Mercurial > nagslang
annotate nagslang/level.py @ 317:a5fe5a69689d
Actually use the base tile specified in the level
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Fri, 06 Sep 2013 01:44:23 +0200 |
parents | 56e42c00da25 |
children | 0d7885e2f063 |
rev | line source |
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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 game_object as go |
168 | 5 from nagslang import enemies |
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6 from nagslang import puzzle |
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7 from nagslang.resources import resources |
139 | 8 from nagslang.yamlish import load, dump |
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9 |
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10 POLY_COLORS = { |
53 | 11 1: pygame.color.THECOLORS['red'], |
12 2: pygame.color.THECOLORS['green'], | |
13 3: pygame.color.THECOLORS['yellow'], | |
14 4: pygame.color.THECOLORS['blue'], | |
15 5: pygame.color.THECOLORS['lightblue'], | |
16 6: pygame.color.THECOLORS['magenta'], | |
17 } | |
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18 |
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19 |
197 | 20 LINE_COLOR = pygame.color.THECOLORS['orange'] |
21 | |
22 | |
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23 class Level(object): |
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24 |
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25 def __init__(self, name, world): |
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26 self.name = name |
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27 # defaults |
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28 self.x = 800 |
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29 self.y = 600 |
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30 self.polygons = {} |
197 | 31 self.lines = [] |
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32 self.world = world |
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33 self.basetile = 'tiles/floor.png' |
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34 self._tile_image = None |
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35 self._surface = None |
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36 self._exterior = False |
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37 self._glue = puzzle.PuzzleGlue() |
191 | 38 self.drawables = [] |
39 self.overlay_drawables = [] | |
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40 self._game_objects = [] |
168 | 41 self._enemies = [] |
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42 |
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43 def _get_data(self): |
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44 # For overriding in tests. |
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45 with resources.get_file('levels', self.name) as f: |
145
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46 return load(f) |
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47 |
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48 def _dump_data(self, f): |
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49 # For manipulation in tests. |
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50 dump({ |
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51 'size': [self.x, self.y], |
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52 'base_tile': self.basetile, |
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53 'polygons': self.polygons, |
197 | 54 'lines': self.lines, |
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55 'game_objects': self._game_objects, |
168 | 56 'enemies': self._enemies, |
164
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57 }, f) |
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58 |
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59 def load(self, space): |
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60 data = self._get_data() |
139 | 61 self.x, self.y = data['size'] |
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62 self.basetile = data['base_tile'] |
139 | 63 for i, points in data['polygons'].iteritems(): |
64 self.polygons[i] = [] | |
65 for point in points: | |
66 self.polygons[i].append(tuple(point)) | |
197 | 67 self.lines = data.get('lines', []) |
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68 self._game_objects = data.get('game_objects', []) |
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69 for game_object_dict in self._game_objects: |
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70 self._create_game_object(space, **game_object_dict) |
168 | 71 self._enemies = data.get('enemies', []) |
72 for enemy_dict in self._enemies: | |
73 self._create_enemy(space, **enemy_dict) | |
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74 |
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75 def _create_game_object(self, space, classname, args, name=None): |
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76 modules = { |
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77 'game_object': go, |
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78 'puzzle': puzzle, |
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79 } |
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80 if '.' in classname: |
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81 module, classname = classname.split('.') |
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82 else: |
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83 module = 'game_object' |
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84 cls = getattr(modules[module], classname) |
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85 |
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86 if issubclass(cls, puzzle.Puzzler): |
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87 gobj = cls(*args) |
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88 elif issubclass(cls, go.GameObject): |
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89 gobj = cls(space, *args) |
191 | 90 self.drawables.append(gobj) |
91 if gobj.overlay: | |
92 self.overlay_drawables.append(gobj.overlay) | |
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93 else: |
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94 raise TypeError( |
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95 "Expected a subclass of Puzzler or GameObject, got %s" % ( |
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96 classname)) |
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97 if name is not None: |
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98 self._glue.add_component(name, gobj) |
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99 return gobj |
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100 |
168 | 101 def _create_enemy(self, space, classname, args, name=None): |
102 cls = getattr(enemies, classname) | |
103 if issubclass(cls, go.GameObject): | |
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104 gobj = cls(space, self.world, *args) |
191 | 105 self.drawables.append(gobj) |
168 | 106 else: |
107 raise TypeError( | |
108 "Expected a subclass of GameObject, got %s" % ( | |
109 classname)) | |
110 if name is not None: | |
111 self._glue.add_component(name, gobj) | |
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112 return gobj |
168 | 113 |
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114 def all_closed(self): |
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115 """Check if all the polygons are closed""" |
72 | 116 closed = True |
122
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117 messages = [] |
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118 for index, poly in self.polygons.items(): |
72 | 119 if len(poly) == 0: |
120 # We ignore empty polygons | |
121 continue | |
122 elif len(poly) == 1: | |
123 closed = False | |
