Mercurial > nagslang
annotate nagslang/game_object.py @ 510:2cdfbc483d57
Don't put the starting level in the world, it just creates too much pain
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 19:22:15 +0200 |
parents | ae8eb7c0f7bb |
children | ddd86cb25945 |
rev | line source |
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81
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Floor switch with horrible hackery.
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1 import pymunk |
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2 import pymunk.pygame_util |
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3 |
263 | 4 import math |
5 | |
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Protagonist actions, now required for operating doors.
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6 from nagslang import environment |
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7 from nagslang import puzzle |
207 | 8 from nagslang import render |
364 | 9 from nagslang.mutators import FLIP_H, ImageOverlay |
107 | 10 from nagslang.constants import ( |
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11 COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE, |
444 | 12 COLLISION_TYPE_SWITCH, COLLISION_TYPE_SHEEP, COLLISION_TYPE_SHEEP_PEN, |
13 COLLISION_TYPE_WEREWOLF_ATTACK, SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW, | |
14 ZORDER_HIGH) | |
155
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15 from nagslang.resources import resources |
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Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a door
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16 from nagslang.events import DoorEvent |
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17 |
82 | 18 |
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19 class Result(object): |
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20 ''' |
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21 Return from an update() function, to add new objects to the world, and/or |
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22 remove old objects. |
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23 ''' |
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24 def __init__(self, add=(), remove=()): |
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25 self.add = add |
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26 self.remove = remove |
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27 |
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Use Result to handle firing
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28 def merge(self, result): |
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29 if result is not None: |
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30 self.add += result.add |
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31 self.remove += result.remove |
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32 return self |
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33 |
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34 |
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Add hints for the level editor
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35 def get_editable_game_objects(): |
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36 classes = [] |
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37 for cls_name, cls in globals().iteritems(): |
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38 if isinstance(cls, type) and hasattr(cls, 'requires'): |
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39 classes.append((cls_name, cls)) |
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40 return classes |
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41 |
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42 |
59 | 43 class Physicser(object): |
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44 def __init__(self, space): |
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45 self._space = space |
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46 |
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47 def get_space(self): |
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48 return self._space |
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49 |
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Move protagonist to the world
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50 def set_space(self, new_space): |
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51 self._space = new_space |
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52 |
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53 def set_game_object(self, game_object): |
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54 self.game_object = game_object |
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55 |
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56 def get_shape(self): |
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57 raise NotImplementedError() |
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58 |
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59 def add_to_space(self): |
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60 shape = self.get_shape() |
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61 self.get_space().add(shape) |
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62 if not shape.body.is_static: |
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63 self.get_space().add(shape.body) |
59 | 64 |
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65 def remove_from_space(self): |
215
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66 shape = self.get_shape() |
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67 self.get_space().remove(shape) |
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68 if not shape.body.is_static: |
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69 self.get_space().remove(shape.body) |
59 | 70 |
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71 def get_render_position(self, surface): |
215
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72 pos = self.get_shape().body.position |
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73 return pymunk.pygame_util.to_pygame(pos, surface) |
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74 |
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75 def get_angle(self): |
215
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76 return self.get_shape().body.angle |
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77 |
217
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78 def get_velocity(self): |
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79 return self.get_shape().body.velocity |
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80 |
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81 def _get_position(self): |
215
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82 return self.get_shape().body.position |
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83 |
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84 def _set_position(self, position): |
215
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85 self.get_shape().body.position = position |
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86 |
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87 position = property(_get_position, _set_position) |
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88 |
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89 def apply_impulse(self, j, r=(0, 0)): |
215
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90 return self.get_shape().body.apply_impulse(j, r) |
