annotate nagslang/level.py @ 378:8069c9be1c3e

Create a nagslang.collectable module for collectables
author Stefano Rivera <stefano@rivera.za.net>
date Fri, 06 Sep 2013 23:07:27 +0200
parents f0e8970ab804
children e2cebabf87e8
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1 import pygame
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2 import pygame.locals as pgl
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3
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4 from nagslang import collectable
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5 from nagslang import game_object as go
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6 from nagslang import enemies
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7 from nagslang import puzzle
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8 from nagslang.utils import tile_surface
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9 from nagslang.resources import resources
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10 from nagslang.yamlish import load, dump
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12 POLY_COLORS = {
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13 1: pygame.color.THECOLORS['red'],
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14 2: pygame.color.THECOLORS['green'],
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15 3: pygame.color.THECOLORS['yellow'],
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16 4: pygame.color.THECOLORS['blue'],
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17 5: pygame.color.THECOLORS['lightblue'],
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18 6: pygame.color.THECOLORS['magenta'],
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19 }
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21
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22 LINE_COLOR = pygame.color.THECOLORS['orange']
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24
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25 class Level(object):
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26
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27 def __init__(self, name, world):
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28 self.name = name
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29 # defaults
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30 self.x = 800
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31 self.y = 600
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32 self.polygons = {}
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33 self.lines = []
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34 self.world = world
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35 self.world.level_state.setdefault(name, {})
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36 self.basetile = 'tiles/floor.png'
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37 self._tile_image = None
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38 self._surface = None
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39 self._exterior = False
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40 self._glue = puzzle.PuzzleGlue()
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41 self.drawables = []
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42 self.overlay_drawables = []
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43 self._game_objects = []
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44 self._enemies = []
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45
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46 def _get_data(self):
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47 # For overriding in tests.
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48 with resources.get_file('levels', self.name) as f:
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49 return load(f)
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51 def _dump_data(self, f):
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52 # For manipulation in tests.
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53 dump({
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54 'size': [self.x, self.y],
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55 'base_tile': self.basetile,
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56 'polygons': self.polygons,
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57 'lines': self.lines,
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58 'game_objects': self._game_objects,
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59 'enemies': self._enemies,
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60 }, f)
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61
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62 @classmethod
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63 def list_levels(cls):
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64 with resources.get_file('levels', 'LEVELS') as f:
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65 levels = load(f)
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66 return levels['levels']
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67
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68 def load(self, space):
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69 data = self._get_data()
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70 self.x, self.y = data['size']
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71 self.basetile = data['base_tile']
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72 for i, points in data['polygons'].iteritems():
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73 self.polygons[i] = []
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74 for point in points:
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75 self.polygons[i].append(tuple(point))
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76 self.lines = data.get('lines', [])
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77 self._game_objects = data.get('game_objects', [])
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78 for game_object_dict in self._game_objects:
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79 self._create_game_object(space, **game_object_dict)
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80 self._enemies = data.get('enemies', [])
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81 for enemy_dict in self._enemies:
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82 self._create_enemy(space, **enemy_dict)
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83
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84 def _create_game_object(self, space, classname, args, name=None):
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85 modules = {
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86 'collectable': collectable,
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87 'game_object': go,
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88 'puzzle': puzzle,
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89 }
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90 if '.' in classname:
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91 module, classname = classname.split('.')
