Mercurial > nagslang
annotate nagslang/game_object.py @ 341:63d0c70a4e15
Enemies can hurt things again. (Oops.)
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Fri, 06 Sep 2013 12:55:48 +0200 |
parents | 78b805549b4e |
children | 282113d86d75 |
rev | line source |
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1 import pymunk |
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2 import pymunk.pygame_util |
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3 |
263 | 4 import math |
5 | |
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6 from nagslang import environment |
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7 from nagslang import puzzle |
207 | 8 from nagslang import render |
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9 from nagslang.mutators import FLIP_H |
107 | 10 from nagslang.constants import ( |
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11 COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE, |
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12 COLLISION_TYPE_SWITCH, COLLISION_TYPE_WEREWOLF_ATTACK, |
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13 SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW) |
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14 from nagslang.resources import resources |
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15 from nagslang.events import DoorEvent |
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16 |
82 | 17 |
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18 def get_editable_game_objects(): |
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19 classes = [] |
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20 for cls_name, cls in globals().iteritems(): |
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21 if isinstance(cls, type) and hasattr(cls, 'requires'): |
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22 classes.append((cls_name, cls)) |
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23 return classes |
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24 |
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25 |
59 | 26 class Physicser(object): |
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27 def __init__(self, space): |
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28 self._space = space |
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29 |
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30 def get_space(self): |
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31 return self._space |
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32 |
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33 def set_space(self, new_space): |
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34 self._space = new_space |
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35 |
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36 def set_game_object(self, game_object): |
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37 self.game_object = game_object |
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38 |
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39 def get_shape(self): |
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40 raise NotImplementedError() |
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41 |
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42 def add_to_space(self): |
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43 shape = self.get_shape() |
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44 self.get_space().add(shape) |
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45 if not shape.body.is_static: |
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46 self.get_space().add(shape.body) |
59 | 47 |
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48 def remove_from_space(self): |
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49 shape = self.get_shape() |
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50 self.get_space().remove(shape) |
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51 if not shape.body.is_static: |
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52 self.get_space().remove(shape.body) |
59 | 53 |
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54 def get_render_position(self, surface): |
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55 pos = self.get_shape().body.position |
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56 return pymunk.pygame_util.to_pygame(pos, surface) |
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57 |
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58 def get_angle(self): |
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59 return self.get_shape().body.angle |
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60 |
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61 def get_velocity(self): |
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62 return self.get_shape().body.velocity |
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63 |
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64 def _get_position(self): |
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65 return self.get_shape().body.position |
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66 |
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67 def _set_position(self, position): |
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68 self.get_shape().body.position = position |
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69 |
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70 position = property(_get_position, _set_position) |
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71 |
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72 def apply_impulse(self, j, r=(0, 0)): |
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73 return self.get_shape().body.apply_impulse(j, r) |
59 | 74 |
75 | |
76 class SingleShapePhysicser(Physicser): | |
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77 def __init__(self, space, shape): |
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78 super(SingleShapePhysicser, self).__init__(space) |
59 | 79 self._shape = shape |
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80 shape.physicser = self |
59 | 81 |
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82 def get_shape(self): |
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83 return self._shape |
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84 |
59 | 85 |
133 | 86 def damping_velocity_func(body, gravity, damping, dt): |
87 """Apply custom damping to this body's velocity. | |
88 """ | |
89 damping = getattr(body, 'damping', damping) | |
90 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
91 | |
92 | |
93 def make_body(mass, moment, position, damping=None): | |
94 body = pymunk.Body(mass, moment) | |
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95 body.position = tuple(position) |
133 | 96 if damping is not None: |
97 body.damping = damping | |
98 body.velocity_func = damping_velocity_func | |
99 return body | |
100 | |
101 | |
59 | 102 class GameObject(object): |
103 """A representation of a thing in the game world. | |
104 | |
105 This has a rendery thing, physicsy things and maybe some other things. | |
106 """ | |
107 | |
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108 zorder = ZORDER_LOW |
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109 is_moving = False # `True` if a movement animation should play. |
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110 |
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111 def __init__(self, physicser, renderer, puzzler=None, overlay=None, |
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112 interactible=None): |
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113 self.lifetime = 0 |
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114 self.physicser = physicser |
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115 physicser.set_game_object(self) |
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116 self.physicser.add_to_space() |
59 | 117 self.renderer = renderer |
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118 renderer.set_game_object(self) |
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119 self.puzzler = puzzler |
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120 if puzzler is not None: |
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121 puzzler.set_game_object(self) |
