Mercurial > nagslang
annotate nagslang/enemies.py @ 235:831e4f6b3d18
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author | Neil Muller <drnlmuller@gmail.com> |
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date | Wed, 04 Sep 2013 21:16:09 +0200 |
parents | 329b3044ddef |
children | 083053422a84 |
rev | line source |
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Much better facing renderers.
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1 import math |
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2 |
168 | 3 import pymunk |
4 import pymunk.pygame_util | |
5 | |
207 | 6 from nagslang import render |
168 | 7 from nagslang.constants import COLLISION_TYPE_ENEMY, ZORDER_MID |
207 | 8 from nagslang.game_object import GameObject, SingleShapePhysicser, make_body |
168 | 9 from nagslang.mutators import FLIP_H |
10 from nagslang.resources import resources | |
11 | |
12 | |
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13 def get_editable_enemies(): |
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14 classes = [] |
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15 for cls_name, cls in globals().iteritems(): |
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16 if isinstance(cls, type) and issubclass(cls, Enemy): |
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17 if hasattr(cls, 'requires'): |
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18 classes.append((cls_name, cls)) |
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19 return classes |
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20 |
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21 |
168 | 22 class Enemy(GameObject): |
23 """A base class for mobile enemies""" | |
24 | |
25 def __init__(self, space, position): | |
26 self._setup_physics(space, position) | |
27 self._setup_renderer() | |
28 | |
29 super(Enemy, self).__init__( | |
30 self._physicser, self.renderer) | |
31 self.zorder = ZORDER_MID | |
32 | |
33 def _get_image(self, name, *transforms): | |
34 return resources.get_image('creatures', name, transforms=transforms) | |
35 | |
36 def _setup_physics(self, space, position): | |
37 raise NotImplementedError | |
38 | |
39 def _setup_renderer(self): | |
40 raise NotImplementedError | |
41 | |
42 def attack(self): | |
43 raise NotImplementedError | |
44 | |
235
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45 @classmethod |
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46 def requires(cls): |
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47 return [("name", "string"), ("position", "coordinates")] |
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48 |
168 | 49 |
50 class PatrollingAlien(Enemy): | |
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51 is_moving = True # Always walking. |
168 | 52 |
53 def __init__(self, space, position, end_position): | |
54 # An enemy that patrols between the two points | |
55 super(PatrollingAlien, self).__init__(space, position) | |
56 self._start_pos = position | |
57 self._end_pos = end_position | |
58 self._direction = 'away' | |
59 | |
60 def _setup_physics(self, space, position): | |
208
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61 self._body = make_body(10, pymunk.inf, position, 0.8) |
168 | 62 |
63 self._shape = pymunk.Circle(self._body, 30) | |
64 | |
65 self._shape.elasticity = 1.0 | |
208
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66 self._shape.friction = 0.05 |
168 | 67 self._shape.collision_type = COLLISION_TYPE_ENEMY |
68 self._physicser = SingleShapePhysicser(space, self._shape) | |
69 self.impulse_factor = 50 | |
70 self.angle = 0 | |
71 | |
72 def _setup_renderer(self): | |
217
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73 self.renderer = render.FacingSelectionRenderer({ |
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74 'left': render.TimedAnimatedRenderer( |
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75 [self._get_image('alien_A_1.png'), |
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76 self._get_image('alien_A_2.png')], 3), |
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77 'right': render.TimedAnimatedRenderer( |
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78 [self._get_image('alien_A_1.png', FLIP_H), |
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79 self._get_image('alien_A_2.png', FLIP_H)], 3), |
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80 }) |
168 | 81 |
82 def get_render_angle(self): | |
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83 # No image rotation when rendering, please. |
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84 return 0 |
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85 |
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86 def get_facing_direction(self): |
329b3044ddef
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87 # Enemies can face left or right. |
329b3044ddef
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88 if - math.pi / 2 < self.angle <= math.pi / 2: |
329b3044ddef
Much better facing renderers.
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parents:
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89 return 'right' |
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90 else: |
329b3044ddef
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Jeremy Thurgood <firxen@gmail.com>
parents:
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91 return 'left' |
168 | 92 |
93 def _switch_direction(self): | |
94 if self._direction == 'away': | |
95 self._direction = 'towards' | |
96 else: | |
97 self._direction = 'away' | |
98 | |
99 def set_direction(self, dx, dy): | |
100 self.angle = pymunk.Vec2d((dx, dy)).angle | |
101 self._body.apply_impulse( | |
102 (dx * self.impulse_factor, dy * self.impulse_factor)) | |
103 | |
104 def animate(self): | |
105 # Calculate the step every frame | |
106 if self._direction == 'away': | |
107 target = self._end_pos | |
108 else: | |
109 target = self._start_pos | |
110 x_step = 0 | |
111 y_step = 0 | |
112 if (target[0] < self._body.position[0]): | |
113 x_step = max(-1, target[0] - self._body.position[0]) | |
114 elif (target[0] > self._body.position[0]): | |
115 x_step = min(1, target[0] - self._body.position[0]) | |
116 if abs(x_step) < 0.5: | |
117 x_step = 0 | |
118 if (target[1] < self._body.position[1]): | |
119 y_step = max(-1, target[1] - self._body.position[1]) | |
120 elif (target[1] > self._body.position[1]): | |
121 y_step = min(1, target[1] - self._body.position[1]) | |
122 if abs(y_step) < 0.5: | |
123 y_step = 0 | |
124 if abs(x_step) < 1 and abs(y_step) < 1: | |
125 self._switch_direction() | |
126 self.set_direction(x_step, y_step) | |
127 super(PatrollingAlien, self).animate() | |
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128 |
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129 @classmethod |
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parents:
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130 def requires(cls): |
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parents:
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131 return [("name", "string"), ("position", "coordinates"), |
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parents:
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132 ("end_position", "coordinates")] |