annotate nagslang/game_object.py @ 319:01e98732de46

Open bulkheads are no longer opaque to furniture
author Stefano Rivera <stefano@rivera.za.net>
date Fri, 06 Sep 2013 02:01:30 +0200
parents 26d1978fa1da
children 5030ef2718ae
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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1 import pymunk
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2 import pymunk.pygame_util
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4 import math
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5 import time
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7 from nagslang import environment
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8 from nagslang import puzzle
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9 from nagslang import render
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10 from nagslang.mutators import FLIP_H
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11 from nagslang.constants import (
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12 COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE,
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13 COLLISION_TYPE_SWITCH, COLLISION_TYPE_WEREWOLF_ATTACK,
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14 SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW)
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15 from nagslang.resources import resources
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16 from nagslang.events import DoorEvent
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18
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19 def get_editable_game_objects():
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20 classes = []
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21 for cls_name, cls in globals().iteritems():
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22 if isinstance(cls, type) and hasattr(cls, 'requires'):
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23 classes.append((cls_name, cls))
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24 return classes
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27 class Physicser(object):
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28 def __init__(self, space):
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29 self._space = space
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30
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31 def get_space(self):
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32 return self._space
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33
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34 def set_space(self, new_space):
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35 self._space = new_space
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36
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37 def set_game_object(self, game_object):
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38 self.game_object = game_object
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39
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40 def get_shape(self):
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41 raise NotImplementedError()
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43 def add_to_space(self):
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44 shape = self.get_shape()
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45 self.get_space().add(shape)
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46 if not shape.body.is_static:
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47 self.get_space().add(shape.body)
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49 def remove_from_space(self):
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50 shape = self.get_shape()
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51 self.get_space().remove(shape)
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52 if not shape.body.is_static:
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53 self.get_space().remove(shape.body)
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55 def get_render_position(self, surface):
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56 pos = self.get_shape().body.position
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57 return pymunk.pygame_util.to_pygame(pos, surface)
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58
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59 def get_angle(self):
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60 return self.get_shape().body.angle
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62 def get_velocity(self):
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63 return self.get_shape().body.velocity
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64
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65 def _get_position(self):
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66 return self.get_shape().body.position
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67
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68 def _set_position(self, position):
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69 self.get_shape().body.position = position
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71 position = property(_get_position, _set_position)
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73 def apply_impulse(self, j, r=(0, 0)):
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74 return self.get_shape().body.apply_impulse(j, r)
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77 class SingleShapePhysicser(Physicser):
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78 def __init__(self, space, shape):
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79 super(SingleShapePhysicser, self).__init__(space)
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80 self._shape = shape
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81 shape.physicser = self
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83 def get_shape(self):
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84 return self._shape
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87 def damping_velocity_func(body, gravity, damping, dt):
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88 """Apply custom damping to this body's velocity.
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89 """
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90 damping = getattr(body, 'damping', damping)
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91 return pymunk.Body.update_velocity(body, gravity, damping, dt)
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92
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93
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94 def make_body(mass, moment, position, damping=None):
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95 body = pymunk.Body(mass, moment)
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96 body.position = tuple(position)
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97 if damping is not None:
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98 body.damping = damping
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99 body.velocity_func = damping_velocity_func
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100 return body
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101
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102
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103 class GameObject(object):
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104 """A representation of a thing in the game world.
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105
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106 This has a rendery thing, physicsy things and maybe some other things.
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107 """
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108
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109 zorder = ZORDER_LOW
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110 is_moving = False # `True` if a movement animation should play.
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111
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112 def __init__(self, physicser, renderer, puzzler=None, overlay=None,
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113 interactible=None):
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114 self.physicser = physicser
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115 physicser.set_game_object(self)
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116 self.physicser.add_to_space()
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117 self.renderer = renderer
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118 renderer.set_game_object(self)
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119 self.puzzler = puzzler
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120 if puzzler is not None:
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121 puzzler.set_game_object(self)
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122 self.overlay = overlay
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123 if overlay is not None:
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124 self.overlay.set_game_object(self)
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125 self.interactible = interactible
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126 if interactible is not None:
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127 self.interactible.set_game_object(self)
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128 self.remove = False # If true, will be removed from drawables
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129
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130 def get_space(self):
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131 return self.physicser.get_space()
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132
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133 def get_shape(self):
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134 return self.physicser.get_shape()
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135
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136 def get_render_position(self, surface):
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137 return self.physicser.get_render_position(surface)
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138
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139 def get_render_angle(self):
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140 return self.physicser.get_angle()
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141
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142 def get_facing_direction(self):
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143 """Used by rendererd that care what direction an object is facing.
