source: nagslang/screens/area.py @ 393:8d961e05b7b6

Last change on this file since 393:8d961e05b7b6 was 393:8d961e05b7b6, checked in by Stefano Rivera <stefano@…>, 7 years ago

Use Result to handle firing

File size: 9.4 KB
Line 
1"""Display a game area."""
2
3import pygame
4import pymunk
5import pymunk.pygame_util
6
7from nagslang.constants import (
8    COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS,
9    COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK,
10    CMD_TOGGLE_FORM, CMD_ACTION)
11from nagslang.events import ScreenChange, DoorEvent, EnemyDeathEvent, ClawEvent
12from nagslang.level import Level
13from nagslang.screens.base import Screen
14from nagslang.game_object import ClawAttack
15from nagslang.sound import sound
16
17
18class ControlKeys(object):
19    direction_keys = {
20        (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
21        (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
22        (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
23        (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
24    }
25
26    attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL])
27
28    command_keys = {
29        pygame.locals.K_c: CMD_TOGGLE_FORM,
30        pygame.locals.K_SPACE: CMD_ACTION,
31    }
32
33    def __init__(self):
34        self.keys_down = set()
35
36    def key_down(self, key):
37        self.keys_down.add(key)
38
39    def key_up(self, key):
40        self.keys_down.discard(key)
41
42    def handle_event(self, ev):
43        if ev.type == pygame.locals.KEYDOWN:
44            self.key_down(ev.key)
45        elif ev.type == pygame.locals.KEYUP:
46            self.key_up(ev.key)
47
48    def get_direction(self):
49        dx, dy = 0, 0
50        for (tx, ty), keys in self.direction_keys.iteritems():
51            if self.keys_down & keys:
52                dx += tx
53                dy += ty
54        return (dx, dy)
55
56    def is_attacking(self):
57        return bool(self.keys_down & self.attack_keys)
58
59    def get_command_key(self, key):
60        return self.command_keys.get(key, None)
61
62
63class Drawables(object):
64    def __init__(self):
65        self._drawables = {}
66
67    def add(self, drawable):
68        self._drawables.setdefault(drawable.zorder, []).append(drawable)
69
70    def remove(self, drawable):
71        self._drawables[drawable.zorder].remove(drawable)
72
73    def get_drawables(self):
74        for zorder in sorted(self._drawables):
75            for drawable in self._drawables[zorder]:
76                yield drawable
77
78    __iter__ = get_drawables
79
80
81class AreaScreen(Screen):
82
83    def setup(self):
84        self._disable_render = False  # Avoid redrawing on scene changes
85        self.keys = ControlKeys()
86        self._level = Level(self.name, self.world)
87        self._level.load(self.space)
88        self._drawables = Drawables()
89        self.add_walls()
90        self._add_collision_handlers()
91        self.add_protagonist()
92        self.add_game_objects()
93        sound.play_music("POL-cyber-factory-short.ogg")
94
95    def teardown(self):
96        sound.stop()
97
98    @classmethod
99    def list_areas(self):
100        return Level.list_levels()
101
102    def _player_collision_pre_solve_handler(self, space, arbiter):
103        gobj = arbiter.shapes[1].physicser.game_object
104        result = gobj.collide_with_protagonist(self.protagonist)
105        # The collision handler must return `True` or `False`. We don't want to
106        # accidentally reject collisions from handlers that return `None`, so
107        # we explicitly check for `False` and treate everything else as `True`.
108        return result is not False
109
110    def _claw_attack_collision_pre_solve_handler(self, space, arbiter):
111        claw = arbiter.shapes[0].physicser.game_object
112        gobj = arbiter.shapes[1].physicser.game_object
113        result = gobj.collide_with_claw_attack(claw)
114        return result is not False
115
116    def _furniture_collision_pre_solve_handler(self, space, arbiter):
117        furniture = arbiter.shapes[0].physicser.game_object
118        gobj = arbiter.shapes[1].physicser.game_object
119        result = gobj.collide_with_furniture(furniture)
120        return result is not False
121
122    def _add_collision_handlers(self):
123        for collision_type in CALLBACK_COLLIDERS:
124            self.space.add_collision_handler(
125                COLLISION_TYPE_PLAYER, collision_type,
126                pre_solve=self._player_collision_pre_solve_handler)
127            self.space.add_collision_handler(
128                COLLISION_TYPE_FURNITURE, collision_type,
129                pre_solve=self._furniture_collision_pre_solve_handler)
130            self.space.add_collision_handler(
131                COLLISION_TYPE_WEREWOLF_ATTACK, collision_type,
132                pre_solve=self._claw_attack_collision_pre_solve_handler)
133
134    def add_walls(self):
135        self.walls = []
136        body = pymunk.Body()
137        body.position = (0, 0)
138        walls = self._level.get_walls()
139        for wall in walls:
140            if len(wall) < 2:
141                # Don't try to add a useless wall
142                continue
143            corners = wall
