Mercurial > nagslang
annotate nagslang/level.py @ 164:06c681ff53aa
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author | Neil Muller <drnlmuller@gmail.com> |
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date | Tue, 03 Sep 2013 10:47:27 +0200 |
parents | 0c49627920eb |
children | ce8d4fc3baf4 |
rev | line source |
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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 |
139 | 6 from nagslang.yamlish import load, dump |
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7 |
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8 POLY_COLORS = { |
53 | 9 1: pygame.color.THECOLORS['red'], |
10 2: pygame.color.THECOLORS['green'], | |
11 3: pygame.color.THECOLORS['yellow'], | |
12 4: pygame.color.THECOLORS['blue'], | |
13 5: pygame.color.THECOLORS['lightblue'], | |
14 6: pygame.color.THECOLORS['magenta'], | |
15 } | |
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16 |
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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() |
139 | 50 self.x, self.y = data['size'] |
51 self.base_tile = data['base_tile'] | |
52 for i, points in data['polygons'].iteritems(): | |
53 self.polygons[i] = [] | |
54 for point in points: | |
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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75 |
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76 def all_closed(self): |
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77 """Check if all the polygons are closed""" |
72 | 78 closed = True |
122
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79 messages = [] |
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80 for index, poly in self.polygons.items(): |
72 | 81 if len(poly) == 0: |
82 # We ignore empty polygons | |
83 continue | |
84 elif len(poly) == 1: | |
85 closed = False | |
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86 messages.append("Error: polygon %s too small" % index) |
72 | 87 elif poly[-1] != poly[0]: |
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() |
72 | 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 |
72 | 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): |
53 | 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 |
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156 surface.unlock() |
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157 pygame.draw.polygon(surface, color, pointlist, 0) |
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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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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 |