source: nagslang/screens/area.py@ 301:893f148a2f13

Last change on this file since 301:893f148a2f13 was 301:893f148a2f13, checked in by Jeremy Thurgood <firxen@…>, 8 years ago

Walls need WALL_COLLISION_TYPE.

File size: 7.7 KB
RevLine 
[18]1"""Display a game area."""
2
[20]3import pygame
[21]4import pymunk
5import pymunk.pygame_util
[20]6
[301]7from nagslang.constants import (
8 COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS)
[261]9from nagslang.events import ScreenChange, DoorEvent, FireEvent
[50]10from nagslang.level import Level
[65]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()
[277]71 self._level = Level(self.name, self.world)
[145]72 self._level.load(self.space)
[107]73 self._drawables = Drawables()
[37]74 self.add_walls()
[188]75 self._add_collision_handlers()
[276]76 self.add_protagonist()
[145]77 self.add_game_objects()
[269]78 sound.play_music("POL-cyber-factory-short.ogg")
[21]79
[272]80 def teardown(self):
81 sound.stop()
82
[188]83 def _collision_pre_solve_handler(self, space, arbiter):
84 gobj = arbiter.shapes[1].physicser.game_object
[256]85 result = gobj.collide_with_protagonist(self.protagonist)
[192]86 # The collision handler must return `True` or `False`. We don't want to
87 # accidentally reject collisions from handlers that return `None`, so
88 # we explicitly check for `False` and treate everything else as `True`.
[188]89 if result is False:
90 return False
91 return True
92
93 def _add_collision_handlers(self):
94 for collision_type in CALLBACK_COLLIDERS:
95 self.space.add_collision_handler(
96 COLLISION_TYPE_PLAYER, collision_type,
97 pre_solve=self._collision_pre_solve_handler)
98
[37]99 def add_walls(self):
[21]100 self.walls = []
101 body = pymunk.Body()
[84]102 body.position = (0, 0)
[53]103 walls = self._level.get_walls()
104 for wall in walls:
[279]105 if len(wall) < 2:
106 # Don't try to add a useless wall
107 continue
[53]108 corners = wall
109 corner = corners[-1]
110 for next_corner in corners:
111 wall = pymunk.Segment(body, corner, next_corner, 5)
[301]112 wall.collision_type = COLLISION_TYPE_WALL
[53]113 wall.elasticity = 1.0
114 self.walls.append(wall)
115 corner = next_corner
[21]116 self.space.add(*self.walls)
117
[145]118 def add_game_objects(self):
[191]119 for drawable in self._level.drawables:
[145]120 self._drawables.add(drawable)
121
[37]122 def add_protagonist(self):
[276]123 self.protagonist = self.world.protagonist
124 self.protagonist.change_space(self.space)
[107]125 self._drawables.add(self.protagonist)
[21]126
[18]127 def handle_event(self, ev):
[20]128 if ev.type == pygame.locals.KEYDOWN:
129 if ev.key == pygame.locals.K_ESCAPE:
130 ScreenChange.post('menu')
[97]131 if ev.key == pygame.locals.K_c:
[47]132 self.protagonist.toggle_form()
[238]133 self.world.transformations += 1
[283]134 if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL):
[261]135 self.world.attacks += 1
136 self.protagonist.attack()
[281]137 if ev.key == pygame.locals.K_SPACE:
138 self.protagonist.perform_action()
[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
[276]145 ScreenChange.post(ev.destination)
[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):
[293]150 bullet = Bullet(self.space, ev.source, ev.impulse,
151 ev.source_collision_type)
[261]152 self._drawables.add(bullet)
[34]153 self.keys.handle_event(ev)
[18]154
[87]155 def _calc_viewport(self, level_surface, display_surface):
156 level_size = level_surface.get_size()
157 display_size = display_surface.get_size()
[93]158 protagnist_pos = self.protagonist.physicser.get_render_position(
[127]159 level_surface)
[87]160 x_wide = display_size[0] // 2
161 y_wide = display_size[1] // 2
[127]162 if display_size[0] > level_size[0]:
163 x = -(display_size[0] - level_size[0]) // 2
164 elif protagnist_pos[0] < x_wide:
[87]165 x = 0
166 elif protagnist_pos[0] > level_size[0] - x_wide:
167 x = level_size[0] - display_size[0]
168 else:
169 x = protagnist_pos[0] - x_wide
[127]170 if display_size[1] > level_size[1]:
171 y = -(display_size[1] - level_size[1]) // 2
172 elif protagnist_pos[1] < y_wide:
[87]173 y = 0
174 elif protagnist_pos[1] > level_size[1] - y_wide:
175 y = level_size[1] - display_size[1]
176 else:
177 y = protagnist_pos[1] - y_wide
178 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
179
[18]180 def render(self, surface):
[190]181 if self._disable_render:
182 return
[50]183 background = self._level.get_background()
[84]184 mysurface = background.copy()
[105]185 for drawable in self._drawables:
186 drawable.render(mysurface)
[87]187 render_rect = self._calc_viewport(mysurface, surface)
188 surface.blit(mysurface, (0, 0), render_rect)
[191]189 for overlay in self._level.overlay_drawables:
190 if overlay.is_visible():
[211]191 overlay.render(surface, render_rect.topleft)
[243]192 self.render_health_bar(surface)
[34]193
194 def tick_protagonist(self):
[100]195 dx, dy = self.keys.get_direction()
[47]196 self.protagonist.set_direction(dx, dy)
[34]197
198 def tick(self, seconds):
199 self.tick_protagonist()
[143]200 for drawable in self._drawables:
201 drawable.animate()
[293]202 if drawable.remove:
203 self._drawables.remove(drawable)
[243]204
[34]205 super(AreaScreen, self).tick(seconds)
[243]206
[258]207 def render_health_bar(self, surface, damage_experienced=None):
[243]208 rect = pygame.Rect(50, 500, 110, 50)
[258]209 if damage_experienced:
210 health_box_colour = pygame.color.THECOLORS['red']
211 else:
212 health_box_colour = pygame.color.THECOLORS['white']
[257]213 pygame.draw.rect(surface, health_box_colour, rect, 0)
[246]214 if self.protagonist.in_human_form():
[243]215 health_colour = pygame.color.THECOLORS['red']
216 else:
217 health_colour = pygame.color.THECOLORS['purple']
[246]218 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
[243]219 pygame.draw.rect(surface, health_colour,
[246]220 rect, 0)
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