[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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[266] | 7 | from nagslang.constants import COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS
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[261] | 8 | from nagslang.events import ScreenChange, DoorEvent, FireEvent
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[50] | 9 | from nagslang.level import Level
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[65] | 10 | from nagslang.screens.base import Screen
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[261] | 11 | from nagslang.game_object import Bullet
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[269] | 12 | from nagslang.sound import sound
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[18] | 13 |
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[83] | 14 |
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[34] | 15 | class ControlKeys(object):
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[100] | 16 | direction_keys = {
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| 17 | (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
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| 18 | (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
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| 19 | (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
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| 20 | (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
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| 21 | }
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| 22 |
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[34] | 23 | def __init__(self):
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| 24 | self.keys_down = set()
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| 25 |
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| 26 | def key_down(self, key):
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| 27 | self.keys_down.add(key)
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| 28 |
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| 29 | def key_up(self, key):
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| 30 | self.keys_down.discard(key)
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| 31 |
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| 32 | def handle_event(self, ev):
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| 33 | if ev.type == pygame.locals.KEYDOWN:
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| 34 | self.key_down(ev.key)
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| 35 | elif ev.type == pygame.locals.KEYUP:
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| 36 | self.key_up(ev.key)
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| 37 |
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[100] | 38 | def get_direction(self):
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| 39 | dx, dy = 0, 0
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| 40 | for (tx, ty), keys in self.direction_keys.iteritems():
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| 41 | if self.keys_down & keys:
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| 42 | dx += tx
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| 43 | dy += ty
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| 44 | return (dx, dy)
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| 45 |
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[34] | 46 |
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[107] | 47 | class Drawables(object):
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| 48 | def __init__(self):
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| 49 | self._drawables = {}
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| 50 |
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| 51 | def add(self, drawable):
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| 52 | self._drawables.setdefault(drawable.zorder, []).append(drawable)
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| 53 |
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| 54 | def remove(self, drawable):
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| 55 | self._drawables[drawable.zorder].remove(drawable)
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| 56 |
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| 57 | def get_drawables(self):
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| 58 | for zorder in sorted(self._drawables):
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| 59 | for drawable in self._drawables[zorder]:
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| 60 | yield drawable
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| 61 |
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| 62 | __iter__ = get_drawables
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| 63 |
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| 64 |
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[18] | 65 | class AreaScreen(Screen):
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[21] | 66 |
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[37] | 67 | def setup(self):
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[190] | 68 | self._disable_render = False # Avoid redrawing on scene changes
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[34] | 69 | self.keys = ControlKeys()
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[277] | 70 | self._level = Level(self.name, self.world)
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[145] | 71 | self._level.load(self.space)
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[107] | 72 | self._drawables = Drawables()
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[37] | 73 | self.add_walls()
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[188] | 74 | self._add_collision_handlers()
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[276] | 75 | self.add_protagonist()
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[145] | 76 | self.add_game_objects()
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[269] | 77 | sound.play_music("POL-cyber-factory-short.ogg")
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[21] | 78 |
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[272] | 79 | def teardown(self):
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| 80 | sound.stop()
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| 81 |
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[188] | 82 | def _collision_pre_solve_handler(self, space, arbiter):
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| 83 | gobj = arbiter.shapes[1].physicser.game_object
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[256] | 84 | result = gobj.collide_with_protagonist(self.protagonist)
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[192] | 85 | # The collision handler must return `True` or `False`. We don't want to
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| 86 | # accidentally reject collisions from handlers that return `None`, so
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| 87 | # we explicitly check for `False` and treate everything else as `True`.
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[188] | 88 | if result is False:
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| 89 | return False
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| 90 | return True
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| 91 |
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| 92 | def _add_collision_handlers(self):
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| 93 | for collision_type in CALLBACK_COLLIDERS:
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| 94 | self.space.add_collision_handler(
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| 95 | COLLISION_TYPE_PLAYER, collision_type,
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| 96 | pre_solve=self._collision_pre_solve_handler)
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| 97 |
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[37] | 98 | def add_walls(self):
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[21] | 99 | self.walls = []
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| 100 | body = pymunk.Body()
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[84] | 101 | body.position = (0, 0)
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[53] | 102 | walls = self._level.get_walls()
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| 103 | for wall in walls:
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[279] | 104 | if len(wall) < 2:
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| 105 | # Don't try to add a useless wall
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| 106 | continue
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[53] | 107 | corners = wall
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| 108 | corner = corners[-1]
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| 109 | for next_corner in corners:
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| 110 | wall = pymunk.Segment(body, corner, next_corner, 5)
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| 111 | wall.elasticity = 1.0
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| 112 | self.walls.append(wall)
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| 113 | corner = next_corner
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[21] | 114 | self.space.add(*self.walls)
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| 115 |
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[145] | 116 | def add_game_objects(self):
