annotate nagslang/level.py @ 582:7d8c6e7ffd2b

Music in levels
author Stefano Rivera <stefano@rivera.za.net>
date Sat, 07 Sep 2013 23:04:04 +0200
parents ae8eb7c0f7bb
children 9b9d529ba5d9
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1 import os
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2
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3 import pygame
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4 import pygame.locals as pgl
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5 import pymunk
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6
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7 from nagslang import collectable
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8 from nagslang import game_object as go
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9 from nagslang import enemies
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10 from nagslang import puzzle
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11 from nagslang.utils import (
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12 tile_surface, points_to_pygame, extend_line, points_to_lines)
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13 from nagslang.resources import resources
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14 from nagslang.yamlish import load, dump
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15
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16 POLY_COLORS = {
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17 1: pygame.color.THECOLORS['red'],
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18 2: pygame.color.THECOLORS['green'],
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19 3: pygame.color.THECOLORS['yellow'],
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20 4: pygame.color.THECOLORS['blue'],
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21 5: pygame.color.THECOLORS['lightblue'],
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22 6: pygame.color.THECOLORS['magenta'],
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23 7: pygame.color.THECOLORS['lightgreen'],
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24 8: pygame.color.THECOLORS['grey'],
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25 }
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27
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28 LINE_COLOR = pygame.color.THECOLORS['orange']
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30
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31 class Level(object):
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32 _game_starting_point = None
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33
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34 def __init__(self, name, world):
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35 self.name = name
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36 # defaults
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37 self.x = 800
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38 self.y = 600
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39 self.polygons = {}
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40 self.lines = []
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41 self.world = world
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42 self.world.level_state.setdefault(name, {})
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43 self.basetile = 'tiles/floor.png'
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44 self.music = None
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45 self._tile_image = None
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46 self._surface = None
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47 self._base_surface = None
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48 self._exterior = False
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49 self._glue = puzzle.PuzzleGlue()
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50 self.drawables = []
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51 self.overlay_drawables = []
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52 self._game_objects = []
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53 self._enemies = []
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54
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55 def _get_data(self):
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56 # For overriding in tests.
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57 with resources.get_file('levels', self.name) as f:
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58 return load(f)
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59
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60 def _dump_data(self, f):
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61 # For manipulation in tests.
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62 dump({
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63 'size': [self.x, self.y],
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64 'base_tile': self.basetile,
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65 'polygons': self.polygons,
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66 'lines': self.lines,
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67 'music': self.music,
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68 'game_objects': self._game_objects,
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69 'enemies': self._enemies,
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70 }, f)
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71
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72 @classmethod
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73 def list_levels(cls):
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74 dir_ = resources.get_resource_path('levels')
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75 for file_ in os.listdir(dir_):
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76 if file_ == 'meta':
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77 continue
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78 yield file_
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79
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80 @classmethod
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81 def game_starting_point(cls):
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82 if not cls._game_starting_point:
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83 with resources.get_file('levels', 'meta') as f:
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84 data = load(f)
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85 cls._game_starting_point = (data['starting_level'],
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86 tuple(data['starting_position']))
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87 return cls._game_starting_point
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88
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89 def is_starting_level(self):
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90 return self.name == self.game_starting_point()[0]
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91
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92 def load(self, space):
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93 data = self._get_data()
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94 self.x, self.y = data['size']
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95 self.basetile = data['base_tile']
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96 self.music = data['music']
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97 for i, points in data['polygons'].iteritems():
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98 self.polygons[i] = []
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99 for point in points:
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100 self.polygons[i].append(tuple(point))
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101 self.lines = data.get('lines', [])
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102 self._game_objects = data.get('game_objects', [])
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103 for game_object_dict in self._game_objects:
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104 self._create_game_object(space, **game_object_dict)
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105 self._enemies = data.get('enemies', [])
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106 for enemy_dict in self._enemies:
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107 self._create_enemy(space, **enemy_dict)
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108
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109 def _create_game_object(self, space, classname, args, name=None):
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110 modules = {
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111 'collectable': collectable,
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112 'game_object': go,
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113 'puzzle': puzzle,
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114 }
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115 if '.' in classname:
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116 module, classname = classname.split('.')
