annotate nagslang/game_object.py @ 390:52c94435e38b

Goodbye foul locked_door!
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 07 Sep 2013 00:34:00 +0200
parents 51deb78cae52
children 8d961e05b7b6
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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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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, ImageOverlay
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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, 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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18 class Result(object):
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19 '''
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20 Return from an update() function, to add new objects to the world, and/or
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21 remove old objects.
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22 '''
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23 def __init__(self, add=(), remove=()):
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24 self.add = add
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25 self.remove = remove
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28 def get_editable_game_objects():
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29 classes = []
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30 for cls_name, cls in globals().iteritems():
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31 if isinstance(cls, type) and hasattr(cls, 'requires'):
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32 classes.append((cls_name, cls))
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33 return classes
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36 class Physicser(object):
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37 def __init__(self, space):
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38 self._space = space
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39
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40 def get_space(self):
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41 return self._space
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42
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43 def set_space(self, new_space):
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44 self._space = new_space
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45
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46 def set_game_object(self, game_object):
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47 self.game_object = game_object
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48
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49 def get_shape(self):
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50 raise NotImplementedError()
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52 def add_to_space(self):
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53 shape = self.get_shape()
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54 self.get_space().add(shape)
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55 if not shape.body.is_static:
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56 self.get_space().add(shape.body)
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58 def remove_from_space(self):
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59 shape = self.get_shape()
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60 self.get_space().remove(shape)
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61 if not shape.body.is_static:
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62 self.get_space().remove(shape.body)
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64 def get_render_position(self, surface):
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65 pos = self.get_shape().body.position
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66 return pymunk.pygame_util.to_pygame(pos, surface)
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68 def get_angle(self):
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69 return self.get_shape().body.angle
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71 def get_velocity(self):
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72 return self.get_shape().body.velocity
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74 def _get_position(self):
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75 return self.get_shape().body.position
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77 def _set_position(self, position):
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78 self.get_shape().body.position = position
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80 position = property(_get_position, _set_position)
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82 def apply_impulse(self, j, r=(0, 0)):
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83 return self.get_shape().body.apply_impulse(j, r)
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86 class SingleShapePhysicser(Physicser):
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87 def __init__(self, space, shape):
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88 super(SingleShapePhysicser, self).__init__(space)
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89 self._shape = shape
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90 shape.physicser = self
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92 def get_shape(self):
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93 return self._shape
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133
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96 def damping_velocity_func(body, gravity, damping, dt):
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97 """Apply custom damping to this body's velocity.
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98 """
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99 damping = getattr(body, 'damping', damping)
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100 return pymunk.Body.update_velocity(body, gravity, damping, dt)
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101
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102
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103 def make_body(mass, moment, position, damping=None):
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104 body = pymunk.Body(mass, moment)
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105 body.position = tuple(position)
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106 if damping is not None:
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107 body.damping = damping
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108 body.velocity_func = damping_velocity_func
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109 return body
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110
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111
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112 class GameObject(object):
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113 """A representation of a thing in the game world.
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114
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115 This has a rendery thing, physicsy things and maybe some other things.
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116 """
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117
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118 zorder = ZORDER_LOW
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119 is_moving = False # `True` if a movement animation should play.
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120
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121 def __init__(self, physicser, renderer, puzzler=None, overlay=None,
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122 interactible=None):
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123 self.lifetime = 0
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124 self.physicser = physicser
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125 physicser.set_game_object(self)
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126 self.physicser.add_to_space()
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127 self.renderer = renderer
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128 renderer.set_game_object(self)
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129 self.puzzler = puzzler
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130 if puzzler is not None:
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131 puzzler.set_game_object(self)
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132 self.overlay = overlay
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133 if overlay is not None:
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134 self.overlay.set_game_object(self)
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135 self.interactible = interactible
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136 if interactible is not None:
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137 self.interactible.set_game_object(self)
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138 self._timers = {}
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139 self._active_timers = {}
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140
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141 def add_timer(self, name, secs):
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142 self._timers[name] = secs
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143
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144 def start_timer(self, name, secs=None):
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145 if secs is None:
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146 secs = self._timers[name]
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147 self._active_timers[name] = secs
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148
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149 def check_timer(self, name):
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150 return name in self._active_timers
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151
346
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152 def set_stored_state_dict(self, stored_state):
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153 """Override this to set up whatever state storage you want.
