source: nagslang/screens/area.py @ 511:a98ae2bc4957

Last change on this file since 511:a98ae2bc4957 was 511:a98ae2bc4957, checked in by Jeremy Thurgood <firxen@…>, 7 years ago

Fix slow rendering. \o/

File size: 10.5 KB
Line 
1"""Display a game area."""
2
3import pygame
4import pymunk
5import pymunk.pygame_util
6
7from nagslang.options import options
8from nagslang.constants import (
9    COLLISION_TYPE_WALL, COLLISION_TYPE_PLAYER, CALLBACK_COLLIDERS,
10    COLLISION_TYPE_FURNITURE, COLLISION_TYPE_WEREWOLF_ATTACK,
11    CMD_TOGGLE_FORM, CMD_ACTION)
12from nagslang.events import ScreenChange, DoorEvent, QuitEvent, DeathEvent
13from nagslang.level import Level
14from nagslang.screens.base import Screen
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        self.save_progress()
94        sound.play_music("POL-cyber-factory-short.ogg")
95        self._background = None
96        self._surface = None
97
98    def teardown(self):
99        sound.stop()
100
101    @classmethod
102    def list_areas(self):
103        return Level.list_levels()
104
105    def _player_collision_pre_solve_handler(self, space, arbiter):
106        gobj = arbiter.shapes[1].physicser.game_object
107        result = gobj.collide_with_protagonist(self.protagonist)
108        # The collision handler must return `True` or `False`. We don't want to
109        # accidentally reject collisions from handlers that return `None`, so
110        # we explicitly check for `False` and treate everything else as `True`.
111        return result is not False
112
113    def _claw_attack_collision_pre_solve_handler(self, space, arbiter):
114        claw = arbiter.shapes[0].physicser.game_object
115        gobj = arbiter.shapes[1].physicser.game_object
116        result = gobj.collide_with_claw_attack(claw)
117        return result is not False
118
119    def _furniture_collision_pre_solve_handler(self, space, arbiter):
120        furniture = arbiter.shapes[0].physicser.game_object
121        gobj = arbiter.shapes[1].physicser.game_object
122        result = gobj.collide_with_furniture(furniture)
123        return result is not False
124
125    def _add_collision_handlers(self):
126        for collision_type in CALLBACK_COLLIDERS:
127            self.space.add_collision_handler(
128                COLLISION_TYPE_PLAYER, collision_type,
129                pre_solve=self._player_collision_pre_solve_handler)
130            self.space.add_collision_handler(
131                COLLISION_TYPE_FURNITURE, collision_type,
132                pre_solve=self._furniture_collision_pre_solve_handler)
133            self.space.add_collision_handler(
134                COLLISION_TYPE_WEREWOLF_ATTACK, collision_type,
135                pre_solve=self._claw_attack_collision_pre_solve_handler)
136
137    def add_walls(self):
138        self.walls = []
139        body = pymunk.Body()
140        body.position = (0, 0)
141        walls = self._level.get_walls()
142        for wall in walls:
143            if len(wall) < 2:
144                # Don't try to add a useless wall
145                continue
146            corners = wall
147            corner = corners[-1]
148            for next_corner in corners:
149                wall = pymunk.Segment(body, corner, next_corner, 5)
150                wall.collision_type = COLLISION_TYPE_WALL
151                wall.elasticity = 1.0
152                self.walls.append(wall)
153                corner = next_corner
154        self.space.add(*self.walls)
155
156    def add_game_objects(self):
157        for drawable in self._level.drawables:
158            self._drawables.add(drawable)
159
160    def add_protagonist(self):
161        self.protagonist = self.world.protagonist
162        self.protagonist.change_space(self.space)
163        self.world.rooms += 1
164        self._drawables.add(self.protagonist)
165
166    def save_progress(self):
167        if self.name == Level.game_starting_point()[0]:
168            return
169        self.world.level = (self.name, (self.protagonist.physicser.position.x,
170                                        self.protagonist.physicser.position.y))
171        self.world.save()
172
173    def handle_event(self, ev):
174        if ev.type == pygame.locals.KEYDOWN:
175            if ev.key == pygame.locals.K_ESCAPE:
176                if options.debug:
177                    print ('Died at: (%i,%i)'
178                           % (self.protagonist.physicser.position.x,
179                              self.protagonist.physicser.position.y))
180                if self._level.is_starting_level():
181                    QuitEvent.post()
182                    return
183                self.protagonist.die()
184                return
185            cmd_key = self.keys.get_command_key(ev.key)
