annotate nagslang/game_object.py @ 351:50fce787ae17

Hostile terrian objects
author Neil Muller <drnlmuller@gmail.com>
date Fri, 06 Sep 2013 16:13:43 +0200
parents 282113d86d75
children 55752fc7b753
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1 import pymunk
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2 import pymunk.pygame_util
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4 import math
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5
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6 from nagslang import environment
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7 from nagslang import puzzle
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8 from nagslang import render
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9 from nagslang.mutators import FLIP_H
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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,
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13 SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW)
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14 from nagslang.resources import resources
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15 from nagslang.events import DoorEvent
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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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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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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)
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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)
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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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70 position = property(_get_position, _set_position)
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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)
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76 class SingleShapePhysicser(Physicser):
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77 def __init__(self, space, shape):
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78 super(SingleShapePhysicser, self).__init__(space)
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79 self._shape = shape
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80 shape.physicser = self
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82 def get_shape(self):
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83 return self._shape
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133
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86 def damping_velocity_func(body, gravity, damping, dt):
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87 """Apply custom damping to this body's velocity.
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88 """
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89 damping = getattr(body, 'damping', damping)
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90 return pymunk.Body.update_velocity(body, gravity, damping, dt)
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91
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92
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93 def make_body(mass, moment, position, damping=None):
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94 body = pymunk.Body(mass, moment)
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95 body.position = tuple(position)
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96 if damping is not None:
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97 body.damping = damping
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98 body.velocity_func = damping_velocity_func
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99 return body
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100
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101
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102 class GameObject(object):
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103 """A representation of a thing in the game world.
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104
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105 This has a rendery thing, physicsy things and maybe some other things.
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106 """
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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()
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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)
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122 self.overlay = overlay
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123 if overlay is not None:
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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
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129
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130 def set_stored_state_dict(self, stored_state):
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131 """Override this to set up whatever state storage you want.
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132
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133 The `stored_state` dict passed in contains whatever saved state we
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134 might have for this object. If the return value of this method
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135 evaluates to `True`, the contents of the `stored_state` dict will be
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136 saved, otherwise it will be discarded.
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137 """
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138 pass
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139
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140 def get_space(self):
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141 return self.physicser.get_space()
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142
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143 def get_shape(self):
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144 return self.physicser.get_shape()
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146 def get_render_position(self, surface):
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147 return self.physicser.get_render_position(surface)
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148
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149 def get_render_angle(self):
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150 return self.physicser.get_angle()
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151
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152 def get_facing_direction(self):
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153 """Used by rendererd that care what direction an object is facing.
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154 """
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155 return None
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156
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157 def render(self, surface):
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158 return self.renderer.render(surface)
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159
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160 def update(self, dt):
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161 self.lifetime += dt
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162 self.renderer.update(dt)
143
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163
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164 def hit(self, weapon):
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165 '''Was hit with a weapon (such as a bullet)'''
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166 pass
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167
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168 def collide_with_protagonist(self, protagonist):
186
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169 """Called as a `pre_solve` collision callback with the protagonist.
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170
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171 You can return `False` to ignore the collision, anything else
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172 (including `None`) to process the collision as normal.
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173 """
192
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174 return True
186
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175
319
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176 def collide_with_furniture(self, furniture):
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177 return True
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178
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179 def collide_with_claw_attack(self, claw_attack):
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180 return True
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181
235
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182 @classmethod
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183 def requires(cls):
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184 """Hints for the level editor"""
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185 return [("name", "string")]
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186
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187
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188 class FloorSwitch(GameObject):
162
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189 zorder = ZORDER_FLOOR
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190
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191 def __init__(self, space, position):
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192 body = make_body(None, None, position)
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193 self.shape = pymunk.Circle(body, 30)
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194 self.shape.collision_type = COLLISION_TYPE_SWITCH
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195 self.shape.sensor = True
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196 super(FloorSwitch, self).__init__(
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197 SingleShapePhysicser(space, self.shape),
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198 render.ImageStateRenderer({
162
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199 True: resources.get_image('objects', 'sensor_on.png'),
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200 False: resources.get_image('objects', 'sensor_off.png'),
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201 }),
201
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202 puzzle.CollidePuzzler(*SWITCH_PUSHERS),
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203 )
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204
235
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205 @classmethod
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206 def requires(cls):
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207 return [("name", "string"), ("position", "coordinates")]
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208
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209
191
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210 class Note(GameObject):
