Mercurial > nagslang
annotate nagslang/game_object.py @ 377:4eb7f5dffa59
new acid and moonlight art
author | Adrianna Pińska <adrianna.pinska@gmail.com> |
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date | Fri, 06 Sep 2013 23:03:28 +0200 |
parents | 150332d6c1fb |
children | 8069c9be1c3e |
rev | line source |
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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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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, |
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12 COLLISION_TYPE_SWITCH, COLLISION_TYPE_WEREWOLF_ATTACK, |
362 | 13 SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW, ZORDER_HIGH) |
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14 from nagslang.resources import resources |
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15 from nagslang.events import DoorEvent |
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16 |
82 | 17 |
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18 def get_editable_game_objects(): |
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19 classes = [] |
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20 for cls_name, cls in globals().iteritems(): |
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21 if isinstance(cls, type) and hasattr(cls, 'requires'): |
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22 classes.append((cls_name, cls)) |
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23 return classes |
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24 |
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25 |
59 | 26 class Physicser(object): |
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27 def __init__(self, space): |
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28 self._space = space |
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29 |
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30 def get_space(self): |
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31 return self._space |
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32 |
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33 def set_space(self, new_space): |
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34 self._space = new_space |
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35 |
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36 def set_game_object(self, game_object): |
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37 self.game_object = game_object |
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38 |
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39 def get_shape(self): |
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40 raise NotImplementedError() |
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41 |
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42 def add_to_space(self): |
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43 shape = self.get_shape() |
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44 self.get_space().add(shape) |
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45 if not shape.body.is_static: |
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46 self.get_space().add(shape.body) |
59 | 47 |
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48 def remove_from_space(self): |
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49 shape = self.get_shape() |
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50 self.get_space().remove(shape) |
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51 if not shape.body.is_static: |
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52 self.get_space().remove(shape.body) |
59 | 53 |
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54 def get_render_position(self, surface): |
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55 pos = self.get_shape().body.position |
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56 return pymunk.pygame_util.to_pygame(pos, surface) |
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57 |
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58 def get_angle(self): |
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59 return self.get_shape().body.angle |
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60 |
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61 def get_velocity(self): |
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62 return self.get_shape().body.velocity |
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63 |
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64 def _get_position(self): |
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65 return self.get_shape().body.position |
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66 |
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67 def _set_position(self, position): |
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68 self.get_shape().body.position = position |
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69 |
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70 position = property(_get_position, _set_position) |
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71 |
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72 def apply_impulse(self, j, r=(0, 0)): |
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73 return self.get_shape().body.apply_impulse(j, r) |
59 | 74 |
75 | |
76 class SingleShapePhysicser(Physicser): | |
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77 def __init__(self, space, shape): |
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78 super(SingleShapePhysicser, self).__init__(space) |
59 | 79 self._shape = shape |
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80 shape.physicser = self |
59 | 81 |
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82 def get_shape(self): |
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83 return self._shape |
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84 |
59 | 85 |
133 | 86 def damping_velocity_func(body, gravity, damping, dt): |
87 """Apply custom damping to this body's velocity. | |
88 """ | |
89 damping = getattr(body, 'damping', damping) | |
90 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
91 | |
92 | |
93 def make_body(mass, moment, position, damping=None): | |
94 body = pymunk.Body(mass, moment) | |
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95 body.position = tuple(position) |
133 | 96 if damping is not None: |
97 body.damping = damping | |
98 body.velocity_func = damping_velocity_func | |
99 return body | |
100 | |
101 | |
59 | 102 class GameObject(object): |
103 """A representation of a thing in the game world. | |
104 | |
105 This has a rendery thing, physicsy things and maybe some other things. | |
106 """ | |
107 | |
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108 zorder = ZORDER_LOW |
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109 is_moving = False # `True` if a movement animation should play. |
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110 |
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111 def __init__(self, physicser, renderer, puzzler=None, overlay=None, |
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112 interactible=None): |
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113 self.lifetime = 0 |