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144 """
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145 return None
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146
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147 def render(self, surface):
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148 return self.renderer.render(surface)
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149
307
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150 def update(self, seconds):
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151 self.renderer.update(seconds)
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152
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153 def hit(self, weapon):
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154 '''Was hit with a weapon (such as a bullet)'''
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155 pass
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156
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157 def collide_with_protagonist(self, protagonist):
186
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158 """Called as a `pre_solve` collision callback with the protagonist.
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159
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160 You can return `False` to ignore the collision, anything else
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161 (including `None`) to process the collision as normal.
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162 """
192
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163 return True
186
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164
319
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165 def collide_with_furniture(self, furniture):
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166 return True
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167
235
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168 @classmethod
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169 def requires(cls):
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170 """Hints for the level editor"""
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171 return [("name", "string")]
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172
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173
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174 class FloorSwitch(GameObject):
162
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175 zorder = ZORDER_FLOOR
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176
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177 def __init__(self, space, position):
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178 body = make_body(None, None, position)
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179 self.shape = pymunk.Circle(body, 30)
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180 self.shape.collision_type = COLLISION_TYPE_SWITCH
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181 self.shape.sensor = True
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182 super(FloorSwitch, self).__init__(
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183 SingleShapePhysicser(space, self.shape),
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184 render.ImageStateRenderer({
162
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185 True: resources.get_image('objects', 'sensor_on.png'),
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186 False: resources.get_image('objects', 'sensor_off.png'),
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187 }),
201
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188 puzzle.CollidePuzzler(*SWITCH_PUSHERS),
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189 )
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190
235
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191 @classmethod
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192 def requires(cls):
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193 return [("name", "string"), ("position", "coordinates")]
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194
106
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195
191
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196 class Note(GameObject):
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197 zorder = ZORDER_FLOOR
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198
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199 def __init__(self, space, position, message):
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200 body = make_body(None, None, position)
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201 self.shape = pymunk.Circle(body, 30)
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202 self.shape.sensor = True
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203 super(Note, self).__init__(
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204 SingleShapePhysicser(space, self.shape),
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205 render.ImageRenderer(resources.get_image('objects', 'note.png')),
201
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206 puzzle.CollidePuzzler(),
222
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207 render.TextOverlay(message),
191
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208 )
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209
235
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210 @classmethod
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211 def requires(cls):
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212 return [("name", "string"), ("position", "coordinates"),
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213 ("message", "text")]
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214
191
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215
106
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216 class FloorLight(GameObject):
162
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217 zorder = ZORDER_FLOOR
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218
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219 def __init__(self, space, position, state_source):
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220 body = make_body(None, None, position)
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221 self.shape = pymunk.Circle(body, 10)
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222 self.shape.collision_type = COLLISION_TYPE_SWITCH
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223 self.shape.sensor = True
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224 super(FloorLight, self).__init__(
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225 SingleShapePhysicser(space, self.shape),
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226 render.ImageStateRenderer({
162
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227 True: resources.get_image('objects', 'light_on.png'),
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228 False: resources.get_image('objects', 'light_off.png'),
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229 }),
201
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230 puzzle.StateProxyPuzzler(state_source),
106
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231 )
133
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232
235
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233 @classmethod
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234 def requires(cls):
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235 return [("name", "string"), ("position", "coordinates"),
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236 ("state_source", "puzzler")]
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237
133
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238
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239 class Box(GameObject):
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240 def __init__(self, space, position):
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241 body = make_body(10, 10000, position, damping=0.5)
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242 self.shape = pymunk.Poly(
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243 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
208
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244 self.shape.friction = 0.5
318
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245 self.shape.collision_type = COLLISION_TYPE_FURNITURE
133
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246 super(Box, self).__init__(
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247 SingleShapePhysicser(space, self.shape),
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248 render.ImageRenderer(resources.get_image('objects', 'crate.png')),
133
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249 )
176
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250
235
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251 @classmethod
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252 def requires(cls):
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253 return [("name", "string"), ("position", "coordinates"),
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254 ("state_source", "puzzler")]
