source: nagslang/screens/area.py@ 482:1b7accf22999

Last change on this file since 482:1b7accf22999 was 482:1b7accf22999, checked in by Simon Cross <hodgestar@…>, 8 years ago

Set clip rect on mysurface.

File size: 10.1 KB
Line 
1"""Display a game area."""
2
3import pygame
4import pymunk
5import pymunk.pygame_util
6
7from nagslang.options import options
8from nagslang.constants import (
9 COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS,
10 COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK,
11 CMD_TOGGLE_FORM, CMD_ACTION)
12from nagslang.events import ScreenChange, DoorEvent, QuitEvent, DeathEvent
13from nagslang.level import Level
14from nagslang.screens.base import Screen
15from nagslang.sound import sound
16
17
18class ControlKeys(object):
19 direction_keys = {
20 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
21 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
22 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
23 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
24 }
25
26 attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL])
27
28 command_keys = {
29 pygame.locals.K_c: CMD_TOGGLE_FORM,
30 pygame.locals.K_SPACE: CMD_ACTION,
31 }
32
33 def __init__(self):
34 self.keys_down = set()
35
36 def key_down(self, key):
37 self.keys_down.add(key)
38
39 def key_up(self, key):
40 self.keys_down.discard(key)
41
42 def handle_event(self, ev):
43 if ev.type == pygame.locals.KEYDOWN:
44 self.key_down(ev.key)
45 elif ev.type == pygame.locals.KEYUP:
46 self.key_up(ev.key)
47
48 def get_direction(self):
49 dx, dy = 0, 0
50 for (tx, ty), keys in self.direction_keys.iteritems():
51 if self.keys_down & keys:
52 dx += tx
53 dy += ty
54 return (dx, dy)
55
56 def is_attacking(self):
57 return bool(self.keys_down & self.attack_keys)
58
59 def get_command_key(self, key):
60 return self.command_keys.get(key, None)
61
62
63class Drawables(object):
64 def __init__(self):
65 self._drawables = {}
66
67 def add(self, drawable):
68 self._drawables.setdefault(drawable.zorder, []).append(drawable)
69
70 def remove(self, drawable):
71 self._drawables[drawable.zorder].remove(drawable)
72
73 def get_drawables(self):
74 for zorder in sorted(self._drawables):
75 for drawable in self._drawables[zorder]:
76 yield drawable
77
78 __iter__ = get_drawables
79
80
81class AreaScreen(Screen):
82
83 def setup(self):
84 self._disable_render = False # Avoid redrawing on scene changes
85 self.keys = ControlKeys()
86 self._level = Level(self.name, self.world)
87 self._level.load(self.space)
88 self.game_starting_point = Level.game_starting_point()
89 self._drawables = Drawables()
90 self.add_walls()
91 self._add_collision_handlers()
92 self.add_protagonist()
93 self.add_game_objects()
94 sound.play_music("POL-cyber-factory-short.ogg")
95
96 def teardown(self):
97 sound.stop()
98
99 @classmethod
100 def list_areas(self):
101 return Level.list_levels()
102
103 def _player_collision_pre_solve_handler(self, space, arbiter):
104 gobj = arbiter.shapes[1].physicser.game_object
105 result = gobj.collide_with_protagonist(self.protagonist)
106 # The collision handler must return `True` or `False`. We don't want to
107 # accidentally reject collisions from handlers that return `None`, so
108 # we explicitly check for `False` and treate everything else as `True`.
109 return result is not False
110
111 def _claw_attack_collision_pre_solve_handler(self, space, arbiter):
112 claw = arbiter.shapes[0].physicser.game_object
113 gobj = arbiter.shapes[1].physicser.game_object
114 result = gobj.collide_with_claw_attack(claw)
115 return result is not False
116
117 def _furniture_collision_pre_solve_handler(self, space, arbiter):
118 furniture = arbiter.shapes[0].physicser.game_object
119 gobj = arbiter.shapes[1].physicser.game_object
120 result = gobj.collide_with_furniture(furniture)
121 return result is not False
122
123 def _add_collision_handlers(self):
124 for collision_type in CALLBACK_COLLIDERS:
125 self.space.add_collision_handler(
126 COLLISION_TYPE_PLAYER, collision_type,
127 pre_solve=self._player_collision_pre_solve_handler)
128 self.space.add_collision_handler(
129 COLLISION_TYPE_FURNITURE, collision_type,
130 pre_solve=self._furniture_collision_pre_solve_handler)
131 self.space.add_collision_handler(
132 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type,
133 pre_solve=self._claw_attack_collision_pre_solve_handler)
134
135 def add_walls(self):
136 self.walls = []
137 body = pymunk.Body()
138 body.position = (0, 0)
139 walls = self._level.get_walls()
140 for wall in walls:
141 if len(wall) < 2:
142 # Don't try to add a useless wall
143 continue
144 corners = wall
145 corner = corners[-1]
