source: nagslang/screens/area.py@ 319:01e98732de46

Last change on this file since 319:01e98732de46 was 319:01e98732de46, checked in by Stefano Rivera <stefano@…>, 8 years ago

Open bulkheads are no longer opaque to furniture

File size: 8.7 KB
Line 
1"""Display a game area."""
2
3import pygame
4import pymunk
5import pymunk.pygame_util
6
7from nagslang.constants import (
8 COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS,
9 COLLISION_TYPE_FURNITURE)
10from nagslang.enemies import DeadEnemy
11from nagslang.events import ScreenChange, DoorEvent, FireEvent, \
12 EnemyDeathEvent, ClawEvent
13from nagslang.level import Level
14from nagslang.screens.base import Screen
15from nagslang.game_object import Bullet, ClawAttack
16from nagslang.sound import sound
17
18
19class ControlKeys(object):
20 direction_keys = {
21 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
22 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
23 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
24 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
25 }
26
27 def __init__(self):
28 self.keys_down = set()
29
30 def key_down(self, key):
31 self.keys_down.add(key)
32
33 def key_up(self, key):
34 self.keys_down.discard(key)
35
36 def handle_event(self, ev):
37 if ev.type == pygame.locals.KEYDOWN:
38 self.key_down(ev.key)
39 elif ev.type == pygame.locals.KEYUP:
40 self.key_up(ev.key)
41
42 def get_direction(self):
43 dx, dy = 0, 0
44 for (tx, ty), keys in self.direction_keys.iteritems():
45 if self.keys_down & keys:
46 dx += tx
47 dy += ty
48 return (dx, dy)
49
50
51class Drawables(object):
52 def __init__(self):
53 self._drawables = {}
54
55 def add(self, drawable):
56 self._drawables.setdefault(drawable.zorder, []).append(drawable)
57
58 def remove(self, drawable):
59 self._drawables[drawable.zorder].remove(drawable)
60
61 def get_drawables(self):
62 for zorder in sorted(self._drawables):
63 for drawable in self._drawables[zorder]:
64 yield drawable
65
66 __iter__ = get_drawables
67
68
69class AreaScreen(Screen):
70
71 def setup(self):
72 self._disable_render = False # Avoid redrawing on scene changes
73 self.keys = ControlKeys()
74 self._level = Level(self.name, self.world)
75 self._level.load(self.space)
76 self._drawables = Drawables()
77 self.add_walls()
78 self._add_collision_handlers()
79 self.add_protagonist()
80 self.add_game_objects()
81 sound.play_music("POL-cyber-factory-short.ogg")
82
83 def teardown(self):
84 sound.stop()
85
86 def _player_collision_pre_solve_handler(self, space, arbiter):
87 gobj = arbiter.shapes[1].physicser.game_object
88 result = gobj.collide_with_protagonist(self.protagonist)
89 # The collision handler must return `True` or `False`. We don't want to
90 # accidentally reject collisions from handlers that return `None`, so
91 # we explicitly check for `False` and treate everything else as `True`.
92 if result is False:
93 return False
94 return True
95
96 def _furniture_collision_pre_solve_handler(self, space, arbiter):
97 furniture = arbiter.shapes[0].physicser.game_object
98 gobj = arbiter.shapes[1].physicser.game_object
99 result = gobj.collide_with_furniture(furniture)
100 return result is not False
101
102 def _add_collision_handlers(self):
103 for collision_type in CALLBACK_COLLIDERS:
104 self.space.add_collision_handler(
105 COLLISION_TYPE_PLAYER, collision_type,
106 pre_solve=self._player_collision_pre_solve_handler)
107 self.space.add_collision_handler(
108 COLLISION_TYPE_FURNITURE, collision_type,
109 pre_solve=self._furniture_collision_pre_solve_handler)
110
111 def add_walls(self):
112 self.walls = []
113 body = pymunk.Body()
114 body.position = (0, 0)
115 walls = self._level.get_walls()
116 for wall in walls:
117 if len(wall) < 2:
118 # Don't try to add a useless wall
119 continue
120 corners = wall
121 corner = corners[-1]
122 for next_corner in corners:
123 wall = pymunk.Segment(body, corner, next_corner, 5)
124 wall.collision_type = COLLISION_TYPE_WALL
125 wall.elasticity = 1.0
126 self.walls.append(wall)
127 corner = next_corner