186            if cmd_key is not None:
187                self.protagonist.handle_keypress(cmd_key)
188        elif DoorEvent.matches(ev):
189            self.protagonist.set_position(ev.dest_pos)
190            if ev.destination is not None and ev.destination != self.name:
191                # Go to anther screen
192                self._disable_render = True
193                ScreenChange.post(ev.destination)
194                return
195            # else we're teleporting within the screen, and just the
196            # position change is enough
197        elif DeathEvent.matches(ev):
198            self._disable_render = True
199            self.world.load()
200            self.world.deaths += 1
201            level, pos = Level.game_starting_point()
202            self.protagonist.set_position(pos)
203            ScreenChange.post(level)
204
205        self.keys.handle_event(ev)
206
207    def _calc_viewport(self, level_surface, display_surface):
208        level_size = level_surface.get_size()
209        display_size = display_surface.get_size()
210        protagnist_pos = self.protagonist.physicser.get_render_position(
211            level_surface)
212        x_wide = display_size[0] // 2
213        y_wide = display_size[1] // 2
214        if display_size[0] > level_size[0]:
215            x = -(display_size[0] - level_size[0]) // 2
216        elif protagnist_pos[0] < x_wide:
217            x = 0
218        elif protagnist_pos[0] > level_size[0] - x_wide:
219            x = level_size[0] - display_size[0]
220        else:
221            x = protagnist_pos[0] - x_wide
222        if display_size[1] > level_size[1]:
223            y = -(display_size[1] - level_size[1]) // 2
224        elif protagnist_pos[1] < y_wide:
225            y = 0
226        elif protagnist_pos[1] > level_size[1] - y_wide:
227            y = level_size[1] - display_size[1]
228        else:
229            y = protagnist_pos[1] - y_wide
230        return pygame.rect.Rect(x, y, display_size[0], display_size[1])
231
232    def render(self, surface):
233        if self._disable_render:
234            return
235        if self._background is None:
236            bg = self._level.get_background()
237            self._background = pygame.surface.Surface(bg.get_size())
238            self._background.blit(bg, (0, 0))
239            self._surface = pygame.surface.Surface(self._background.get_size())
240        render_rect = self._calc_viewport(self._surface, surface)
241        self._surface.set_clip(render_rect)
242        self._surface.blit(self._background, render_rect.topleft, render_rect)
243        for drawable in self._drawables:
244            drawable.render(self._surface)
245        surface.blit(self._surface, (0, 0), render_rect)
246        # Maximum width we allow for overlays
247        max_width = min(render_rect.width, self._surface.get_width())
248        for overlay in self._level.overlay_drawables:
249            if overlay.is_visible():
250                overlay.render(surface, render_rect.topleft, max_width)
251        self.render_health_bar(surface)
252
253    def tick_protagonist(self):
254        dx, dy = self.keys.get_direction()
255        self.protagonist.set_direction(dx, dy)
256        if self.keys.is_attacking():
257            self._handle_result(self.protagonist.handle_attack_key_down())
258
259    def tick(self, seconds):
260        super(AreaScreen, self).tick(seconds)
261        self.tick_protagonist()
262        for drawable in self._drawables:
263            self._handle_result(drawable.update(seconds))
264
265    def _handle_result(self, result):
266        if result is not None:
267            for drawable in result.add:
268                self._drawables.add(drawable)
269            for drawable in result.remove:
270                self._drawables.remove(drawable)
271
272    def render_health_bar(self, surface, damage_experienced=None):
273        bar_surface = pygame.Surface((110, 50)).convert(surface)
274        if damage_experienced:
275            health_box_colour = pygame.color.THECOLORS['red']
276        else:
277            health_box_colour = pygame.color.THECOLORS['white']
278        bar_surface.fill(health_box_colour)
279        if self.protagonist.in_human_form():
280            health_colour = pygame.color.THECOLORS['red']
281        else:
282            health_colour = pygame.color.THECOLORS['violetred3']
283        rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
284        pygame.draw.rect(bar_surface, health_colour, rect, 0)
285        bar_surface.set_alpha(192)
286        y_pos = surface.get_height() - 20 - bar_surface.get_height()
287        surface.blit(bar_surface, (20, y_pos))
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