Mercurial > nagslang
annotate nagslang/game_object.py @ 145:0c49627920eb
Load game objects from level.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Mon, 02 Sep 2013 23:05:25 +0200 |
parents | deac6a4008e7 |
children | b455873020be |
rev | line source |
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1 import math |
62 | 2 |
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3 import pygame |
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4 import pymunk |
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5 import pymunk.pygame_util |
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6 |
107 | 7 from nagslang.constants import ( |
133 | 8 SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW) |
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9 from nagslang.options import options |
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10 |
82 | 11 |
106
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12 class PuzzleGlue(object): |
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13 """Glue that holds bits of a puzzle together. |
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14 """ |
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15 def __init__(self): |
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16 self._components = {} |
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17 |
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18 def add_component(self, name, puzzler): |
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19 if not isinstance(puzzler, Puzzler): |
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20 puzzler = puzzler.puzzler |
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21 self._components[name] = puzzler |
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22 puzzler.set_glue(self) |
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23 |
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24 def get_state_of(self, name): |
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25 return self._components[name].get_state() |
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26 |
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27 |
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28 class Puzzler(object): |
106
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29 """Behaviour specific to a puzzle component. |
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30 """ |
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31 def set_glue(self, glue): |
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32 self.glue = glue |
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33 |
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34 def set_game_object(self, game_object): |
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35 self.game_object = game_object |
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36 |
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37 def get_state(self): |
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38 raise NotImplementedError() |
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39 |
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40 |
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41 class FloorSwitchPuzzler(Puzzler): |
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42 def get_state(self): |
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43 space = self.game_object.get_space() |
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44 for shape in space.shape_query(self.game_object.get_shape()): |
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45 if shape.collision_type in SWITCH_PUSHERS: |
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46 return True |
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47 return False |
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48 |
59 | 49 |
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50 class StateProxyPuzzler(Puzzler): |
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51 def __init__(self, state_source): |
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52 self._state_source = state_source |
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53 |
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54 def get_state(self): |
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55 return self.glue.get_state_of(self._state_source) |
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56 |
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57 |
140 | 58 class StateLogicalAndPuzzler(Puzzler): |
59 def __init__(self, *state_sources): | |
60 self._state_sources = state_sources | |
61 | |
62 def get_state(self): | |
63 for state_source in self._state_sources: | |
64 if not self.glue.get_state_of(state_source): | |
65 return False | |
66 return True | |
67 | |
68 | |
59 | 69 class Physicser(object): |
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70 def __init__(self, space): |
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71 self._space = space |
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72 |
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73 def get_space(self): |
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74 return self._space |
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75 |
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76 def set_game_object(self, game_object): |
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77 self.game_object = game_object |
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78 |
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79 def get_shape(self): |
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80 raise NotImplementedError() |
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81 |
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82 def add_to_space(self): |
59 | 83 raise NotImplementedError() |
84 | |
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85 def remove_from_space(self): |
59 | 86 raise NotImplementedError() |
87 | |
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88 def get_render_position(self, surface): |
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89 raise NotImplementedError() |
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90 |
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91 def get_angle(self): |
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92 raise NotImplementedError() |
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93 |
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94 def apply_impulse(self, j, r=(0, 0)): |
59 | 95 raise NotImplementedError() |
96 | |
97 | |
98 class SingleShapePhysicser(Physicser): | |
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99 def __init__(self, space, shape): |
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100 super(SingleShapePhysicser, self).__init__(space) |
59 | 101 self._shape = shape |
102 | |
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103 def get_shape(self): |
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104 return self._shape |
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105 |
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106 def add_to_space(self): |
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107 self.get_space().add(self._shape) |
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108 if not self._shape.body.is_static: |
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109 self.get_space().add(self._shape.body) |
59 | 110 |
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111 def remove_from_space(self): |
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112 self.get_space().remove(self._shape) |
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113 if not self._shape.body.is_static: |
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114 self.get_space().remove(self._shape.body) |
59 | 115 |
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116 def get_render_position(self, surface): |
59 | 117 pos = self._shape.body.position |
118 return pymunk.pygame_util.to_pygame(pos, surface) | |
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119 |
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120 def get_angle(self): |
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121 return self._shape.body.angle |
59 | 122 |
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123 def apply_impulse(self, j, r=(0, 0)): |
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124 return self._shape.body.apply_impulse(j, r) |