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114 self.physicser = physicser |
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115 physicser.set_game_object(self) |
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116 self.physicser.add_to_space() |
59 | 117 self.renderer = renderer |
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118 renderer.set_game_object(self) |
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119 self.puzzler = puzzler |
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120 if puzzler is not None: |
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121 puzzler.set_game_object(self) |
191 | 122 self.overlay = overlay |
123 if overlay is not None: | |
124 self.overlay.set_game_object(self) | |
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125 self.interactible = interactible |
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126 if interactible is not None: |
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127 self.interactible.set_game_object(self) |
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128 self.remove = False # If true, will be removed from drawables |
371 | 129 self._timers = {} |
130 self._active_timers = {} | |
131 | |
132 def add_timer(self, name, secs): | |
133 self._timers[name] = secs | |
134 | |
135 def start_timer(self, name, secs=None): | |
136 if secs is None: | |
137 secs = self._timers[name] | |
138 self._active_timers[name] = secs | |
139 | |
140 def check_timer(self, name): | |
141 return name in self._active_timers | |
59 | 142 |
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143 def set_stored_state_dict(self, stored_state): |
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144 """Override this to set up whatever state storage you want. |
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145 |
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146 The `stored_state` dict passed in contains whatever saved state we |
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147 might have for this object. If the return value of this method |
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148 evaluates to `True`, the contents of the `stored_state` dict will be |
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149 saved, otherwise it will be discarded. |
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150 """ |
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151 pass |
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152 |
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153 def get_space(self): |
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154 return self.physicser.get_space() |
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155 |
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156 def get_shape(self): |
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157 return self.physicser.get_shape() |
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158 |
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159 def get_render_position(self, surface): |
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160 return self.physicser.get_render_position(surface) |
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161 |
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162 def get_render_angle(self): |
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163 return self.physicser.get_angle() |
59 | 164 |
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165 def get_facing_direction(self): |
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166 """Used by rendererd that care what direction an object is facing. |
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167 """ |
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168 return None |
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169 |
59 | 170 def render(self, surface): |
123
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171 return self.renderer.render(surface) |
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172 |
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173 def update(self, dt): |
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174 self.lifetime += dt |
371 | 175 for timer in self._active_timers.keys(): |
176 self._active_timers[timer] -= dt | |
177 if self._active_timers[timer] <= 0: | |
178 self._active_timers.pop(timer) | |
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179 self.renderer.update(dt) |
143
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180 |
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181 def hit(self, weapon): |
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182 '''Was hit with a weapon (such as a bullet)''' |
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183 pass |
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184 |
256
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185 def collide_with_protagonist(self, protagonist): |
186
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186 """Called as a `pre_solve` collision callback with the protagonist. |
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187 |
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188 You can return `False` to ignore the collision, anything else |
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189 (including `None`) to process the collision as normal. |
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190 """ |
192
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191 return True |
186
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192 |
319
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193 def collide_with_furniture(self, furniture): |
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194 return True |
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195 |
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196 def collide_with_claw_attack(self, claw_attack): |
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197 return True |
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198 |
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199 @classmethod |
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200 def requires(cls): |
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201 """Hints for the level editor""" |
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202 return [("name", "string")] |
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203 |
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204 |
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205 class FloorSwitch(GameObject): |
162
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206 zorder = ZORDER_FLOOR |
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207 |
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208 def __init__(self, space, position): |
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209 body = make_body(None, None, position) |
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210 self.shape = pymunk.Circle(body, 30) |
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211 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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212 self.shape.sensor = True |
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213 super(FloorSwitch, self).__init__( |
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214 SingleShapePhysicser(space, self.shape), |
