Mercurial > nagslang
annotate nagslang/level.py @ 209:ad1d3de210cd
Drop compatibility imports, and allow an optional module on classnames
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Tue, 03 Sep 2013 23:45:56 +0200 |
parents | 3495a2025bc6 |
children | 988cf7c8b402 |
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): |
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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.basetile = 'tiles/floor.png' |
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33 self._tile_image = None |
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34 self._surface = None |
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35 self._exterior = False |
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36 self._glue = puzzle.PuzzleGlue() |
191 | 37 self.drawables = [] |
38 self.overlay_drawables = [] | |
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39 self._game_objects = [] |
168 | 40 self._enemies = [] |
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41 |
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42 def _get_data(self): |
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43 # For overriding in tests. |
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44 with resources.get_file('levels', self.name) as f: |
145
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45 return load(f) |
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46 |
164
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47 def _dump_data(self, f): |
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48 # For manipulation in tests. |
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49 dump({ |
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50 'size': [self.x, self.y], |
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51 'base_tile': self.basetile, |
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52 'polygons': self.polygons, |
197 | 53 'lines': self.lines, |
164
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54 'game_objects': self._game_objects, |
168 | 55 'enemies': self._enemies, |
164
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56 }, f) |
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57 |
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58 def load(self, space): |
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59 data = self._get_data() |
139 | 60 self.x, self.y = data['size'] |
61 self.base_tile = data['base_tile'] | |
62 for i, points in data['polygons'].iteritems(): | |
63 self.polygons[i] = [] | |
64 for point in points: | |
65 self.polygons[i].append(tuple(point)) | |
197 | 66 self.lines = data.get('lines', []) |
164
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67 self._game_objects = data.get('game_objects', []) |
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68 for game_object_dict in self._game_objects: |
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69 self._create_game_object(space, **game_object_dict) |
168 | 70 self._enemies = data.get('enemies', []) |
71 for enemy_dict in self._enemies: | |
72 self._create_enemy(space, **enemy_dict) | |
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73 |
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74 def _create_game_object(self, space, classname, args, name=None): |
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75 modules = { |
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76 'game_object': go, |
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77 'puzzle': puzzle, |
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78 } |
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79 if '.' in classname: |
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80 module, classname = classname.split('.') |
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81 else: |
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82 module = 'game_object' |
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83 cls = getattr(modules[module], classname) |
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84 |
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85 if issubclass(cls, puzzle.Puzzler): |
145
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86 gobj = cls(*args) |
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87 elif issubclass(cls, go.GameObject): |
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88 gobj = cls(space, *args) |
191 | 89 self.drawables.append(gobj) |
90 if gobj.overlay: | |
91 self.overlay_drawables.append(gobj.overlay) | |
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92 else: |
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93 raise TypeError( |
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94 "Expected a subclass of Puzzler or GameObject, got %s" % ( |
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95 classname)) |
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96 if name is not None: |
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97 self._glue.add_component(name, gobj) |
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98 |
168 | 99 def _create_enemy(self, space, classname, args, name=None): |
100 cls = getattr(enemies, classname) | |
101 if issubclass(cls, go.GameObject): | |
102 gobj = cls(space, *args) | |
191 | 103 self.drawables.append(gobj) |
168 | 104 else: |
105 raise TypeError( | |
106 "Expected a subclass of GameObject, got %s" % ( | |
107 classname)) | |
108 if name is not None: | |
109 self._glue.add_component(name, gobj) | |
110 | |
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111 def all_closed(self): |
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112 """Check if all the polygons are closed""" |
72 | 113 closed = True |
122
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114 messages = [] |
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115 for index, poly in self.polygons.items(): |
72 | 116 if len(poly) == 0: |
117 # We ignore empty polygons | |
118 continue | |
119 elif len(poly) == 1: | |
120 closed = False | |
122
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121 messages.append("Error: polygon %s too small" % index) |
72 | 122 elif poly[-1] != poly[0]: |
123 closed = False | |
122
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124 messages.append("Error: polygon %s not closed" % index) |
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125 return closed, messages |
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126 |
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127 def save(self): |
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128 closed, _ = self.all_closed() |
72 | 129 if not closed: |
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130 return False |
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131 with resources.get_file('levels', self.name, mode='w') as f: |
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132 self._dump_data(f) |
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133 return True |
72 | 134 |
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135 def get_size(self): |
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136 return self.x, self.y |
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137 |
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138 def set_base_tile(self, new_tile): |
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139 self.basetile = new_tile |
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140 self._tile_image = None |
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141 |
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142 def point_to_pygame(self, pos): |
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143 # Convert a point from pymunk (which is what we store) |
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144 # to pygame for drawing |
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145 return (pos[0], self.y - pos[1]) |
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146 |
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147 def get_walls(self): |
197 | 148 walls = self.polygons.values() |
149 walls.extend(self.lines) | |
150 return walls | |
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151 |
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152 def _draw_walls(self): |
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153 for index, polygon in self.polygons.items(): |
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154 color = POLY_COLORS[index] |
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155 if len(polygon) > 1: |
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156 pointlist = [self.point_to_pygame(p) for p in polygon] |
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157 pygame.draw.lines(self._surface, color, False, pointlist, 2) |
197 | 158 for line in self.lines: |
159 pointlist = [self.point_to_pygame(p) for p in line] | |
160 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2) | |
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161 |
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162 def get_background(self): |
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163 self._draw_background() |
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164 self._draw_exterior() |
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165 # Draw polygons |
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166 self._draw_walls() |
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167 return self._surface |
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168 |
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169 def _draw_exterior(self, force=False): |
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170 """Fill the exterior of the level with black""" |
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171 if self._exterior and not force: |
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172 return |
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173 white = pygame.color.THECOLORS['white'] |
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174 black = pygame.color.THECOLORS['black'] |
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175 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
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176 surface.fill(black) |
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177 for index, polygon in self.polygons.items(): |
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178 if len(polygon) > 1: |
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179 pointlist = [self.point_to_pygame(p) for p in polygon] |
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180 # filled polygons |
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181 color = white |
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182 # If a polygon overlaps on of the existing polygons, |
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183 # it is treated as negative |
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184 # This is not a complete inversion, since any overlap |
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185 # triggers this (inversion is easy enough, but the |
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186 # behaviour doesn't seem useful) |
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187 # We also only check the vertexes - not breaking this |
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188 # assumption is left to the level designers |
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189 surface.lock() |
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190 for p in pointlist: |
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191 if surface.get_at(p) == white: |
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192 color = black |
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193 surface.unlock() |
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194 pygame.draw.polygon(surface, color, pointlist, 0) |
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195 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) |
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196 self._exterior = True |
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197 |
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198 def _draw_background(self, force=False): |
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199 if self._tile_image is None: |
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200 self._tile_image = resources.get_image(self.basetile) |
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201 if self._surface is not None and not force: |
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202 # We assume we don't change |
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203 return self._surface |
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204 self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
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205 self._surface.fill(pygame.color.THECOLORS['black']) |
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206 x_step = self._tile_image.get_rect().width |
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207 y_step = self._tile_image.get_rect().height |
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208 x_count = self.x // x_step + 1 |
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209 y_count = self.y / y_step + 1 |
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210 for x in range(x_count): |
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211 for y in range(y_count): |
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212 tile_rect = pygame.rect.Rect(x * x_step, y * y_step, |
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213 x_step, y_step) |
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214 self._surface.blit(self._tile_image, tile_rect) |
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215 return self._surface |