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