1 | """Display a game area."""
|
---|
2 |
|
---|
3 | import pygame
|
---|
4 | import pymunk
|
---|
5 | import pymunk.pygame_util
|
---|
6 |
|
---|
7 | from nagslang.constants import (
|
---|
8 | COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS,
|
---|
9 | COLLISION_TYPE_FURNITURE)
|
---|
10 | from nagslang.enemies import DeadEnemy
|
---|
11 | from nagslang.events import ScreenChange, DoorEvent, FireEvent, \
|
---|
12 | EnemyDeathEvent, ClawEvent
|
---|
13 | from nagslang.level import Level
|
---|
14 | from nagslang.screens.base import Screen
|
---|
15 | from nagslang.game_object import Bullet, ClawAttack
|
---|
16 | from nagslang.sound import sound
|
---|
17 |
|
---|
18 |
|
---|
19 | class ControlKeys(object):
|
---|
20 | direction_keys = {
|
---|
21 | (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
|
---|
22 | (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
|
---|
23 | (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
|
---|
24 | (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
|
---|
25 | }
|
---|
26 |
|
---|
27 | def __init__(self):
|
---|
28 | self.keys_down = set()
|
---|
29 |
|
---|
30 | def key_down(self, key):
|
---|
31 | self.keys_down.add(key)
|
---|
32 |
|
---|
33 | def key_up(self, key):
|
---|
34 | self.keys_down.discard(key)
|
---|
35 |
|
---|
36 | def handle_event(self, ev):
|
---|
37 | if ev.type == pygame.locals.KEYDOWN:
|
---|
38 | self.key_down(ev.key)
|
---|
39 | elif ev.type == pygame.locals.KEYUP:
|
---|
40 | self.key_up(ev.key)
|
---|
41 |
|
---|
42 | def get_direction(self):
|
---|
43 | dx, dy = 0, 0
|
---|
44 | for (tx, ty), keys in self.direction_keys.iteritems():
|
---|
45 | if self.keys_down & keys:
|
---|
46 | dx += tx
|
---|
47 | dy += ty
|
---|
48 | return (dx, dy)
|
---|
49 |
|
---|
50 |
|
---|
51 | class Drawables(object):
|
---|
52 | def __init__(self):
|
---|
53 | self._drawables = {}
|
---|
54 |
|
---|
55 | def add(self, drawable):
|
---|
56 | self._drawables.setdefault(drawable.zorder, []).append(drawable)
|
---|
57 |
|
---|
58 | def remove(self, drawable):
|
---|
59 | self._drawables[drawable.zorder].remove(drawable)
|
---|
60 |
|
---|
61 | def get_drawables(self):
|
---|
62 | for zorder in sorted(self._drawables):
|
---|
63 | for drawable in self._drawables[zorder]:
|
---|
64 | yield drawable
|
---|
65 |
|
---|
66 | __iter__ = get_drawables
|
---|
67 |
|
---|
68 |
|
---|
69 | class AreaScreen(Screen):
|
---|
70 |
|
---|
71 | def setup(self):
|
---|
72 | self._disable_render = False # Avoid redrawing on scene changes
|
---|
73 | self.keys = ControlKeys()
|
---|
74 | self._level = Level(self.name, self.world)
|
---|
75 | self._level.load(self.space)
|
---|
76 | self._drawables = Drawables()
|
---|
77 | self.add_walls()
|
---|
78 | self._add_collision_handlers()
|
---|
79 | self.add_protagonist()
|
---|
80 | self.add_game_objects()
|
---|
81 | sound.play_music("POL-cyber-factory-short.ogg")
|
---|
82 |
|
---|
83 | def teardown(self):
|
---|
84 | sound.stop()
|
---|
85 |
|
---|
86 | def _player_collision_pre_solve_handler(self, space, arbiter):
|
---|
87 | gobj = arbiter.shapes[1].physicser.game_object
|
---|
88 | result = gobj.collide_with_protagonist(self.protagonist)
|
---|
89 | # The collision handler must return `True` or `False`. We don't want to
|
---|
90 | # accidentally reject collisions from handlers that return `None`, so
|
---|
91 | # we explicitly check for `False` and treate everything else as `True`.