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154
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155 The `stored_state` dict passed in contains whatever saved state we
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156 might have for this object. If the return value of this method
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157 evaluates to `True`, the contents of the `stored_state` dict will be
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158 saved, otherwise it will be discarded.
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159 """
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160 pass
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161
123
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162 def get_space(self):
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163 return self.physicser.get_space()
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164
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165 def get_shape(self):
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166 return self.physicser.get_shape()
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167
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168 def get_render_position(self, surface):
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169 return self.physicser.get_render_position(surface)
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170
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171 def get_render_angle(self):
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172 return self.physicser.get_angle()
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173
229
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174 def get_facing_direction(self):
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175 """Used by rendererd that care what direction an object is facing.
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176 """
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177 return None
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178
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179 def render(self, surface):
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180 return self.renderer.render(surface)
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181
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182 def update(self, dt):
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183 self.lifetime += dt
371
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184 for timer in self._active_timers.keys():
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185 self._active_timers[timer] -= dt
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186 if self._active_timers[timer] <= 0:
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187 self._active_timers.pop(timer)
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188 self.renderer.update(dt)
143
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189
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190 def hit(self, weapon):
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191 '''Was hit with a weapon (such as a bullet)'''
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192 pass
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193
256
2a0bad886956 Collision handlers get the protagonist.
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194 def collide_with_protagonist(self, protagonist):
186
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195 """Called as a `pre_solve` collision callback with the protagonist.
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196
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197 You can return `False` to ignore the collision, anything else
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198 (including `None`) to process the collision as normal.
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199 """
192
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200 return True
186
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201
319
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202 def collide_with_furniture(self, furniture):
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203 return True
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204
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205 def collide_with_claw_attack(self, claw_attack):
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206 return True
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207
235
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208 @classmethod
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209 def requires(cls):
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210 """Hints for the level editor"""
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211 return [("name", "string")]
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212
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213
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214 class FloorSwitch(GameObject):
162
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215 zorder = ZORDER_FLOOR
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216
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217 def __init__(self, space, position):
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218 body = make_body(None, None, position)
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219 self.shape = pymunk.Circle(body, 30)
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220 self.shape.collision_type = COLLISION_TYPE_SWITCH
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221 self.shape.sensor = True
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222 super(FloorSwitch, self).__init__(
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223 SingleShapePhysicser(space, self.shape),
207
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224 render.ImageStateRenderer({
162
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225 True: resources.get_image('objects', 'sensor_on.png'),
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226 False: resources.get_image('objects', 'sensor_off.png'),
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227 }),
201
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228 puzzle.CollidePuzzler(*SWITCH_PUSHERS),
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229 )
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230
235
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231 @classmethod
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232 def requires(cls):
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233 return [("name", "string"), ("position", "coordinates")]
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234
106
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235
191
e080fcd07fa9 Overlay notes
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236 class Note(GameObject):
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237 zorder = ZORDER_FLOOR
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238
e080fcd07fa9 Overlay notes
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239 def __init__(self, space, position, message):
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240 body = make_body(None, None, position)
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241 self.shape = pymunk.Circle(body, 30)
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242 self.shape.sensor = True
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parents: 188
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243 super(Note, self).__init__(
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244 SingleShapePhysicser(space, self.shape),
207
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245 render.ImageRenderer(resources.get_image('objects', 'note.png')),
201
3495a2025bc6 Break puzzlers out of game_object.py
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diff changeset
246 puzzle.CollidePuzzler(),
222
cc5f2a5ac501 Overlays belong in render
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247 render.TextOverlay(message),
191
e080fcd07fa9 Overlay notes
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248 )
e080fcd07fa9 Overlay notes
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249
235
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diff changeset
250 @classmethod
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251 def requires(cls):
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252 return [("name", "string"), ("position", "coordinates"),
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253 ("message", "text")]
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254
191
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255
106
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256 class FloorLight(GameObject):
162
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257 zorder = ZORDER_FLOOR
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258
106
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259 def __init__(self, space, position, state_source):
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0c49627920eb Load game objects from level.
