annotate nagslang/level.py @ 164:06c681ff53aa

Round-tripping through load/save shouldn't discard objects
author Neil Muller <drnlmuller@gmail.com>
date Tue, 03 Sep 2013 10:47:27 +0200
parents 0c49627920eb
children ce8d4fc3baf4
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1 import pygame
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2 import pygame.locals as pgl
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3
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4 from nagslang import game_object as go
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5 from nagslang.resources import resources
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6 from nagslang.yamlish import load, dump
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7
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8 POLY_COLORS = {
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9 1: pygame.color.THECOLORS['red'],
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10 2: pygame.color.THECOLORS['green'],
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11 3: pygame.color.THECOLORS['yellow'],
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12 4: pygame.color.THECOLORS['blue'],
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13 5: pygame.color.THECOLORS['lightblue'],
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14 6: pygame.color.THECOLORS['magenta'],
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15 }
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17
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18 class Level(object):
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19
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20 def __init__(self, name):
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21 self.name = name
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22 # defaults
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23 self.x = 800
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24 self.y = 600
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25 self.polygons = {}
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26 self.basetile = 'tiles/floor.png'
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27 self._tile_image = None
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28 self._surface = None
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29 self._exterior = False
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30 self._glue = go.PuzzleGlue()
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31 self._drawables = []
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32 self._game_objects = []
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33
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34 def _get_data(self):
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35 # For overriding in tests.
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36 with resources.get_file('levels', self.name) as f:
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37 return load(f)
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38
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39 def _dump_data(self, f):
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40 # For manipulation in tests.
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41 dump({
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42 'size': [self.x, self.y],
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43 'base_tile': self.basetile,
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44 'polygons': self.polygons,
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45 'game_objects': self._game_objects,
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46 }, f)
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47
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48 def load(self, space):
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49 data = self._get_data()
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50 self.x, self.y = data['size']
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51 self.base_tile = data['base_tile']
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52 for i, points in data['polygons'].iteritems():
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53 self.polygons[i] = []
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54 for point in points:
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55 self.polygons[i].append(tuple(point))
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56 self._game_objects = data.get('game_objects', [])
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57 for game_object_dict in self._game_objects:
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58 self._create_game_object(space, **game_object_dict)
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59
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60 def _create_game_object(self, space, classname, args, name=None):
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61 # We should probably build a registry of game objects or something.
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62 # At least this is better than just calling `eval`, right?
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63 cls = getattr(go, classname)
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64 if issubclass(cls, go.Puzzler):
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65 gobj = cls(*args)
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66 elif issubclass(cls, go.GameObject):
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67 gobj = cls(space, *args)
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68 self._drawables.append(gobj)
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69 else:
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70 raise TypeError(
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71 "Expected a subclass of Puzzler or GameObject, got %s" % (
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72 classname))
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73 if name is not None:
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74 self._glue.add_component(name, gobj)
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76 def all_closed(self):
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77 """Check if all the polygons are closed"""
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78 closed = True
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79 messages = []
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80 for index, poly in self.polygons.items():
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81 if len(poly) == 0:
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82 # We ignore empty polygons
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83 continue
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84 elif len(poly) == 1:
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85 closed = False
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86 messages.append("Error: polygon %s too small" % index)
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87 elif poly[-1] != poly[0]:
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88 closed = False
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89 messages.append("Error: polygon %s not closed" % index)
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90 return closed, messages
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91
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92 def save(self):
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93 closed, _ = self.all_closed()
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94 if not closed:
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95 return False
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96 with resources.get_file('levels', self.name, mode='w') as f:
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97 self._dump_data(f)
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98 return True
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99
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100 def get_size(self):
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101 return self.x, self.y
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102
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103 def set_base_tile(self, new_tile):
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104 self.basetile = new_tile
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105 self._tile_image = None
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106
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107 def point_to_pygame(self, pos):
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108 # Convert a point from pymunk (which is what we store)
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109 # to pygame for drawing
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110 return (pos[0], self.y - pos[1])
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111
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112 def get_walls(self):
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113 return self.polygons.values()
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114
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115 def get_drawables(self):
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116 return self._drawables
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117
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118 def _draw_walls(self):
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119 for index, polygon in self.polygons.items():
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120 color = POLY_COLORS[index]
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121 if len(polygon) > 1:
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122 pointlist = [self.point_to_pygame(p) for p in polygon]
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123 pygame.draw.lines(self._surface, color, False, pointlist, 2)
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124
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125 def get_background(self):
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126 self._draw_background()
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127 self._draw_exterior()
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128 # Draw polygons
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129 self._draw_walls()
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130 return self._surface
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131
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132 def _draw_exterior(self, force=False):
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133 """Fill the exterior of the level with black"""
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134 if self._exterior and not force:
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135 return
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136 white = pygame.color.THECOLORS['white']
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137 black = pygame.color.THECOLORS['black']
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138 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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139 surface.fill(black)
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140 for index, polygon in self.polygons.items():
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141 if len(polygon) > 1:
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142 pointlist = [self.point_to_pygame(p) for p in polygon]
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143 # filled polygons
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144 color = white
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145 # If a polygon overlaps on of the existing polygons,
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146 # it is treated as negative
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147 # This is not a complete inversion, since any overlap
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148 # triggers this (inversion is easy enough, but the
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149 # behaviour doesn't seem useful)
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150 # We also only check the vertexes - not breaking this
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151 # assumption is left to the level designers
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152 surface.lock()
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153 for p in pointlist:
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154 if surface.get_at(p) == white:
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155 color = black
c02a99502a90 Tweak 'draw exterior' logic to handle surrounded polygons better
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156 surface.unlock()
c02a99502a90 Tweak 'draw exterior' logic to handle surrounded polygons better
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157 pygame.draw.polygon(surface, color, pointlist, 0)
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ecba9550ad8d Fill the exterior with the blackness of space
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158 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
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159 self._exterior = True
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160
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161 def _draw_background(self, force=False):
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162 if self._tile_image is None:
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163 self._tile_image = resources.get_image(self.basetile)
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164 if self._surface is not None and not force:
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165 # We assume we don't change
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166 return self._surface
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167 self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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168 self._surface.fill(pygame.color.THECOLORS['black'])
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169 x_step = self._tile_image.get_rect().width
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170 y_step = self._tile_image.get_rect().height
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171 x_count = self.x // x_step + 1
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172 y_count = self.y / y_step + 1
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173 for x in range(x_count):
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174 for y in range(y_count):
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175 tile_rect = pygame.rect.Rect(x * x_step, y * y_step,
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93256a0987a2 Fix newer pep8 continuation complaint
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176 x_step, y_step)
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177 self._surface.blit(self._tile_image, tile_rect)
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178 return self._surface