source: nagslang/screens/area.py@ 396:b3df20c76afd

Last change on this file since 396:b3df20c76afd was 396:b3df20c76afd, checked in by Neil Muller <drnlmuller@…>, 8 years ago

Pass layout hint to overlays

File size: 9.3 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 # Maximum width we allow for overlays
218 max_width = min(render_rect.width, mysurface.get_width())
219 for overlay in self._level.overlay_drawables:
220 if overlay.is_visible():
221 overlay.render(surface, render_rect.topleft, max_width)
222 self.render_health_bar(surface)
223
224 def tick_protagonist(self):
225 dx, dy = self.keys.get_direction()
226 self.protagonist.set_direction(dx, dy)
227 if self.keys.is_attacking():
228 self._handle_result(self.protagonist.handle_attack_key_down())
229
230 def tick(self, seconds):
231 super(AreaScreen, self).tick(seconds)
232 self.tick_protagonist()
233 for drawable in self._drawables:
234 self._handle_result(drawable.update(seconds))
235
236 def _handle_result(self, result):
237 if result is not None:
238 for drawable in result.add:
239 self._drawables.add(drawable)
240 for drawable in result.remove:
241 self._drawables.remove(drawable)
242
243 def render_health_bar(self, surface, damage_experienced=None):
244 bar_surface = pygame.Surface((110, 50)).convert(surface)
245 if damage_experienced:
246 health_box_colour = pygame.color.THECOLORS['red']
247 else:
248 health_box_colour = pygame.color.THECOLORS['white']
249 bar_surface.fill(health_box_colour)
250 if self.protagonist.in_human_form():
251 health_colour = pygame.color.THECOLORS['red']
252 else:
253 health_colour = pygame.color.THECOLORS['violetred3']
254 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
255 pygame.draw.rect(bar_surface, health_colour, rect, 0)
256 bar_surface.set_alpha(192)
257 y_pos = surface.get_height() - 20 - bar_surface.get_height()
258 surface.blit(bar_surface, (20, y_pos))
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