207 | 215 render.ImageStateRenderer({ |
162
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216 True: resources.get_image('objects', 'sensor_on.png'), |
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217 False: resources.get_image('objects', 'sensor_off.png'), |
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218 }), |
201
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219 puzzle.CollidePuzzler(*SWITCH_PUSHERS), |
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220 ) |
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221 |
235
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222 @classmethod |
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223 def requires(cls): |
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224 return [("name", "string"), ("position", "coordinates")] |
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225 |
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226 |
191 | 227 class Note(GameObject): |
228 zorder = ZORDER_FLOOR | |
229 | |
230 def __init__(self, space, position, message): | |
231 body = make_body(None, None, position) | |
232 self.shape = pymunk.Circle(body, 30) | |
233 self.shape.sensor = True | |
234 super(Note, self).__init__( | |
235 SingleShapePhysicser(space, self.shape), | |
207 | 236 render.ImageRenderer(resources.get_image('objects', 'note.png')), |
201
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237 puzzle.CollidePuzzler(), |
222
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238 render.TextOverlay(message), |
191 | 239 ) |
240 | |
235
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241 @classmethod |
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242 def requires(cls): |
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243 return [("name", "string"), ("position", "coordinates"), |
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244 ("message", "text")] |
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245 |
191 | 246 |
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247 class FloorLight(GameObject): |
162
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248 zorder = ZORDER_FLOOR |
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249 |
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250 def __init__(self, space, position, state_source): |
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251 body = make_body(None, None, position) |
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252 self.shape = pymunk.Circle(body, 10) |
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253 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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254 self.shape.sensor = True |
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255 super(FloorLight, self).__init__( |
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256 SingleShapePhysicser(space, self.shape), |
207 | 257 render.ImageStateRenderer({ |
162
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258 True: resources.get_image('objects', 'light_on.png'), |
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259 False: resources.get_image('objects', 'light_off.png'), |
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260 }), |
201
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261 puzzle.StateProxyPuzzler(state_source), |
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262 ) |
133 | 263 |
235
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264 @classmethod |
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265 def requires(cls): |
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266 return [("name", "string"), ("position", "coordinates"), |
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267 ("state_source", "puzzler")] |
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268 |
133 | 269 |
270 class Box(GameObject): | |
271 def __init__(self, space, position): | |
272 body = make_body(10, 10000, position, damping=0.5) | |
273 self.shape = pymunk.Poly( | |
274 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
208
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275 self.shape.friction = 0.5 |
318
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276 self.shape.collision_type = COLLISION_TYPE_FURNITURE |
133 | 277 super(Box, self).__init__( |
278 SingleShapePhysicser(space, self.shape), | |
207 | 279 render.ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 280 ) |
176 | 281 |
235
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282 @classmethod |
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283 def requires(cls): |
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284 return [("name", "string"), ("position", "coordinates"), |
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285 ("state_source", "puzzler")] |
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286 |
176 | 287 |
359
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288 class BaseDoor(GameObject): |
176 | 289 zorder = ZORDER_FLOOR |
359
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290 is_open = True |
176 | 291 |
263 | 292 def __init__(self, space, position, destination, dest_pos, angle, |
359
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293 renderer, condition): |
176 | 294 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) |
281
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295 self.shape = pymunk.Circle(body, 30) |
176 | 296 self.shape.collision_type = COLLISION_TYPE_DOOR |
264 | 297 self.shape.body.angle = float(angle) / 180 * math.pi |
176 | 298 self.shape.sensor = True |
299 self.destination = destination | |
300 self.dest_pos = tuple(dest_pos) | |
359
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301 super(BaseDoor, self).__init__( |
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302 SingleShapePhysicser(space, self.shape), |
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303 renderer, |
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304 puzzle.ParentAttrPuzzler('is_open'), |
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305 interactible=environment.Interactible( |
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306 environment.Action(self._post_door_event, condition)), |
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307 ) |
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308 |
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309 def _post_door_event(self, protagonist): |
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310 DoorEvent.post(self.destination, self.dest_pos) |
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311 |
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312 |
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313 class Door(BaseDoor): |
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314 def __init__(self, space, position, destination, dest_pos, angle): |
176 | 315 super(Door, self).__init__( |
359
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316 space, position, destination, dest_pos, angle, |
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317 render.ImageRenderer(resources.get_image('objects', 'door.png')), |
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318 environment.YesCondition(), |
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319 ) |