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211 zorder = ZORDER_FLOOR
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212
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213 def __init__(self, space, position, message):
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214 body = make_body(None, None, position)
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215 self.shape = pymunk.Circle(body, 30)
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216 self.shape.sensor = True
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217 super(Note, self).__init__(
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218 SingleShapePhysicser(space, self.shape),
207
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219 render.ImageRenderer(resources.get_image('objects', 'note.png')),
201
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220 puzzle.CollidePuzzler(),
222
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221 render.TextOverlay(message),
191
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222 )
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223
235
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224 @classmethod
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225 def requires(cls):
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226 return [("name", "string"), ("position", "coordinates"),
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227 ("message", "text")]
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228
191
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229
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230 class FloorLight(GameObject):
162
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231 zorder = ZORDER_FLOOR
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232
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233 def __init__(self, space, position, state_source):
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234 body = make_body(None, None, position)
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235 self.shape = pymunk.Circle(body, 10)
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236 self.shape.collision_type = COLLISION_TYPE_SWITCH
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237 self.shape.sensor = True
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238 super(FloorLight, self).__init__(
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239 SingleShapePhysicser(space, self.shape),
207
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240 render.ImageStateRenderer({
162
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241 True: resources.get_image('objects', 'light_on.png'),
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242 False: resources.get_image('objects', 'light_off.png'),
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243 }),
201
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244 puzzle.StateProxyPuzzler(state_source),
106
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245 )
133
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246
235
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247 @classmethod
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248 def requires(cls):
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249 return [("name", "string"), ("position", "coordinates"),
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250 ("state_source", "puzzler")]
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251
133
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252
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253 class Box(GameObject):
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254 def __init__(self, space, position):
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255 body = make_body(10, 10000, position, damping=0.5)
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256 self.shape = pymunk.Poly(
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257 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
208
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258 self.shape.friction = 0.5
318
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259 self.shape.collision_type = COLLISION_TYPE_FURNITURE
133
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260 super(Box, self).__init__(
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261 SingleShapePhysicser(space, self.shape),
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262 render.ImageRenderer(resources.get_image('objects', 'crate.png')),
133
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263 )
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264
235
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265 @classmethod
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266 def requires(cls):
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267 return [("name", "string"), ("position", "coordinates"),
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268 ("state_source", "puzzler")]
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269
176
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270
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271 class Door(GameObject):
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272 zorder = ZORDER_FLOOR
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273
263
6c554ce627e3 Add angle to doors
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diff changeset
274 def __init__(self, space, position, destination, dest_pos, angle,
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275 key_state=None):
176
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diff changeset
276 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
281
9b56e954c674 Protagonist actions, now required for operating doors.
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277 self.shape = pymunk.Circle(body, 30)
176
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278 self.shape.collision_type = COLLISION_TYPE_DOOR
264
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diff changeset
279 self.shape.body.angle = float(angle) / 180 * math.pi
176
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280 self.shape.sensor = True
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281 self.destination = destination
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282 self.dest_pos = tuple(dest_pos)
346
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283 self._key_state = key_state
176
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diff changeset
284 super(Door, self).__init__(
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285 SingleShapePhysicser(space, self.shape),
346
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286 render.ImageStateRenderer({
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287 True: resources.get_image('objects', 'door.png'),
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288 # TODO: Locked door image.
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289 False: resources.get_image('objects', 'door.png'),
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290 }),
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291 puzzle.ParentAttrPuzzler('is_open'),
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292 interactible=environment.Interactible(
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293 environment.Action(
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294 self._post_door_event,
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295 environment.FunctionCondition(lambda p: self.is_open))),
176
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296 )
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297
346
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diff changeset
298 @property
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299 def is_open(self):
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300 return self._stored_state['is_open']
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301
281
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302 def _post_door_event(self, protagonist):
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303 DoorEvent.post(self.destination, self.dest_pos)
224
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304
346
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305 def set_stored_state_dict(self, stored_state):
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306 self._stored_state = stored_state
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307 if self._key_state is not None:
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308 # We're lockable, so we start locked and want to save our state.
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309 self._stored_state.setdefault('is_open', False)
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310 return True
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311 # Not lockable, so we're always open and don't bother saving state.
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312 self._stored_state['is_open'] = True
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313 return False
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314
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315 def update(self, dt):
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316 if not self.is_open:
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317 self._stored_state['is_open'] = self.puzzler.glue.get_state_of(
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318 self._key_state)
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319 super(Door, self).update(dt)
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320
235
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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"),
263
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325 ("angle", "degrees"),
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326 ("key_state", "puzzler (optional)")]
235
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327
224
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328
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329 class Bulkhead(GameObject):
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330 zorder = ZORDER_FLOOR
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331
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332 def __init__(self, space, end1, end2, key_state=None):
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333 body = make_body(None, None, (0, 0))
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334 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3)
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335 self.shape.collision_type = COLLISION_TYPE_DOOR
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336 if key_state is None:
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337 puzzler = puzzle.YesPuzzler()
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338 else:
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339 puzzler = puzzle.StateProxyPuzzler(key_state)
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340 super(Bulkhead, self).__init__(
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341 SingleShapePhysicser(space, self.shape),
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342 render.ShapeStateRenderer(),
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343 puzzler,
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344 )
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345
256
2a0bad886956 Collision handlers get the protagonist.