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124 messages.append("Error: polygon %s too small" % index) |
72 | 125 elif poly[-1] != poly[0]: |
126 closed = False | |
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127 messages.append("Error: polygon %s not closed" % index) |
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128 return closed, messages |
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129 |
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130 def save(self): |
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131 closed, _ = self.all_closed() |
72 | 132 if not closed: |
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133 return False |
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134 with resources.get_file('levels', self.name, mode='w') as f: |
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135 self._dump_data(f) |
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136 return True |
72 | 137 |
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138 def get_size(self): |
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139 return self.x, self.y |
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140 |
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141 def set_base_tile(self, new_tile): |
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142 self.basetile = new_tile |
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143 self._tile_image = None |
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144 |
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145 def point_to_pygame(self, pos): |
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146 # Convert a point from pymunk (which is what we store) |
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147 # to pygame for drawing |
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148 return (pos[0], self.y - pos[1]) |
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149 |
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150 def get_walls(self): |
197 | 151 walls = self.polygons.values() |
152 walls.extend(self.lines) | |
153 return walls | |
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154 |
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155 def _draw_walls(self): |
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156 for index, polygon in self.polygons.items(): |
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157 color = POLY_COLORS[index] |
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158 if len(polygon) > 1: |
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159 pointlist = [self.point_to_pygame(p) for p in polygon] |
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160 pygame.draw.lines(self._surface, color, False, pointlist, 2) |
197 | 161 for line in self.lines: |
162 pointlist = [self.point_to_pygame(p) for p in line] | |
163 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2) | |
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164 |
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165 def get_background(self): |
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166 self._draw_background() |
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167 self._draw_exterior() |
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168 # Draw polygons |
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169 self._draw_walls() |
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170 return self._surface |
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171 |
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172 def _draw_exterior(self, force=False): |
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173 """Fill the exterior of the level with black""" |
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174 if self._exterior and not force: |
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175 return |
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176 white = pygame.color.THECOLORS['white'] |
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177 black = pygame.color.THECOLORS['black'] |
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178 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
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179 surface.fill(black) |
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180 for index, polygon in self.polygons.items(): |
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181 if len(polygon) > 1: |
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182 pointlist = [self.point_to_pygame(p) for p in polygon] |
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183 # filled polygons |
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184 color = white |
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185 # If a polygon overlaps on of the existing polygons, |
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186 # it is treated as negative |
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187 # This is not a complete inversion, since any overlap |
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188 # triggers this (inversion is easy enough, but the |
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189 # behaviour doesn't seem useful) |
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190 # We also only check the vertexes - not breaking this |
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191 # assumption is left to the level designers |
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192 surface.lock() |
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193 for p in pointlist: |
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194 if surface.get_at(p) == white: |
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195 color = black |
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196 surface.unlock() |
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197 pygame.draw.polygon(surface, color, pointlist, 0) |
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198 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) |
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199 self._exterior = True |
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200 |
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201 def _draw_background(self, force=False): |
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202 if self._tile_image is None: |
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203 self._tile_image = resources.get_image(self.basetile) |
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204 if self._surface is not None and not force: |
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205 # We assume we don't change |
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206 return self._surface |
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207 self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
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208 self._surface.fill(pygame.color.THECOLORS['black']) |
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209 x_step = self._tile_image.get_rect().width |
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210 y_step = self._tile_image.get_rect().height |
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211 x_count = self.x // x_step + 1 |
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212 y_count = self.y / y_step + 1 |
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213 for x in range(x_count): |
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214 for y in range(y_count): |
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215 tile_rect = pygame.rect.Rect(x * x_step, y * y_step, |
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216 x_step, y_step) |
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217 self._surface.blit(self._tile_image, tile_rect) |
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218 return self._surface |