Mercurial > nagslang
annotate nagslang/game_object.py @ 302:a0a471ad2ee8
Pass bullet hits through to the target
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Thu, 05 Sep 2013 23:57:50 +0200 |
parents | b00ed05f7364 |
children | ce11e1cae0ed |
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 SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW, |
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12 ZORDER_FLOOR, COLLISION_TYPE_DOOR, COLLISION_TYPE_PROJECTILE) |
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13 from nagslang.resources import resources |
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14 from nagslang.events import DoorEvent |
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15 |
82 | 16 |
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17 def get_editable_game_objects(): |
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18 classes = [] |
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19 for cls_name, cls in globals().iteritems(): |
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20 if isinstance(cls, type) and hasattr(cls, 'requires'): |
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21 classes.append((cls_name, cls)) |
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22 return classes |
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23 |
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24 |
59 | 25 class Physicser(object): |
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26 def __init__(self, space): |
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27 self._space = space |
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28 |
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29 def get_space(self): |
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30 return self._space |
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31 |
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32 def set_space(self, new_space): |
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33 self._space = new_space |
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34 |
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35 def set_game_object(self, game_object): |
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36 self.game_object = game_object |
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37 |
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38 def get_shape(self): |
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39 raise NotImplementedError() |
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40 |
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41 def add_to_space(self): |
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42 shape = self.get_shape() |
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43 self.get_space().add(shape) |
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44 if not shape.body.is_static: |
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45 self.get_space().add(shape.body) |
59 | 46 |
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47 def remove_from_space(self): |
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48 shape = self.get_shape() |
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49 self.get_space().remove(shape) |
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50 if not shape.body.is_static: |
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51 self.get_space().remove(shape.body) |
59 | 52 |
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53 def get_render_position(self, surface): |
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54 pos = self.get_shape().body.position |
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55 return pymunk.pygame_util.to_pygame(pos, surface) |
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56 |
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57 def get_angle(self): |
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58 return self.get_shape().body.angle |
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59 |
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60 def get_velocity(self): |
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61 return self.get_shape().body.velocity |
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62 |
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63 def _get_position(self): |
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64 return self.get_shape().body.position |
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65 |
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66 def _set_position(self, position): |
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67 self.get_shape().body.position = position |
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68 |
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69 position = property(_get_position, _set_position) |
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70 |
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71 def apply_impulse(self, j, r=(0, 0)): |
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72 return self.get_shape().body.apply_impulse(j, r) |
59 | 73 |
74 | |
75 class SingleShapePhysicser(Physicser): | |
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76 def __init__(self, space, shape): |
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77 super(SingleShapePhysicser, self).__init__(space) |
59 | 78 self._shape = shape |
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79 shape.physicser = self |
59 | 80 |
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81 def get_shape(self): |
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82 return self._shape |
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83 |
59 | 84 |
133 | 85 def damping_velocity_func(body, gravity, damping, dt): |
86 """Apply custom damping to this body's velocity. | |
87 """ | |
88 damping = getattr(body, 'damping', damping) | |
89 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
90 | |
91 | |
92 def make_body(mass, moment, position, damping=None): | |
93 body = pymunk.Body(mass, moment) | |
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94 body.position = tuple(position) |
133 | 95 if damping is not None: |
96 body.damping = damping | |
97 body.velocity_func = damping_velocity_func | |
98 return body | |
99 | |
100 | |
59 | 101 class GameObject(object): |
102 """A representation of a thing in the game world. | |
103 | |
104 This has a rendery thing, physicsy things and maybe some other things. | |
105 """ | |
106 | |
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107 zorder = ZORDER_LOW |
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108 is_moving = False # `True` if a movement animation should play. |
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109 |
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110 def __init__(self, physicser, renderer, puzzler=None, overlay=None, |
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111 interactible=None): |
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112 self.physicser = physicser |
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113 physicser.set_game_object(self) |
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114 self.physicser.add_to_space() |
59 | 115 self.renderer = renderer |
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116 renderer.set_game_object(self) |