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255
176
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256
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257 class Door(GameObject):
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258 zorder = ZORDER_FLOOR
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259
263
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260 def __init__(self, space, position, destination, dest_pos, angle,
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261 key_state=None):
176
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262 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
281
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263 self.shape = pymunk.Circle(body, 30)
176
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264 self.shape.collision_type = COLLISION_TYPE_DOOR
264
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265 self.shape.body.angle = float(angle) / 180 * math.pi
176
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266 self.shape.sensor = True
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267 self.destination = destination
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268 self.dest_pos = tuple(dest_pos)
281
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269 puzzler = None
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270 action = environment.Action(self._post_door_event)
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271 if key_state is not None:
201
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272 puzzler = puzzle.StateProxyPuzzler(key_state)
281
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diff changeset
273 action.condition = environment.PuzzleStateCondition(puzzler)
176
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diff changeset
274 super(Door, self).__init__(
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275 SingleShapePhysicser(space, self.shape),
207
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276 render.ImageRenderer(resources.get_image('objects', 'door.png')),
186
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diff changeset
277 puzzler,
281
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diff changeset
278 interactible=environment.Interactible(action),
176
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279 )
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280
281
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281 def _post_door_event(self, protagonist):
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282 DoorEvent.post(self.destination, self.dest_pos)
224
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diff changeset
283
235
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284 @classmethod
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285 def requires(cls):
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286 return [("name", "string"), ("position", "coordinates"),
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287 ("destination", "level name"), ("dest_pos", "coordinate"),
263
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288 ("angle", "degrees"),
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289 ("key_state", "puzzler (optional)")]
235
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290
224
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291
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292 class Bulkhead(GameObject):
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293 zorder = ZORDER_FLOOR
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diff changeset
294
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295 def __init__(self, space, end1, end2, key_state=None):
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296 body = make_body(None, None, (0, 0))
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297 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3)
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298 self.shape.collision_type = COLLISION_TYPE_DOOR
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299 if key_state is None:
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300 puzzler = puzzle.YesPuzzler()
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301 else:
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302 puzzler = puzzle.StateProxyPuzzler(key_state)
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303 super(Bulkhead, self).__init__(
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304 SingleShapePhysicser(space, self.shape),
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305 render.ShapeStateRenderer(),
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306 puzzler,
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307 )
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308
256
2a0bad886956 Collision handlers get the protagonist.
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309 def collide_with_protagonist(self, protagonist):
224
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310 if self.puzzler.get_state():
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311 # Reject the collision, we can walk through.
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312 return False
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313 return True
235
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314
319
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315 collide_with_furniture = collide_with_protagonist
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316
235
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317 @classmethod
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318 def requires(cls):
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319 return [("name", "string"), ("end1", "coordinates"),
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320 ("end2", "coordinates"), ("key_state", "puzzler")]
261
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321
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322
282
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323 class ToggleSwitch(GameObject):
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324 zorder = ZORDER_LOW
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325
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326 def __init__(self, space, position):
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327 body = make_body(None, None, position)
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328 self.shape = pymunk.Circle(body, 20)
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329 self.shape.sensor = True
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330 self.toggle_on = False
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331 super(ToggleSwitch, self).__init__(
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332 SingleShapePhysicser(space, self.shape),
296
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333 render.ImageStateRenderer({
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334 True: resources.get_image('objects', 'lever.png'),
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335 False: resources.get_image(
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336 'objects', 'lever.png', transforms=(FLIP_H,)),
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337 }),
282
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338 puzzle.ParentAttrPuzzler('toggle_on'),
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339 interactible=environment.Interactible(
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340 environment.Action(self._toggle)),
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341 )
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342
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343 def _toggle(self, protagonist):
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344 self.toggle_on = not self.toggle_on
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345
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346 @classmethod
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347 def requires(cls):
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348 return [("name", "string"), ("position", "coordinates")]
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349
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350
261
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351 class Bullet(GameObject):
305
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352 def __init__(self, space, position, impulse, damage,
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353 source_collision_type):
261
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354 body = make_body(1, pymunk.inf, position)
293
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355 self.last_position = position
286
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356 self.shape = pymunk.Circle(body, 2)
293
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357 self.shape.sensor = True
261
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358 self.shape.collision_type = COLLISION_TYPE_PROJECTILE
305
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359 self.damage = damage
293