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346 def collide_with_protagonist(self, protagonist):
224
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347 if self.puzzler.get_state():
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348 # Reject the collision, we can walk through.
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349 return False
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350 return True
235
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351
319
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352 collide_with_furniture = collide_with_protagonist
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353
235
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diff changeset
354 @classmethod
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355 def requires(cls):
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356 return [("name", "string"), ("end1", "coordinates"),
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357 ("end2", "coordinates"), ("key_state", "puzzler")]
261
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358
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359
282
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360 class ToggleSwitch(GameObject):
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361 zorder = ZORDER_LOW
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362
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363 def __init__(self, space, position):
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364 body = make_body(None, None, position)
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365 self.shape = pymunk.Circle(body, 20)
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366 self.shape.sensor = True
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367 super(ToggleSwitch, self).__init__(
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368 SingleShapePhysicser(space, self.shape),
296
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369 render.ImageStateRenderer({
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370 True: resources.get_image('objects', 'lever.png'),
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371 False: resources.get_image(
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372 'objects', 'lever.png', transforms=(FLIP_H,)),
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373 }),
282
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374 puzzle.ParentAttrPuzzler('toggle_on'),
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375 interactible=environment.Interactible(
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376 environment.Action(self._toggle)),
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377 )
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378
346
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diff changeset
379 @property
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380 def toggle_on(self):
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diff changeset
381 return self._stored_state['toggle_on']
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382
282
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383 def _toggle(self, protagonist):
346
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diff changeset
384 self._stored_state['toggle_on'] = not self.toggle_on
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diff changeset
385
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diff changeset
386 def set_stored_state_dict(self, stored_state):
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387 self._stored_state = stored_state
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388 # We start in the "off" position.
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389 self._stored_state.setdefault('toggle_on', False)
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diff changeset
390 return True
282
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diff changeset
391
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diff changeset
392 @classmethod
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parents: 281
diff changeset
393 def requires(cls):
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diff changeset
394 return [("name", "string"), ("position", "coordinates")]
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diff changeset
395
9d186b897d82 Toggle switch, sans art.
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396
261
db7c8e74efb4 (really rubbish) bullets
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parents: 256
diff changeset
397 class Bullet(GameObject):
305
ce11e1cae0ed Enemies now die
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parents: 302
diff changeset
398 def __init__(self, space, position, impulse, damage,
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parents: 302
diff changeset
399 source_collision_type):
261
db7c8e74efb4 (really rubbish) bullets
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diff changeset
400 body = make_body(1, pymunk.inf, position)
293
47226c661ae2 Bullets that mostly die when they hit things
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parents: 286
diff changeset
401 self.last_position = position
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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diff changeset
402 self.shape = pymunk.Circle(body, 2)
293
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diff changeset
403 self.shape.sensor = True
261
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diff changeset
404 self.shape.collision_type = COLLISION_TYPE_PROJECTILE
305
ce11e1cae0ed Enemies now die
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parents: 302
diff changeset
405 self.damage = damage
293
47226c661ae2 Bullets that mostly die when they hit things
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diff changeset
406 self.source_collision_type = source_collision_type
261
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diff changeset
407 super(Bullet, self).__init__(
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parents: 256
diff changeset
408 SingleShapePhysicser(space, self.shape),
db7c8e74efb4 (really rubbish) bullets
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diff changeset
409 render.ImageRenderer(resources.get_image('objects', 'bullet.png')),
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parents: 256
diff changeset
410 )
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parents: 256
diff changeset
411 self.physicser.apply_impulse(impulse)
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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diff changeset
412
333
3dd32686dbc3 Better wolf claw attack.
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parents: 332
diff changeset
413 def update(self, dt):
3dd32686dbc3 Better wolf claw attack.