191 | 122 self.overlay = overlay |
123 if overlay is not None: | |
124 self.overlay.set_game_object(self) | |
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125 self.interactible = interactible |
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126 if interactible is not None: |
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127 self.interactible.set_game_object(self) |
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128 self.remove = False # If true, will be removed from drawables |
59 | 129 |
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130 def get_space(self): |
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131 return self.physicser.get_space() |
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132 |
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133 def get_shape(self): |
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134 return self.physicser.get_shape() |
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135 |
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136 def get_render_position(self, surface): |
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137 return self.physicser.get_render_position(surface) |
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138 |
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139 def get_render_angle(self): |
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140 return self.physicser.get_angle() |
59 | 141 |
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142 def get_facing_direction(self): |
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143 """Used by rendererd that care what direction an object is facing. |
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144 """ |
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145 return None |
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146 |
59 | 147 def render(self, surface): |
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148 return self.renderer.render(surface) |
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149 |
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150 def update(self, dt): |
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151 self.lifetime += dt |
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152 self.renderer.update(dt) |
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153 |
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154 def hit(self, weapon): |
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155 '''Was hit with a weapon (such as a bullet)''' |
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156 pass |
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157 |
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158 def collide_with_protagonist(self, protagonist): |
186
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159 """Called as a `pre_solve` collision callback with the protagonist. |
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160 |
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161 You can return `False` to ignore the collision, anything else |
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162 (including `None`) to process the collision as normal. |
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163 """ |
192
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164 return True |
186
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165 |
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166 def collide_with_furniture(self, furniture): |
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167 return True |
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168 |
333
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169 def collide_with_claw_attack(self, claw_attack): |
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170 return True |
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171 |
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172 @classmethod |
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173 def requires(cls): |
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174 """Hints for the level editor""" |
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175 return [("name", "string")] |
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176 |
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177 |
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178 class FloorSwitch(GameObject): |
162
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179 zorder = ZORDER_FLOOR |
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180 |
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181 def __init__(self, space, position): |
145
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182 body = make_body(None, None, position) |
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183 self.shape = pymunk.Circle(body, 30) |
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184 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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185 self.shape.sensor = True |
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186 super(FloorSwitch, self).__init__( |
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187 SingleShapePhysicser(space, self.shape), |
207 | 188 render.ImageStateRenderer({ |
162
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189 True: resources.get_image('objects', 'sensor_on.png'), |
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190 False: resources.get_image('objects', 'sensor_off.png'), |
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191 }), |
201
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192 puzzle.CollidePuzzler(*SWITCH_PUSHERS), |
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193 ) |
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194 |
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195 @classmethod |
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196 def requires(cls): |
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197 return [("name", "string"), ("position", "coordinates")] |
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198 |
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199 |
191 | 200 class Note(GameObject): |
201 zorder = ZORDER_FLOOR | |
202 | |
203 def __init__(self, space, position, message): | |
204 body = make_body(None, None, position) | |
205 self.shape = pymunk.Circle(body, 30) | |
206 self.shape.sensor = True | |
207 super(Note, self).__init__( | |
208 SingleShapePhysicser(space, self.shape), | |
207 | 209 render.ImageRenderer(resources.get_image('objects', 'note.png')), |
201
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210 puzzle.CollidePuzzler(), |
222
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211 render.TextOverlay(message), |
191 | 212 ) |
213 | |
235
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214 @classmethod |
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215 def requires(cls): |
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216 return [("name", "string"), ("position", "coordinates"), |
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217 ("message", "text")] |
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218 |
191 | 219 |
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220 class FloorLight(GameObject): |
162
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221 zorder = ZORDER_FLOOR |
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222 |
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223 def __init__(self, space, position, state_source): |
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224 body = make_body(None, None, position) |
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225 self.shape = pymunk.Circle(body, 10) |
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226 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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227 self.shape.sensor = True |
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228 super(FloorLight, self).__init__( |
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229 SingleShapePhysicser(space, self.shape), |
207 | 230 render.ImageStateRenderer({ |
162
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231 True: resources.get_image('objects', 'light_on.png'), |
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232 False: resources.get_image('objects', 'light_off.png'), |
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233 }), |