144            corner = corners[-1]
145            for next_corner in corners:
146                wall = pymunk.Segment(body, corner, next_corner, 5)
147                wall.collision_type = COLLISION_TYPE_WALL
148                wall.elasticity = 1.0
149                self.walls.append(wall)
150                corner = next_corner
151        self.space.add(*self.walls)
152
153    def add_game_objects(self):
154        for drawable in self._level.drawables:
155            self._drawables.add(drawable)
156
157    def add_protagonist(self):
158        self.protagonist = self.world.protagonist
159        self.protagonist.change_space(self.space)
160        self._drawables.add(self.protagonist)
161
162    def handle_event(self, ev):
163        if ev.type == pygame.locals.KEYDOWN:
164            if ev.key == pygame.locals.K_ESCAPE:
165                ScreenChange.post('menu')
166            cmd_key = self.keys.get_command_key(ev.key)
167            if cmd_key is not None:
168                self.protagonist.handle_keypress(cmd_key)
169        elif DoorEvent.matches(ev):
170            self.protagonist.set_position(ev.dest_pos)
171            if ev.destination != self.name:
172                # Go to anther screen
173                self._disable_render = True
174                self.world.rooms += 1
175                self.world.level = (ev.destination, ev.dest_pos)
176                ScreenChange.post(ev.destination)
177                return
178            # else we're teleporting within the screen, and just the
179            # position change is enough
180        elif EnemyDeathEvent.matches(ev):
181            self.world.kills += 1
182        elif ClawEvent.matches(ev):
183            claw_attack = ClawAttack(self.space, ev.source, ev.vector,
184                                     ev.damage)
185            self._drawables.add(claw_attack)
186        self.keys.handle_event(ev)
187
188    def _calc_viewport(self, level_surface, display_surface):
189        level_size = level_surface.get_size()
190        display_size = display_surface.get_size()
191        protagnist_pos = self.protagonist.physicser.get_render_position(
192            level_surface)
193        x_wide = display_size[0] // 2
194        y_wide = display_size[1] // 2
195        if display_size[0] > level_size[0]:
196            x = -(display_size[0] - level_size[0]) // 2
197        elif protagnist_pos[0] < x_wide:
198            x = 0
199        elif protagnist_pos[0] > level_size[0] - x_wide:
200            x = level_size[0] - display_size[0]
201        else:
202            x = protagnist_pos[0] - x_wide
203        if display_size[1] > level_size[1]:
204            y = -(display_size[1] - level_size[1]) // 2
205        elif protagnist_pos[1] < y_wide:
206            y = 0
207        elif protagnist_pos[1] > level_size[1] - y_wide:
208            y = level_size[1] - display_size[1]
209        else:
210            y = protagnist_pos[1] - y_wide
211        return pygame.rect.Rect(x, y, display_size[0], display_size[1])
212
213    def render(self, surface):
214        if self._disable_render:
215            return
216        background = self._level.get_background()
217        mysurface = background.copy()
218        for drawable in self._drawables:
219            drawable.render(mysurface)
220        render_rect = self._calc_viewport(mysurface, surface)
221        surface.blit(mysurface, (0, 0), render_rect)
222        for overlay in self._level.overlay_drawables:
223            if overlay.is_visible():
224                overlay.render(surface, render_rect.topleft)
225        self.render_health_bar(surface)
226
227    def tick_protagonist(self):
228        dx, dy = self.keys.get_direction()
229        self.protagonist.set_direction(dx, dy)
230        if self.keys.is_attacking():
231            self._handle_result(self.protagonist.handle_attack_key_down())
232
233    def tick(self, seconds):
234        super(AreaScreen, self).tick(seconds)
235        self.tick_protagonist()
236        for drawable in self._drawables:
237            self._handle_result(drawable.update(seconds))
238
239    def _handle_result(self, result):
240        if result is not None:
241            for drawable in result.add:
242                self._drawables.add(drawable)
243            for drawable in result.remove:
244                self._drawables.remove(drawable)
245
246    def render_health_bar(self, surface, damage_experienced=None):
247        bar_surface = pygame.Surface((110, 50)).convert(surface)
248        if damage_experienced:
249            health_box_colour = pygame.color.THECOLORS['red']
250        else:
251            health_box_colour = pygame.color.THECOLORS['white']
252        bar_surface.fill(health_box_colour)
253        if self.protagonist.in_human_form():
254            health_colour = pygame.color.THECOLORS['red']
255        else:
256            health_colour = pygame.color.THECOLORS['violetred3']
257        rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
258        pygame.draw.rect(bar_surface, health_colour, rect, 0)
259        bar_surface.set_alpha(192)
260        y_pos = surface.get_height() - 20 - bar_surface.get_height()
261        surface.blit(bar_surface, (20, y_pos))
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