Mercurial > nagslang
annotate nagslang/game_object.py @ 390:52c94435e38b
Goodbye foul locked_door!
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Sat, 07 Sep 2013 00:34:00 +0200 |
parents | 51deb78cae52 |
children | 8d961e05b7b6 |
rev | line source |
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1 import pymunk |
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2 import pymunk.pygame_util |
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3 |
263 | 4 import math |
5 | |
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6 from nagslang import environment |
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7 from nagslang import puzzle |
207 | 8 from nagslang import render |
364 | 9 from nagslang.mutators import FLIP_H, ImageOverlay |
107 | 10 from nagslang.constants import ( |
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11 COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE, |
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12 COLLISION_TYPE_SWITCH, COLLISION_TYPE_WEREWOLF_ATTACK, |
362 | 13 SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW, ZORDER_HIGH) |
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14 from nagslang.resources import resources |
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15 from nagslang.events import DoorEvent |
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16 |
82 | 17 |
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18 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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26 |
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27 |
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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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34 |
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35 |
59 | 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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51 |
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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) |
59 | 57 |
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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) |
59 | 63 |
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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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67 |
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68 def get_angle(self): |
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69 return self.get_shape().body.angle |
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70 |
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71 def get_velocity(self): |
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72 return self.get_shape().body.velocity |
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73 |
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74 def _get_position(self): |
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75 return self.get_shape().body.position |
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76 |
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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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79 |
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80 position = property(_get_position, _set_position) |
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81 |
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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) |
59 | 84 |
85 | |
86 class SingleShapePhysicser(Physicser): | |
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87 def __init__(self, space, shape): |
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88 super(SingleShapePhysicser, self).__init__(space) |
59 | 89 self._shape = shape |
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90 shape.physicser = self |
59 | 91 |
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92 def get_shape(self): |
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93 return self._shape |
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94 |
59 | 95 |
133 | 96 def damping_velocity_func(body, gravity, damping, dt): |
97 """Apply custom damping to this body's velocity. | |
98 """ | |
99 damping = getattr(body, 'damping', damping) | |
100 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
101 | |
102 | |
103 def make_body(mass, moment, position, damping=None): | |
104 body = pymunk.Body(mass, moment) | |
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105 body.position = tuple(position) |
133 | 106 if damping is not None: |
107 body.damping = damping | |
108 body.velocity_func = damping_velocity_func | |
109 return body | |
110 | |
111 | |
59 | 112 class GameObject(object): |
113 """A representation of a thing in the game world. | |
114 | |
115 This has a rendery thing, physicsy things and maybe some other things. | |
116 """ | |
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() |
59 | 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) |
191 | 132 self.overlay = overlay |
133 if overlay is not None: | |
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) |
371 | 138 self._timers = {} |
139 self._active_timers = {} | |
140 | |
141 def add_timer(self, name, secs): | |
142 self._timers[name] = secs | |
143 | |
144 def start_timer(self, name, secs=None): | |
145 if secs is None: | |
146 secs = self._timers[name] | |
147 self._active_timers[name] = secs | |
148 | |
149 def check_timer(self, name): | |
150 return name in self._active_timers | |
59 | 151 |
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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 |
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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() |
59 | 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 |
59 | 179 def render(self, surface): |
123
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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 | 184 for timer in self._active_timers.keys(): |
185 self._active_timers[timer] -= dt | |
186 if self._active_timers[timer] <= 0: | |
187 self._active_timers.pop(timer) | |
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188 self.renderer.update(dt) |
143
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189 |
302
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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
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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 |
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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): |
145
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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 | 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 |
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235 |
191 | 236 class Note(GameObject): |
237 zorder = ZORDER_FLOOR | |
238 | |
239 def __init__(self, space, position, message): | |
240 body = make_body(None, None, position) | |