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320 |
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321 @classmethod |
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322 def requires(cls): |
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323 return [("name", "string"), ("position", "coordinates"), |
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324 ("destination", "level name"), ("dest_pos", "coordinate"), |
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325 ("angle", "degrees")] |
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326 |
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327 |
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328 class PuzzleDoor(BaseDoor): |
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329 def __init__(self, space, position, destination, dest_pos, angle, |
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330 key_state): |
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331 self._key_state = key_state |
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332 super(PuzzleDoor, self).__init__( |
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333 space, position, destination, dest_pos, angle, |
346
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334 render.ImageStateRenderer({ |
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335 True: resources.get_image('objects', 'door.png'), |
359
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336 False: resources.get_image('objects', 'locked_door.png'), |
346
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337 }), |
359
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338 environment.FunctionCondition(lambda p: self.is_open), |
176 | 339 ) |
340 | |
346
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341 @property |
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342 def is_open(self): |
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343 return self._stored_state['is_open'] |
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344 |
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345 def set_stored_state_dict(self, stored_state): |
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346 self._stored_state = stored_state |
359
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347 self._stored_state.setdefault('is_open', False) |
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348 return True |
346
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349 |
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350 def update(self, dt): |
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351 if not self.is_open: |
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352 self._stored_state['is_open'] = self.puzzler.glue.get_state_of( |
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353 self._key_state) |
359
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354 super(PuzzleDoor, self).update(dt) |
346
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355 |
235
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356 @classmethod |
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357 def requires(cls): |
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358 return [("name", "string"), ("position", "coordinates"), |
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359 ("destination", "level name"), ("dest_pos", "coordinate"), |
263 | 360 ("angle", "degrees"), |
359
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361 ("key_state", "puzzler")] |
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362 |
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363 |
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364 class KeyedDoor(BaseDoor): |
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365 def __init__(self, space, position, destination, dest_pos, angle, |
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366 key_item=None): |
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367 self._key_item = key_item |
364 | 368 overlay = ImageOverlay( |
369 resources.get_image('objects', '%s.png' % (key_item,))) | |
359
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370 super(KeyedDoor, self).__init__( |
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371 space, position, destination, dest_pos, angle, |
364 | 372 render.ImageRenderer(resources.get_image( |
373 'objects', 'door.png', transforms=(overlay,))), | |
359
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374 environment.ItemRequiredCondition(key_item), |
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375 ) |
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376 |
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377 @classmethod |
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378 def requires(cls): |
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379 return [("name", "string"), ("position", "coordinates"), |
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380 ("destination", "level name"), ("dest_pos", "coordinate"), |
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381 ("angle", "degrees"), ("key_item", "item name")] |
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382 |
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383 |
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384 class Bulkhead(GameObject): |
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385 zorder = ZORDER_FLOOR |
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386 |
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387 def __init__(self, space, end1, end2, key_state=None): |
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388 body = make_body(None, None, (0, 0)) |
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389 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3) |
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390 self.shape.collision_type = COLLISION_TYPE_DOOR |
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391 if key_state is None: |
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392 puzzler = puzzle.YesPuzzler() |
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393 else: |
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394 puzzler = puzzle.StateProxyPuzzler(key_state) |
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395 super(Bulkhead, self).__init__( |
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396 SingleShapePhysicser(space, self.shape), |
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397 render.ShapeStateRenderer(), |
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398 puzzler, |
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399 ) |
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400 |
256
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401 def collide_with_protagonist(self, protagonist): |
224
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402 if self.puzzler.get_state(): |
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403 # Reject the collision, we can walk through. |
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404 return False |
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405 return True |
235
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406 |
319
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407 collide_with_furniture = collide_with_protagonist |
