source: nagslang/screens/area.py@ 247:70d696b82399

Last change on this file since 247:70d696b82399 was 247:70d696b82399, checked in by David Sharpe, 8 years ago

Pep8

File size: 7.0 KB
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1"""Display a game area."""
2
3import pygame
4import pymunk
5import pymunk.pygame_util
6
7from nagslang.constants import COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS
8from nagslang.events import ScreenChange, DoorEvent
9from nagslang.level import Level
10from nagslang.protagonist import Protagonist
11from nagslang.screens.base import Screen
12
13
14class ControlKeys(object):
15 direction_keys = {
16 (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
17 (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
18 (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
19 (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
20 }
21
22 def __init__(self):
23 self.keys_down = set()
24
25 def key_down(self, key):
26 self.keys_down.add(key)
27
28 def key_up(self, key):
29 self.keys_down.discard(key)
30
31 def handle_event(self, ev):
32 if ev.type == pygame.locals.KEYDOWN:
33 self.key_down(ev.key)
34 elif ev.type == pygame.locals.KEYUP:
35 self.key_up(ev.key)
36
37 def get_direction(self):
38 dx, dy = 0, 0
39 for (tx, ty), keys in self.direction_keys.iteritems():
40 if self.keys_down & keys:
41 dx += tx
42 dy += ty
43 return (dx, dy)
44
45
46class Drawables(object):
47 def __init__(self):
48 self._drawables = {}
49
50 def add(self, drawable):
51 self._drawables.setdefault(drawable.zorder, []).append(drawable)
52
53 def remove(self, drawable):
54 self._drawables[drawable.zorder].remove(drawable)
55
56 def get_drawables(self):
57 for zorder in sorted(self._drawables):
58 for drawable in self._drawables[zorder]:
59 yield drawable
60
61 __iter__ = get_drawables
62
63
64class AreaScreen(Screen):
65
66 def setup(self):
67 self._disable_render = False # Avoid redrawing on scene changes
68 self.keys = ControlKeys()
69 self._level = Level(self.name)
70 self._level.load(self.space)
71 self._drawables = Drawables()
72 self.add_walls()
73 self._add_collision_handlers()
74 if self.protagonist is not None:
75 # We do things this way to avoid extra pymunk
76 # juggling to move objects between spaces
77 old_protagonist = self.protagonist
78 self.add_protagonist()
79 self.protagonist.copy_state(old_protagonist)
80 else:
81 self.add_protagonist()
82 self.add_game_objects()
83
84 def _collision_pre_solve_handler(self, space, arbiter):
85 gobj = arbiter.shapes[1].physicser.game_object
86 result = gobj.collide_with_protagonist()
87 # The collision handler must return `True` or `False`. We don't want to
88 # accidentally reject collisions from handlers that return `None`, so
89 # we explicitly check for `False` and treate everything else as `True`.
90 if result is False:
91 return False
92 return True
93
94 def _add_collision_handlers(self):
95 for collision_type in CALLBACK_COLLIDERS:
96 self.space.add_collision_handler(
97 COLLISION_TYPE_PLAYER, collision_type,
98 pre_solve=self._collision_pre_solve_handler)
99
100 def add_walls(self):
101 self.walls = []
102 body = pymunk.Body()
103 body.position = (0, 0)
104 walls = self._level.get_walls()
105 for wall in walls:
106 corners = wall
107 corner = corners[-1]
108 for next_corner in corners:
109 wall = pymunk.Segment(body, corner, next_corner, 5)
110 wall.elasticity = 1.0
111 self.walls.append(wall)
112 corner = next_corner
113 self.space.add(*self.walls)
114
115 def add_game_objects(self):
116 for drawable in self._level.drawables:
117 self._drawables.add(drawable)
118
119 def add_protagonist(self):
120 self.protagonist = Protagonist(self.space, (350, 300))
121 self._drawables.add(self.protagonist)
122
123 def handle_event(self, ev):
124 if ev.type == pygame.locals.KEYDOWN:
125 if ev.key == pygame.locals.K_ESCAPE:
126 ScreenChange.post('menu')
127 if ev.key == pygame.locals.K_c:
128 self.protagonist.toggle_form()
129 self.world.transformations += 1
130 elif DoorEvent.matches(ev):
131 self.protagonist.set_position(ev.dest_pos)
132 if ev.destination != self.name:
133 # Go to anther screen
134 self._disable_render = True
135 self.world.rooms += 1
136 ScreenChange.post(ev.destination, self.protagonist)
137 return
138 # else we're teleporting within the screen, and just the
139 # position change is enough
140 self.keys.handle_event(ev)
141
142 def _calc_viewport(self, level_surface, display_surface):
143 level_size = level_surface.get_size()
144 display_size = display_surface.get_size()
145 protagnist_pos = self.protagonist.physicser.get_render_position(
146 level_surface)
147 x_wide = display_size[0] // 2
148 y_wide = display_size[1] // 2
149 if display_size[0] > level_size[0]:
150 x = -(display_size[0] - level_size[0]) // 2
151 elif protagnist_pos[0] < x_wide:
152 x = 0
153 elif protagnist_pos[0] > level_size[0] - x_wide:
154 x = level_size[0] - display_size[0]
155 else:
156 x = protagnist_pos[0] - x_wide
157 if display_size[1] > level_size[1]:
158 y = -(display_size[1] - level_size[1]) // 2
159 elif protagnist_pos[1] < y_wide:
160 y = 0
161 elif protagnist_pos[1] > level_size[1] - y_wide:
162 y = level_size[1] - display_size[1]
163 else:
164 y = protagnist_pos[1] - y_wide
165 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
166
167 def render(self, surface):
168 if self._disable_render:
169 return
170 background = self._level.get_background()
171 mysurface = background.copy()
172 for drawable in self._drawables:
173 drawable.render(mysurface)
174 render_rect = self._calc_viewport(mysurface, surface)
175 surface.blit(mysurface, (0, 0), render_rect)
176 for overlay in self._level.overlay_drawables:
177 if overlay.is_visible():
178 overlay.render(surface, render_rect.topleft)
179 self.render_health_bar(surface)
180
181 def tick_protagonist(self):
182 dx, dy = self.keys.get_direction()
183 self.protagonist.set_direction(dx, dy)
184
185 def tick(self, seconds):
186 self.tick_protagonist()
187 for drawable in self._drawables:
188 drawable.animate()
189
190 super(AreaScreen, self).tick(seconds)
191
192 def render_health_bar(self, surface):
193 rect = pygame.Rect(50, 500, 110, 50)
194 pygame.draw.rect(surface, pygame.color.THECOLORS['white'],
195 rect, 0)
196 if self.protagonist.in_human_form():
197 health_colour = pygame.color.THECOLORS['red']
198 else:
199 health_colour = pygame.color.THECOLORS['purple']
200 rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
201 pygame.draw.rect(surface, health_colour,
202 rect, 0)
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