annotate nagslang/game_object.py @ 180:026297a03963

Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a door
author Neil Muller <drnlmuller@gmail.com>
date Tue, 03 Sep 2013 16:58:45 +0200
parents 054944c6472b
children dfacd08b8566
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1 import math
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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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7 from nagslang.constants import (
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8 SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW,
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9 ZORDER_FLOOR, COLLISION_TYPE_DOOR, COLLISION_TYPE_PLAYER)
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10 from nagslang.options import options
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11 from nagslang.resources import resources
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12 from nagslang.events import DoorEvent
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15 class PuzzleGlue(object):
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16 """Glue that holds bits of a puzzle together.
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17 """
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18 def __init__(self):
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19 self._components = {}
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20
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21 def add_component(self, name, puzzler):
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22 if not isinstance(puzzler, Puzzler):
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23 puzzler = puzzler.puzzler
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24 self._components[name] = puzzler
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25 puzzler.set_glue(self)
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26
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27 def get_state_of(self, name):
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28 return self._components[name].get_state()
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31 class Puzzler(object):
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32 """Behaviour specific to a puzzle component.
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33 """
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34 def set_glue(self, glue):
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35 self.glue = glue
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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_state(self):
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41 raise NotImplementedError()
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43
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44 class FloorSwitchPuzzler(Puzzler):
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45 def get_state(self):
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46 space = self.game_object.get_space()
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47 for shape in space.shape_query(self.game_object.get_shape()):
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48 if shape.collision_type in SWITCH_PUSHERS:
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49 return True
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50 return False
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53 class StateProxyPuzzler(Puzzler):
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54 def __init__(self, state_source):
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55 self._state_source = state_source
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56
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57 def get_state(self):
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58 return self.glue.get_state_of(self._state_source)
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61 class StateLogicalAndPuzzler(Puzzler):
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62 def __init__(self, *state_sources):
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63 self._state_sources = state_sources
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64
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65 def get_state(self):
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66 for state_source in self._state_sources:
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67 if not self.glue.get_state_of(state_source):
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68 return False
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69 return True
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71
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72 class Physicser(object):
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73 def __init__(self, space):
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74 self._space = space
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75
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76 def get_space(self):
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77 return self._space
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78
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79 def set_game_object(self, game_object):
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80 self.game_object = game_object
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82 def get_shape(self):
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83 raise NotImplementedError()
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85 def add_to_space(self):
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86 raise NotImplementedError()
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87
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88 def remove_from_space(self):
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89 raise NotImplementedError()
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91 def get_render_position(self, surface):
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92 raise NotImplementedError()
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93
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94 def get_angle(self):
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95 raise NotImplementedError()
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96
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97 def apply_impulse(self, j, r=(0, 0)):
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98 raise NotImplementedError()
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100
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101 class SingleShapePhysicser(Physicser):
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102 def __init__(self, space, shape):
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103 super(SingleShapePhysicser, self).__init__(space)
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104 self._shape = shape
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106 def get_shape(self):
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107 return self._shape
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108
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109 def add_to_space(self):
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110 self.get_space().add(self._shape)
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111 if not self._shape.body.is_static:
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112 self.get_space().add(self._shape.body)
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113
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114 def remove_from_space(self):
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115 self.get_space().remove(self._shape)
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116 if not self._shape.body.is_static:
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117 self.get_space().remove(self._shape.body)
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118
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119 def get_render_position(self, surface):
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120 pos = self._shape.body.position
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121 return pymunk.pygame_util.to_pygame(pos, surface)
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122
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123 def get_angle(self):
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124 return self._shape.body.angle
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125
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126 def apply_impulse(self, j, r=(0, 0)):
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127 return self._shape.body.apply_impulse(j, r)
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128
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129
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130 class Renderer(object):
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131 def set_game_object(self, game_object):
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132 self.game_object = game_object
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133
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134 def _render_shape(self, surface):
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135 shape = self.game_object.get_shape()
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136 # Less general that pymunk.pygame_util.draw, but also a lot less noisy.
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137 color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue'])
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138 # We only explicitly draw Circle and Poly shapes. Everything else we
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139 # forward to pymunk.