59 | 91 |
92 | |
93 class SingleShapePhysicser(Physicser): | |
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94 def __init__(self, space, shape): |
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95 super(SingleShapePhysicser, self).__init__(space) |
59 | 96 self._shape = shape |
186
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97 shape.physicser = self |
59 | 98 |
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99 def get_shape(self): |
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100 return self._shape |
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101 |
59 | 102 |
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103 class MultiShapePhysicser(Physicser): |
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104 def __init__(self, space, shape, *extra_shapes): |
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105 super(MultiShapePhysicser, self).__init__(space) |
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106 self._shape = shape |
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107 self._extra_shapes = extra_shapes |
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108 shape.physicser = self |
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109 |
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110 def get_shape(self): |
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111 return self._shape |
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112 |
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113 def add_to_space(self): |
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114 shape = self.get_shape() |
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115 self.get_space().add(shape) |
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116 if not shape.body.is_static: |
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117 self.get_space().add(shape.body) |
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118 for s in self._extra_shapes: |
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119 self.get_space().add(s) |
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120 |
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121 def remove_from_space(self): |
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122 shape = self.get_shape() |
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123 self.get_space().remove(shape) |
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124 if not shape.body.is_static: |
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125 self.get_space().remove(shape.body) |
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126 for s in self._extra_shapes: |
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127 self.get_space().remove(s) |
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128 |
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129 |
133 | 130 def damping_velocity_func(body, gravity, damping, dt): |
131 """Apply custom damping to this body's velocity. | |
132 """ | |
133 damping = getattr(body, 'damping', damping) | |
134 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
135 | |
136 | |
137 def make_body(mass, moment, position, damping=None): | |
138 body = pymunk.Body(mass, moment) | |
145
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139 body.position = tuple(position) |
133 | 140 if damping is not None: |
141 body.damping = damping | |
142 body.velocity_func = damping_velocity_func | |
143 return body | |
144 | |
145 | |
59 | 146 class GameObject(object): |
147 """A representation of a thing in the game world. | |
148 | |
149 This has a rendery thing, physicsy things and maybe some other things. | |
150 """ | |
151 | |
162
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152 zorder = ZORDER_LOW |
218
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153 is_moving = False # `True` if a movement animation should play. |
162
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154 |
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155 def __init__(self, physicser, renderer, puzzler=None, overlay=None, |
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156 interactible=None): |
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157 self.lifetime = 0 |
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158 self.physicser = physicser |
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159 physicser.set_game_object(self) |
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160 self.physicser.add_to_space() |
59 | 161 self.renderer = renderer |
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162 renderer.set_game_object(self) |
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163 self.puzzler = puzzler |
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164 if puzzler is not None: |
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165 puzzler.set_game_object(self) |
191 | 166 self.overlay = overlay |
167 if overlay is not None: | |
168 self.overlay.set_game_object(self) | |
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169 self.interactible = interactible |
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170 if interactible is not None: |
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171 self.interactible.set_game_object(self) |
371 | 172 self._timers = {} |
173 self._active_timers = {} | |
174 | |
175 def add_timer(self, name, secs): | |
176 self._timers[name] = secs | |
177 | |
178 def start_timer(self, name, secs=None): | |
179 if secs is None: | |
180 secs = self._timers[name] | |
181 self._active_timers[name] = secs | |
182 | |
183 def check_timer(self, name): | |
184 return name in self._active_timers | |
59 | 185 |
346
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186 def set_stored_state_dict(self, stored_state): |
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187 """Override this to set up whatever state storage you want. |
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188 |
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189 The `stored_state` dict passed in contains whatever saved state we |
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190 might have for this object. If the return value of this method |
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191 evaluates to `True`, the contents of the `stored_state` dict will be |
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192 saved, otherwise it will be discarded. |
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193 """ |
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194 pass |
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195 |
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196 def get_space(self): |
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197 return self.physicser.get_space() |
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198 |
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199 def get_shape(self): |
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200 return self.physicser.get_shape() |
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201 |
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202 def get_render_position(self, surface): |
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203 return self.physicser.get_render_position(surface) |
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204 |
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205 def get_render_angle(self): |
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206 return self.physicser.get_angle() |
59 | 207 |
229
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208 def get_facing_direction(self): |