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408 |
235
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409 @classmethod |
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410 def requires(cls): |
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411 return [("name", "string"), ("end1", "coordinates"), |
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412 ("end2", "coordinates"), ("key_state", "puzzler")] |
261
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413 |
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414 |
282
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415 class ToggleSwitch(GameObject): |
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416 zorder = ZORDER_LOW |
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417 |
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418 def __init__(self, space, position): |
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419 body = make_body(None, None, position) |
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420 self.shape = pymunk.Circle(body, 20) |
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421 self.shape.sensor = True |
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422 super(ToggleSwitch, self).__init__( |
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423 SingleShapePhysicser(space, self.shape), |
296
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424 render.ImageStateRenderer({ |
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425 True: resources.get_image('objects', 'lever.png'), |
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426 False: resources.get_image( |
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427 'objects', 'lever.png', transforms=(FLIP_H,)), |
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428 }), |
282
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429 puzzle.ParentAttrPuzzler('toggle_on'), |
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430 interactible=environment.Interactible( |
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431 environment.Action(self._toggle)), |
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432 ) |
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433 |
346
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434 @property |
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435 def toggle_on(self): |
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436 return self._stored_state['toggle_on'] |
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437 |
282
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438 def _toggle(self, protagonist): |
346
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439 self._stored_state['toggle_on'] = not self.toggle_on |
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440 |
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441 def set_stored_state_dict(self, stored_state): |
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442 self._stored_state = stored_state |
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443 # We start in the "off" position. |
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444 self._stored_state.setdefault('toggle_on', False) |
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445 return True |
282
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446 |
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447 @classmethod |
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448 def requires(cls): |
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449 return [("name", "string"), ("position", "coordinates")] |
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450 |
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451 |
261
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452 class Bullet(GameObject): |
363
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453 def __init__(self, space, position, impulse, damage, bullet_type, |
305 | 454 source_collision_type): |
261
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455 body = make_body(1, pymunk.inf, position) |
363
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456 body.angle = impulse.angle |
293
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457 self.last_position = position |
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458 self.shape = pymunk.Circle(body, 2) |
293
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459 self.shape.sensor = True |
261
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460 self.shape.collision_type = COLLISION_TYPE_PROJECTILE |
305 | 461 self.damage = damage |
363
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462 self.type = bullet_type |
293
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463 self.source_collision_type = source_collision_type |
261
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464 super(Bullet, self).__init__( |
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465 SingleShapePhysicser(space, self.shape), |
363
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466 render.ImageRenderer(resources.get_image( |
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467 'objects', '%s.png' % self.type)), |
261
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468 ) |
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469 self.physicser.apply_impulse(impulse) |
286
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470 |
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471 def update(self, dt): |
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472 super(Bullet, self).update(dt) |
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473 position = (self.physicser.position.x, self.physicser.position.y) |
293
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474 r = self.get_space().segment_query(self.last_position, position) |
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475 self.last_position = position |
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476 for collision in r: |
302
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477 shape = collision.shape |
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478 if (shape.collision_type == self.source_collision_type |
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479 or shape == self.physicser.get_shape() |
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480 or shape.sensor): |
293
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481 continue |
302
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482 if hasattr(shape, 'physicser'): |
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483 shape.physicser.game_object.hit(self) |
293
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484 self.physicser.remove_from_space() |
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485 self.remove = True |
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486 break |
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487 |
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488 |
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489 class CollectibleGameObject(GameObject): |
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490 zorder = ZORDER_LOW |
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491 |
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492 def __init__(self, space, name, shape, renderer): |