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125 |
59 | 126 |
127 class Renderer(object): | |
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128 def set_game_object(self, game_object): |
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129 self.game_object = game_object |
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130 |
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131 def _render_shape(self, surface): |
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132 shape = self.game_object.get_shape() |
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133 # Less general that pymunk.pygame_util.draw, but also a lot less noisy. |
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134 color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) |
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135 # We only explicitly draw Circle and Poly shapes. Everything else we |
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136 # forward to pymunk. |
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137 if isinstance(shape, pymunk.Circle): |
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138 centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) |
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139 radius = int(shape.radius) |
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140 pygame.draw.circle(surface, color, centre, radius, 2) |
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141 elif isinstance(shape, pymunk.Poly): |
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142 # polygon bounding box |
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143 points = [pymunk.pygame_util.to_pygame(p, surface) |
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144 for p in shape.get_vertices()] |
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145 pygame.draw.lines(surface, color, True, points, 2) |
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146 else: |
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147 pymunk.pygame_util.draw(surface, shape) |
104
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148 |
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149 def render(self, surface): |
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150 pos = self.game_object.get_render_position(surface) |
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151 angle = self.game_object.get_render_angle() |
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152 if options.debug: |
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153 self._render_shape(surface, pos, angle) |
59 | 154 |
143
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155 def animate(self): |
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156 # Used by time animatations to advance the clock |
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157 pass |
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158 |
59 | 159 |
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160 def image_pos(image, pos): |
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161 return (pos[0] - image.get_width() / 2, |
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162 pos[1] - image.get_height() / 2) |
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163 |
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164 |
59 | 165 class ImageRenderer(Renderer): |
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166 def __init__(self, image): |
59 | 167 self._image = image |
168 | |
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169 def render(self, surface): |
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170 pos = self.game_object.get_render_position(surface) |
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171 surface.blit(self._image, image_pos(self._image, pos)) |
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172 super(ImageRenderer, self).render(surface) |
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173 |
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174 |
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175 class FacingImageRenderer(Renderer): |
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176 def __init__(self, left_image, right_image): |
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177 self._images = { |
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178 'left': left_image, |
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179 'right': right_image, |
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180 } |
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181 |
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182 def get_image(self, angle): |
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183 if abs(angle) < math.pi / 2: |
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184 return self._images['right'] |
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185 return self._images['left'] |
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186 |
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187 def render(self, surface): |
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188 pos = self.game_object.get_render_position(surface) |
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189 image = self.get_image(self.game_object.get_render_angle()) |
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190 surface.blit(image, image_pos(image, pos)) |
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191 super(FacingImageRenderer, self).render(surface) |
59 | 192 |
193 | |
143
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194 class AnimatedFacingImageRenderer(FacingImageRenderer): |
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195 def __init__(self, left_images, right_images): |
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196 self._images = { |
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197 'left': left_images, |
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198 'right': right_images, |
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199 } |
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200 self._frame = 0 |
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201 self._moving = False |
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202 |
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203 def get_image(self, angle): |
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204 if abs(angle) < math.pi / 2: |
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205 face = 'right' |
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206 else: |
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207 face = 'left' |
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208 if self._frame >= len(self._images[face]): |
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209 self._frame = 0 |
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210 return self._images[face][self._frame] |
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211 |
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212 def render(self, surface): |
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213 pos = self.game_object.get_render_position(surface) |
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214 image = self.get_image(self.game_object.get_render_angle()) |
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215 surface.blit(image, image_pos(image, pos)) |
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216 super(FacingImageRenderer, self).render(surface) |
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217 |
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218 def animate(self): |
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219 if self._moving: |
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220 self._frame += 1 |
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221 else: |
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222 self._frame = 0 |
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223 |
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224 def start(self): |
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225 self._moving = True |
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226 |
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227 def stop(self): |
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228 self._moving = False |
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229 |
