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