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360 self.source_collision_type = source_collision_type
261
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diff changeset
361 super(Bullet, self).__init__(
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362 SingleShapePhysicser(space, self.shape),
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363 render.ImageRenderer(resources.get_image('objects', 'bullet.png')),
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364 )
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365 self.physicser.apply_impulse(impulse)
286
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diff changeset
366
307
c2bbb1e70d6f Rename animate to update and pass seconds, for future fun
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diff changeset
367 def update(self, seconds):
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368 super(Bullet, self).update(seconds)
297
b00ed05f7364 Create a tuple of bullet position, so we don't just hold a reference to a mutable object
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diff changeset
369 position = (self.physicser.position.x, self.physicser.position.y)
293
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370 r = self.get_space().segment_query(self.last_position, position)
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diff changeset
371 self.last_position = position
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diff changeset
372 for collision in r:
302
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diff changeset
373 shape = collision.shape
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374 if (shape.collision_type == self.source_collision_type
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diff changeset
375 or shape == self.physicser.get_shape()
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diff changeset
376 or shape.sensor):
293
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diff changeset
377 continue
302
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diff changeset
378 if hasattr(shape, 'physicser'):
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diff changeset
379 shape.physicser.game_object.hit(self)
293
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diff changeset
380 self.physicser.remove_from_space()
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diff changeset
381 self.remove = True
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diff changeset
382 break
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parents: 286
diff changeset
383
286
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diff changeset
384
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385 class CollectibleGameObject(GameObject):
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386 zorder = ZORDER_LOW
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diff changeset
387
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388 def __init__(self, space, name, shape, renderer):
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389 self._name = name
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390 shape.sensor = True
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diff changeset
391 super(CollectibleGameObject, self).__init__(
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diff changeset
392 SingleShapePhysicser(space, shape),
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diff changeset
393 renderer,
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394 interactible=environment.Interactible(
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diff changeset
395 environment.Action(
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diff changeset
396 self._collect, environment.HumanFormCondition())),
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diff changeset
397 )
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diff changeset
398
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diff changeset
399 def _collect(self, protagonist):
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diff changeset
400 protagonist.inventory[self._name] = self
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diff changeset
401 # TODO: Make this less hacky.
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402 self.physicser.remove_from_space()
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diff changeset
403 self.renderer = render.NullRenderer()
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diff changeset
404
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diff changeset
405
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diff changeset
406 class Gun(CollectibleGameObject):
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407 def __init__(self, space, position):
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diff changeset
408 body = make_body(None, None, position)
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diff changeset
409 self.shape = pymunk.Circle(body, 20)
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diff changeset
410 super(Gun, self).__init__(
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diff changeset
411 space, 'gun', self.shape,
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412 render.ImageRenderer(resources.get_image('objects', 'bullet.png')),
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diff changeset
413 )
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
414
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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diff changeset
415
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diff changeset
416 class ClawAttack(GameObject):
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parents: 307
diff changeset
417 def __init__(self, space, position, vector, source_collision_type):
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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diff changeset
418 body = make_body(1, pymunk.inf, position)
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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diff changeset
419 self.last_position = position
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diff changeset
420 self.shape = pymunk.Circle(body, 30)
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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diff changeset
421 self.shape.sensor = True
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diff changeset
422 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK
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diff changeset
423 self.source_collision_type = source_collision_type
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diff changeset
424 super(ClawAttack, self).__init__(
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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parents: 307
diff changeset
425 SingleShapePhysicser(space, self.shape),
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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parents: 307
diff changeset
426 render.ImageRenderer(resources.get_image
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
427 ('objects', 'werewolf_SW_claw_attack.png')),
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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diff changeset
428 )
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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diff changeset
429 self.time_created = time.time()
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diff changeset
430
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diff changeset
431 def animate(self):
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diff changeset
432 super(ClawAttack, self).animate()
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diff changeset
433 position = (self.physicser.position.x, self.physicser.position.y)
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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diff changeset
434 r = self.get_space().segment_query(self.last_position, position)
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
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diff changeset
435 self.last_position = position
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
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diff changeset
436 for collision in r:
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
437 shape = collision.shape
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
438 if (shape.collision_type == self.source_collision_type
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
439 or shape == self.physicser.get_shape()
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
440 or shape.sensor):
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
441 continue
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
442 if hasattr(shape, 'physicser'):
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
443 shape.physicser.game_object.hit(self)
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
444 if time.time() - self.time_created > 0.2:
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
445 self.physicser.remove_from_space()
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
446 self.remove = True