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209 """Used by rendererd that care what direction an object is facing. |
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210 """ |
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211 return None |
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212 |
59 | 213 def render(self, surface): |
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214 return self.renderer.render(surface) |
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215 |
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216 def update(self, dt): |
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217 self.lifetime += dt |
371 | 218 for timer in self._active_timers.keys(): |
219 self._active_timers[timer] -= dt | |
220 if self._active_timers[timer] <= 0: | |
221 self._active_timers.pop(timer) | |
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222 self.renderer.update(dt) |
143
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223 |
302
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224 def hit(self, weapon): |
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225 '''Was hit with a weapon (such as a bullet)''' |
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226 pass |
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227 |
256
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228 def collide_with_protagonist(self, protagonist): |
186
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229 """Called as a `pre_solve` collision callback with the protagonist. |
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230 |
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231 You can return `False` to ignore the collision, anything else |
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232 (including `None`) to process the collision as normal. |
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233 """ |
192
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234 return True |
186
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235 |
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236 def collide_with_furniture(self, furniture): |
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237 return True |
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238 |
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239 def collide_with_claw_attack(self, claw_attack): |
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240 return True |
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241 |
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242 def environmental_movement(self, vec): |
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243 self.physicser.apply_impulse(vec) |
416 | 244 |
235
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245 @classmethod |
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246 def requires(cls): |
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247 """Hints for the level editor""" |
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248 return [("name", "string")] |
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249 |
477 | 250 @classmethod |
251 def movable(cls): | |
252 # Are we movable | |
253 hints = cls.requires() | |
254 for x in hints: | |
255 if 'position' in x: | |
256 return True | |
257 return False | |
258 | |
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259 |
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260 class FloorSwitch(GameObject): |
162
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261 zorder = ZORDER_FLOOR |
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262 |
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263 def __init__(self, space, position): |
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264 body = make_body(None, None, position) |
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265 self.shape = pymunk.Circle(body, 30) |
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266 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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267 self.shape.sensor = True |
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268 super(FloorSwitch, self).__init__( |
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269 SingleShapePhysicser(space, self.shape), |
207 | 270 render.ImageStateRenderer({ |
162
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271 True: resources.get_image('objects', 'sensor_on.png'), |
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272 False: resources.get_image('objects', 'sensor_off.png'), |
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273 }), |
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274 puzzle.CollidePuzzler(*SWITCH_PUSHERS), |
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275 ) |
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276 |
235
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277 @classmethod |
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278 def requires(cls): |
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279 return [("name", "string"), ("position", "coordinates")] |
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280 |
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281 |
191 | 282 class Note(GameObject): |
283 zorder = ZORDER_FLOOR | |
284 | |
285 def __init__(self, space, position, message): | |
286 body = make_body(None, None, position) | |
287 self.shape = pymunk.Circle(body, 30) | |
288 self.shape.sensor = True | |
289 super(Note, self).__init__( | |
290 SingleShapePhysicser(space, self.shape), | |
207 | 291 render.ImageRenderer(resources.get_image('objects', 'note.png')), |
201
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292 puzzle.CollidePuzzler(), |
222
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293 render.TextOverlay(message), |
191 | 294 ) |
295 | |
235
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296 @classmethod |
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297 def requires(cls): |
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298 return [("name", "string"), ("position", "coordinates"), |
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299 ("message", "text")] |
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300 |
191 | 301 |
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302 class FloorLight(GameObject): |
162
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303 zorder = ZORDER_FLOOR |
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304 |
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305 def __init__(self, space, position, state_source): |
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306 body = make_body(None, None, position) |
106
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307 self.shape = pymunk.Circle(body, 10) |
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308 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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309 self.shape.sensor = True |
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310 super(FloorLight, self).__init__( |
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311 SingleShapePhysicser(space, self.shape), |
207 | 312 render.ImageStateRenderer({ |
162
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313 True: resources.get_image('objects', 'light_on.png'), |
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314 False: resources.get_image('objects', 'light_off.png'), |
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315 }), |
201
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316 puzzle.StateProxyPuzzler(state_source), |