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260 body = make_body(None, None, position)
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261 self.shape = pymunk.Circle(body, 10)
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262 self.shape.collision_type = COLLISION_TYPE_SWITCH
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263 self.shape.sensor = True
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264 super(FloorLight, self).__init__(
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265 SingleShapePhysicser(space, self.shape),
207
42e8993c31fd Break out Renderers
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266 render.ImageStateRenderer({
162
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267 True: resources.get_image('objects', 'light_on.png'),
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268 False: resources.get_image('objects', 'light_off.png'),
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diff changeset
269 }),
201
3495a2025bc6 Break puzzlers out of game_object.py
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diff changeset
270 puzzle.StateProxyPuzzler(state_source),
106
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271 )
133
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272
235
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diff changeset
273 @classmethod
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274 def requires(cls):
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275 return [("name", "string"), ("position", "coordinates"),
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276 ("state_source", "puzzler")]
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277
133
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278
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279 class Box(GameObject):
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280 def __init__(self, space, position):
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281 body = make_body(10, 10000, position, damping=0.5)
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282 self.shape = pymunk.Poly(
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283 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
208
3d54fe7a2998 Fun with mass and friction.
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diff changeset
284 self.shape.friction = 0.5
318
26d1978fa1da BOX is no longer accurate
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parents: 313
diff changeset
285 self.shape.collision_type = COLLISION_TYPE_FURNITURE
133
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diff changeset
286 super(Box, self).__init__(
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287 SingleShapePhysicser(space, self.shape),
207
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diff changeset
288 render.ImageRenderer(resources.get_image('objects', 'crate.png')),
133
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diff changeset
289 )
176
054944c6472b Initial door object
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diff changeset
290
235
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diff changeset
291 @classmethod
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diff changeset
292 def requires(cls):
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293 return [("name", "string"), ("position", "coordinates"),
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diff changeset
294 ("state_source", "puzzler")]
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diff changeset
295
176
054944c6472b Initial door object
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diff changeset
296
359
d42752ab3231 Refactor doors and add horrible temporoary image for someone to fix later.
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parents: 357
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297 class BaseDoor(GameObject):
176
054944c6472b Initial door object
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298 zorder = ZORDER_FLOOR
359
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299 is_open = True
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300
263
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301 def __init__(self, space, position, destination, dest_pos, angle,
359
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302 renderer, condition):
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303 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
281
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304 self.shape = pymunk.Circle(body, 30)
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305 self.shape.collision_type = COLLISION_TYPE_DOOR
264
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306 self.shape.body.angle = float(angle) / 180 * math.pi
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307 self.shape.sensor = True
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308 self.destination = destination
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309 self.dest_pos = tuple(dest_pos)
359
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310 super(BaseDoor, self).__init__(
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311 SingleShapePhysicser(space, self.shape),
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312 renderer,
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313 puzzle.ParentAttrPuzzler('is_open'),
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314 interactible=environment.Interactible(
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315 environment.Action(self._post_door_event, condition)),
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316 )
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317
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318 def _post_door_event(self, protagonist):
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319 DoorEvent.post(self.destination, self.dest_pos)
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320
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321
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322 class Door(BaseDoor):
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323 def __init__(self, space, position, destination, dest_pos, angle):
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324 super(Door, self).__init__(
359
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325 space, position, destination, dest_pos, angle,
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326 render.ImageRenderer(resources.get_image('objects', 'door.png')),
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327 environment.YesCondition(),
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328 )
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329
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330 @classmethod
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331 def requires(cls):
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332 return [("name", "string"), ("position", "coordinates"),
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333 ("destination", "level name"), ("dest_pos", "coordinate"),
