1 | """Display a game area.""" |
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2 | |
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3 | import pygame |
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4 | import pymunk |
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5 | import pymunk.pygame_util |
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6 | |
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7 | from nagslang.constants import ZORDER_HIGH |
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8 | from nagslang.events import ScreenChange |
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9 | from nagslang.game_object import FloorSwitch, FloorLight, PuzzleGlue, Box |
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10 | from nagslang.level import Level |
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11 | from nagslang.protagonist import Protagonist |
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12 | from nagslang.screens.base import Screen |
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13 | |
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14 | |
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15 | class ControlKeys(object): |
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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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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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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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46 | |
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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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65 | class AreaScreen(Screen): |
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66 | |
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67 | def setup(self): |
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68 | self.keys = ControlKeys() |
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69 | self._level = Level(self.name) |
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70 | self._level.load() |
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71 | self._drawables = Drawables() |
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72 | self.add_walls() |
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73 | self.add_protagonist() |
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74 | self._setup_demo_objects() |
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75 | |
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76 | def _setup_demo_objects(self): |
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77 | # TODO: Put this in a level instead |
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78 | glue = PuzzleGlue() |
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79 | switch = FloorSwitch(self.space, (300, 400)) |
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80 | light = FloorLight(self.space, (300, 500), 'switch') |
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81 | light2 = FloorLight(self.space, (250, 500), 'switch') |
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82 | light2.zorder = ZORDER_HIGH |
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83 | glue.add_component('switch', switch.puzzler) |
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84 | glue.add_component('light', light.puzzler) |
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85 | glue.add_component('light2', light2.puzzler) |
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86 | self._drawables.add(switch) |
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87 | self._drawables.add(light) |
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88 | self._drawables.add(light2) |
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89 | box = Box(self.space, (250, 350)) |
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90 | self._drawables.add(box) |
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91 | |
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92 | def add_walls(self): |
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93 | self.walls = [] |
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94 | body = pymunk.Body() |
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95 | body.position = (0, 0) |
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96 | walls = self._level.get_walls() |
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97 | for wall in walls: |
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98 | corners = wall |
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99 | corner = corners[-1] |
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100 | for next_corner in corners: |
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101 | wall = pymunk.Segment(body, corner, next_corner, 5) |
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102 | wall.elasticity = 1.0 |
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103 | self.walls.append(wall) |
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104 | corner = next_corner |
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105 | self.space.add(*self.walls) |
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106 | |
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107 | def add_protagonist(self): |
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108 | self.protagonist = Protagonist(self.space, (350, 300)) |
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109 | self._drawables.add(self.protagonist) |
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110 | |
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111 | def handle_event(self, ev): |
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112 | if ev.type == pygame.locals.KEYDOWN: |
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113 | if ev.key == pygame.locals.K_ESCAPE: |
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114 | ScreenChange.post('menu') |
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115 | if ev.key == pygame.locals.K_c: |
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116 | self.protagonist.toggle_form() |
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117 | self.keys.handle_event(ev) |
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118 | |
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119 | def _calc_viewport(self, level_surface, display_surface): |
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120 | level_size = level_surface.get_size() |
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121 | display_size = display_surface.get_size() |
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122 | protagnist_pos = self.protagonist.physicser.get_render_position( |
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123 | level_surface) |
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124 | x_wide = display_size[0] // 2 |
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125 | y_wide = display_size[1] // 2 |
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126 | if display_size[0] > level_size[0]: |
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127 | x = -(display_size[0] - level_size[0]) // 2 |
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128 | elif protagnist_pos[0] < x_wide: |
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129 | x = 0 |
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130 | elif protagnist_pos[0] > level_size[0] - x_wide: |
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131 | x = level_size[0] - display_size[0] |
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132 | else: |
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133 | x = protagnist_pos[0] - x_wide |
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134 | if display_size[1] > level_size[1]: |
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135 | y = -(display_size[1] - level_size[1]) // 2 |
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136 | elif protagnist_pos[1] < y_wide: |
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137 | y = 0 |
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138 | elif protagnist_pos[1] > level_size[1] - y_wide: |
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139 | y = level_size[1] - display_size[1] |
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140 | else: |
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141 | y = protagnist_pos[1] - y_wide |
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142 | return pygame.rect.Rect(x, y, display_size[0], display_size[1]) |
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143 | |
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144 | def render(self, surface): |
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145 | #surface.fill(pygame.color.Color(0, 0, 0)) |
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146 | background = self._level.get_background() |
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147 | mysurface = background.copy() |
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148 | for drawable in self._drawables: |
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149 | drawable.render(mysurface) |
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150 | render_rect = self._calc_viewport(mysurface, surface) |
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151 | surface.blit(mysurface, (0, 0), render_rect) |
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152 | |
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153 | def tick_protagonist(self): |
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154 | dx, dy = self.keys.get_direction() |
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155 | self.protagonist.set_direction(dx, dy) |
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156 | |
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157 | def tick(self, seconds): |
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158 | self.tick_protagonist() |
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159 | super(AreaScreen, self).tick(seconds) |
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