Mercurial > nagslang
annotate nagslang/level.py @ 437:d087dfb10896
Replace menu and death screen with the starting level
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Sat, 07 Sep 2013 14:26:28 +0200 |
parents | 8cd9828828c0 |
children | 69b8d6cbc692 |
rev | line source |
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1 import os |
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2 |
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3 import pygame |
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4 import pygame.locals as pgl |
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5 |
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6 from nagslang import collectable |
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7 from nagslang import game_object as go |
168 | 8 from nagslang import enemies |
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9 from nagslang import puzzle |
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10 from nagslang.utils import tile_surface |
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11 from nagslang.resources import resources |
139 | 12 from nagslang.yamlish import load, dump |
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13 |
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14 POLY_COLORS = { |
53 | 15 1: pygame.color.THECOLORS['red'], |
16 2: pygame.color.THECOLORS['green'], | |
17 3: pygame.color.THECOLORS['yellow'], | |
18 4: pygame.color.THECOLORS['blue'], | |
19 5: pygame.color.THECOLORS['lightblue'], | |
20 6: pygame.color.THECOLORS['magenta'], | |
425 | 21 7: pygame.color.THECOLORS['lightgreen'], |
22 8: pygame.color.THECOLORS['grey'], | |
53 | 23 } |
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24 |
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25 |
197 | 26 LINE_COLOR = pygame.color.THECOLORS['orange'] |
27 | |
28 | |
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29 class Level(object): |
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30 _game_starting_point = None |
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31 |
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32 def __init__(self, name, world): |
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33 self.name = name |
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34 # defaults |
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35 self.x = 800 |
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36 self.y = 600 |
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37 self.polygons = {} |
197 | 38 self.lines = [] |
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39 self.world = world |
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40 self.world.level_state.setdefault(name, {}) |
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41 self.basetile = 'tiles/floor.png' |
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42 self._tile_image = None |
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43 self._surface = None |
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44 self._base_surface = None |
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45 self._exterior = False |
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46 self._glue = puzzle.PuzzleGlue() |
191 | 47 self.drawables = [] |
48 self.overlay_drawables = [] | |
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49 self._game_objects = [] |
168 | 50 self._enemies = [] |
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51 |
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52 def _get_data(self): |
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53 # For overriding in tests. |
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54 with resources.get_file('levels', self.name) as f: |
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55 return load(f) |
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56 |
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57 def _dump_data(self, f): |
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58 # For manipulation in tests. |
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59 dump({ |
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60 'size': [self.x, self.y], |
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61 'base_tile': self.basetile, |
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62 'polygons': self.polygons, |
197 | 63 'lines': self.lines, |
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64 'game_objects': self._game_objects, |
168 | 65 'enemies': self._enemies, |
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66 }, f) |
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67 |
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68 @classmethod |
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69 def list_levels(cls): |
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70 dir_ = resources.get_resource_path('levels') |
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71 for file_ in os.listdir(dir_): |
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72 if file_ == 'meta': |
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73 continue |
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74 yield file_ |
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75 |
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76 @classmethod |
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77 def game_starting_point(cls): |
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78 if not cls._game_starting_point: |
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79 with resources.get_file('levels', 'meta') as f: |
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80 data = load(f) |
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81 cls._game_starting_point = (data['starting_level'], |
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82 tuple(data['starting_position'])) |
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83 return cls._game_starting_point |
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84 |
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85 def is_starting_level(self): |
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86 return self.name == self.game_starting_point()[0] |
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87 |
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88 def load(self, space): |
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89 data = self._get_data() |
139 | 90 self.x, self.y = data['size'] |
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91 self.basetile = data['base_tile'] |
139 | 92 for i, points in data['polygons'].iteritems(): |
93 self.polygons[i] = [] | |
94 for point in points: | |
95 self.polygons[i].append(tuple(point)) | |
197 | 96 self.lines = data.get('lines', []) |
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97 self._game_objects = data.get('game_objects', []) |
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98 for game_object_dict in self._game_objects: |
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99 self._create_game_object(space, **game_object_dict) |
168 | 100 self._enemies = data.get('enemies', []) |
101 for enemy_dict in self._enemies: | |
102 self._create_enemy(space, **enemy_dict) | |
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103 |
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104 def _create_game_object(self, space, classname, args, name=None): |
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105 modules = { |
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106 'collectable': collectable, |
