source: nagslang/screens/area.py@ 406:7fcde01ea50e

Last change on this file since 406:7fcde01ea50e was 406:7fcde01ea50e, checked in by Stefano Rivera <stefano@…>, 8 years ago

No, we really don't need EnemyDeathEvent

File size: 9.2 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
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._drawables = Drawables()
88 self.add_walls()
89 self._add_collision_handlers()
90 self.add_protagonist()
91 self.add_game_objects()
92 sound.play_music("POL-cyber-factory-short.ogg")
93
94 def teardown(self):
95 sound.stop()
96
97 @classmethod
98 def list_areas(self):
99 return Level.list_levels()
100
101 def _player_collision_pre_solve_handler(self, space, arbiter):
102 gobj = arbiter.shapes[1].physicser.game_object
103 result = gobj.collide_with_protagonist(self.protagonist)
104 # The collision handler must return `True` or `False`. We don't want to
105 # accidentally reject collisions from handlers that return `None`, so
106 # we explicitly check for `False` and treate everything else as `True`.
107 return result is not False
108
109 def _claw_attack_collision_pre_solve_handler(self, space, arbiter):
110 claw = arbiter.shapes[0].physicser.game_object
111 gobj = arbiter.shapes[1].physicser.game_object
112 result = gobj.collide_with_claw_attack(claw)
113 return result is not False
114
115 def _furniture_collision_pre_solve_handler(self, space, arbiter):
116 furniture = arbiter.shapes[0].physicser.game_object
117 gobj = arbiter.shapes[1].physicser.game_object
118 result = gobj.collide_with_furniture(furniture)
119 return result is not False
120
121 def _add_collision_handlers(self):
122 for collision_type in CALLBACK_COLLIDERS:
123 self.space.add_collision_handler(
124 COLLISION_TYPE_PLAYER, collision_type,
125 pre_solve=self._player_collision_pre_solve_handler)
126 self.space.add_collision_handler(
127 COLLISION_TYPE_FURNITURE, collision_type,
128 pre_solve=self._furniture_collision_pre_solve_handler)
129 self.space.add_collision_handler(
130 COLLISION_TYPE_WEREWOLF_ATTACK, collision_type,
131 pre_solve=self._claw_attack_collision_pre_solve_handler)
132
133 def add_walls(self):
134 self.walls = []
135 body = pymunk.Body()
136 body.position = (0, 0)
137 walls = self._level.get_walls()
138 for wall in walls:
139 if len(wall) < 2:
140 # Don't try to add a useless wall
141 continue
142 corners = wall
143 corner = corners[-1]
144 for next_corner in corners:
145 wall = pymunk.Segment(body, corner, next_corner, 5)
146 wall.collision_type = COLLISION_TYPE_WALL
147 wall.elasticity = 1.0
148 self.walls.append(wall)
149 corner = next_corner
150 self.space.add(*self.walls)
151
152 def add_game_objects(self):
153 for drawable in self._level.drawables:
154 self._drawables.add(drawable)
155
156 def add_protagonist(self):
157 self.protagonist = self.world.protagonist
158 self.protagonist.change_space(self.space)
159 self._drawables.add(self.protagonist)
160
161 def handle_event(self, ev):
162 if ev.type == pygame.locals.KEYDOWN:
163 if ev.key == pygame.locals.K_ESCAPE:
164 ScreenChange.post('menu')
165 cmd_key = self.keys.get_command_key(ev.key)
166 if cmd_key is not None:
167 self.protagonist.handle_keypress(cmd_key)
168 elif DoorEvent.matches(ev):
169 self.protagonist.set_position(ev.dest_pos)
170 if ev.destination != self.name:
171 # Go to anther screen
172 self._disable_render = True
173 self.world.rooms += 1
174 self.world.level = (ev.destination, ev.dest_pos)
175 self.world.save()
176 ScreenChange.post(ev.destination)
177 return
178 # else we're teleporting within the screen, and just the
179 # position change is enough
180 self.keys.handle_event(ev)
181
182 def _calc_viewport(self, level_surface, display_surface):
183 level_size = level_surface.get_size()
184 display_size = display_surface.get_size()
185 protagnist_pos = self.protagonist.physicser.get_render_position(
186 level_surface)
187 x_wide = display_size[0] // 2
188 y_wide = display_size[1] // 2
189 if display_size[0] > level_size[0]:
190 x = -(display_size[0] - level_size[0]) // 2
191 elif protagnist_pos[0] < x_wide:
192 x = 0
193 elif protagnist_pos[0] > level_size[0] - x_wide:
194 x = level_size[0] - display_size[0]
195 else:
196 x = protagnist_pos[0] - x_wide
197 if display_size[1] > level_size[1]:
198 y = -(display_size[1] - level_size[1]) // 2
199 elif protagnist_pos[1] < y_wide:
200 y = 0
201 elif protagnist_pos[1] > level_size[1] - y_wide:
202 y = level_size[1] - display_size[1]
203 else:
204 y = protagnist_pos[1] - y_wide
205 return pygame.rect.Rect(x, y, display_size[0], display_size[1])
206
207 def render(self, surface):
208 if self._disable_render:
209 return
210 background = self._level.get_background()
211 mysurface = background.copy()
212 for drawable in self._drawables:
213 drawable.render(mysurface)
214 render_rect = self._calc_viewport(mysurface, surface)
215 surface.blit(mysurface, (0, 0), render_rect)
216 # Maximum width we allow for overlays
217 max_width = min(render_rect.width, mysurface.get_width())
218 for overlay in self._level.overlay_drawables:
219 if overlay.is_visible():
220 overlay.render(surface, render_rect.topleft, max_width)
221 self.render_health_bar(surface)
222
223 def tick_protagonist(self):
224 dx, dy = self.keys.get_direction()
225 self.protagonist.set_direction(dx, dy)
226 if self.keys.is_attacking():
227 self._handle_result(self.protagonist.handle_attack_key_down())
228
229 def tick(self, seconds):
230 super(AreaScreen, self).tick(seconds)
231 self.tick_protagonist()
232 for drawable in self._drawables:
233 self._handle_result(drawable.update(seconds))
234
235 def _handle_result(self, result):
236 if result is not None:
237 for drawable in result.add:
238 self._drawables.add(drawable)
239 for drawable in result.remove:
240 self._drawables.remove(drawable)
241
242 def render_health_bar(self, surface, damage_experienced=None):
243 bar_surface = pygame.Surface((110, 50)).convert(surface)
244 if damage_experienced:
245 health_box_colour = pygame.color.THECOLORS['red']
246 else:
247 health_box_colour = pygame.color.THECOLORS['white']
248 bar_surface.fill(health_box_colour)
249 if self.protagonist.in_human_form():
250 health_colour = pygame.color.THECOLORS['red']
251 else:
252 health_colour = pygame.color.THECOLORS['violetred3']
253 rect = pygame.Rect(5, 5, self.protagonist.get_health_level(), 40)
254 pygame.draw.rect(bar_surface, health_colour, rect, 0)
255 bar_surface.set_alpha(192)
256 y_pos = surface.get_height() - 20 - bar_surface.get_height()
257 surface.blit(bar_surface, (20, y_pos))
Note: See TracBrowser for help on using the repository browser.