106
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317 ) |
133 | 318 |
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319 @classmethod |
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320 def requires(cls): |
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321 return [("name", "string"), ("position", "coordinates"), |
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322 ("state_source", "puzzler")] |
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323 |
133 | 324 |
325 class Box(GameObject): | |
326 def __init__(self, space, position): | |
327 body = make_body(10, 10000, position, damping=0.5) | |
328 self.shape = pymunk.Poly( | |
329 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
208
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330 self.shape.friction = 0.5 |
318
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331 self.shape.collision_type = COLLISION_TYPE_FURNITURE |
133 | 332 super(Box, self).__init__( |
333 SingleShapePhysicser(space, self.shape), | |
207 | 334 render.ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 335 ) |
176 | 336 |
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337 @classmethod |
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338 def requires(cls): |
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339 return [("name", "string"), ("position", "coordinates"), |
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340 ("state_source", "puzzler")] |
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341 |
176 | 342 |
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343 class BaseDoor(GameObject): |
176 | 344 zorder = ZORDER_FLOOR |
359
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345 is_open = True |
176 | 346 |
263 | 347 def __init__(self, space, position, destination, dest_pos, angle, |
359
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348 renderer, condition): |
176 | 349 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) |
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350 self.shape = pymunk.Circle(body, 30) |
176 | 351 self.shape.collision_type = COLLISION_TYPE_DOOR |
264 | 352 self.shape.body.angle = float(angle) / 180 * math.pi |
176 | 353 self.shape.sensor = True |
354 self.destination = destination | |
355 self.dest_pos = tuple(dest_pos) | |
359
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356 super(BaseDoor, self).__init__( |
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357 SingleShapePhysicser(space, self.shape), |
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358 renderer, |
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359 puzzle.ParentAttrPuzzler('is_open'), |
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360 interactible=environment.Interactible( |
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361 environment.Action(self._post_door_event, condition)), |
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362 ) |
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363 |
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364 def _post_door_event(self, protagonist): |
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365 DoorEvent.post(self.destination, self.dest_pos) |
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366 |
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367 |
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368 class Door(BaseDoor): |
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369 def __init__(self, space, position, destination, dest_pos, angle): |
176 | 370 super(Door, self).__init__( |
359
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371 space, position, destination, dest_pos, angle, |
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372 render.ImageRenderer(resources.get_image('objects', 'door.png')), |
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373 environment.YesCondition(), |
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374 ) |
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375 |
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376 @classmethod |
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377 def requires(cls): |
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378 return [("name", "string"), ("position", "coordinates"), |
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379 ("destination", "level name"), ("dest_pos", "coordinate"), |
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380 ("angle", "degrees")] |
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381 |
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382 |
437
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383 class RestartGameDoor(Door): |
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384 def _post_door_event(self, protagonist): |
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385 protagonist.world.reset() |
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386 super(RestartGameDoor, self)._post_door_event(protagonist) |
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387 |
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388 |
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389 class ContinueGameDoor(Door): |
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390 def _post_door_event(self, protagonist): |
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391 world = protagonist.world |
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392 if world.level[0]: |
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393 DoorEvent.post(world.level[0], world.level[1]) |
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394 else: |
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395 # New game? |
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396 super(ContinueGameDoor, self)._post_door_event(protagonist) |
437
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397 |
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398 |
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399 class PuzzleDoor(BaseDoor): |
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400 def __init__(self, space, position, destination, dest_pos, angle, |
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401 key_state): |
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402 self._key_state = key_state |
390
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403 overlay = ImageOverlay(resources.get_image('objects', 'lock.png')) |
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404 super(PuzzleDoor, self).__init__( |
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405 space, position, destination, dest_pos, angle, |
346
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406 render.ImageStateRenderer({ |
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407 True: resources.get_image('objects', 'door.png'), |
390
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408 False: resources.get_image( |
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409 'objects', 'door.png', transforms=(overlay,)), |
346
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410 }), |
359
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411 environment.FunctionCondition(lambda p: self.is_open), |
176 | 412 ) |
413 | |
346
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414 @property |
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415 def is_open(self): |
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416 return self._stored_state['is_open'] |
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417 |
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418 def set_stored_state_dict(self, stored_state): |