241 self.shape = pymunk.Circle(body, 30) | |
242 self.shape.sensor = True | |
243 super(Note, self).__init__( | |
244 SingleShapePhysicser(space, self.shape), | |
207 | 245 render.ImageRenderer(resources.get_image('objects', 'note.png')), |
201
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246 puzzle.CollidePuzzler(), |
222
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247 render.TextOverlay(message), |
191 | 248 ) |
249 | |
235
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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 | 255 |
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256 class FloorLight(GameObject): |
162
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257 zorder = ZORDER_FLOOR |
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258 |
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259 def __init__(self, space, position, state_source): |
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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 | 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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269 }), |
201
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270 puzzle.StateProxyPuzzler(state_source), |
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271 ) |
133 | 272 |
235
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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 | 278 |
279 class Box(GameObject): | |
280 def __init__(self, space, position): | |
281 body = make_body(10, 10000, position, damping=0.5) | |
282 self.shape = pymunk.Poly( | |
283 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
208
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284 self.shape.friction = 0.5 |
318
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285 self.shape.collision_type = COLLISION_TYPE_FURNITURE |
133 | 286 super(Box, self).__init__( |
287 SingleShapePhysicser(space, self.shape), | |
207 | 288 render.ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 289 ) |
176 | 290 |
235
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291 @classmethod |
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292 def requires(cls): |
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293 return [("name", "string"), ("position", "coordinates"), |
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294 ("state_source", "puzzler")] |
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295 |
176 | 296 |
359
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297 class BaseDoor(GameObject): |
176 | 298 zorder = ZORDER_FLOOR |
359
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299 is_open = True |
176 | 300 |
263 | 301 def __init__(self, space, position, destination, dest_pos, angle, |
359
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302 renderer, condition): |
176 | 303 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) |
281
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304 self.shape = pymunk.Circle(body, 30) |
176 | 305 self.shape.collision_type = COLLISION_TYPE_DOOR |
264 | 306 self.shape.body.angle = float(angle) / 180 * math.pi |
176 | 307 self.shape.sensor = True |
308 self.destination = destination | |
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): |
176 | 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), |
176 | 350 ) |
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 |
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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"), |
263 | 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 | 379 overlay = ImageOverlay( |
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 | 383 render.ImageRenderer(resources.get_image( |
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
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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
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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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435 render.ImageStateRenderer({ |
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436 True: resources.get_image('objects', 'lever.png'), |
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437 False: resources.get_image( |
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438 'objects', 'lever.png', transforms=(FLIP_H,)), |
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439 }), |
282
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440 puzzle.ParentAttrPuzzler('toggle_on'), |
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441 interactible=environment.Interactible( |
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442 environment.Action(self._toggle)), |
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443 ) |
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444 |
346
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445 @property |
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446 def toggle_on(self): |
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447 return self._stored_state['toggle_on'] |
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448 |
282
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449 def _toggle(self, protagonist): |
346
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450 self._stored_state['toggle_on'] = not self.toggle_on |
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451 |
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452 def set_stored_state_dict(self, stored_state): |
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453 self._stored_state = stored_state |
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454 # We start in the "off" position. |
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455 self._stored_state.setdefault('toggle_on', False) |
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456 return True |
282
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457 |
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458 @classmethod |
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459 def requires(cls): |
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460 return [("name", "string"), ("position", "coordinates")] |
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461 |
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462 |
261
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463 class Bullet(GameObject): |
363
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464 def __init__(self, space, position, impulse, damage, bullet_type, |
305 | 465 source_collision_type): |
261
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466 body = make_body(1, pymunk.inf, position) |
363
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467 body.angle = impulse.angle |
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468 self.last_position = position |
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469 self.shape = pymunk.Circle(body, 2) |
293
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470 self.shape.sensor = True |