|
---|
92 | if result is False:
|
---|
93 | return False
|
---|
94 | return True
|
---|
95 |
|
---|
96 | def _furniture_collision_pre_solve_handler(self, space, arbiter):
|
---|
97 | furniture = arbiter.shapes[0].physicser.game_object
|
---|
98 | gobj = arbiter.shapes[1].physicser.game_object
|
---|
99 | result = gobj.collide_with_furniture(furniture)
|
---|
100 | return result is not False
|
---|
101 |
|
---|
102 | def _add_collision_handlers(self):
|
---|
103 | for collision_type in CALLBACK_COLLIDERS:
|
---|
104 | self.space.add_collision_handler(
|
---|
105 | COLLISION_TYPE_PLAYER, collision_type,
|
---|
106 | pre_solve=self._player_collision_pre_solve_handler)
|
---|
107 | self.space.add_collision_handler(
|
---|
108 | COLLISION_TYPE_FURNITURE, collision_type,
|
---|
109 | pre_solve=self._furniture_collision_pre_solve_handler)
|
---|
110 |
|
---|
111 | def add_walls(self):
|
---|
112 | self.walls = []
|
---|
113 | body = pymunk.Body()
|
---|
114 | body.position = (0, 0)
|
---|
115 | walls = self._level.get_walls()
|
---|
116 | for wall in walls:
|
---|
117 | if len(wall) < 2:
|
---|
118 | # Don't try to add a useless wall
|
---|
119 | continue
|
---|
120 | corners = wall
|
---|
121 | corner = corners[-1]
|
---|
122 | for next_corner in corners:
|
---|
123 | wall = pymunk.Segment(body, corner, next_corner, 5)
|
---|
124 | wall.collision_type = COLLISION_TYPE_WALL
|
---|
125 | wall.elasticity = 1.0
|
---|
126 | self.walls.append(wall)
|
---|
127 | corner = next_corner
|
---|
128 | self.space.add(*self.walls)
|
---|
129 |
|
---|
130 | def add_game_objects(self):
|
---|
131 | for drawable in self._level.drawables:
|
---|
132 | self._drawables.add(drawable)
|
---|
133 |
|
---|
134 | def add_protagonist(self):
|
---|
135 | self.protagonist = self.world.protagonist
|
---|
136 | self.protagonist.change_space(self.space)
|
---|
137 | self._drawables.add(self.protagonist)
|
---|
138 |
|
---|
139 | def handle_event(self, ev):
|
---|
140 | if ev.type == pygame.locals.KEYDOWN:
|
---|
141 | if ev.key == pygame.locals.K_ESCAPE:
|
---|
142 | ScreenChange.post('menu')
|
---|
143 | if ev.key == pygame.locals.K_c:
|
---|
144 | self.protagonist.toggle_form()
|
---|
145 | self.world.transformations += 1
|
---|
146 | if ev.key in (pygame.locals.K_z, pygame.locals.K_LCTRL):
|
---|
147 | self.world.attacks += 1
|
---|
148 | self.protagonist.attack()
|
---|
149 | if ev.key == pygame.locals.K_SPACE:
|
---|
150 | self.protagonist.perform_action()
|
---|
151 | elif DoorEvent.matches(ev):
|
---|
152 | self.protagonist.set_position(ev.dest_pos)
|
---|
153 | if ev.destination != self.name:
|
---|
154 | # Go to anther screen
|
---|
155 | self._disable_render = True
|
---|
156 | self.world.rooms += 1
|
---|
157 | ScreenChange.post(ev.destination)
|
---|
158 | return
|
---|
159 | # else we're teleporting within the screen, and just the
|
---|
160 | # position change is enough
|
---|
161 | elif FireEvent.matches(ev):
|
---|
162 | bullet = Bullet(self.space, ev.source, ev.impulse, ev.damage,
|
---|
163 | ev.source_collision_type)
|
---|
164 | self._drawables.add(bullet)
|
---|
165 | elif EnemyDeathEvent.matches(ev):
|
---|
166 | self.world.kills += 1
|
---|
167 | dead_enemy = DeadEnemy(self.space, self.world, ev.position,
|
---|
