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, FireEvent
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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 | from nagslang.game_object import Bullet
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13 | from nagslang.sound import sound
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14 |
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15 |
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16 | class ControlKeys(object):
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17 | direction_keys = {
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18 | (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
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19 | (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
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20 | (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
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21 | (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
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22 | }
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23 |
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24 | def __init__(self):
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25 | self.keys_down = set()
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26 |
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27 | def key_down(self, key):
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28 | self.keys_down.add(key)
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29 |
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30 | def key_up(self, key):
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31 | self.keys_down.discard(key)
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32 |
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33 | def handle_event(self, ev):
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34 | if ev.type == pygame.locals.KEYDOWN:
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35 | self.key_down(ev.key)
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36 | elif ev.type == pygame.locals.KEYUP:
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37 | self.key_up(ev.key)
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38 |
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39 | def get_direction(self):
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40 | dx, dy = 0, 0
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41 | for (tx, ty), keys in self.direction_keys.iteritems():
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42 | if self.keys_down & keys:
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43 | dx += tx
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44 | dy += ty
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45 | return (dx, dy)
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46 |
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47 |
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48 | class Drawables(object):
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49 | def __init__(self):
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50 | self._drawables = {}
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51 |
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52 | def add(self, drawable):
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53 | self._drawables.setdefault(drawable.zorder, []).append(drawable)
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54 |
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55 | def remove(self, drawable):
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56 | self._drawables[drawable.zorder].remove(drawable)
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57 |
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58 | def get_drawables(self):
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59 | for zorder in sorted(self._drawables):
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60 | for drawable in self._drawables[zorder]:
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61 | yield drawable
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62 |
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63 | __iter__ = get_drawables
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64 |
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65 |
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66 | class AreaScreen(Screen):
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67 |
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68 | def setup(self):
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69 | self._disable_render = False # Avoid redrawing on scene changes
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70 | self.keys = ControlKeys()
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71 | self._level = Level(self.name)
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72 | self._level.load(self.space)
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73 | self._drawables = Drawables()
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74 | self.add_walls()
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75 | self._add_collision_handlers()
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76 | if self.protagonist is not None:
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77 | # We do things this way to avoid extra pymunk
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78 | # juggling to move objects between spaces
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79 | old_protagonist = self.protagonist
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80 | self.add_protagonist()
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81 | self.protagonist.copy_state(old_protagonist)
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82 | else:
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83 | self.add_protagonist()
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84 | self.add_game_objects()
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85 | sound.play_music("POL-cyber-factory-short.ogg")
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86 |
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87 | def teardown(self):
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88 | sound.stop()
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89 |
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90 | def _collision_pre_solve_handler(self, space, arbiter):
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91 | gobj = arbiter.shapes[1].physicser.game_object
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92 | result = gobj.collide_with_protagonist(self.protagonist)
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93 | # The collision handler must return `True` or `False`. We don't want to
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94 | # accidentally reject collisions from handlers that return `None`, so
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95 | # we explicitly check for `False` and treate everything else as `True`.