201
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234 puzzle.StateProxyPuzzler(state_source), |
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235 ) |
133 | 236 |
235
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237 @classmethod |
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238 def requires(cls): |
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239 return [("name", "string"), ("position", "coordinates"), |
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240 ("state_source", "puzzler")] |
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241 |
133 | 242 |
243 class Box(GameObject): | |
244 def __init__(self, space, position): | |
245 body = make_body(10, 10000, position, damping=0.5) | |
246 self.shape = pymunk.Poly( | |
247 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
208
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248 self.shape.friction = 0.5 |
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249 self.shape.collision_type = COLLISION_TYPE_FURNITURE |
133 | 250 super(Box, self).__init__( |
251 SingleShapePhysicser(space, self.shape), | |
207 | 252 render.ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 253 ) |
176 | 254 |
235
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255 @classmethod |
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256 def requires(cls): |
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257 return [("name", "string"), ("position", "coordinates"), |
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258 ("state_source", "puzzler")] |
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259 |
176 | 260 |
261 class Door(GameObject): | |
262 zorder = ZORDER_FLOOR | |
263 | |
263 | 264 def __init__(self, space, position, destination, dest_pos, angle, |
265 key_state=None): | |
176 | 266 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) |
281
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267 self.shape = pymunk.Circle(body, 30) |
176 | 268 self.shape.collision_type = COLLISION_TYPE_DOOR |
264 | 269 self.shape.body.angle = float(angle) / 180 * math.pi |
176 | 270 self.shape.sensor = True |
271 self.destination = destination | |
272 self.dest_pos = tuple(dest_pos) | |
281
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273 puzzler = None |
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274 action = environment.Action(self._post_door_event) |
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275 if key_state is not None: |
201
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276 puzzler = puzzle.StateProxyPuzzler(key_state) |
281
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277 action.condition = environment.PuzzleStateCondition(puzzler) |
176 | 278 super(Door, self).__init__( |
279 SingleShapePhysicser(space, self.shape), | |
207 | 280 render.ImageRenderer(resources.get_image('objects', 'door.png')), |
186
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281 puzzler, |
281
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282 interactible=environment.Interactible(action), |
176 | 283 ) |
284 | |
281
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285 def _post_door_event(self, protagonist): |
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286 DoorEvent.post(self.destination, self.dest_pos) |
224
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287 |
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288 @classmethod |
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289 def requires(cls): |
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290 return [("name", "string"), ("position", "coordinates"), |
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291 ("destination", "level name"), ("dest_pos", "coordinate"), |
263 | 292 ("angle", "degrees"), |
293 ("key_state", "puzzler (optional)")] | |
235
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294 |
224
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295 |
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296 class Bulkhead(GameObject): |
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297 zorder = ZORDER_FLOOR |
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298 |
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299 def __init__(self, space, end1, end2, key_state=None): |
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300 body = make_body(None, None, (0, 0)) |
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301 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3) |
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302 self.shape.collision_type = COLLISION_TYPE_DOOR |
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303 if key_state is None: |
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304 puzzler = puzzle.YesPuzzler() |
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305 else: |
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306 puzzler = puzzle.StateProxyPuzzler(key_state) |
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307 super(Bulkhead, self).__init__( |
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308 SingleShapePhysicser(space, self.shape), |
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309 render.ShapeStateRenderer(), |
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310 puzzler, |
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311 ) |
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312 |
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313 def collide_with_protagonist(self, protagonist): |
224
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314 if self.puzzler.get_state(): |
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315 # Reject the collision, we can walk through. |
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316 return False |
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317 return True |
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318 |
319
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319 collide_with_furniture = collide_with_protagonist |
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320 |
235
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321 @classmethod |
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322 def requires(cls): |
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323 return [("name", "string"), ("end1", "coordinates"), |
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324 ("end2", "coordinates"), ("key_state", "puzzler")] |
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325 |
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326 |
282
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327 class ToggleSwitch(GameObject): |
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328 zorder = ZORDER_LOW |
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329 |
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330 def __init__(self, space, position): |
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331 body = make_body(None, None, position) |
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332 self.shape = pymunk.Circle(body, 20) |
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333 self.shape.sensor = True |
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334 self.toggle_on = False |
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335 super(ToggleSwitch, self).__init__( |
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336 SingleShapePhysicser(space, self.shape), |
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337 render.ImageStateRenderer({ |
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338 True: resources.get_image('objects', 'lever.png'), |
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339 False: resources.get_image( |
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340 'objects', 'lever.png', transforms=(FLIP_H,)), |
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341 }), |
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342 puzzle.ParentAttrPuzzler('toggle_on'), |
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343 interactible=environment.Interactible( |
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344 environment.Action(self._toggle)), |
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345 ) |
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346 |
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347 def _toggle(self, protagonist): |