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117 self.puzzler = puzzler |
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118 if puzzler is not None: |
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119 puzzler.set_game_object(self) |
191 | 120 self.overlay = overlay |
121 if overlay is not None: | |
122 self.overlay.set_game_object(self) | |
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123 self.interactible = interactible |
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124 if interactible is not None: |
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125 self.interactible.set_game_object(self) |
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126 self.remove = False # If true, will be removed from drawables |
59 | 127 |
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128 def get_space(self): |
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129 return self.physicser.get_space() |
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130 |
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131 def get_shape(self): |
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132 return self.physicser.get_shape() |
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133 |
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134 def get_render_position(self, surface): |
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135 return self.physicser.get_render_position(surface) |
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136 |
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137 def get_render_angle(self): |
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138 return self.physicser.get_angle() |
59 | 139 |
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140 def get_facing_direction(self): |
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141 """Used by rendererd that care what direction an object is facing. |
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142 """ |
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143 return None |
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144 |
59 | 145 def render(self, surface): |
123
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146 return self.renderer.render(surface) |
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147 |
143
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148 def animate(self): |
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149 self.renderer.animate() |
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150 |
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151 def hit(self, weapon): |
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152 '''Was hit with a weapon (such as a bullet)''' |
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153 pass |
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154 |
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155 def collide_with_protagonist(self, protagonist): |
186
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156 """Called as a `pre_solve` collision callback with the protagonist. |
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157 |
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158 You can return `False` to ignore the collision, anything else |
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159 (including `None`) to process the collision as normal. |
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160 """ |
192
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161 return True |
186
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162 |
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163 @classmethod |
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164 def requires(cls): |
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165 """Hints for the level editor""" |
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166 return [("name", "string")] |
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167 |
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168 |
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169 class FloorSwitch(GameObject): |
162
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170 zorder = ZORDER_FLOOR |
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171 |
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172 def __init__(self, space, position): |
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173 body = make_body(None, None, position) |
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174 self.shape = pymunk.Circle(body, 30) |
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175 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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176 self.shape.sensor = True |
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177 super(FloorSwitch, self).__init__( |
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178 SingleShapePhysicser(space, self.shape), |
207 | 179 render.ImageStateRenderer({ |
162
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180 True: resources.get_image('objects', 'sensor_on.png'), |
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181 False: resources.get_image('objects', 'sensor_off.png'), |
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182 }), |
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183 puzzle.CollidePuzzler(*SWITCH_PUSHERS), |
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184 ) |
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185 |
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186 @classmethod |
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187 def requires(cls): |
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188 return [("name", "string"), ("position", "coordinates")] |
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189 |
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190 |
191 | 191 class Note(GameObject): |
192 zorder = ZORDER_FLOOR | |
193 | |
194 def __init__(self, space, position, message): | |
195 body = make_body(None, None, position) | |
196 self.shape = pymunk.Circle(body, 30) | |
197 self.shape.sensor = True | |
198 super(Note, self).__init__( | |
199 SingleShapePhysicser(space, self.shape), | |
207 | 200 render.ImageRenderer(resources.get_image('objects', 'note.png')), |
201
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201 puzzle.CollidePuzzler(), |
222
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202 render.TextOverlay(message), |
191 | 203 ) |
204 | |
235
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205 @classmethod |
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206 def requires(cls): |
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207 return [("name", "string"), ("position", "coordinates"), |
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208 ("message", "text")] |
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209 |
191 | 210 |
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211 class FloorLight(GameObject): |
162
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212 zorder = ZORDER_FLOOR |
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213 |
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214 def __init__(self, space, position, state_source): |
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215 body = make_body(None, None, position) |
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216 self.shape = pymunk.Circle(body, 10) |
