | for drawable in self._drawables:
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[307] | 241 | drawable.update(seconds)
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[293] | 242 | if drawable.remove:
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| 243 | self._drawables.remove(drawable)
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[243] | 244 |
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[258] | 245 | def render_health_bar(self, surface, damage_experienced=None):
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[347] | 246 | bar_surface = pygame.Surface((110, 50)).convert(surface)
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[258] | 247 | if damage_experienced:
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| 248 | health_box_colour = pygame.color.THECOLORS['red']
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| 249 | else:
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| 250 | health_box_colour = pygame.color.THECOLORS['white']
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[347] | 251 | bar_surface.fill(health_box_colour)
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[246] | 252 | if self.protagonist.in_human_form():
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[243] | 253 | health_colour = pygame.color.THECOLORS['red']
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| 254 | else:
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[340] | 255 | health_colour = pygame.color.THECOLORS['violetred3']
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[347] | 256 | rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
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| 257 | pygame.draw.rect(bar_surface, health_colour, rect, 0)
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| 258 | bar_surface.set_alpha(192)
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| 259 | surface.blit(bar_surface, (50, 500))
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