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 ZORDER_HIGH
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8 | from nagslang.events import ScreenChange
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9 | from nagslang.game_object import FloorSwitch, FloorLight, PuzzleGlue
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10 | from nagslang.level import Level
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11 | from nagslang.protagonist import Protagonist
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12 | from nagslang.screens.base import Screen
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13 |
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14 |
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15 | class ControlKeys(object):
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16 | direction_keys = {
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17 | (0, 1): set([pygame.locals.K_UP, pygame.locals.K_w]),
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18 | (0, -1): set([pygame.locals.K_DOWN, pygame.locals.K_s]),
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19 | (-1, 0): set([pygame.locals.K_LEFT, pygame.locals.K_a]),
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20 | (1, 0): set([pygame.locals.K_RIGHT, pygame.locals.K_d]),
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21 | }
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22 |
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23 | def __init__(self):
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24 | self.keys_down = set()
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25 |
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26 | def key_down(self, key):
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27 | self.keys_down.add(key)
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28 |
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29 | def key_up(self, key):
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30 | self.keys_down.discard(key)
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31 |
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32 | def handle_event(self, ev):
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33 | if ev.type == pygame.locals.KEYDOWN:
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34 | self.key_down(ev.key)
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35 | elif ev.type == pygame.locals.KEYUP:
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36 | self.key_up(ev.key)
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37 |
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38 | def get_direction(self):
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39 | dx, dy = 0, 0
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40 | for (tx, ty), keys in self.direction_keys.iteritems():
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41 | if self.keys_down & keys:
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42 | dx += tx
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43 | dy += ty
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44 | return (dx, dy)
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45 |
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46 |
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47 | class Drawables(object):
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48 | def __init__(self):
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49 | self._drawables = {}
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50 |
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51 | def add(self, drawable):
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52 | self._drawables.setdefault(drawable.zorder, []).append(drawable)
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53 |
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54 | def remove(self, drawable):
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55 | self._drawables[drawable.zorder].remove(drawable)
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56 |
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57 | def get_drawables(self):
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58 | for zorder in sorted(self._drawables):
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59 | for drawable in self._drawables[zorder]:
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60 | yield drawable
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61 |
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62 | __iter__ = get_drawables
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63 |
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64 |
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65 | class AreaScreen(Screen):
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66 |
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67 | def setup(self):
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68 | self.keys = ControlKeys()
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69 | self._level = Level(self.name)
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70 | self._level.load()
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71 | self._drawables = Drawables()
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72 | self.add_walls()
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73 | self.add_protagonist()
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74 | # TODO: Put this in a level instead:
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75 | glue = PuzzleGlue()
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76 | switch = FloorSwitch(self.space, (300, 400))
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77 | light = FloorLight(self.space, (300, 500), 'switch')
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78 | light2 = FloorLight(self.space, (250, 500), 'switch')
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79 | light2.zorder = ZORDER_HIGH
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80 | glue.add_component('switch', switch.puzzler)
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81 | glue.add_component('light', light.puzzler)
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82 | glue.add_component('light2', light2.puzzler)
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83 | self._drawables.add(switch)
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84 | self._drawables.add(light)
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85 | self._drawables.add(light2)
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86 |
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87 | def add_walls(self):
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88 | self.walls = []
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89 | body = pymunk.Body()
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90 | body.position = (0, 0)
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91 | walls = self._level.get_walls()
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92 | for wall in walls:
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93 | corners = wall
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94 | corner = corners[-1]
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95 | for next_corner in corners:
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96 | wall = pymunk.Segment(body, corner, next_corner, 5)
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97 | wall.elasticity = 1.0
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98 | self.walls.append(wall)
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99 | corner = next_corner
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100 | self.space.add(*self.walls)
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101 |
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102 | def add_protagonist(self):
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103 | self.protagonist = Protagonist(self.space, (350, 300))
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104 | self._drawables.add(self.protagonist)
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105 |
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106 | def handle_event(self, ev):
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107 | if ev.type == pygame.locals.KEYDOWN:
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108 | if ev.key == pygame.locals.K_ESCAPE:
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109 | ScreenChange.post('menu')
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110 | if ev.key == pygame.locals.K_c:
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111 | self.protagonist.toggle_form()
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112 | self.keys.handle_event(ev)
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113 |
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114 | def _calc_viewport(self, level_surface, display_surface):
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115 | level_size = level_surface.get_size()
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116 | display_size = display_surface.get_size()
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117 | protagnist_pos = self.protagonist.physicser.get_render_position(
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118 | level_surface)
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119 | x_wide = display_size[0] // 2
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120 | y_wide = display_size[1] // 2
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121 | if display_size[0] > level_size[0]:
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122 | x = -(display_size[0] - level_size[0]) // 2
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123 | elif protagnist_pos[0] < x_wide:
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124 | x = 0
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125 | elif protagnist_pos[0] > level_size[0] - x_wide:
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126 | x = level_size[0] - display_size[0]
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127 | else:
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128 | x = protagnist_pos[0] - x_wide
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129 | if display_size[1] > level_size[1]:
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130 | y = -(display_size[1] - level_size[1]) // 2
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131 | elif protagnist_pos[1] < y_wide:
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132 | y = 0
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133 | elif protagnist_pos[1] > level_size[1] - y_wide:
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134 | y = level_size[1] - display_size[1]
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135 | else:
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136 | y = protagnist_pos[1] - y_wide
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137 | return pygame.rect.Rect(x, y, display_size[0], display_size[1])
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138 |
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139 | def render(self, surface):
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140 | #surface.fill(pygame.color.Color(0, 0, 0))
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141 | background = self._level.get_background()
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142 | mysurface = background.copy()
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143 | for drawable in self._drawables:
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144 | drawable.render(mysurface)
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145 | render_rect = self._calc_viewport(mysurface, surface)
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146 | surface.blit(mysurface, (0, 0), render_rect)
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147 |
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148 | def tick_protagonist(self):
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149 | dx, dy = self.keys.get_direction()
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150 | self.protagonist.set_direction(dx, dy)
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151 |
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152 | def tick(self, seconds):
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153 | self.tick_protagonist()
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154 | super(AreaScreen, self).tick(seconds)
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