Mercurial > nagslang
annotate nagslang/game_object.py @ 351:50fce787ae17
Hostile terrian objects
author | Neil Muller <drnlmuller@gmail.com> |
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date | Fri, 06 Sep 2013 16:13:43 +0200 |
parents | 282113d86d75 |
children | 55752fc7b753 |
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 |
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9 from nagslang.mutators import FLIP_H |
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, |
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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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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 |
59 | 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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145 |
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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() |
59 | 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 |
59 | 157 def render(self, surface): |
123
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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) |
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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 |
256
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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): |
145
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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), |
207 | 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 | 210 class Note(GameObject): |
211 zorder = ZORDER_FLOOR | |
212 | |
213 def __init__(self, space, position, message): | |
214 body = make_body(None, None, position) | |
215 self.shape = pymunk.Circle(body, 30) | |
216 self.shape.sensor = True | |
217 super(Note, self).__init__( | |
218 SingleShapePhysicser(space, self.shape), | |
207 | 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 | 222 ) |
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 | 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 | 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 | 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 | 252 |
253 class Box(GameObject): | |
254 def __init__(self, space, position): | |
255 body = make_body(10, 10000, position, damping=0.5) | |
256 self.shape = pymunk.Poly( | |
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 | 260 super(Box, self).__init__( |
261 SingleShapePhysicser(space, self.shape), | |
207 | 262 render.ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 263 ) |
176 | 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 | 270 |
271 class Door(GameObject): | |
272 zorder = ZORDER_FLOOR | |
273 | |
263 | 274 def __init__(self, space, position, destination, dest_pos, angle, |
275 key_state=None): | |
176 | 276 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) |
281
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277 self.shape = pymunk.Circle(body, 30) |
176 | 278 self.shape.collision_type = COLLISION_TYPE_DOOR |
264 | 279 self.shape.body.angle = float(angle) / 180 * math.pi |
176 | 280 self.shape.sensor = True |
281 self.destination = destination | |
282 self.dest_pos = tuple(dest_pos) | |
346
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283 self._key_state = key_state |
176 | 284 super(Door, self).__init__( |
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 | 296 ) |
297 | |
346
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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 | 325 ("angle", "degrees"), |
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 |
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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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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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379 @property |
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380 def toggle_on(self): |
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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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384 self._stored_state['toggle_on'] = not self.toggle_on |
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385 |
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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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390 return True |
282
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391 |
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392 @classmethod |
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393 def requires(cls): |
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394 return [("name", "string"), ("position", "coordinates")] |
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395 |
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396 |
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397 class Bullet(GameObject): |
305 | 398 def __init__(self, space, position, impulse, damage, |
399 source_collision_type): | |
261
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400 body = make_body(1, pymunk.inf, position) |
293
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401 self.last_position = position |
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402 self.shape = pymunk.Circle(body, 2) |
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403 self.shape.sensor = True |
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404 self.shape.collision_type = COLLISION_TYPE_PROJECTILE |
305 | 405 self.damage = damage |
293
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406 self.source_collision_type = source_collision_type |
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407 super(Bullet, self).__init__( |
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408 SingleShapePhysicser(space, self.shape), |
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409 render.ImageRenderer(resources.get_image('objects', 'bullet.png')), |
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410 ) |
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411 self.physicser.apply_impulse(impulse) |
286
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412 |
333
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413 def update(self, dt): |
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414 super(Bullet, self).update(dt) |
297
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415 position = (self.physicser.position.x, self.physicser.position.y) |
293
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416 r = self.get_space().segment_query(self.last_position, position) |
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417 self.last_position = position |
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418 for collision in r: |
302
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419 shape = collision.shape |
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420 if (shape.collision_type == self.source_collision_type |
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421 or shape == self.physicser.get_shape() |
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422 or shape.sensor): |
293
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423 continue |
302
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424 if hasattr(shape, 'physicser'): |
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425 shape.physicser.game_object.hit(self) |
293
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426 self.physicser.remove_from_space() |
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427 self.remove = True |
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428 break |
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429 |
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430 |
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431 class CollectibleGameObject(GameObject): |
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432 zorder = ZORDER_LOW |
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433 |
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434 def __init__(self, space, name, shape, renderer): |
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435 self._name = name |
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436 shape.sensor = True |
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437 super(CollectibleGameObject, self).__init__( |
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438 SingleShapePhysicser(space, shape), |
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439 renderer, |
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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, |
332 | 458 render.ImageRenderer(resources.get_image('objects', 'gun.png')), |
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459 ) |
312
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460 |
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461 |
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462 class ClawAttack(GameObject): |
333
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463 def __init__(self, space, position, vector, damage): |
335
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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 |
351 | 483 |
484 | |
485 class HostileTerrain(GameObject): | |
486 zorder = ZORDER_FLOOR | |
487 damage = None | |
488 tile = None | |
489 # How often to hit the player | |
490 rate = 5 | |
491 | |
492 def __init__(self, space, position, outline): | |
493 body = make_body(10, pymunk.inf, position) | |
494 # Adjust shape relative to position | |
495 shape_outline = [(p[0] - position[0], p[1] - position[1]) for | |
496 p in outline] | |
497 self.shape = pymunk.Poly(body, shape_outline) | |
498 self._ticks = 0 | |
499 self.shape.collision_type = COLLISION_TYPE_SWITCH | |
500 self.shape.sensor = True | |
501 super(HostileTerrain, self).__init__( | |
502 SingleShapePhysicser(space, self.shape), | |
503 render.TiledRenderer(outline, | |
504 resources.get_image('tiles', self.tile))) | |
505 | |
506 def collide_with_protagonist(self, protagonist): | |
507 # We're called every frame we're colliding, so | |
508 # There are timing issues with stepping on and | |
509 # off terrian, but as long as the rate is reasonably | |
510 # low, they shouldn't impact gameplay | |
511 if self._ticks == 0: | |
512 protagonist.lose_health(self.damage) | |
513 self._ticks += 1 | |
514 if self._ticks > self.rate: | |
515 self._ticks = 0 | |
516 | |
517 @classmethod | |
518 def requires(cls): | |
519 return [("name", "string"), ("position", "coordinates"), | |
520 ("outline", "polygon")] | |
521 | |
522 | |
523 class AcidFloor(HostileTerrain): | |
524 damage = 1 | |
525 tile = 'acid.png' |