128 self.space.add(*self.walls)
129
130 def add_game_objects(self):
131 for drawable in self._level.drawables:
132 self._drawables.add(drawable)
133
134 def add_protagonist(self):
135 self.protagonist = self.world.protagonist
136 self.protagonist.change_space(self.space)
137 self._drawables.add(self.protagonist)
138
139 def handle_event(self, ev):
140 if ev.type == pygame.locals.KEYDOWN:
141 if ev.key == pygame.locals.K_ESCAPE:
142 ScreenChange.post('menu')
143 if ev.key == pygame.locals.K_c:
144 self.protagonist.toggle_form()
145 self.world.transformations += 1
146 if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL):
147 self.world.attacks += 1
148 self.protagonist.attack()
149 if ev.key == pygame.locals.K_SPACE:
150 self.protagonist.perform_action()
151 elif DoorEvent.matches(ev):
152 self.protagonist.set_position(ev.dest_pos)
153 if ev.destination != self.name:
154 # Go to anther screen
155 self._disable_render = True
156 self.world.rooms += 1
157 ScreenChange.post(ev.destination)
158 return
159 # else we're teleporting within the screen, and just the
160 # position change is enough
161 elif FireEvent.matches(ev):
162 bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage,
163 ev.source_collision_type)
164 self._drawables.add(bullet)
165 elif EnemyDeathEvent.matches(ev):
166 self.world.kills += 1
167 dead_enemy = DeadEnemy(self.space, self.world, ev.position,
168 ev.enemy_type)
169 self._drawables.add(dead_enemy)
170 elif ClawEvent.matches(ev):
171 claw_attack = ClawAttack(self.space, ev.source, ev.vector,
172 ev.source_collision_type)
173 self._drawables.add(claw_attack)
174 self.keys.handle_event(ev)
175
176 def _calc_viewport(self, level_surface, display_surface):
177 level_size = level_surface.get_size()
178 display_size = display_surface.get_size()
179 protagnist_pos = self.protagonist.physicser.get_render_position(
180 level_surface)
181 x_wide = display_size[0] // 2
182 y_wide = display_size[1] // 2
183 if display_size[0] > level_size[0]:
184 x = -(display_size[0] - level_size[0]) // 2
185 elif protagnist_pos[0] < x_wide:
186 x = 0
187 elif protagnist_pos[0] > level_size[0] - x_wide:
188 x = level_size[0] - display_size[0]
189 else:
190 x = protagnist_pos[0] - x_wide
191 if display_size[1] > level_size[1]:
192 y = -(display_size[1] - level_size[1]) // 2
193 elif protagnist_pos[1] < y_wide:
194 y = 0
195 elif protagnist_pos[1] > level_size[1] - y_wide:
196 y = level_size[1] - display_size[1]
197 else:
198 y = protagnist_pos[1] - y_wide
199 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
200
201 def render(self, surface):
202 if self._disable_render:
203 return
204 background = self._level.get_background()
205 mysurface = background.copy()
206 for drawable in self._drawables:
207 drawable.render(mysurface)
208 render_rect = self._calc_viewport(mysurface, surface)
209 surface.blit(mysurface, (0, 0), render_rect)
210 for overlay in self._level.overlay_drawables:
211 if overlay.is_visible():
212 overlay.render(surface, render_rect.topleft)
213 self.render_health_bar(surface)
214
215 def tick_protagonist(self):
216 dx, dy = self.keys.get_direction()
217 self.protagonist.set_direction(dx, dy)
218
219 def tick(self, seconds):
220 super(AreaScreen, self).tick(seconds)
221 self.tick_protagonist()
222 for drawable in self._drawables:
223 drawable.update(seconds)
224 if drawable.remove:
225 self._drawables.remove(drawable)
226
227 def render_health_bar(self, surface, damage_experienced=None):
228 rect = pygame.Rect(50, 500, 110, 50)
229 if damage_experienced:
230 health_box_colour = pygame.color.THECOLORS['red']
231 else:
232 health_box_colour = pygame.color.THECOLORS['white']
233 pygame.draw.rect(surface, health_box_colour, rect, 0)
234 if self.protagonist.in_human_form():
235 health_colour = pygame.color.THECOLORS['red']
236 else:
237 health_colour = pygame.color.THECOLORS['purple']
238 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
239 pygame.draw.rect(surface, health_colour,
240 rect, 0)
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