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493 self._name = name |
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494 shape.sensor = True |
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495 super(CollectibleGameObject, self).__init__( |
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496 SingleShapePhysicser(space, shape), |
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497 renderer, |
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498 interactible=environment.Interactible( |
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499 environment.Action( |
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500 self._collect, environment.HumanFormCondition())), |
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501 ) |
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502 |
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503 def _collect(self, protagonist): |
374
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504 protagonist.add_item(self._name) |
286
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505 # TODO: Make this less hacky. |
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506 self.physicser.remove_from_space() |
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507 self.renderer = render.NullRenderer() |
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508 |
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509 |
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510 class Gun(CollectibleGameObject): |
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511 def __init__(self, space, position): |
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512 body = make_body(None, None, position) |
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513 self.shape = pymunk.Circle(body, 20) |
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514 super(Gun, self).__init__( |
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515 space, 'gun', self.shape, |
332 | 516 render.ImageRenderer(resources.get_image('objects', 'gun.png')), |
286
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517 ) |
312
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518 |
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519 |
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520 class ClawAttack(GameObject): |
356 | 521 def __init__(self, space, pos, vector, damage): |
522 body = make_body(1, pymunk.inf, | |
523 (pos[0] + (vector.length * math.cos(vector.angle)), | |
362 | 524 pos[1] + (vector.length * math.sin(vector.angle)))) |
333
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525 body.angle = vector.angle |
312
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526 self.shape = pymunk.Circle(body, 30) |
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527 self.shape.sensor = True |
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528 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK |
333
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529 self.damage = damage |
312
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530 super(ClawAttack, self).__init__( |
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531 SingleShapePhysicser(space, self.shape), |
333
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532 render.ImageRenderer(resources.get_image( |
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533 'objects', 'werewolf_SW_claw_attack.png', |
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534 transforms=(FLIP_H,))), |
312
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535 ) |
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536 |
333
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537 def update(self, dt): |
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538 super(ClawAttack, self).update(dt) |
335
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539 if self.lifetime > 0.1: |
312
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540 self.physicser.remove_from_space() |
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541 self.remove = True |
351 | 542 |
543 | |
544 class HostileTerrain(GameObject): | |
545 zorder = ZORDER_FLOOR | |
546 damage = None | |
547 tile = None | |
362 | 548 tile_alpha = 255 |
351 | 549 # How often to hit the player |
550 rate = 5 | |
551 | |
552 def __init__(self, space, position, outline): | |
553 body = make_body(10, pymunk.inf, position) | |
554 # Adjust shape relative to position | |
555 shape_outline = [(p[0] - position[0], p[1] - position[1]) for | |
556 p in outline] | |
557 self.shape = pymunk.Poly(body, shape_outline) | |
558 self._ticks = 0 | |
559 self.shape.collision_type = COLLISION_TYPE_SWITCH | |
560 self.shape.sensor = True | |
561 super(HostileTerrain, self).__init__( | |
562 SingleShapePhysicser(space, self.shape), | |
563 render.TiledRenderer(outline, | |
362 | 564 resources.get_image('tiles', self.tile), |
565 self.tile_alpha)) | |
351 | 566 |
567 def collide_with_protagonist(self, protagonist): | |
568 # We're called every frame we're colliding, so | |
569 # There are timing issues with stepping on and | |
570 # off terrian, but as long as the rate is reasonably | |
571 # low, they shouldn't impact gameplay | |
572 if self._ticks == 0: | |
357
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573 self.apply_effect(protagonist) |
351 | 574 self._ticks += 1 |
575 if self._ticks > self.rate: | |
576 self._ticks = 0 | |
577 | |
357
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578 def apply_effect(self, protagonist): |
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579 protagonist.lose_health(self.damage) |
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580 |
351 | 581 @classmethod |
582 def requires(cls): | |
583 return [("name", "string"), ("position", "coordinates"), | |
354
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584 ("outline", "polygon (convex)")] |
351 | 585 |
586 | |
587 class AcidFloor(HostileTerrain): | |
588 damage = 1 | |
589 tile = 'acid.png' | |
377
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590 tile_alpha = 200 |
357
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591 |
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592 |
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593 class ForceWolfFloor(HostileTerrain): |
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594 tile = 'moonlight.png' |
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595 rate = 0 |
362 | 596 tile_alpha = 150 |
597 zorder = ZORDER_HIGH | |
357
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598 |
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599 def apply_effect(self, protagonist): |
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600 protagonist.force_wolf_form() |
364 | 601 |
602 | |
603 class KeyCard(CollectibleGameObject): | |
604 def __init__(self, space, position, name): | |
605 body = make_body(None, None, position) | |
606 self.shape = pymunk.Circle(body, 20) | |
607 super(KeyCard, self).__init__( | |
608 space, name, self.shape, | |
609 render.ImageRenderer( | |
610 resources.get_image('objects', '%s.png' % (name,))), | |
611 ) | |
612 | |
613 @classmethod | |
614 def requires(cls): | |
615 return [("name", "string"), ("position", "coordinates"), | |
616 ("item_name", "string")] |