source: nagslang/screens/area.py @ 440:9eee96966d88

Last change on this file since 440:9eee96966d88 was 440:9eee96966d88, checked in by Stefano Rivera <stefano@…>, 7 years ago

Add Death event to reduce death code duplication

File size: 9.7 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, QuitEvent, DeathEvent
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.game_starting_point = Level.game_starting_point()
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                if self._level.is_starting_level():
166                    QuitEvent.post()
167                    return
168                self.protagonist.die()
169                return
170            cmd_key = self.keys.get_command_key(ev.key)
171            if cmd_key is not None:
172                self.protagonist.handle_keypress(cmd_key)
173        elif DoorEvent.matches(ev):
174            self.protagonist.set_position(ev.dest_pos)
175            if ev.destination != self.name:
176                # Go to anther screen
177                self._disable_render = True
178                self.world.rooms += 1
179                self.world.level = (ev.destination, ev.dest_pos)
180                self.world.save()
181                ScreenChange.post(ev.destination)
182                return
183            # else we're teleporting within the screen, and just the
184            # position change is enough
185        elif DeathEvent.matches(ev):
186            self._disable_render = True
187            self.world.load()
188            self.world.deaths += 1
189            level, pos = Level.game_starting_point()
190            self.protagonist.set_position(pos)
191            ScreenChange.post(level)
192
193        self.keys.handle_event(ev)
194
195    def _calc_viewport(self, level_surface, display_surface):
196        level_size = level_surface.get_size()
197        display_size = display_surface.get_size()
198        protagnist_pos = self.protagonist.physicser.get_render_position(
199            level_surface)
200        x_wide = display_size[0] // 2
201        y_wide = display_size[1] // 2
202        if display_size[0] > level_size[0]:
203            x = -(display_size[0] - level_size[0]) // 2
204        elif protagnist_pos[0] < x_wide:
205            x = 0
206        elif protagnist_pos[0] > level_size[0] - x_wide:
207            x = level_size[0] - display_size[0]
208        else:
209            x = protagnist_pos[0] - x_wide
210        if display_size[1] > level_size[1]:
211            y = -(display_size[1] - level_size[1]) // 2
212        elif protagnist_pos[1] < y_wide:
213            y = 0
214        elif protagnist_pos[1] > level_size[1] - y_wide:
215            y = level_size[1] - display_size[1]
216        else:
217            y = protagnist_pos[1] - y_wide
218        return pygame.rect.Rect(x, y, display_size[0], display_size[1])
219
220    def render(self, surface):
221        if self._disable_render:
222            return
223        background = self._level.get_background()
224        mysurface = background.copy()
225        for drawable in self._drawables:
226            drawable.render(mysurface)
227        render_rect = self._calc_viewport(mysurface, surface)
228        surface.blit(mysurface, (0, 0), render_rect)
229        # Maximum width we allow for overlays
230        max_width = min(render_rect.width, mysurface.get_width())
231        for overlay in self._level.overlay_drawables:
232            if overlay.is_visible():
233                overlay.render(surface, render_rect.topleft, max_width)
234        self.render_health_bar(surface)
235
236    def tick_protagonist(self):
237        dx, dy = self.keys.get_direction()
238        self.protagonist.set_direction(dx, dy)
239        if self.keys.is_attacking():
240            self._handle_result(self.protagonist.handle_attack_key_down())
241
242    def tick(self, seconds):
243        super(AreaScreen, self).tick(seconds)
244        self.tick_protagonist()
245        for drawable in self._drawables:
246            self._handle_result(drawable.update(seconds))
247
248    def _handle_result(self, result):
249        if result is not None:
250            for drawable in result.add:
251                self._drawables.add(drawable)
252            for drawable in result.remove:
253                self._drawables.remove(drawable)
254
255    def render_health_bar(self, surface, damage_experienced=None):
256        bar_surface = pygame.Surface((110, 50)).convert(surface)
257        if damage_experienced:
258            health_box_colour = pygame.color.THECOLORS['red']
259        else:
260            health_box_colour = pygame.color.THECOLORS['white']
261        bar_surface.fill(health_box_colour)
262        if self.protagonist.in_human_form():
263            health_colour = pygame.color.THECOLORS['red']
264        else:
265            health_colour = pygame.color.THECOLORS['violetred3']
266        rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
267        pygame.draw.rect(bar_surface, health_colour, rect, 0)
268        bar_surface.set_alpha(192)
269        y_pos = surface.get_height() - 20 - bar_surface.get_height()
270        surface.blit(bar_surface, (20, y_pos))
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