source: nagslang/screens/area.py @ 394:76f053cf2322

Last change on this file since 394:76f053cf2322 was 394:76f053cf2322, checked in by Stefano Rivera <stefano@…>, 7 years ago

Use Result instead of ClawEvent?

File size: 9.2 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
12from nagslang.level import Level
13from nagslang.screens.base import Screen
14from nagslang.sound import sound
15
16
17class ControlKeys(object):
18    direction_keys = {
19        (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
20        (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
21        (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
22        (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
23    }
24
25    attack_keys = set([pygame.locals.K_z, pygame.locals.K_LCTRL])
26
27    command_keys = {
28        pygame.locals.K_c: CMD_TOGGLE_FORM,
29        pygame.locals.K_SPACE: CMD_ACTION,
30    }
31
32    def __init__(self):
33        self.keys_down = set()
34
35    def key_down(self, key):
36        self.keys_down.add(key)
37
38    def key_up(self, key):
39        self.keys_down.discard(key)
40
41    def handle_event(self, ev):
42        if ev.type == pygame.locals.KEYDOWN:
43            self.key_down(ev.key)
44        elif ev.type == pygame.locals.KEYUP:
45            self.key_up(ev.key)
46
47    def get_direction(self):
48        dx, dy = 0, 0
49        for (tx, ty), keys in self.direction_keys.iteritems():
50            if self.keys_down & keys:
51                dx += tx
52                dy += ty
53        return (dx, dy)
54
55    def is_attacking(self):
56        return bool(self.keys_down & self.attack_keys)
57
58    def get_command_key(self, key):
59        return self.command_keys.get(key, None)
60
61
62class Drawables(object):
63    def __init__(self):
64        self._drawables = {}
65
66    def add(self, drawable):
67        self._drawables.setdefault(drawable.zorder, []).append(drawable)
68
69    def remove(self, drawable):
70        self._drawables[drawable.zorder].remove(drawable)
71
72    def get_drawables(self):
73        for zorder in sorted(self._drawables):
74            for drawable in self._drawables[zorder]:
75                yield drawable
76
77    __iter__ = get_drawables
78
79
80class AreaScreen(Screen):
81
82    def setup(self):
83        self._disable_render = False  # Avoid redrawing on scene changes
84        self.keys = ControlKeys()
85        self._level = Level(self.name, self.world)
86        self._level.load(self.space)
87        self._drawables = Drawables()
88        self.add_walls()
89        self._add_collision_handlers()
90        self.add_protagonist()
91        self.add_game_objects()
92        sound.play_music("POL-cyber-factory-short.ogg")
93
94    def teardown(self):
95        sound.stop()
96
97    @classmethod
98    def list_areas(self):
99        return Level.list_levels()
100
101    def _player_collision_pre_solve_handler(self, space, arbiter):
102        gobj = arbiter.shapes[1].physicser.game_object
103        result = gobj.collide_with_protagonist(self.protagonist)
104        # The collision handler must return `True` or `False`. We don't want to
105        # accidentally reject collisions from handlers that return `None`, so
106        # we explicitly check for `False` and treate everything else as `True`.
107        return result is not False
108
109    def _claw_attack_collision_pre_solve_handler(self, space, arbiter):
110        claw = arbiter.shapes[0].physicser.game_object
111        gobj = arbiter.shapes[1].physicser.game_object
112        result = gobj.collide_with_claw_attack(claw)
113        return result is not False
114
115    def _furniture_collision_pre_solve_handler(self, space, arbiter):
116        furniture = arbiter.shapes[0].physicser.game_object
117        gobj = arbiter.shapes[1].physicser.game_object
118        result = gobj.collide_with_furniture(furniture)
119        return result is not False
120
121    def _add_collision_handlers(self):
122        for collision_type in CALLBACK_COLLIDERS:
123            self.space.add_collision_handler(
124                COLLISION_TYPE_PLAYER, collision_type,
125                pre_solve=self._player_collision_pre_solve_handler)
126            self.space.add_collision_handler(
127                COLLISION_TYPE_FURNITURE, collision_type,
128                pre_solve=self._furniture_collision_pre_solve_handler)
129            self.space.add_collision_handler(
130                COLLISION_TYPE_WEREWOLF_ATTACK, collision_type,
131                pre_solve=self._claw_attack_collision_pre_solve_handler)
132
133    def add_walls(self):
134        self.walls = []
135        body = pymunk.Body()
136        body.position = (0, 0)
137        walls = self._level.get_walls()
138        for wall in walls:
139            if len(wall) < 2:
140                # Don't try to add a useless wall
141                continue
142            corners = wall
143            corner = corners[-1]
144            for next_corner in corners:
145                wall = pymunk.Segment(body, corner, next_corner, 5)
146                wall.collision_type = COLLISION_TYPE_WALL
147                wall.elasticity = 1.0
148                self.walls.append(wall)
149                corner = next_corner
150        self.space.add(*self.walls)
151
152    def add_game_objects(self):
153        for drawable in self._level.drawables:
154            self._drawables.add(drawable)
155
156    def add_protagonist(self):
157        self.protagonist = self.world.protagonist
158        self.protagonist.change_space(self.space)
159        self._drawables.add(self.protagonist)
160
161    def handle_event(self, ev):
162        if ev.type == pygame.locals.KEYDOWN:
163            if ev.key == pygame.locals.K_ESCAPE:
164                ScreenChange.post('menu')
165            cmd_key = self.keys.get_command_key(ev.key)
166            if cmd_key is not None:
167                self.protagonist.handle_keypress(cmd_key)
168        elif DoorEvent.matches(ev):
169            self.protagonist.set_position(ev.dest_pos)
170            if ev.destination != self.name:
171                # Go to anther screen
172                self._disable_render = True
173                self.world.rooms += 1
174                self.world.level = (ev.destination, ev.dest_pos)
175                ScreenChange.post(ev.destination)
176                return
177            # else we're teleporting within the screen, and just the
178            # position change is enough
179        elif EnemyDeathEvent.matches(ev):
180            self.world.kills += 1
181        self.keys.handle_event(ev)
182
183    def _calc_viewport(self, level_surface, display_surface):
184        level_size = level_surface.get_size()
185        display_size = display_surface.get_size()
186        protagnist_pos = self.protagonist.physicser.get_render_position(
187            level_surface)
188        x_wide = display_size[0] // 2
189        y_wide = display_size[1] // 2
190        if display_size[0] > level_size[0]:
191            x = -(display_size[0] - level_size[0]) // 2
192        elif protagnist_pos[0] < x_wide:
193            x = 0
194        elif protagnist_pos[0] > level_size[0] - x_wide:
195            x = level_size[0] - display_size[0]
196        else:
197            x = protagnist_pos[0] - x_wide
198        if display_size[1] > level_size[1]:
199            y = -(display_size[1] - level_size[1]) // 2
200        elif protagnist_pos[1] < y_wide:
201            y = 0
202        elif protagnist_pos[1] > level_size[1] - y_wide:
203            y = level_size[1] - display_size[1]
204        else:
205            y = protagnist_pos[1] - y_wide
206        return pygame.rect.Rect(x, y, display_size[0], display_size[1])
207
208    def render(self, surface):
209        if self._disable_render:
210            return
211        background = self._level.get_background()
212        mysurface = background.copy()
213        for drawable in self._drawables:
214            drawable.render(mysurface)
215        render_rect = self._calc_viewport(mysurface, surface)
216        surface.blit(mysurface, (0, 0), render_rect)
217        for overlay in self._level.overlay_drawables:
218            if overlay.is_visible():
219                overlay.render(surface, render_rect.topleft)
220        self.render_health_bar(surface)
221
222    def tick_protagonist(self):
223        dx, dy = self.keys.get_direction()
224        self.protagonist.set_direction(dx, dy)
225        if self.keys.is_attacking():
226            self._handle_result(self.protagonist.handle_attack_key_down())
227
228    def tick(self, seconds):
229        super(AreaScreen, self).tick(seconds)
230        self.tick_protagonist()
231        for drawable in self._drawables:
232            self._handle_result(drawable.update(seconds))
233
234    def _handle_result(self, result):
235        if result is not None:
236            for drawable in result.add:
237                self._drawables.add(drawable)
238            for drawable in result.remove:
239                self._drawables.remove(drawable)
240
241    def render_health_bar(self, surface, damage_experienced=None):
242        bar_surface = pygame.Surface((110, 50)).convert(surface)
243        if damage_experienced:
244            health_box_colour = pygame.color.THECOLORS['red']
245        else:
246            health_box_colour = pygame.color.THECOLORS['white']
247        bar_surface.fill(health_box_colour)
248        if self.protagonist.in_human_form():
249            health_colour = pygame.color.THECOLORS['red']
250        else:
251            health_colour = pygame.color.THECOLORS['violetred3']
252        rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
253        pygame.draw.rect(bar_surface, health_colour, rect, 0)
254        bar_surface.set_alpha(192)
255        y_pos = surface.get_height() - 20 - bar_surface.get_height()
256        surface.blit(bar_surface, (20, y_pos))
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