source: nagslang/screens/area.py@ 293:47226c661ae2

Last change on this file since 293:47226c661ae2 was 293:47226c661ae2, checked in by Stefano Rivera <stefano@…>, 8 years ago

Bullets that mostly die when they hit things

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