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96 | if result is False:
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97 | return False
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98 | return True
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99 |
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100 | def _add_collision_handlers(self):
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101 | for collision_type in CALLBACK_COLLIDERS:
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102 | self.space.add_collision_handler(
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103 | COLLISION_TYPE_PLAYER, collision_type,
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104 | pre_solve=self._collision_pre_solve_handler)
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105 |
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106 | def add_walls(self):
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107 | self.walls = []
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108 | body = pymunk.Body()
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109 | body.position = (0, 0)
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110 | walls = self._level.get_walls()
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111 | for wall in walls:
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112 | corners = wall
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113 | corner = corners[-1]
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114 | for next_corner in corners:
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115 | wall = pymunk.Segment(body, corner, next_corner, 5)
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116 | wall.elasticity = 1.0
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117 | self.walls.append(wall)
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118 | corner = next_corner
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119 | self.space.add(*self.walls)
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120 |
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121 | def add_game_objects(self):
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122 | for drawable in self._level.drawables:
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123 | self._drawables.add(drawable)
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124 |
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125 | def add_protagonist(self):
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126 | self.protagonist = Protagonist(self.space, (350, 300))
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127 | self._drawables.add(self.protagonist)
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128 |
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129 | def handle_event(self, ev):
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130 | if ev.type == pygame.locals.KEYDOWN:
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131 | if ev.key == pygame.locals.K_ESCAPE:
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132 | ScreenChange.post('menu')
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133 | if ev.key == pygame.locals.K_c:
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134 | self.protagonist.toggle_form()
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135 | self.world.transformations += 1
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136 | if ev.key == pygame.locals.K_SPACE:
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137 | self.world.attacks += 1
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138 | self.protagonist.attack()
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139 | elif DoorEvent.matches(ev):
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140 | self.protagonist.set_position(ev.dest_pos)
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141 | if ev.destination != self.name:
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142 | # Go to anther screen
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143 | self._disable_render = True
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144 | self.world.rooms += 1
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145 | ScreenChange.post(ev.destination, self.protagonist)
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146 | return
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147 | # else we're teleporting within the screen, and just the
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148 | # position change is enough
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149 | elif FireEvent.matches(ev):
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150 | bullet = Bullet(self.space, ev.source, ev.impulse)
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151 | self._drawables.add(bullet)
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152 | self.keys.handle_event(ev)
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153 |
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154 | def _calc_viewport(self, level_surface, display_surface):
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155 | level_size = level_surface.get_size()
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156 | display_size = display_surface.get_size()
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157 | protagnist_pos = self.protagonist.physicser.get_render_position(
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158 | level_surface)
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159 | x_wide = display_size[0] // 2
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160 | y_wide = display_size[1] // 2
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161 | if display_size[0] > level_size[0]:
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162 | x = -(display_size[0] - level_size[0]) // 2
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163 | elif protagnist_pos[0] < x_wide:
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164 | x = 0
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165 | elif protagnist_pos[0] > level_size[0] - x_wide:
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166 | x = level_size[0] - display_size[0]
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167 | else:
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168 | x = protagnist_pos[0] - x_wide
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169 | if display_size[1] > level_size[1]:
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170 | y = -(display_size[1] - level_size[1]) // 2
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171 | elif protagnist_pos[1] < y_wide:
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172 | y = 0
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173 | elif protagnist_pos[1] > level_size[1] - y_wide:
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174 | y = level_size[1] - display_size[1]
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175 | else:
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176 | y = protagnist_pos[1] - y_wide
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177 | return pygame.rect.Rect(x, y, display_size[0], display_size[1])
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178 |
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179 | def render(self, surface):
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180 | if self._disable_render:
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181 | return
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182 | background = self._level.get_background()
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183 | mysurface = background.copy()
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184 | for drawable in self._drawables:
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185 | drawable.render(mysurface)
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186 | render_rect = self._calc_viewport(mysurface, surface)
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187 | surface.blit(mysurface, (0, 0), render_rect)
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188 | for overlay in self._level.overlay_drawables:
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189 | if overlay.is_visible():
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190 | overlay.render(surface, render_rect.topleft)
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191 | self.render_health_bar(surface)
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192 |
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193 | def tick_protagonist(self):
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194 | dx, dy = self.keys.get_direction()
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195 | self.protagonist.set_direction(dx, dy)
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196 |
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197 | def tick(self, seconds):
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198 | self.tick_protagonist()
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199 | for drawable in self._drawables:
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200 | drawable.animate()
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201 |
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202 | super(AreaScreen, self).tick(seconds)
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203 |
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204 | def render_health_bar(self, surface, damage_experienced=None):
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205 | rect = pygame.Rect(50, 500, 110, 50)
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206 | if damage_experienced:
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207 | health_box_colour = pygame.color.THECOLORS['red']
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208 | else:
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209 | health_box_colour = pygame.color.THECOLORS['white']
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210 | pygame.draw.rect(surface, health_box_colour, rect, 0)
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211 | if self.protagonist.in_human_form():
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212 | health_colour = pygame.color.THECOLORS['red']
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213 | else:
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214 | health_colour = pygame.color.THECOLORS['purple']
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215 | rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
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216 | pygame.draw.rect(surface, health_colour,
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217 | rect, 0)
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