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419 self._stored_state = stored_state |
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420 self._stored_state.setdefault('is_open', False) |
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421 return True |
346
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422 |
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423 def update(self, dt): |
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424 if not self.is_open: |
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425 self._stored_state['is_open'] = self.puzzler.glue.get_state_of( |
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426 self._key_state) |
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427 super(PuzzleDoor, self).update(dt) |
346
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428 |
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429 @classmethod |
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430 def requires(cls): |
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431 return [("name", "string"), ("position", "coordinates"), |
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432 ("destination", "level name"), ("dest_pos", "coordinate"), |
263 | 433 ("angle", "degrees"), |
359
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434 ("key_state", "puzzler")] |
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435 |
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436 |
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437 class KeyedDoor(BaseDoor): |
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438 def __init__(self, space, position, destination, dest_pos, angle, |
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439 key_item=None): |
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440 self._key_item = key_item |
364 | 441 overlay = ImageOverlay( |
442 resources.get_image('objects', '%s.png' % (key_item,))) | |
359
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443 super(KeyedDoor, self).__init__( |
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444 space, position, destination, dest_pos, angle, |
364 | 445 render.ImageRenderer(resources.get_image( |
446 'objects', 'door.png', transforms=(overlay,))), | |
359
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447 environment.ItemRequiredCondition(key_item), |
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448 ) |
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449 |
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450 @classmethod |
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451 def requires(cls): |
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452 return [("name", "string"), ("position", "coordinates"), |
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453 ("destination", "level name"), ("dest_pos", "coordinate"), |
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454 ("angle", "degrees"), ("key_item", "item name")] |
235
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455 |
224
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456 |
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457 class Bulkhead(GameObject): |
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458 zorder = ZORDER_FLOOR |
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459 |
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460 def __init__(self, space, end1, end2, key_state=None): |
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461 body = make_body(None, None, (0, 0)) |
488
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462 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 7) |
224
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463 self.shape.collision_type = COLLISION_TYPE_DOOR |
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464 if key_state is None: |
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465 puzzler = puzzle.YesPuzzler() |
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466 else: |
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467 puzzler = puzzle.StateProxyPuzzler(key_state) |
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468 super(Bulkhead, self).__init__( |
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469 SingleShapePhysicser(space, self.shape), |
474 | 470 render.BulkheadRenderer(), |
224
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471 puzzler, |
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472 ) |
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473 |
256
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474 def collide_with_protagonist(self, protagonist): |
224
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475 if self.puzzler.get_state(): |
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476 # Reject the collision, we can walk through. |
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477 return False |
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478 return True |
235
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479 |
319
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480 collide_with_furniture = collide_with_protagonist |
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481 |
235
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482 @classmethod |
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483 def requires(cls): |
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484 return [("name", "string"), ("end1", "coordinates"), |
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485 ("end2", "coordinates"), ("key_state", "puzzler")] |
261
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486 |
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487 |
282
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488 class ToggleSwitch(GameObject): |
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489 zorder = ZORDER_LOW |
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490 |
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491 def __init__(self, space, position): |
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492 body = make_body(None, None, position) |
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493 self.shape = pymunk.Circle(body, 20) |
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494 self.shape.sensor = True |
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495 super(ToggleSwitch, self).__init__( |
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496 SingleShapePhysicser(space, self.shape), |
296
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497 render.ImageStateRenderer({ |
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498 True: resources.get_image('objects', 'lever.png'), |
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499 False: resources.get_image( |
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500 'objects', 'lever.png', transforms=(FLIP_H,)), |
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501 }), |
282
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502 puzzle.ParentAttrPuzzler('toggle_on'), |
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503 interactible=environment.Interactible( |
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504 environment.Action(self._toggle)), |
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505 ) |
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506 |
346
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Save door and lever state.
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507 @property |
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Save door and lever state.
