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