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334 ("angle", "degrees")]
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335
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336
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337 class PuzzleDoor(BaseDoor):
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338 def __init__(self, space, position, destination, dest_pos, angle,
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339 key_state):
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340 self._key_state = key_state
390
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341 overlay = ImageOverlay(resources.get_image('objects', 'lock.png'))
359
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342 super(PuzzleDoor, self).__init__(
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343 space, position, destination, dest_pos, angle,
346
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344 render.ImageStateRenderer({
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345 True: resources.get_image('objects', 'door.png'),
390
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346 False: resources.get_image(
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347 'objects', 'door.png', transforms=(overlay,)),
346
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348 }),
359
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349 environment.FunctionCondition(lambda p: self.is_open),
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350 )
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351
346
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352 @property
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353 def is_open(self):
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354 return self._stored_state['is_open']
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355
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356 def set_stored_state_dict(self, stored_state):
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357 self._stored_state = stored_state
359
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358 self._stored_state.setdefault('is_open', False)
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359 return True
346
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360
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361 def update(self, dt):
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362 if not self.is_open:
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363 self._stored_state['is_open'] = self.puzzler.glue.get_state_of(
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364 self._key_state)
359
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365 super(PuzzleDoor, self).update(dt)
346
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366
235
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367 @classmethod
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368 def requires(cls):
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369 return [("name", "string"), ("position", "coordinates"),
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370 ("destination", "level name"), ("dest_pos", "coordinate"),
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371 ("angle", "degrees"),
359
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372 ("key_state", "puzzler")]
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373
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374
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375 class KeyedDoor(BaseDoor):
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376 def __init__(self, space, position, destination, dest_pos, angle,
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377 key_item=None):
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378 self._key_item = key_item
364
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379 overlay = ImageOverlay(
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380 resources.get_image('objects', '%s.png' % (key_item,)))
359
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381 super(KeyedDoor, self).__init__(
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382 space, position, destination, dest_pos, angle,
364
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383 render.ImageRenderer(resources.get_image(
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384 'objects', 'door.png', transforms=(overlay,))),
359
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385 environment.ItemRequiredCondition(key_item),
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386 )
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387
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388 @classmethod
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389 def requires(cls):
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390 return [("name", "string"), ("position", "coordinates"),
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391 ("destination", "level name"), ("dest_pos", "coordinate"),
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392 ("angle", "degrees"), ("key_item", "item name")]
235
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393
224
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394
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395 class Bulkhead(GameObject):
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396 zorder = ZORDER_FLOOR
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397
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398 def __init__(self, space, end1, end2, key_state=None):
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399 body = make_body(None, None, (0, 0))
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400 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3)
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401 self.shape.collision_type = COLLISION_TYPE_DOOR
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402 if key_state is None:
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403 puzzler = puzzle.YesPuzzler()
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404 else:
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405 puzzler = puzzle.StateProxyPuzzler(key_state)
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406 super(Bulkhead, self).__init__(
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407 SingleShapePhysicser(space, self.shape),
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408 render.ShapeStateRenderer(),
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409 puzzler,
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410 )
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411
256
2a0bad886956 Collision handlers get the protagonist.
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412 def collide_with_protagonist(self, protagonist):
224
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413 if self.puzzler.get_state():
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414 # Reject the collision, we can walk through.
