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