261
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471 self.shape.collision_type = COLLISION_TYPE_PROJECTILE |
305 | 472 self.damage = damage |
363
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473 self.type = bullet_type |
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474 self.source_collision_type = source_collision_type |
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475 super(Bullet, self).__init__( |
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476 SingleShapePhysicser(space, self.shape), |
363
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477 render.ImageRenderer(resources.get_image( |
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478 'objects', '%s.png' % self.type)), |
261
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479 ) |
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480 self.physicser.apply_impulse(impulse) |
286
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481 |
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482 def update(self, dt): |
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483 super(Bullet, self).update(dt) |
297
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484 position = (self.physicser.position.x, self.physicser.position.y) |
293
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485 r = self.get_space().segment_query(self.last_position, position) |
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486 self.last_position = position |
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487 for collision in r: |
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488 shape = collision.shape |
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489 if (shape.collision_type == self.source_collision_type |
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490 or shape == self.physicser.get_shape() |
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491 or shape.sensor): |
293
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492 continue |
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493 if hasattr(shape, 'physicser'): |
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494 shape.physicser.game_object.hit(self) |
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495 self.physicser.remove_from_space() |
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496 return Result(remove=[self]) |
293
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497 |
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498 |
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499 class ClawAttack(GameObject): |
356 | 500 def __init__(self, space, pos, vector, damage): |
501 body = make_body(1, pymunk.inf, | |
502 (pos[0] + (vector.length * math.cos(vector.angle)), | |
362 | 503 pos[1] + (vector.length * math.sin(vector.angle)))) |
333
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504 body.angle = vector.angle |
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505 self.shape = pymunk.Circle(body, 30) |
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506 self.shape.sensor = True |
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507 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK |
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508 self.damage = damage |
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509 super(ClawAttack, self).__init__( |
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510 SingleShapePhysicser(space, self.shape), |
333
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511 render.ImageRenderer(resources.get_image( |
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512 'objects', 'werewolf_SW_claw_attack.png', |
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513 transforms=(FLIP_H,))), |
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514 ) |
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515 |
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516 def update(self, dt): |
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517 super(ClawAttack, self).update(dt) |
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518 if self.lifetime > 0.1: |
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519 self.physicser.remove_from_space() |
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520 return Result(remove=[self]) |
351 | 521 |
522 | |
523 class HostileTerrain(GameObject): | |
524 zorder = ZORDER_FLOOR | |
525 damage = None | |
526 tile = None | |
362 | 527 tile_alpha = 255 |
351 | 528 # How often to hit the player |
529 rate = 5 | |
530 | |
531 def __init__(self, space, position, outline): | |
532 body = make_body(10, pymunk.inf, position) | |
533 # Adjust shape relative to position | |
534 shape_outline = [(p[0] - position[0], p[1] - position[1]) for | |
535 p in outline] | |
536 self.shape = pymunk.Poly(body, shape_outline) | |
537 self._ticks = 0 | |
538 self.shape.collision_type = COLLISION_TYPE_SWITCH | |
539 self.shape.sensor = True | |
540 super(HostileTerrain, self).__init__( | |
541 SingleShapePhysicser(space, self.shape), | |
542 render.TiledRenderer(outline, | |
362 | 543 resources.get_image('tiles', self.tile), |
544 self.tile_alpha)) | |
351 | 545 |
546 def collide_with_protagonist(self, protagonist): | |
547 # We're called every frame we're colliding, so | |
548 # There are timing issues with stepping on and | |
549 # off terrian, but as long as the rate is reasonably | |
550 # low, they shouldn't impact gameplay | |
551 if self._ticks == 0: | |
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552 self.apply_effect(protagonist) |
351 | 553 self._ticks += 1 |
554 if self._ticks > self.rate: | |
555 self._ticks = 0 | |
556 | |
357
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557 def apply_effect(self, protagonist): |
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558 protagonist.lose_health(self.damage) |
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559 |
351 | 560 @classmethod |
561 def requires(cls): | |
562 return [("name", "string"), ("position", "coordinates"), | |
354
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563 ("outline", "polygon (convex)")] |
351 | 564 |
565 | |
566 class AcidFloor(HostileTerrain): | |
567 damage = 1 | |
568 tile = 'acid.png' | |
377
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569 tile_alpha = 200 |
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570 |
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571 |
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572 class ForceWolfFloor(HostileTerrain): |
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573 tile = 'moonlight.png' |
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574 rate = 0 |
362 | 575 tile_alpha = 150 |
576 zorder = ZORDER_HIGH | |
357
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577 |
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578 def apply_effect(self, protagonist): |
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579 protagonist.force_wolf_form() |