Mercurial > nagslang
annotate nagslang/game_object.py @ 123:23b533d6f27e
Rearrange game objects a bit.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Mon, 02 Sep 2013 16:43:15 +0200 |
parents | b90d01e4d9d4 |
children | c3af35561494 |
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 ( |
8 SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, 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 self._components[name] = puzzler |
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20 puzzler.set_glue(self) |
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21 |
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22 def get_state_of(self, name): |
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23 return self._components[name].get_state() |
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24 |
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25 |
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26 class Puzzler(object): |
106
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27 """Behaviour specific to a puzzle component. |
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28 """ |
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29 def set_glue(self, glue): |
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30 self.glue = glue |
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31 |
123
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32 def set_game_object(self, game_object): |
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33 self.game_object = game_object |
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34 |
106
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35 def get_state(self): |
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36 raise NotImplementedError() |
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37 |
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38 |
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39 class FloorSwitchPuzzler(Puzzler): |
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40 def get_state(self): |
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41 space = self.game_object.get_space() |
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42 for shape in space.shape_query(self.game_object.get_shape()): |
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43 if shape.collision_type in SWITCH_PUSHERS: |
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44 return True |
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45 return False |
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46 |
59 | 47 |
106
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48 class StateProxyPuzzler(Puzzler): |
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49 def __init__(self, state_source): |
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50 self._state_source = state_source |
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51 |
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52 def get_state(self): |
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53 return self.glue.get_state_of(self._state_source) |
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54 |
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55 |
59 | 56 class Physicser(object): |
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57 def __init__(self, space): |
123
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58 self._space = space |
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59 |
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60 def get_space(self): |
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61 return self._space |
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62 |
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63 def set_game_object(self, game_object): |
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64 self.game_object = game_object |
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65 |
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66 def get_shape(self): |
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67 raise NotImplementedError() |
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68 |
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69 def add_to_space(self): |
59 | 70 raise NotImplementedError() |
71 | |
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72 def remove_from_space(self): |
59 | 73 raise NotImplementedError() |
74 | |
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75 def get_render_position(self, surface): |
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76 raise NotImplementedError() |
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77 |
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78 def get_angle(self): |
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79 raise NotImplementedError() |
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80 |
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81 def apply_impulse(self, j, r=(0, 0)): |
59 | 82 raise NotImplementedError() |
83 | |
84 | |
85 class SingleShapePhysicser(Physicser): | |
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86 def __init__(self, space, shape): |
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87 super(SingleShapePhysicser, self).__init__(space) |
59 | 88 self._shape = shape |
89 | |
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90 def get_shape(self): |
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91 return self._shape |
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92 |
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93 def add_to_space(self): |
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94 self.get_space().add(self._shape) |
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95 if not self._shape.body.is_static: |
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96 self.get_space().add(self._shape.body) |
59 | 97 |
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98 def remove_from_space(self): |
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99 self.get_space().remove(self._shape) |
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100 if not self._shape.body.is_static: |
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101 self.get_space().remove(self._shape.body) |
59 | 102 |
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103 def get_render_position(self, surface): |
59 | 104 pos = self._shape.body.position |
105 return pymunk.pygame_util.to_pygame(pos, surface) | |
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106 |
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107 def get_angle(self): |
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108 return self._shape.body.angle |
59 | 109 |
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110 def apply_impulse(self, j, r=(0, 0)): |
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111 return self._shape.body.apply_impulse(j, r) |
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112 |
59 | 113 |
114 class Renderer(object): | |
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115 def set_game_object(self, game_object): |
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116 self.game_object = game_object |
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117 |
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118 def _render_shape(self, surface): |
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119 shape = self.game_object.get_shape() |
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120 # Less general that pymunk.pygame_util.draw, but also a lot less noisy. |
123
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121 color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) |
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122 # We only explicitly draw Circle and Poly shapes. Everything else we |
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123 # forward to pymunk. |
123
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124 if isinstance(shape, pymunk.Circle): |
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125 centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) |
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126 radius = int(shape.radius) |
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127 pygame.draw.circle(surface, color, centre, radius, 2) |
123
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128 elif isinstance(shape, pymunk.Poly): |
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129 # polygon bounding box |
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130 points = [pymunk.pygame_util.to_pygame(p, surface) |
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131 for p in shape.get_vertices()] |
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132 pygame.draw.lines(surface, color, True, points, 2) |
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133 else: |
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134 pymunk.pygame_util.draw(surface, shape) |
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135 |