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92 else:
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93 module = 'game_object'
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94 cls = getattr(modules[module], classname)
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95
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96 if issubclass(cls, puzzle.Puzzler):
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97 gobj = cls(*args)
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98 elif issubclass(cls, go.GameObject):
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99 gobj = cls(space, *args)
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100 level_state = self.world.level_state[self.name]
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101 stored_state = level_state.get(name, {})
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102 should_save = bool(gobj.set_stored_state_dict(stored_state))
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103 if should_save:
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104 if name is None:
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105 raise Exception(
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106 "Unnamed game object wants to save state:" % (gobj,))
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107 level_state[name] = stored_state
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108 self.drawables.append(gobj)
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109 if gobj.overlay:
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110 self.overlay_drawables.append(gobj.overlay)
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111 else:
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112 raise TypeError(
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113 "Expected a subclass of Puzzler or GameObject, got %s" % (
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114 classname))
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115 if name is not None:
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116 self._glue.add_component(name, gobj)
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117 return gobj
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118
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119 def _create_enemy(self, space, classname, args, name=None):
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120 cls = getattr(enemies, classname)
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121 if issubclass(cls, go.GameObject):
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122 gobj = cls(space, self.world, *args)
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123 self.drawables.append(gobj)
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124 else:
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125 raise TypeError(
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126 "Expected a subclass of GameObject, got %s" % (
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127 classname))
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128 if name is not None:
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129 self._glue.add_component(name, gobj)
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130 return gobj
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131
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132 def all_closed(self):
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133 """Check if all the polygons are closed"""
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134 closed = True
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135 messages = []
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136 for index, poly in self.polygons.items():
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137 if len(poly) == 0:
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138 # We ignore empty polygons
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139 continue
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140 elif len(poly) == 1:
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141 closed = False
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142 messages.append("Error: polygon %s too small" % index)
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143 elif poly[-1] != poly[0]:
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144 closed = False
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145 messages.append("Error: polygon %s not closed" % index)
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146 return closed, messages
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148 def save(self):
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149 closed, _ = self.all_closed()
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150 if not closed:
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151 return False
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152 with resources.get_file('levels', self.name, mode='w') as f:
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153 self._dump_data(f)
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154 return True
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155
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156 def get_size(self):
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157 return self.x, self.y
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158
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159 def set_base_tile(self, new_tile):
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160 self.basetile = new_tile
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161 self._tile_image = None
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162
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163 def point_to_pygame(self, pos):
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164 # Convert a point from pymunk (which is what we store)
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165 # to pygame for drawing
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166 return (pos[0], self.y - pos[1])
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167
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168 def get_walls(self):
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169 walls = self.polygons.values()
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170 walls.extend(self.lines)
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171 return walls
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172
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173 def _draw_walls(self):
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174 for index, polygon in self.polygons.items():
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175 color = POLY_COLORS[index]
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176 if len(polygon) > 1:
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177 pointlist = [self.point_to_pygame(p) for p in polygon]
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178 pygame.draw.lines(self._surface, color, False, pointlist, 2)
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179 for line in self.lines:
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180 pointlist = [self.point_to_pygame(p) for p in line]
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181 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2)
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182
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183 def get_background(self):
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184 self._draw_background()
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185 self._draw_exterior()
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186 # Draw polygons
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187 self._draw_walls()
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188 return self._surface
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189
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190 def _draw_exterior(self, force=False):
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191 """Fill the exterior of the level with black"""
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192 if self._exterior and not force:
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193 return
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194 white = pygame.color.THECOLORS['white']
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195 black = pygame.color.THECOLORS['black']
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196 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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197 surface.fill(black)
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198 for index, polygon in self.polygons.items():
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199 if len(polygon) > 1:
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200 pointlist = [self.point_to_pygame(p) for p in polygon]
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201 # filled polygons
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202 color = white
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203 # If a polygon overlaps on of the existing polygons,
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204 # it is treated as negative
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205 # This is not a complete inversion, since any overlap
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206 # triggers this (inversion is easy enough, but the
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207 # behaviour doesn't seem useful)
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208 # We also only check the vertexes - not breaking this
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209 # assumption is left to the level designers
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210 surface.lock()
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211 for p in pointlist:
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212 if surface.get_at(p) == white:
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213 color = black
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214 surface.unlock()
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215 pygame.draw.polygon(surface, color, pointlist, 0)
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216 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
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217 self._exterior = True
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218
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219 def _draw_background(self, force=False):
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220 if self._tile_image is None:
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221 self._tile_image = resources.get_image(self.basetile)
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222 if self._surface is not None and not force:
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223 # We assume we don't change
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224 return self._surface
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225 self._surface = tile_surface((self.x, self.y), self._tile_image)
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226 return self._surface