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140 if isinstance(shape, pymunk.Circle):
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141 centre = pymunk.pygame_util.to_pygame(shape.body.position, surface)
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142 radius = int(shape.radius)
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143 pygame.draw.circle(surface, color, centre, radius, 2)
123
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144 elif isinstance(shape, pymunk.Poly):
104
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145 # polygon bounding box
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146 points = [pymunk.pygame_util.to_pygame(p, surface)
123
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147 for p in shape.get_vertices()]
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148 pygame.draw.lines(surface, color, True, points, 2)
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149 else:
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150 pymunk.pygame_util.draw(surface, shape)
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151
123
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152 def render(self, surface):
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153 if options.debug:
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154 self._render_shape(surface)
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155
143
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156 def animate(self):
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157 # Used by time animatations to advance the clock
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158 pass
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159
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160
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161 def image_pos(image, pos):
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162 return (pos[0] - image.get_width() / 2,
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163 pos[1] - image.get_height() / 2)
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164
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165
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166 class ImageRenderer(Renderer):
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167 def __init__(self, image):
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168 self._image = image
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169
160
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170 def get_image(self):
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171 return self._image
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172
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173 def rotate_image(self, image):
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174 angle = self.game_object.get_render_angle() * 180 / math.pi
160
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175 return pygame.transform.rotate(image, angle)
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176
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177 def render_image(self, surface, image):
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178 image = self.rotate_image(image)
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179 pos = self.game_object.get_render_position(surface)
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180 surface.blit(image, image_pos(image, pos))
160
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181
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182 def render(self, surface):
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183 self.render_image(surface, self.get_image())
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184 super(ImageRenderer, self).render(surface)
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185
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186
162
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187 class ImageStateRenderer(ImageRenderer):
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188 def __init__(self, state_images):
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189 self._state_images = state_images
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190
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191 def get_image(self):
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192 return self._state_images[self.game_object.puzzler.get_state()]
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193
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194
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195 class FacingImageRenderer(ImageRenderer):
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196 def __init__(self, left_image, right_image):
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197 self._images = {
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198 'left': left_image,
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199 'right': right_image,
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200 }
159
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201 self._face = 'left'
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202
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203 def _update_facing(self, angle):
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204 if abs(angle) < math.pi / 2:
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205 self._face = 'right'
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206 elif abs(angle) > math.pi / 2:
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207 self._face = 'left'
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208
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209 def rotate_image(self, image):
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210 # Facing images don't get rotated.
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211 return image
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212
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213 def get_facing_image(self):
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214 return self._images[self._face]
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215
160
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216 def get_image(self):
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217 angle = self.game_object.get_render_angle()
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218 self._update_facing(angle)
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219 return self.get_facing_image()
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220
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221
143
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222 class AnimatedFacingImageRenderer(FacingImageRenderer):
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223 def __init__(self, left_images, right_images):
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224 self._images = {
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225 'left': left_images,
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226 'right': right_images,
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227 }
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228 self._frame = 0
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229 self._moving = False
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230 self._face = 'left'
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231
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232 def get_facing_image(self):
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233 if self._frame >= len(self._images[self._face]):
143
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234 self._frame = 0
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235 return self._images[self._face][self._frame]
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236
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237 def animate(self):
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238 if self._moving:
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239 self._frame += 1
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240 else:
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241 self._frame = 0
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242
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243 def start(self):
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244 self._moving = True
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245
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246 def stop(self):
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247 self._moving = False
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248
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249
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250 class TimedAnimatedRenderer(ImageRenderer):
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251
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252 def __init__(self, images):
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253 self._images = images
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254 self._frame = 0
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255 self._image = None
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256
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257 def get_image(self):
143
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258 if self._frame > len(self._imaages):
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259 self._frame = 0
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260 return self._images[self._frame]
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261
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262 def animate(self):
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263 self._frame += 1
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264
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265
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266 class ShapeRenderer(Renderer):
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267 def render(self, surface):
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268 self._render_shape(surface)
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269 super(ShapeRenderer, self).render(surface)
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270
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271
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272 class ShapeStateRenderer(ShapeRenderer):
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273 """Renders the shape in a different colour depending on the state.
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274
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275 Requires the game object it's attached to to have a puzzler.
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276 """
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277 def render(self, surface):
126
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278 if self.game_object.puzzler.get_state():
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279 color = pygame.color.THECOLORS['green']
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280 else:
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281 color = pygame.color.THECOLORS['red']
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282
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283 self.game_object.get_shape().color = color
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284 super(ShapeStateRenderer, self).render(surface)
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285
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286
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287 def damping_velocity_func(body, gravity, damping, dt):
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288 """Apply custom damping to this body's velocity.
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289 """
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290 damping = getattr(body, 'damping', damping)
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291 return pymunk.Body.update_velocity(body, gravity, damping, dt)
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292
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293
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294 def make_body(mass, moment, position, damping=None):
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295 body = pymunk.Body(mass, moment)
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296 body.position = tuple(position)
133
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297 if damping is not None:
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298 body.damping = damping
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299 body.velocity_func = damping_velocity_func
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300 return body
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301
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302
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303 class GameObject(object):
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304 """A representation of a thing in the game world.
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305
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306 This has a rendery thing, physicsy things and maybe some other things.
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307 """
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308
162
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309 zorder = ZORDER_LOW
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310
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311 def __init__(self, physicser, renderer, puzzler=None):
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312 self.physicser = physicser
123
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313 physicser.set_game_object(self)
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314 self.physicser.add_to_space()
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315 self.renderer = renderer
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316 renderer.set_game_object(self)
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317 self.puzzler = puzzler
123
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318 if puzzler is not None:
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319 puzzler.set_game_object(self)
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320
123
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321 def get_space(self):
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322 return self.physicser.get_space()
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323
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324 def get_shape(self):
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325 return self.physicser.get_shape()
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326
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327 def get_render_position(self, surface):
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328 return self.physicser.get_render_position(surface)
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329
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330 def get_render_angle(self):
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331 return self.physicser.get_angle()
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332
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333 def render(self, surface):
123
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334 return self.renderer.render(surface)
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335
143
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336 def animate(self):
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337 self.renderer.animate()
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338
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339
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340 class FloorSwitch(GameObject):
162
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341 zorder = ZORDER_FLOOR
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342
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343 def __init__(self, space, position):
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0c49627920eb Load game objects from level.