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508 def toggle_on(self): |
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509 return self._stored_state['toggle_on'] |
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510 |
282
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511 def _toggle(self, protagonist): |
346
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512 self._stored_state['toggle_on'] = not self.toggle_on |
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513 |
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514 def set_stored_state_dict(self, stored_state): |
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515 self._stored_state = stored_state |
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516 # We start in the "off" position. |
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517 self._stored_state.setdefault('toggle_on', False) |
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518 return True |
282
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519 |
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520 @classmethod |
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521 def requires(cls): |
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522 return [("name", "string"), ("position", "coordinates")] |
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523 |
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|
524 |
261
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525 class Bullet(GameObject): |
363
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526 def __init__(self, space, position, impulse, damage, bullet_type, |
305 | 527 source_collision_type): |
261
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528 body = make_body(1, pymunk.inf, position) |
363
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529 body.angle = impulse.angle |
293
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530 self.last_position = position |
286
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531 self.shape = pymunk.Circle(body, 2) |
293
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532 self.shape.sensor = True |
261
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533 self.shape.collision_type = COLLISION_TYPE_PROJECTILE |
305 | 534 self.damage = damage |
363
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535 self.type = bullet_type |
293
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536 self.source_collision_type = source_collision_type |
261
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537 super(Bullet, self).__init__( |
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538 SingleShapePhysicser(space, self.shape), |
363
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|
539 render.ImageRenderer(resources.get_image( |
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|
540 'objects', '%s.png' % self.type)), |
261
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541 ) |
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542 self.physicser.apply_impulse(impulse) |
286
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|
543 |
333
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diff
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|
544 def update(self, dt): |
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|
545 super(Bullet, self).update(dt) |
297
b00ed05f7364
Create a tuple of bullet position, so we don't just hold a reference to a mutable object
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|
546 position = (self.physicser.position.x, self.physicser.position.y) |
293
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547 r = self.get_space().segment_query(self.last_position, position) |
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548 self.last_position = position |
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|
549 for collision in r: |
302
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Pass bullet hits through to the target
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diff
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550 shape = collision.shape |
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|
551 if (shape.collision_type == self.source_collision_type |
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|
552 or shape == self.physicser.get_shape() |
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|
553 or shape.sensor): |
293
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554 continue |
302
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|
555 if hasattr(shape, 'physicser'): |
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|
556 shape.physicser.game_object.hit(self) |
293
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|
557 self.physicser.remove_from_space() |
385
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Use a result object to get new drawables back to the area
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diff
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|
558 return Result(remove=[self]) |
293
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|
559 |
286
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|
560 |
312
72aca01c87ed
Basic claw attack, stealing liberally from other people's code! ;)
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diff
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|
561 class ClawAttack(GameObject): |
356 | 562 def __init__(self, space, pos, vector, damage): |
563 body = make_body(1, pymunk.inf, | |
564 (pos[0] + (vector.length * math.cos(vector.angle)), | |
362 | 565 pos[1] + (vector.length * math.sin(vector.angle)))) |
333
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|
566 body.angle = vector.angle |
312
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diff
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|
567 self.shape = pymunk.Circle(body, 30) |
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diff
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|
568 self.shape.sensor = True |
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diff
changeset
|
569 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK |
333
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diff
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|
570 self.damage = damage |
312
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Basic claw attack, stealing liberally from other people's code! ;)
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diff
changeset
|
571 super(ClawAttack, self).__init__( |
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Basic claw attack, stealing liberally from other people's code! ;)
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diff
changeset
|
572 SingleShapePhysicser(space, self.shape), |
333
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diff
changeset
|
573 render.ImageRenderer(resources.get_image( |
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diff
changeset
|
574 'objects', 'werewolf_SW_claw_attack.png', |
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Better wolf claw attack.
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diff
changeset
|
575 transforms=(FLIP_H,))), |
312
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Basic claw attack, stealing liberally from other people's code! ;)
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diff
changeset
|
576 ) |
72aca01c87ed
Basic claw attack, stealing liberally from other people's code! ;)
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diff
changeset
|
577 |
333
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Better wolf claw attack.