146 for next_corner in corners:
147 wall = pymunk.Segment(body, corner, next_corner, 5)
148 wall.collision_type = COLLISION_TYPE_WALL
149 wall.elasticity = 1.0
150 self.walls.append(wall)
151 corner = next_corner
152 self.space.add(*self.walls)
153
154 def add_game_objects(self):
155 for drawable in self._level.drawables:
156 self._drawables.add(drawable)
157
158 def add_protagonist(self):
159 self.protagonist = self.world.protagonist
160 self.protagonist.change_space(self.space)
161 self._drawables.add(self.protagonist)
162
163 def handle_event(self, ev):
164 if ev.type == pygame.locals.KEYDOWN:
165 if ev.key == pygame.locals.K_ESCAPE:
166 if options.debug:
167 print ('Died at: (%i,%i)'
168 % (self.protagonist.physicser.position.x,
169 self.protagonist.physicser.position.y))
170 if self._level.is_starting_level():
171 QuitEvent.post()
172 return
173 self.protagonist.die()
174 return
175 cmd_key = self.keys.get_command_key(ev.key)
176 if cmd_key is not None:
177 self.protagonist.handle_keypress(cmd_key)
178 elif DoorEvent.matches(ev):
179 self.protagonist.set_position(ev.dest_pos)
180 if ev.destination is not None and ev.destination != self.name:
181 # Go to anther screen
182 self._disable_render = True
183 self.world.rooms += 1
184 self.world.level = (ev.destination, ev.dest_pos)
185 self.world.save()
186 ScreenChange.post(ev.destination)
187 return
188 # else we're teleporting within the screen, and just the
189 # position change is enough
190 elif DeathEvent.matches(ev):
191 self._disable_render = True
192 self.world.load()
193 self.world.deaths += 1
194 level, pos = Level.game_starting_point()
195 self.protagonist.set_position(pos)
196 ScreenChange.post(level)
197
198 self.keys.handle_event(ev)
199
200 def _calc_viewport(self, level_surface, display_surface):
201 level_size = level_surface.get_size()
202 display_size = display_surface.get_size()
203 protagnist_pos = self.protagonist.physicser.get_render_position(
204 level_surface)
205 x_wide = display_size[0] // 2
206 y_wide = display_size[1] // 2
207 if display_size[0] > level_size[0]:
208 x = -(display_size[0] - level_size[0]) // 2
209 elif protagnist_pos[0] < x_wide:
210 x = 0
211 elif protagnist_pos[0] > level_size[0] - x_wide:
212 x = level_size[0] - display_size[0]
213 else:
214 x = protagnist_pos[0] - x_wide
215 if display_size[1] > level_size[1]:
216 y = -(display_size[1] - level_size[1]) // 2
217 elif protagnist_pos[1] < y_wide:
218 y = 0
219 elif protagnist_pos[1] > level_size[1] - y_wide:
220 y = level_size[1] - display_size[1]
221 else:
222 y = protagnist_pos[1] - y_wide
223 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
224
225 def render(self, surface):
226 if self._disable_render:
227 return
228 background = self._level.get_background()
229 mysurface = background.copy()
230 render_rect = self._calc_viewport(mysurface, surface)
231 mysurface.set_clip(render_rect)
232 for drawable in self._drawables:
233 drawable.render(mysurface)
234 surface.blit(mysurface, (0, 0), render_rect)
235 # Maximum width we allow for overlays
236 max_width = min(render_rect.width, mysurface.get_width())
237 for overlay in self._level.overlay_drawables:
238 if overlay.is_visible():
239 overlay.render(surface, render_rect.topleft, max_width)
240 self.render_health_bar(surface)
241
242 def tick_protagonist(self):
243 dx, dy = self.keys.get_direction()
244 self.protagonist.set_direction(dx, dy)
245 if self.keys.is_attacking():
246 self._handle_result(self.protagonist.handle_attack_key_down())
247
248 def tick(self, seconds):
249 super(AreaScreen, self).tick(seconds)
250 self.tick_protagonist()
251 for drawable in self._drawables:
252 self._handle_result(drawable.update(seconds))
253
254 def _handle_result(self, result):
255 if result is not None:
256 for drawable in result.add:
257 self._drawables.add(drawable)
258 for drawable in result.remove:
259 self._drawables.remove(drawable)
260
261 def render_health_bar(self, surface, damage_experienced=None):
262 bar_surface = pygame.Surface((110, 50)).convert(surface)
263 if damage_experienced:
264 health_box_colour = pygame.color.THECOLORS['red']
265 else:
266 health_box_colour = pygame.color.THECOLORS['white']
267 bar_surface.fill(health_box_colour)
268 if self.protagonist.in_human_form():
269 health_colour = pygame.color.THECOLORS['red']
270 else:
271 health_colour = pygame.color.THECOLORS['violetred3']
272 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
273 pygame.draw.rect(bar_surface, health_colour, rect, 0)
274 bar_surface.set_alpha(192)
275 y_pos = surface.get_height() - 20 - bar_surface.get_height()
276 surface.blit(bar_surface, (20, y_pos))
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