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217 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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218 self.shape.sensor = True |
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219 super(FloorLight, self).__init__( |
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220 SingleShapePhysicser(space, self.shape), |
207 | 221 render.ImageStateRenderer({ |
162
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222 True: resources.get_image('objects', 'light_on.png'), |
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223 False: resources.get_image('objects', 'light_off.png'), |
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224 }), |
201
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225 puzzle.StateProxyPuzzler(state_source), |
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226 ) |
133 | 227 |
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228 @classmethod |
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229 def requires(cls): |
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230 return [("name", "string"), ("position", "coordinates"), |
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231 ("state_source", "puzzler")] |
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232 |
133 | 233 |
234 class Box(GameObject): | |
235 def __init__(self, space, position): | |
236 body = make_body(10, 10000, position, damping=0.5) | |
237 self.shape = pymunk.Poly( | |
238 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
208
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239 self.shape.friction = 0.5 |
133 | 240 self.shape.collision_type = COLLISION_TYPE_BOX |
241 super(Box, self).__init__( | |
242 SingleShapePhysicser(space, self.shape), | |
207 | 243 render.ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 244 ) |
176 | 245 |
235
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246 @classmethod |
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247 def requires(cls): |
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248 return [("name", "string"), ("position", "coordinates"), |
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249 ("state_source", "puzzler")] |
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250 |
176 | 251 |
252 class Door(GameObject): | |
253 zorder = ZORDER_FLOOR | |
254 | |
263 | 255 def __init__(self, space, position, destination, dest_pos, angle, |
256 key_state=None): | |
176 | 257 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) |
281
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258 self.shape = pymunk.Circle(body, 30) |
176 | 259 self.shape.collision_type = COLLISION_TYPE_DOOR |
264 | 260 self.shape.body.angle = float(angle) / 180 * math.pi |
176 | 261 self.shape.sensor = True |
262 self.destination = destination | |
263 self.dest_pos = tuple(dest_pos) | |
281
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264 puzzler = None |
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265 action = environment.Action(self._post_door_event) |
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266 if key_state is not None: |
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267 puzzler = puzzle.StateProxyPuzzler(key_state) |
281
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268 action.condition = environment.PuzzleStateCondition(puzzler) |
176 | 269 super(Door, self).__init__( |
270 SingleShapePhysicser(space, self.shape), | |
207 | 271 render.ImageRenderer(resources.get_image('objects', 'door.png')), |
186
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272 puzzler, |
281
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273 interactible=environment.Interactible(action), |
176 | 274 ) |
275 | |
281
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276 def _post_door_event(self, protagonist): |
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277 DoorEvent.post(self.destination, self.dest_pos) |
224
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278 |
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279 @classmethod |
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280 def requires(cls): |
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281 return [("name", "string"), ("position", "coordinates"), |
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282 ("destination", "level name"), ("dest_pos", "coordinate"), |
263 | 283 ("angle", "degrees"), |
284 ("key_state", "puzzler (optional)")] | |
235
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285 |
224
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286 |
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287 class Bulkhead(GameObject): |
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288 zorder = ZORDER_FLOOR |
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289 |
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290 def __init__(self, space, end1, end2, key_state=None): |
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291 body = make_body(None, None, (0, 0)) |
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292 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3) |
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293 self.shape.collision_type = COLLISION_TYPE_DOOR |
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294 if key_state is None: |
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295 puzzler = puzzle.YesPuzzler() |
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296 else: |
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297 puzzler = puzzle.StateProxyPuzzler(key_state) |
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298 super(Bulkhead, self).__init__( |
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299 SingleShapePhysicser(space, self.shape), |
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300 render.ShapeStateRenderer(), |
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301 puzzler, |
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302 ) |
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303 |
256
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304 def collide_with_protagonist(self, protagonist): |
224
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305 if self.puzzler.get_state(): |
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306 # Reject the collision, we can walk through. |
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307 return False |
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308 return True |
235
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309 |
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310 @classmethod |
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311 def requires(cls): |
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312 return [("name", "string"), ("end1", "coordinates"), |
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313 ("end2", "coordinates"), ("key_state", "puzzler")] |
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314 |
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315 |
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316 class ToggleSwitch(GameObject): |
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317 zorder = ZORDER_LOW |
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318 |
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319 def __init__(self, space, position): |