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230 |
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231 class TimedAnimatedRenderer(ImageRenderer): |
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232 |
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233 def __init__(self, images): |
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234 self._images = images |
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235 self._frame = 0 |
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236 self._image = None |
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237 |
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238 def _get_image(self): |
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239 if self._frame > len(self._imaages): |
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240 self._frame = 0 |
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241 return self._images[self._frame] |
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242 |
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243 def render(self, surface): |
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244 self._image = self._get_image() |
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245 super(TimedAnimatedRenderer, self).render(surface) |
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246 |
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247 def animate(self): |
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248 self._frame += 1 |
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249 |
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250 |
133 | 251 class ShapeRenderer(Renderer): |
252 def render(self, surface): | |
253 self._render_shape(surface) | |
254 super(ShapeRenderer, self).render(surface) | |
255 | |
256 | |
257 class ShapeStateRenderer(ShapeRenderer): | |
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258 """Renders the shape in a different colour depending on the state. |
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259 |
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260 Requires the game object it's attached to to have a puzzler. |
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261 """ |
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262 def render(self, surface): |
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263 if self.game_object.puzzler.get_state(): |
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264 color = pygame.color.THECOLORS['green'] |
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265 else: |
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266 color = pygame.color.THECOLORS['red'] |
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267 |
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268 self.game_object.get_shape().color = color |
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269 super(ShapeStateRenderer, self).render(surface) |
59 | 270 |
271 | |
133 | 272 def damping_velocity_func(body, gravity, damping, dt): |
273 """Apply custom damping to this body's velocity. | |
274 """ | |
275 damping = getattr(body, 'damping', damping) | |
276 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
277 | |
278 | |
279 def make_body(mass, moment, position, damping=None): | |
280 body = pymunk.Body(mass, moment) | |
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281 body.position = tuple(position) |
133 | 282 if damping is not None: |
283 body.damping = damping | |
284 body.velocity_func = damping_velocity_func | |
285 return body | |
286 | |
287 | |
59 | 288 class GameObject(object): |
289 """A representation of a thing in the game world. | |
290 | |
291 This has a rendery thing, physicsy things and maybe some other things. | |
292 """ | |
293 | |
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294 def __init__(self, physicser, renderer, puzzler=None): |
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295 self.physicser = physicser |
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296 physicser.set_game_object(self) |
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297 self.physicser.add_to_space() |
59 | 298 self.renderer = renderer |
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299 renderer.set_game_object(self) |
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300 self.puzzler = puzzler |
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301 if puzzler is not None: |
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302 puzzler.set_game_object(self) |
107 | 303 self.zorder = ZORDER_LOW |
59 | 304 |
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305 def get_space(self): |
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306 return self.physicser.get_space() |
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307 |
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308 def get_shape(self): |
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309 return self.physicser.get_shape() |
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310 |
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311 def get_render_position(self, surface): |
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312 return self.physicser.get_render_position(surface) |
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313 |
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314 def get_render_angle(self): |
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315 return self.physicser.get_angle() |
59 | 316 |
317 def render(self, surface): | |
123
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318 return self.renderer.render(surface) |
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319 |
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320 def animate(self): |
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321 self.renderer.animate() |
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322 |
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323 |
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324 class FloorSwitch(GameObject): |
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325 def __init__(self, space, position): |
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326 body = make_body(None, None, position) |
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327 self.shape = pymunk.Circle(body, 30) |
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328 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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329 self.shape.sensor = True |
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330 super(FloorSwitch, self).__init__( |
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331 SingleShapePhysicser(space, self.shape), |
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332 ShapeStateRenderer(), |
123
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333 FloorSwitchPuzzler(), |
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334 ) |
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335 |
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336 |
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337 class FloorLight(GameObject): |
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338 def __init__(self, space, position, state_source): |
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339 body = make_body(None, None, position) |
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340 self.shape = pymunk.Circle(body, 10) |
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341 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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342 self.shape.sensor = True |
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343 super(FloorLight, self).__init__( |
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344 SingleShapePhysicser(space, self.shape), |
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345 ShapeStateRenderer(), |
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346 StateProxyPuzzler(state_source), |
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347 ) |
133 | 348 |
349 | |
350 class Box(GameObject): | |
351 def __init__(self, space, position): | |
352 body = make_body(10, 10000, position, damping=0.5) | |
353 self.shape = pymunk.Poly( | |
354 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
355 self.shape.collision_type = COLLISION_TYPE_BOX | |
356 super(Box, self).__init__( | |
357 SingleShapePhysicser(space, self.shape), | |
358 ShapeRenderer(), | |
359 ) |