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415 return False
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416 return True
235
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417
319
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418 collide_with_furniture = collide_with_protagonist
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419
235
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420 @classmethod
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421 def requires(cls):
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422 return [("name", "string"), ("end1", "coordinates"),
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423 ("end2", "coordinates"), ("key_state", "puzzler")]
261
db7c8e74efb4 (really rubbish) bullets
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424
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425
282
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426 class ToggleSwitch(GameObject):
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427 zorder = ZORDER_LOW
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428
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429 def __init__(self, space, position):
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430 body = make_body(None, None, position)
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431 self.shape = pymunk.Circle(body, 20)
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432 self.shape.sensor = True
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433 super(ToggleSwitch, self).__init__(
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434 SingleShapePhysicser(space, self.shape),
296
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diff changeset
435 render.ImageStateRenderer({
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
436 True: resources.get_image('objects', 'lever.png'),
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
437 False: resources.get_image(
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
438 'objects', 'lever.png', transforms=(FLIP_H,)),
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
439 }),
282
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
440 puzzle.ParentAttrPuzzler('toggle_on'),
9d186b897d82 Toggle switch, sans art.
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parents: 281
diff changeset
441 interactible=environment.Interactible(
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
442 environment.Action(self._toggle)),
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
443 )
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
444
346
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
445 @property
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
446 def toggle_on(self):
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
447 return self._stored_state['toggle_on']
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
448
282
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
449 def _toggle(self, protagonist):
346
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
450 self._stored_state['toggle_on'] = not self.toggle_on
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
451
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
452 def set_stored_state_dict(self, stored_state):
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
453 self._stored_state = stored_state
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
454 # We start in the "off" position.
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
455 self._stored_state.setdefault('toggle_on', False)
282113d86d75 Save door and lever state.
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parents: 335
diff changeset
456 return True
282
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
457
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
458 @classmethod
9d186b897d82 Toggle switch, sans art.
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parents: 281
diff changeset
459 def requires(cls):
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
460 return [("name", "string"), ("position", "coordinates")]
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
461
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
462
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
463 class Bullet(GameObject):
363
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
464 def __init__(self, space, position, impulse, damage, bullet_type,
305
ce11e1cae0ed Enemies now die
Stefano Rivera <stefano@rivera.za.net>
parents: 302
diff changeset
465 source_collision_type):
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
466 body = make_body(1, pymunk.inf, position)
363
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
467 body.angle = impulse.angle
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
468 self.last_position = position
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
Jeremy Thurgood <firxen@gmail.com>
parents: 282
diff changeset
469 self.shape = pymunk.Circle(body, 2)
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
470 self.shape.sensor = True
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
471 self.shape.collision_type = COLLISION_TYPE_PROJECTILE
305
ce11e1cae0ed Enemies now die
Stefano Rivera <stefano@rivera.za.net>
parents: 302
diff changeset
472 self.damage = damage
363
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
473 self.type = bullet_type
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
474 self.source_collision_type = source_collision_type
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
475 super(Bullet, self).__init__(
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
476 SingleShapePhysicser(space, self.shape),
363
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
477 render.ImageRenderer(resources.get_image(
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
478 'objects', '%s.png' % self.type)),
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
479 )
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
480 self.physicser.apply_impulse(impulse)
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
Jeremy Thurgood <firxen@gmail.com>
parents: 282
diff changeset
481
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
482 def update(self, dt):
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
483 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
Stefano Rivera <stefano@rivera.za.net>
parents: 296
diff changeset
484 position = (self.physicser.position.x, self.physicser.position.y)
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
485 r = self.get_space().segment_query(self.last_position, position)
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
486 self.last_position = position
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
487 for collision in r:
302
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
488 shape = collision.shape
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
489 if (shape.collision_type == self.source_collision_type
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
490 or shape == self.physicser.get_shape()
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
491 or shape.sensor):
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
492 continue
302
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
493 if hasattr(shape, 'physicser'):
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
494 shape.physicser.game_object.hit(self)
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
495 self.physicser.remove_from_space()
385
51deb78cae52 Use a result object to get new drawables back to the area
Stefano Rivera <stefano@rivera.za.net>
parents: 384
diff changeset
496 return Result(remove=[self])
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
497
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
Jeremy Thurgood <firxen@gmail.com>
parents: 282
diff changeset
498
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
499 class ClawAttack(GameObject):
356
582a96e5fdac Tweaks to the claw attack.