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parents: 332
diff changeset
414 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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parents: 296
diff changeset
415 position = (self.physicser.position.x, self.physicser.position.y)
293
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parents: 286
diff changeset
416 r = self.get_space().segment_query(self.last_position, position)
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parents: 286
diff changeset
417 self.last_position = position
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parents: 286
diff changeset
418 for collision in r:
302
a0a471ad2ee8 Pass bullet hits through to the target
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parents: 297
diff changeset
419 shape = collision.shape
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parents: 297
diff changeset
420 if (shape.collision_type == self.source_collision_type
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parents: 297
diff changeset
421 or shape == self.physicser.get_shape()
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parents: 297
diff changeset
422 or shape.sensor):
293
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diff changeset
423 continue
302
a0a471ad2ee8 Pass bullet hits through to the target
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parents: 297
diff changeset
424 if hasattr(shape, 'physicser'):
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parents: 297
diff changeset
425 shape.physicser.game_object.hit(self)
293
47226c661ae2 Bullets that mostly die when they hit things
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parents: 286
diff changeset
426 self.physicser.remove_from_space()
47226c661ae2 Bullets that mostly die when they hit things
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parents: 286
diff changeset
427 self.remove = True
47226c661ae2 Bullets that mostly die when they hit things
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parents: 286
diff changeset
428 break
47226c661ae2 Bullets that mostly die when they hit things
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parents: 286
diff changeset
429
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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parents: 282
diff changeset
430
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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parents: 282
diff changeset
431 class CollectibleGameObject(GameObject):
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diff changeset
432 zorder = ZORDER_LOW
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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parents: 282
diff changeset
433
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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parents: 282
diff changeset
434 def __init__(self, space, name, shape, renderer):
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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diff changeset
435 self._name = name
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diff changeset
436 shape.sensor = True
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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diff changeset
437 super(CollectibleGameObject, self).__init__(
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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parents: 282
diff changeset
438 SingleShapePhysicser(space, shape),
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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parents: 282
diff changeset
439 renderer,
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
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parents: 282
diff changeset
440 interactible=environment.Interactible(
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441 environment.Action(
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442 self._collect, environment.HumanFormCondition())),
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443 )
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444
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445 def _collect(self, protagonist):
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446 protagonist.inventory[self._name] = self
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447 # TODO: Make this less hacky.
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448 self.physicser.remove_from_space()
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449 self.renderer = render.NullRenderer()
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450
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451
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452 class Gun(CollectibleGameObject):
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453 def __init__(self, space, position):
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454 body = make_body(None, None, position)
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455 self.shape = pymunk.Circle(body, 20)
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456 super(Gun, self).__init__(
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457 space, 'gun', self.shape,
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458 render.ImageRenderer(resources.get_image('objects', 'gun.png')),
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459 )
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460
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461
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462 class ClawAttack(GameObject):
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463 def __init__(self, space, position, vector, damage):
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464 body = make_body(1, pymunk.inf, position)
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465 body.angle = vector.angle
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466 self.shape = pymunk.Circle(body, 30)
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467 self.shape.sensor = True
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468 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK
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469 self.damage = damage
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470 super(ClawAttack, self).__init__(
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471 SingleShapePhysicser(space, self.shape),
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472 render.ImageRenderer(resources.get_image(
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473 'objects', 'werewolf_SW_claw_attack.png',
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474 transforms=(FLIP_H,))),
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475 )
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476 self.physicser.apply_impulse(vector)
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477
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478 def update(self, dt):
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479 super(ClawAttack, self).update(dt)
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480 if self.lifetime > 0.1:
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481 self.physicser.remove_from_space()
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482 self.remove = True
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483
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484
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485 class HostileTerrain(GameObject):
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486 zorder = ZORDER_FLOOR
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487 damage = None
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488 tile = None
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489 # How often to hit the player
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490 rate = 5
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491
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492 def __init__(self, space, position, outline):
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493 body = make_body(10, pymunk.inf, position)
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494 # Adjust shape relative to position
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495 shape_outline = [(p[0] - position[0], p[1] - position[1]) for
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496 p in outline]
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497 self.shape = pymunk.Poly(body, shape_outline)
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498 self._ticks = 0
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499 self.shape.collision_type = COLLISION_TYPE_SWITCH
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500 self.shape.sensor = True
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501 super(HostileTerrain, self).__init__(
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502 SingleShapePhysicser(space, self.shape),
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503 render.TiledRenderer(outline,
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504 resources.get_image('tiles', self.tile)))
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505
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506 def collide_with_protagonist(self, protagonist):
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507 # We're called every frame we're colliding, so
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508 # There are timing issues with stepping on and
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509 # off terrian, but as long as the rate is reasonably
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510 # low, they shouldn't impact gameplay
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511 if self._ticks == 0:
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512 protagonist.lose_health(self.damage)
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513 self._ticks += 1
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514 if self._ticks > self.rate:
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515 self._ticks = 0
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516
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517 @classmethod
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518 def requires(cls):
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519 return [("name", "string"), ("position", "coordinates"),
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520 ("outline", "polygon")]
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521
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522
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523 class AcidFloor(HostileTerrain):
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524 damage = 1
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525 tile = 'acid.png'