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320 body = make_body(None, None, position) |
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321 self.shape = pymunk.Circle(body, 20) |
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322 self.shape.sensor = True |
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323 self.toggle_on = False |
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324 super(ToggleSwitch, self).__init__( |
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325 SingleShapePhysicser(space, self.shape), |
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326 render.ImageStateRenderer({ |
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327 True: resources.get_image('objects', 'lever.png'), |
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328 False: resources.get_image( |
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329 'objects', 'lever.png', transforms=(FLIP_H,)), |
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330 }), |
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331 puzzle.ParentAttrPuzzler('toggle_on'), |
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332 interactible=environment.Interactible( |
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333 environment.Action(self._toggle)), |
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334 ) |
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335 |
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336 def _toggle(self, protagonist): |
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337 self.toggle_on = not self.toggle_on |
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338 |
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339 @classmethod |
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340 def requires(cls): |
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341 return [("name", "string"), ("position", "coordinates")] |
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342 |
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343 |
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344 class Bullet(GameObject): |
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345 def __init__(self, space, position, impulse, source_collision_type): |
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346 body = make_body(1, pymunk.inf, position) |
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347 self.last_position = position |
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348 self.shape = pymunk.Circle(body, 2) |
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349 self.shape.sensor = True |
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350 self.shape.collision_type = COLLISION_TYPE_PROJECTILE |
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351 self.source_collision_type = source_collision_type |
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352 super(Bullet, self).__init__( |
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353 SingleShapePhysicser(space, self.shape), |
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354 render.ImageRenderer(resources.get_image('objects', 'bullet.png')), |
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355 ) |
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356 self.physicser.apply_impulse(impulse) |
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357 |
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358 def animate(self): |
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359 super(Bullet, self).animate() |
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360 position = (self.physicser.position.x, self.physicser.position.y) |
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361 r = self.get_space().segment_query(self.last_position, position) |
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362 self.last_position = position |
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363 for collision in r: |
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364 shape = collision.shape |
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365 if (shape.collision_type == self.source_collision_type |
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366 or shape == self.physicser.get_shape() |
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367 or shape.sensor): |
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368 continue |
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369 if hasattr(shape, 'physicser'): |
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370 shape.physicser.game_object.hit(self) |
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371 self.physicser.remove_from_space() |
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372 self.remove = True |
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373 break |
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374 |
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375 |
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376 class CollectibleGameObject(GameObject): |
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377 zorder = ZORDER_LOW |
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378 |
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379 def __init__(self, space, name, shape, renderer): |
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380 self._name = name |
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381 shape.sensor = True |
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382 super(CollectibleGameObject, self).__init__( |
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383 SingleShapePhysicser(space, shape), |
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384 renderer, |
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385 interactible=environment.Interactible( |
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386 environment.Action( |
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387 self._collect, environment.HumanFormCondition())), |
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388 ) |
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389 |
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390 def _collect(self, protagonist): |
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391 protagonist.inventory[self._name] = self |
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392 # TODO: Make this less hacky. |
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393 self.physicser.remove_from_space() |
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394 self.renderer = render.NullRenderer() |
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395 |
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396 |
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397 class Gun(CollectibleGameObject): |
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398 def __init__(self, space, position): |
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399 body = make_body(None, None, position) |
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400 self.shape = pymunk.Circle(body, 20) |
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401 super(Gun, self).__init__( |
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402 space, 'gun', self.shape, |
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403 render.ImageRenderer(resources.get_image('objects', 'bullet.png')), |
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404 ) |