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136 def render(self, surface): |
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137 pos = self.game_object.get_render_position(surface) |
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138 angle = self.game_object.get_render_angle() |
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139 if options.debug: |
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140 self._render_shape(surface, pos, angle) |
59 | 141 |
142 | |
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143 def image_pos(image, pos): |
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144 return (pos[0] - image.get_width() / 2, |
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145 pos[1] - image.get_height() / 2) |
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146 |
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147 |
59 | 148 class ImageRenderer(Renderer): |
123
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149 def __init__(self, image): |
59 | 150 self._image = image |
151 | |
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152 def render(self, surface): |
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153 pos = self.game_object.get_render_position(surface) |
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154 surface.blit(self._image, image_pos(self._image, pos)) |
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155 super(ImageRenderer, self).render(surface) |
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156 |
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157 |
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158 class FacingImageRenderer(Renderer): |
123
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159 def __init__(self, left_image, right_image): |
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160 self._images = { |
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161 'left': left_image, |
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162 'right': right_image, |
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163 } |
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164 |
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165 def get_image(self, angle): |
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166 if abs(angle) < math.pi / 2: |
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167 return self._images['right'] |
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168 return self._images['left'] |
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169 |
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170 def render(self, surface): |
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171 pos = self.game_object.get_render_position(surface) |
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172 image = self.get_image(self.game_object.get_render_angle()) |
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173 surface.blit(image, image_pos(image, pos)) |
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174 super(FacingImageRenderer, self).render(surface) |
59 | 175 |
176 | |
177 class ShapeRenderer(Renderer): | |
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178 def render(self, surface): |
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179 self._render_shape(surface) |
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180 super(ShapeRenderer, self).render(surface) |
59 | 181 |
182 | |
183 class GameObject(object): | |
184 """A representation of a thing in the game world. | |
185 | |
186 This has a rendery thing, physicsy things and maybe some other things. | |
187 """ | |
188 | |
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189 def __init__(self, physicser, renderer, puzzler=None): |
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190 self.physicser = physicser |
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191 physicser.set_game_object(self) |
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192 self.physicser.add_to_space() |
59 | 193 self.renderer = renderer |
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194 renderer.set_game_object(self) |
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195 self.puzzler = puzzler |
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196 if puzzler is not None: |
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197 puzzler.set_game_object(self) |
107 | 198 self.zorder = ZORDER_LOW |
59 | 199 |
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200 def get_space(self): |
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201 return self.physicser.get_space() |
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202 |
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203 def get_shape(self): |
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204 return self.physicser.get_shape() |
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205 |
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206 def get_render_position(self, surface): |
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207 return self.physicser.get_render_position(surface) |
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208 |
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209 def get_render_angle(self): |
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210 return self.physicser.get_angle() |
59 | 211 |
212 def render(self, surface): | |
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213 return self.renderer.render(surface) |
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214 |
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215 |
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216 class FloorSwitch(GameObject): |
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217 def __init__(self, space, position): |
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218 body = pymunk.Body() |
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219 body.position = position |
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220 self.shape = pymunk.Circle(body, 30) |
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221 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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222 self.shape.sensor = True |
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223 super(FloorSwitch, self).__init__( |
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224 SingleShapePhysicser(space, self.shape), |
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225 ShapeRenderer(), |
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226 FloorSwitchPuzzler(), |
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227 ) |
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228 |
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229 def render(self, surface): |
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230 if self.puzzler.get_state(): |
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231 self.shape.color = pygame.color.THECOLORS['green'] |
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232 else: |
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233 self.shape.color = pygame.color.THECOLORS['red'] |
82 | 234 super(FloorSwitch, self).render(surface) |
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235 |
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236 |
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237 class FloorLight(GameObject): |
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238 def __init__(self, space, position, state_source): |
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239 body = pymunk.Body() |
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240 body.position = position |
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241 self.shape = pymunk.Circle(body, 10) |
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242 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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243 self.shape.sensor = True |
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244 super(FloorLight, self).__init__( |
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245 SingleShapePhysicser(space, self.shape), |
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246 ShapeRenderer(), |
106
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247 StateProxyPuzzler(state_source), |
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248 ) |
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249 |
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250 def render(self, surface): |
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251 if self.puzzler.get_state(): |
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252 self.shape.color = pygame.color.THECOLORS['green'] |
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253 else: |
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254 self.shape.color = pygame.color.THECOLORS['red'] |
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255 super(FloorLight, self).render(surface) |