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117 else:
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118 module = 'game_object'
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119 cls = getattr(modules[module], classname)
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120
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121 if module == 'collectable' and name in self.world.inventory:
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122 return
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123
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124 if issubclass(cls, puzzle.Puzzler):
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125 gobj = cls(*args)
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126 elif issubclass(cls, go.GameObject):
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127 gobj = cls(space, *args)
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128 level_state = self.world.level_state[self.name]
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129 stored_state = level_state.get(name, {})
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130 should_save = bool(gobj.set_stored_state_dict(stored_state))
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131 if should_save:
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132 if name is None:
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133 raise Exception(
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134 "Unnamed game object wants to save state:" % (gobj,))
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135 level_state[name] = stored_state
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136 self.drawables.append(gobj)
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137 if gobj.overlay:
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138 self.overlay_drawables.append(gobj.overlay)
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139 else:
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140 raise TypeError(
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141 "Expected a subclass of Puzzler or GameObject, got %s" % (
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142 classname))
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143 if name is not None:
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144 self._glue.add_component(name, gobj)
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145 return gobj
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146
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147 def _create_enemy(self, space, classname, args, name=None):
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148 cls = getattr(enemies, classname)
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149 if issubclass(cls, go.GameObject):
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150 gobj = cls(space, self.world, *args)
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151 self.drawables.append(gobj)
168
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152 else:
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153 raise TypeError(
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154 "Expected a subclass of GameObject, got %s" % (
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155 classname))
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156 if name is not None:
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157 self._glue.add_component(name, gobj)
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158 return gobj
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159
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160 def all_closed(self):
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161 """Check if all the polygons are closed"""
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162 closed = True
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163 messages = []
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164 for index, poly in self.polygons.items():
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165 if len(poly) == 0:
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166 # We ignore empty polygons
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167 continue
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168 elif len(poly) == 1:
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169 closed = False
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170 messages.append("Error: polygon %s too small" % index)
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171 elif poly[-1] != poly[0]:
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172 closed = False
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173 messages.append("Error: polygon %s not closed" % index)
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174 return closed, messages
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175
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176 def save(self):
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177 closed, _ = self.all_closed()
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178 if not closed:
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179 return False
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180 with resources.get_file('levels', self.name, mode='w') as f:
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181 self._dump_data(f)
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182 return True
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183
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184 def get_size(self):
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185 return self.x, self.y
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186
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187 def set_base_tile(self, new_tile):
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188 self.basetile = new_tile
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189 self._tile_image = None
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190
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191 def get_walls(self):
197
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192 walls = self.polygons.values()
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193 walls.extend(self.lines)
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194 return walls
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195
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196 def _draw_wall_line(self, points, width, colour, extend):
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197 for line in points_to_lines(points):
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198 if extend:
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199 line = extend_line(
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200 pymunk.Vec2d(line[0]), pymunk.Vec2d(line[1]), extend)
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201 line = points_to_pygame(self._surface, line)
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202 pygame.draw.line(self._surface, colour, line[0], line[1], width)
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203
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204 def _draw_walls_lines(self, width, colour, extend):
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205 for index, polygon in self.polygons.items():
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206 self._draw_wall_line(polygon, width, colour, extend)
197
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207 for line in self.lines:
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208 self._draw_wall_line(line, width, colour, extend)
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209
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210 def _draw_walls(self):
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211 inner_colour = pygame.color.THECOLORS['red']
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212 mid_colour = pygame.color.THECOLORS['orange']
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213 outer_colour = pygame.color.THECOLORS['yellow']
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214 self._draw_walls_lines(5, outer_colour, 0)
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215 self._draw_walls_lines(3, outer_colour, 1)
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216 self._draw_walls_lines(3, mid_colour, 0)
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217 self._draw_walls_lines(1, inner_colour, 0)
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218
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219 def get_background(self):
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220 if self._surface is None:
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221 self._draw_background()
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222 self._draw_exterior()
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223 # Draw polygons
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224 self._draw_walls()
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225 return self._surface
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226
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227 def _draw_exterior(self, force=False):
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228 """Fill the exterior of the level with black"""
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229 if self._exterior and not force:
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230 return
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231 white = pygame.color.THECOLORS['white']
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232 black = pygame.color.THECOLORS['black']
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233 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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234 surface.fill(black)
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235 for index, polygon in self.polygons.items():
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236 if len(polygon) > 1:
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237 pointlist = points_to_pygame(self._surface, polygon)
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238 # filled polygons
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239 color = white
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240 # If a polygon overlaps on of the existing polygons,
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241 # it is treated as negative
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242 # This is not a complete inversion, since any overlap
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243 # triggers this (inversion is easy enough, but the
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244 # behaviour doesn't seem useful)
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245 # We also only check the vertexes - not breaking this
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246 # assumption is left to the level designers
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247 surface.lock()
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248 for p in pointlist:
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249 if surface.get_at(p) == white:
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250 color = black
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251 surface.unlock()
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252 pygame.draw.polygon(surface, color, pointlist, 0)
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253 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
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254 self._exterior = True
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255
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256 def _draw_background(self, force=False):
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257 if self._tile_image is None:
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258 self._tile_image = resources.get_image(self.basetile)
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259 if self._surface is not None and not force:
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260 # We assume we don't change
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261 return self._surface
431
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262 if self._base_surface is None:
433
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263 self._base_surface = tile_surface((self.x, self.y),
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264 self._tile_image)
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diff changeset
265 self._surface = self._base_surface.copy()
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266 return self._surface