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348 self.toggle_on = not self.toggle_on |
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349 |
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350 @classmethod |
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351 def requires(cls): |
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352 return [("name", "string"), ("position", "coordinates")] |
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353 |
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354 |
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355 class Bullet(GameObject): |
305 | 356 def __init__(self, space, position, impulse, damage, |
357 source_collision_type): | |
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358 body = make_body(1, pymunk.inf, position) |
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359 self.last_position = position |
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360 self.shape = pymunk.Circle(body, 2) |
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361 self.shape.sensor = True |
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362 self.shape.collision_type = COLLISION_TYPE_PROJECTILE |
305 | 363 self.damage = damage |
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364 self.source_collision_type = source_collision_type |
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365 super(Bullet, self).__init__( |
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366 SingleShapePhysicser(space, self.shape), |
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367 render.ImageRenderer(resources.get_image('objects', 'bullet.png')), |
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368 ) |
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369 self.physicser.apply_impulse(impulse) |
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370 |
333
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371 def update(self, dt): |
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372 super(Bullet, self).update(dt) |
297
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373 position = (self.physicser.position.x, self.physicser.position.y) |
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374 r = self.get_space().segment_query(self.last_position, position) |
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375 self.last_position = position |
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376 for collision in r: |
302
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377 shape = collision.shape |
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378 if (shape.collision_type == self.source_collision_type |
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379 or shape == self.physicser.get_shape() |
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380 or shape.sensor): |
293
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381 continue |
302
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382 if hasattr(shape, 'physicser'): |
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383 shape.physicser.game_object.hit(self) |
293
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384 self.physicser.remove_from_space() |
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385 self.remove = True |
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386 break |
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387 |
286
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388 |
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389 class CollectibleGameObject(GameObject): |
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390 zorder = ZORDER_LOW |
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391 |
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392 def __init__(self, space, name, shape, renderer): |
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393 self._name = name |
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394 shape.sensor = True |
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395 super(CollectibleGameObject, self).__init__( |
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396 SingleShapePhysicser(space, shape), |
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397 renderer, |
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398 interactible=environment.Interactible( |
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399 environment.Action( |
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400 self._collect, environment.HumanFormCondition())), |
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401 ) |
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402 |
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403 def _collect(self, protagonist): |
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404 protagonist.inventory[self._name] = self |
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405 # TODO: Make this less hacky. |
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406 self.physicser.remove_from_space() |
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407 self.renderer = render.NullRenderer() |
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408 |
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409 |
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410 class Gun(CollectibleGameObject): |
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411 def __init__(self, space, position): |
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412 body = make_body(None, None, position) |
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413 self.shape = pymunk.Circle(body, 20) |
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414 super(Gun, self).__init__( |
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415 space, 'gun', self.shape, |
332 | 416 render.ImageRenderer(resources.get_image('objects', 'gun.png')), |
286
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417 ) |
312
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418 |
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419 |
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420 class ClawAttack(GameObject): |
333
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421 def __init__(self, space, position, vector, damage): |
335
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422 body = make_body(1, pymunk.inf, position) |
333
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423 body.angle = vector.angle |
312
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424 self.shape = pymunk.Circle(body, 30) |
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425 self.shape.sensor = True |
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426 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK |
333
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427 self.damage = damage |
312
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428 super(ClawAttack, self).__init__( |
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429 SingleShapePhysicser(space, self.shape), |
333
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430 render.ImageRenderer(resources.get_image( |
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431 'objects', 'werewolf_SW_claw_attack.png', |
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432 transforms=(FLIP_H,))), |
312
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433 ) |
335
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434 self.physicser.apply_impulse(vector) |
312
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435 |
333
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changeset
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436 def update(self, dt): |
3dd32686dbc3
Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents:
332
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437 super(ClawAttack, self).update(dt) |
335
78b805549b4e
More interesting claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents:
333
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changeset
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438 if self.lifetime > 0.1: |
312
72aca01c87ed
Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents:
307
diff
changeset
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439 self.physicser.remove_from_space() |
72aca01c87ed
Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents:
307
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440 self.remove = True |