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diff
changeset
|
578 def update(self, dt): |
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diff
changeset
|
579 super(ClawAttack, self).update(dt) |
335
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More interesting claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents:
333
diff
changeset
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580 if self.lifetime > 0.1: |
312
72aca01c87ed
Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents:
307
diff
changeset
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581 self.physicser.remove_from_space() |
385
51deb78cae52
Use a result object to get new drawables back to the area
Stefano Rivera <stefano@rivera.za.net>
parents:
384
diff
changeset
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582 return Result(remove=[self]) |
351 | 583 |
584 | |
585 class HostileTerrain(GameObject): | |
586 zorder = ZORDER_FLOOR | |
587 damage = None | |
401 | 588 tiles = [] |
362 | 589 tile_alpha = 255 |
401 | 590 tile_frame_ticks = 3 |
351 | 591 # How often to hit the player |
592 rate = 5 | |
593 | |
594 def __init__(self, space, position, outline): | |
595 body = make_body(10, pymunk.inf, position) | |
596 # Adjust shape relative to position | |
597 shape_outline = [(p[0] - position[0], p[1] - position[1]) for | |
598 p in outline] | |
599 self.shape = pymunk.Poly(body, shape_outline) | |
600 self._ticks = 0 | |
601 self.shape.collision_type = COLLISION_TYPE_SWITCH | |
602 self.shape.sensor = True | |
401 | 603 if len(self.tiles) > 1: |
604 tile_images = [resources.get_image('tiles', x) | |
605 for x in self.tiles] | |
606 renderer = render.TimedTiledRenderer(outline, tile_images, | |
607 self.tile_frame_ticks, | |
608 self.tile_alpha) | |
609 else: | |
610 tile_image = resources.get_image('tiles', self.tiles[0]) | |
611 renderer = render.TiledRenderer(outline, tile_image, | |
612 self.tile_alpha) | |
351 | 613 super(HostileTerrain, self).__init__( |
614 SingleShapePhysicser(space, self.shape), | |
401 | 615 renderer) |
351 | 616 |
617 def collide_with_protagonist(self, protagonist): | |
618 # We're called every frame we're colliding, so | |
619 # There are timing issues with stepping on and | |
620 # off terrian, but as long as the rate is reasonably | |
621 # low, they shouldn't impact gameplay | |
622 if self._ticks == 0: | |
357
d2c7e17299a7
Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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623 self.apply_effect(protagonist) |
351 | 624 self._ticks += 1 |
625 if self._ticks > self.rate: | |
626 self._ticks = 0 | |
627 | |
357
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Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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628 def apply_effect(self, protagonist): |
d2c7e17299a7
Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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629 protagonist.lose_health(self.damage) |
d2c7e17299a7
Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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630 |
351 | 631 @classmethod |
632 def requires(cls): | |
633 return [("name", "string"), ("position", "coordinates"), | |
354
55752fc7b753
Add convex requirement to hint
Neil Muller <drnlmuller@gmail.com>
parents:
351
diff
changeset
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634 ("outline", "polygon (convex)")] |
351 | 635 |
636 | |
637 class AcidFloor(HostileTerrain): | |
638 damage = 1 | |
402
c08d409a1c87
better bubbles (work in progress)
Adrianna Pińska <adrianna.pinska@gmail.com>
parents:
401
diff
changeset
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639 tiles = ['acid.png', 'acid2.png', 'acid3.png'] |
377
4eb7f5dffa59
new acid and moonlight art
Adrianna Pińska <adrianna.pinska@gmail.com>
parents:
374
diff
changeset
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640 tile_alpha = 200 |
402
c08d409a1c87
better bubbles (work in progress)
Adrianna Pińska <adrianna.pinska@gmail.com>
parents:
401
diff
changeset
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641 tile_frame_ticks = 10 |
357
d2c7e17299a7
Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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642 |
d2c7e17299a7
Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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643 |
d2c7e17299a7
Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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644 class ForceWolfFloor(HostileTerrain): |
401 | 645 tiles = ['moonlight.png'] |
357
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Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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646 rate = 0 |
362 | 647 tile_alpha = 150 |
648 zorder = ZORDER_HIGH | |
357
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Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
diff
changeset
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649 |
d2c7e17299a7
Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
356
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changeset
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650 def apply_effect(self, protagonist): |
