source: nagslang/screens/area.py@ 471:616f08c0f096

Last change on this file since 471:616f08c0f096 was 471:616f08c0f096, checked in by Simon Cross <hodgestar@…>, 8 years ago

None is the same as not changing screen (it's dry but you can commit it).

File size: 9.8 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 print self.protagonist.physicser.position
166 if self._level.is_starting_level():
167 QuitEvent.post()
168 return
169 self.protagonist.die()
170 return
171 cmd_key = self.keys.get_command_key(ev.key)
172 if cmd_key is not None:
173 self.protagonist.handle_keypress(cmd_key)
174 elif DoorEvent.matches(ev):
175 self.protagonist.set_position(ev.dest_pos)
176 if ev.destination is not None and ev.destination != self.name:
177 # Go to anther screen
178 self._disable_render = True
179 self.world.rooms += 1
180 self.world.level = (ev.destination, ev.dest_pos)
181 self.world.save()
182 ScreenChange.post(ev.destination)
183 return
184 # else we're teleporting within the screen, and just the
185 # position change is enough
186 elif DeathEvent.matches(ev):
187 self._disable_render = True
188 self.world.load()
189 self.world.deaths += 1
190 level, pos = Level.game_starting_point()
191 self.protagonist.set_position(pos)
192 ScreenChange.post(level)
193
194 self.keys.handle_event(ev)
195
196 def _calc_viewport(self, level_surface, display_surface):
197 level_size = level_surface.get_size()
198 display_size = display_surface.get_size()
199 protagnist_pos = self.protagonist.physicser.get_render_position(
200 level_surface)
201 x_wide = display_size[0] // 2
202 y_wide = display_size[1] // 2
203 if display_size[0] > level_size[0]:
204 x = -(display_size[0] - level_size[0]) // 2
205 elif protagnist_pos[0] < x_wide:
206 x = 0
207 elif protagnist_pos[0] > level_size[0] - x_wide:
208 x = level_size[0] - display_size[0]
209 else:
210 x = protagnist_pos[0] - x_wide
211 if display_size[1] > level_size[1]:
212 y = -(display_size[1] - level_size[1]) // 2
213 elif protagnist_pos[1] < y_wide:
214 y = 0
215 elif protagnist_pos[1] > level_size[1] - y_wide:
216 y = level_size[1] - display_size[1]
217 else:
218 y = protagnist_pos[1] - y_wide
219 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
220
221 def render(self, surface):
222 if self._disable_render:
223 return
224 background = self._level.get_background()
225 mysurface = background.copy()
226 for drawable in self._drawables:
227 drawable.render(mysurface)
228 render_rect = self._calc_viewport(mysurface, surface)
229 surface.blit(mysurface, (0, 0), render_rect)
230 # Maximum width we allow for overlays
231 max_width = min(render_rect.width, mysurface.get_width())
232 for overlay in self._level.overlay_drawables:
233 if overlay.is_visible():
234 overlay.render(surface, render_rect.topleft, max_width)
235 self.render_health_bar(surface)
236
237 def tick_protagonist(self):
238 dx, dy = self.keys.get_direction()
239 self.protagonist.set_direction(dx, dy)
240 if self.keys.is_attacking():
241 self._handle_result(self.protagonist.handle_attack_key_down())
242
243 def tick(self, seconds):
244 super(AreaScreen, self).tick(seconds)
245 self.tick_protagonist()
246 for drawable in self._drawables:
247 self._handle_result(drawable.update(seconds))
248
249 def _handle_result(self, result):
250 if result is not None:
251 for drawable in result.add:
252 self._drawables.add(drawable)
253 for drawable in result.remove:
254 self._drawables.remove(drawable)
255
256 def render_health_bar(self, surface, damage_experienced=None):
257 bar_surface = pygame.Surface((110, 50)).convert(surface)
258 if damage_experienced:
259 health_box_colour = pygame.color.THECOLORS['red']
260 else:
261 health_box_colour = pygame.color.THECOLORS['white']
262 bar_surface.fill(health_box_colour)
263 if self.protagonist.in_human_form():
264 health_colour = pygame.color.THECOLORS['red']
265 else:
266 health_colour = pygame.color.THECOLORS['violetred3']
267 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
268 pygame.draw.rect(bar_surface, health_colour, rect, 0)
269 bar_surface.set_alpha(192)
270 y_pos = surface.get_height() - 20 - bar_surface.get_height()
271 surface.blit(bar_surface, (20, y_pos))
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