168 | ev.enemy_type)
|
---|
169 | self._drawables.add(dead_enemy)
|
---|
170 | elif ClawEvent.matches(ev):
|
---|
171 | claw_attack = ClawAttack(self.space, ev.source, ev.vector,
|
---|
172 | ev.source_collision_type)
|
---|
173 | self._drawables.add(claw_attack)
|
---|
174 | self.keys.handle_event(ev)
|
---|
175 |
|
---|
176 | def _calc_viewport(self, level_surface, display_surface):
|
---|
177 | level_size = level_surface.get_size()
|
---|
178 | display_size = display_surface.get_size()
|
---|
179 | protagnist_pos = self.protagonist.physicser.get_render_position(
|
---|
180 | level_surface)
|
---|
181 | x_wide = display_size[0] // 2
|
---|
182 | y_wide = display_size[1] // 2
|
---|
183 | if display_size[0] > level_size[0]:
|
---|
184 | x = -(display_size[0] - level_size[0]) // 2
|
---|
185 | elif protagnist_pos[0] < x_wide:
|
---|
186 | x = 0
|
---|
187 | elif protagnist_pos[0] > level_size[0] - x_wide:
|
---|
188 | x = level_size[0] - display_size[0]
|
---|
189 | else:
|
---|
190 | x = protagnist_pos[0] - x_wide
|
---|
191 | if display_size[1] > level_size[1]:
|
---|
192 | y = -(display_size[1] - level_size[1]) // 2
|
---|
193 | elif protagnist_pos[1] < y_wide:
|
---|
194 | y = 0
|
---|
195 | elif protagnist_pos[1] > level_size[1] - y_wide:
|
---|
196 | y = level_size[1] - display_size[1]
|
---|
197 | else:
|
---|
198 | y = protagnist_pos[1] - y_wide
|
---|
199 | return pygame.rect.Rect(x, y, display_size[0], display_size[1])
|
---|
200 |
|
---|
201 | def render(self, surface):
|
---|
202 | if self._disable_render:
|
---|
203 | return
|
---|
204 | background = self._level.get_background()
|
---|
205 | mysurface = background.copy()
|
---|
206 | for drawable in self._drawables:
|
---|
207 | drawable.render(mysurface)
|
---|
208 | render_rect = self._calc_viewport(mysurface, surface)
|
---|
209 | surface.blit(mysurface, (0, 0), render_rect)
|
---|
210 | for overlay in self._level.overlay_drawables:
|
---|
211 | if overlay.is_visible():
|
---|
212 | overlay.render(surface, render_rect.topleft)
|
---|
213 | self.render_health_bar(surface)
|
---|
214 |
|
---|
215 | def tick_protagonist(self):
|
---|
216 | dx, dy = self.keys.get_direction()
|
---|
217 | self.protagonist.set_direction(dx, dy)
|
---|
218 |
|
---|
219 | def tick(self, seconds):
|
---|
220 | super(AreaScreen, self).tick(seconds)
|
---|
221 | self.tick_protagonist()
|
---|
222 | for drawable in self._drawables:
|
---|
223 | drawable.update(seconds)
|
---|
224 | if drawable.remove:
|
---|
225 | self._drawables.remove(drawable)
|
---|
226 |
|
---|
227 | def render_health_bar(self, surface, damage_experienced=None):
|
---|
228 | rect = pygame.Rect(50, 500, 110, 50)
|
---|
229 | if damage_experienced:
|
---|
230 | health_box_colour = pygame.color.THECOLORS['red']
|
---|
231 | else:
|
---|
232 | health_box_colour = pygame.color.THECOLORS['white']
|
---|
233 | pygame.draw.rect(surface, health_box_colour, rect, 0)
|
---|
234 | if self.protagonist.in_human_form():
|
---|
235 | health_colour = pygame.color.THECOLORS['red']
|
---|
236 | else:
|
---|
237 | health_colour = pygame.color.THECOLORS['purple']
|
---|
238 | rect = pygame.Rect(55, 505, self.protagonist.get_health_level(), 40)
|
---|
239 | pygame.draw.rect(surface, health_colour,
|
---|
240 | rect, 0)
|
---|