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Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents:
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651 protagonist.force_wolf_form() |
416 | 652 |
418 | 653 |
416 | 654 class GravityWell(GameObject): |
655 zorder = ZORDER_FLOOR | |
656 # How often to hit the player | |
657 rate = 5 | |
658 | |
427
3ee839f227ad
Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
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changeset
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659 def __init__(self, space, position, radius, force): |
3ee839f227ad
Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
diff
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660 body = make_body(None, None, position) |
416 | 661 # Adjust shape relative to position |
427
3ee839f227ad
Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
diff
changeset
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662 self._radius = radius |
3ee839f227ad
Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
diff
changeset
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663 self.shape = pymunk.Circle(body, radius) |
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Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
diff
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664 self.centre = pymunk.Circle(body, 10) |
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Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
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665 self.centre.friction = pymunk.inf |
416 | 666 self._ticks = 0 |
667 self.force = force | |
668 self.shape.collision_type = COLLISION_TYPE_SWITCH | |
669 self.shape.sensor = True | |
670 super(GravityWell, self).__init__( | |
427
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Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
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671 MultiShapePhysicser(space, self.shape, self.centre), |
416 | 672 render.ImageRenderer(resources.get_image( |
673 'objects', 'gravity_well.png')), | |
674 ) | |
675 | |
676 def collide_with_protagonist(self, protagonist): | |
677 # We're called every frame we're colliding, so | |
678 # There are timing issues with stepping on and | |
679 # off terrian, but as long as the rate is reasonably | |
680 # low, they shouldn't impact gameplay | |
427
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Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
diff
changeset
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681 self.apply_effect(protagonist) |
416 | 682 |
683 def collide_with_furniture(self, furniture): | |
684 # We're called every frame we're colliding, so | |
685 # There are timing issues with stepping on and | |
686 # off terrian, but as long as the rate is reasonably | |
687 # low, they shouldn't impact gameplay | |
427
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Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
diff
changeset
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688 self.apply_effect(furniture) |
416 | 689 |
417 | 690 def apply_effect(self, object_to_move): |
427
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Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
diff
changeset
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691 movement = self.physicser.position - object_to_move.physicser.position |
429
46ecb2c4cb61
Special relativistic gravities again.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
427
diff
changeset
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692 local_force = self.force * (1 - (self._radius / movement.length)) |
46ecb2c4cb61
Special relativistic gravities again.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
427
diff
changeset
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693 movement.length = local_force |
427
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Special relativistic gravities.
davidsharpe@185.4.16.172.in-addr.arpa
parents:
418
diff
changeset
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694 object_to_move.environmental_movement(-movement) |
416 | 695 |
696 @classmethod | |
697 def requires(cls): | |
698 return [("name", "string"), ("position", "coordinates"), | |
699 ("outline", "polygon (convex)")] | |
444 | 700 |
701 | |
702 class SheepPen(GameObject): | |
703 zorder = ZORDER_FLOOR | |
704 | |
705 def __init__(self, space, position, outline, sheep_count): | |
706 body = make_body(None, None, position) | |
707 # Adjust shape relative to position | |
708 shape_outline = [(p[0] - position[0], p[1] - position[1]) for | |
709 p in outline] | |
710 self.shape = pymunk.Poly(body, shape_outline) | |
711 self.shape.collision_type = COLLISION_TYPE_SHEEP_PEN | |
712 self.shape.sensor = True | |
713 super(SheepPen, self).__init__( | |
714 SingleShapePhysicser(space, self.shape), | |
715 render.Renderer(), | |
716 puzzle.MultiCollidePuzzler(sheep_count, COLLISION_TYPE_SHEEP), | |
717 ) | |
718 | |
719 @classmethod | |
720 def requires(cls): | |
721 return [("name", "string"), ("position", "coordinates"), | |
722 ("outline", "polygon (convex)"), ("sheep_count", "int")] |