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344 body = make_body(None, None, position)
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345 self.shape = pymunk.Circle(body, 30)
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346 self.shape.collision_type = COLLISION_TYPE_SWITCH
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347 self.shape.sensor = True
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348 super(FloorSwitch, self).__init__(
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349 SingleShapePhysicser(space, self.shape),
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350 ImageStateRenderer({
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351 True: resources.get_image('objects', 'sensor_on.png'),
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352 False: resources.get_image('objects', 'sensor_off.png'),
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353 }),
123
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354 FloorSwitchPuzzler(),
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355 )
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356
106
bce9cd8a4a8c FloorLight, linked to a FloorSwitch.
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357
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358 class FloorLight(GameObject):
162
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359 zorder = ZORDER_FLOOR
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360
106
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361 def __init__(self, space, position, state_source):
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0c49627920eb Load game objects from level.
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362 body = make_body(None, None, position)
106
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363 self.shape = pymunk.Circle(body, 10)
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364 self.shape.collision_type = COLLISION_TYPE_SWITCH
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365 self.shape.sensor = True
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366 super(FloorLight, self).__init__(
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367 SingleShapePhysicser(space, self.shape),
162
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diff changeset
368 ImageStateRenderer({
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parents: 160
diff changeset
369 True: resources.get_image('objects', 'light_on.png'),
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parents: 160
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370 False: resources.get_image('objects', 'light_off.png'),
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diff changeset
371 }),
106
bce9cd8a4a8c FloorLight, linked to a FloorSwitch.
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diff changeset
372 StateProxyPuzzler(state_source),
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diff changeset
373 )
133
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374
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375
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376 class Box(GameObject):
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377 def __init__(self, space, position):
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378 body = make_body(10, 10000, position, damping=0.5)
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379 self.shape = pymunk.Poly(
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380 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
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381 self.shape.collision_type = COLLISION_TYPE_BOX
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diff changeset
382 super(Box, self).__init__(
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383 SingleShapePhysicser(space, self.shape),
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b455873020be Crates look like crates.
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parents: 145
diff changeset
384 ImageRenderer(resources.get_image('objects', 'crate.png')),
133
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diff changeset
385 )
176
054944c6472b Initial door object
Neil Muller <drnlmuller@gmail.com>
parents: 162
diff changeset
386
054944c6472b Initial door object
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parents: 162
diff changeset
387
054944c6472b Initial door object
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diff changeset
388 class Door(GameObject):
054944c6472b Initial door object
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diff changeset
389 zorder = ZORDER_FLOOR
054944c6472b Initial door object
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parents: 162
diff changeset
390
054944c6472b Initial door object
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parents: 162
diff changeset
391 def __init__(self, space, position, destination, dest_pos):
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diff changeset
392 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
054944c6472b Initial door object
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parents: 162
diff changeset
393 self.shape = pymunk.Poly(
054944c6472b Initial door object
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parents: 162
diff changeset
394 body, [(-32, -32), (32, -32), (32, 32), (-32, 32)])
054944c6472b Initial door object
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parents: 162
diff changeset
395 self.shape.collision_type = COLLISION_TYPE_DOOR
054944c6472b Initial door object
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parents: 162
diff changeset
396 self.shape.sensor = True
054944c6472b Initial door object
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diff changeset
397 self.destination = destination
054944c6472b Initial door object
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parents: 162
diff changeset
398 self.dest_pos = tuple(dest_pos)
054944c6472b Initial door object
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parents: 162
diff changeset
399 super(Door, self).__init__(
054944c6472b Initial door object
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parents: 162
diff changeset
400 SingleShapePhysicser(space, self.shape),
054944c6472b Initial door object
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parents: 162
diff changeset
401 ImageRenderer(resources.get_image('objects', 'door.png')),
054944c6472b Initial door object
Neil Muller <drnlmuller@gmail.com>
parents: 162
diff changeset
402 )
054944c6472b Initial door object
Neil Muller <drnlmuller@gmail.com>
parents: 162
diff changeset
403
054944c6472b Initial door object
Neil Muller <drnlmuller@gmail.com>
parents: 162
diff changeset
404 def animate(self):
054944c6472b Initial door object
Neil Muller <drnlmuller@gmail.com>
parents: 162
diff changeset
405 space = self.get_space()
054944c6472b Initial door object
Neil Muller <drnlmuller@gmail.com>
parents: 162
diff changeset
406 for shape in space.shape_query(self.get_shape()):
054944c6472b Initial door object
Neil Muller <drnlmuller@gmail.com>
parents: 162
diff changeset
407 if shape.collision_type == COLLISION_TYPE_PLAYER:
054944c6472b Initial door object
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parents: 162
diff changeset
408 # Force to new position
180
026297a03963 Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a door
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parents: 176
diff changeset
409 DoorEvent.post(self.destination, self.dest_pos)