David Sharpe
parents: 354
diff changeset
500 def __init__(self, space, pos, vector, damage):
582a96e5fdac Tweaks to the claw attack.
David Sharpe
parents: 354
diff changeset
501 body = make_body(1, pymunk.inf,
582a96e5fdac Tweaks to the claw attack.
David Sharpe
parents: 354
diff changeset
502 (pos[0] + (vector.length * math.cos(vector.angle)),
362
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
503 pos[1] + (vector.length * math.sin(vector.angle))))
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
504 body.angle = vector.angle
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
505 self.shape = pymunk.Circle(body, 30)
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
506 self.shape.sensor = True
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
507 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
508 self.damage = damage
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
509 super(ClawAttack, self).__init__(
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
510 SingleShapePhysicser(space, self.shape),
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
511 render.ImageRenderer(resources.get_image(
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
512 'objects', 'werewolf_SW_claw_attack.png',
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
513 transforms=(FLIP_H,))),
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
514 )
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
515
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
516 def update(self, dt):
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
517 super(ClawAttack, self).update(dt)
335
78b805549b4e More interesting claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 333
diff changeset
518 if self.lifetime > 0.1:
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
519 self.physicser.remove_from_space()
385
51deb78cae52 Use a result object to get new drawables back to the area
Stefano Rivera <stefano@rivera.za.net>
parents: 384
diff changeset
520 return Result(remove=[self])
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
521
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
522
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
523 class HostileTerrain(GameObject):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
524 zorder = ZORDER_FLOOR
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
525 damage = None
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
526 tile = None
362
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
527 tile_alpha = 255
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
528 # How often to hit the player
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
529 rate = 5
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
530
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
531 def __init__(self, space, position, outline):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
532 body = make_body(10, pymunk.inf, position)
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
533 # Adjust shape relative to position
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
534 shape_outline = [(p[0] - position[0], p[1] - position[1]) for
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
535 p in outline]
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
536 self.shape = pymunk.Poly(body, shape_outline)
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
537 self._ticks = 0
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
538 self.shape.collision_type = COLLISION_TYPE_SWITCH
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
539 self.shape.sensor = True
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
540 super(HostileTerrain, self).__init__(
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
541 SingleShapePhysicser(space, self.shape),
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
542 render.TiledRenderer(outline,
362
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
543 resources.get_image('tiles', self.tile),
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
544 self.tile_alpha))
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
545
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
546 def collide_with_protagonist(self, protagonist):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
547 # We're called every frame we're colliding, so
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
548 # There are timing issues with stepping on and
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
549 # off terrian, but as long as the rate is reasonably
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
550 # low, they shouldn't impact gameplay
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
551 if self._ticks == 0:
357
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
552 self.apply_effect(protagonist)
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
553 self._ticks += 1
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
554 if self._ticks > self.rate:
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
555 self._ticks = 0
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
556
357
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
557 def apply_effect(self, protagonist):
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
558 protagonist.lose_health(self.damage)
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
559
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
560 @classmethod
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
561 def requires(cls):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
562 return [("name", "string"), ("position", "coordinates"),
354
55752fc7b753 Add convex requirement to hint
Neil Muller <drnlmuller@gmail.com>
parents: 351
diff changeset
563 ("outline", "polygon (convex)")]
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
564
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
565
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
566 class AcidFloor(HostileTerrain):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
567 damage = 1
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
568 tile = 'acid.png'
377
4eb7f5dffa59 new acid and moonlight art
Adrianna Pińska <adrianna.pinska@gmail.com>
parents: 374
diff changeset
569 tile_alpha = 200
357
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
570
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
571
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
572 class ForceWolfFloor(HostileTerrain):
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
573 tile = 'moonlight.png'
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
574 rate = 0
362
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
575 tile_alpha = 150
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
576 zorder = ZORDER_HIGH
357
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
577
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
578 def apply_effect(self, protagonist):
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
579 protagonist.force_wolf_form()