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[191] | 117 | for drawable in self._level.drawables:
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[145] | 118 | self._drawables.add(drawable)
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| 119 |
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[37] | 120 | def add_protagonist(self):
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[276] | 121 | self.protagonist = self.world.protagonist
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| 122 | self.protagonist.change_space(self.space)
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[107] | 123 | self._drawables.add(self.protagonist)
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[21] | 124 |
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[18] | 125 | def handle_event(self, ev):
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[20] | 126 | if ev.type == pygame.locals.KEYDOWN:
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| 127 | if ev.key == pygame.locals.K_ESCAPE:
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| 128 | ScreenChange.post('menu')
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[97] | 129 | if ev.key == pygame.locals.K_c:
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[47] | 130 | self.protagonist.toggle_form()
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[238] | 131 | self.world.transformations += 1
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[283] | 132 | if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL):
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[261] | 133 | self.world.attacks += 1
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| 134 | self.protagonist.attack()
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[281] | 135 | if ev.key == pygame.locals.K_SPACE:
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| 136 | self.protagonist.perform_action()
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[180] | 137 | elif DoorEvent.matches(ev):
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| 138 | self.protagonist.set_position(ev.dest_pos)
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| 139 | if ev.destination != self.name:
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| 140 | # Go to anther screen
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[190] | 141 | self._disable_render = True
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[238] | 142 | self.world.rooms += 1
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[276] | 143 | ScreenChange.post(ev.destination)
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[190] | 144 | return
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[180] | 145 | # else we're teleporting within the screen, and just the
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| 146 | # position change is enough
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[261] | 147 | elif FireEvent.matches(ev):
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[293] | 148 | bullet = Bullet(self.space, ev.source, ev.impulse,
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| 149 | ev.source_collision_type)
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[261] | 150 | self._drawables.add(bullet)
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[34] | 151 | self.keys.handle_event(ev)
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[18] | 152 |
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[87] | 153 | def _calc_viewport(self, level_surface, display_surface):
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| 154 | level_size = level_surface.get_size()
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| 155 | display_size = display_surface.get_size()
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[93] | 156 | protagnist_pos = self.protagonist.physicser.get_render_position(
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[127] | 157 | level_surface)
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[87] | 158 | x_wide = display_size[0] // 2
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| 159 | y_wide = display_size[1] // 2
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[127] | 160 | if display_size[0] > level_size[0]:
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| 161 | x = -(display_size[0] - level_size[0]) // 2
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| 162 | elif protagnist_pos[0] < x_wide:
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[87] | 163 | x = 0
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| 164 | elif protagnist_pos[0] > level_size[0] - x_wide:
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| 165 | x = level_size[0] - display_size[0]
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| 166 | else:
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| 167 | x = protagnist_pos[0] - x_wide
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[127] | 168 | if display_size[1] > level_size[1]:
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| 169 | y = -(display_size[1] - level_size[1]) // 2
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| 170 | elif protagnist_pos[1] < y_wide:
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[87] | 171 | y = 0
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| 172 | elif protagnist_pos[1] > level_size[1] - y_wide:
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| 173 | y = level_size[1] - display_size[1]
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| 174 | else:
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| 175 | y = protagnist_pos[1] - y_wide
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| 176 | return pygame.rect.Rect(x, y, display_size[0], display_size[1])
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| 177 |
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[18] | 178 | def render(self, surface):
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[190] | 179 | if self._disable_render:
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| 180 | return
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[50] | 181 | background = self._level.get_background()
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[84] | 182 | mysurface = background.copy()
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[105] | 183 | for drawable in self._drawables:
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| 184 | drawable.render(mysurface)
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[87] | 185 | render_rect = self._calc_viewport(mysurface, surface)
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| 186 | surface.blit(mysurface, (0, 0), render_rect)
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[191] | 187 | for overlay in self._level.overlay_drawables:
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| 188 | if overlay.is_visible():
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[211] | 189 | overlay.render(surface, render_rect.topleft)
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[243] | 190 | self.render_health_bar(surface)
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[34] | 191 |
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| 192 | def tick_protagonist(self):
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[100] | 193 | dx, dy = self.keys.get_direction()
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[47] | 194 | self.protagonist.set_direction(dx, dy)
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[34] | 195 |
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| 196 | def tick(self, seconds):
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| 197 | self.tick_protagonist()
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[143] | 198 | for drawable in self._drawables:
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| 199 | drawable.animate()
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[293] | 200 | if drawable.remove:
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| 201 | self._drawables.remove(drawable)
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[243] | 202 |
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[34] | 203 | super(AreaScreen, self).tick(seconds)
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[243] | 204 |
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[258] | 205 | def render_health_bar(self, surface, damage_experienced=None):
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[243] | 206 | rect = pygame.Rect(50, 500, 110, 50)
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[258] | 207 | if damage_experienced:
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| 208 | health_box_colour = pygame.color.THECOLORS['red']
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| 209 | else:
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| 210 | health_box_colour = pygame.color.THECOLORS['white']
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[257] | 211 | pygame.draw.rect(surface, health_box_colour, rect, 0)
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[246] | 212 | if self.protagonist.in_human_form():
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[243] | 213 | health_colour = pygame.color.THECOLORS['red']
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| 214 | else:
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| 215 | health_colour = pygame.color.THECOLORS['purple']
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[246] | 216 | rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
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[243] | 217 | pygame.draw.rect(surface, health_colour,
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[246] | 218 | rect, 0)
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