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107 'game_object': go, |
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108 'puzzle': puzzle, |
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109 } |
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110 if '.' in classname: |
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111 module, classname = classname.split('.') |
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112 else: |
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113 module = 'game_object' |
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114 cls = getattr(modules[module], classname) |
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115 |
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116 if module == 'collectable' and name in self.world.inventory: |
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117 return |
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118 |
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119 if issubclass(cls, puzzle.Puzzler): |
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120 gobj = cls(*args) |
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121 elif issubclass(cls, go.GameObject): |
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122 gobj = cls(space, *args) |
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123 level_state = self.world.level_state[self.name] |
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124 stored_state = level_state.get(name, {}) |
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125 should_save = bool(gobj.set_stored_state_dict(stored_state)) |
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126 if should_save: |
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127 if name is None: |
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128 raise Exception( |
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129 "Unnamed game object wants to save state:" % (gobj,)) |
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130 level_state[name] = stored_state |
191 | 131 self.drawables.append(gobj) |
132 if gobj.overlay: | |
133 self.overlay_drawables.append(gobj.overlay) | |
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134 else: |
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135 raise TypeError( |
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136 "Expected a subclass of Puzzler or GameObject, got %s" % ( |
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137 classname)) |
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138 if name is not None: |
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139 self._glue.add_component(name, gobj) |
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140 return gobj |
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141 |
168 | 142 def _create_enemy(self, space, classname, args, name=None): |
143 cls = getattr(enemies, classname) | |
144 if issubclass(cls, go.GameObject): | |
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145 gobj = cls(space, self.world, *args) |
191 | 146 self.drawables.append(gobj) |
168 | 147 else: |
148 raise TypeError( | |
149 "Expected a subclass of GameObject, got %s" % ( | |
150 classname)) | |
151 if name is not None: | |
152 self._glue.add_component(name, gobj) | |
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153 return gobj |
168 | 154 |
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155 def all_closed(self): |
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156 """Check if all the polygons are closed""" |
72 | 157 closed = True |
122
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158 messages = [] |
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159 for index, poly in self.polygons.items(): |
72 | 160 if len(poly) == 0: |
161 # We ignore empty polygons | |
162 continue | |
163 elif len(poly) == 1: | |
164 closed = False | |
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165 messages.append("Error: polygon %s too small" % index) |
72 | 166 elif poly[-1] != poly[0]: |
167 closed = False | |
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168 messages.append("Error: polygon %s not closed" % index) |
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169 return closed, messages |
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170 |
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171 def save(self): |
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172 closed, _ = self.all_closed() |
72 | 173 if not closed: |
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174 return False |
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175 with resources.get_file('levels', self.name, mode='w') as f: |
164
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176 self._dump_data(f) |
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177 return True |
72 | 178 |
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179 def get_size(self): |
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180 return self.x, self.y |
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181 |
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182 def set_base_tile(self, new_tile): |
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183 self.basetile = new_tile |
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184 self._tile_image = None |
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185 |
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186 def point_to_pygame(self, pos): |
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187 # Convert a point from pymunk (which is what we store) |
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188 # to pygame for drawing |
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189 return (pos[0], self.y - pos[1]) |
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190 |
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191 def get_walls(self): |
197 | 192 walls = self.polygons.values() |
193 walls.extend(self.lines) | |
194 return walls | |
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195 |
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196 def _draw_walls(self): |
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197 for index, polygon in self.polygons.items(): |
425 | 198 color = POLY_COLORS.get(index, pygame.color.THECOLORS['black']) |
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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 pygame.draw.lines(self._surface, color, False, pointlist, 2) |
197 | 202 for line in self.lines: |
203 pointlist = [self.point_to_pygame(p) for p in line] | |
204 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2) | |
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205 |
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206 def get_background(self): |
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207 self._draw_background() |
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208 self._draw_exterior() |
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209 # Draw polygons |
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210 self._draw_walls() |
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211 return self._surface |
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212 |
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213 def _draw_exterior(self, force=False): |
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214 """Fill the exterior of the level with black""" |
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215 if self._exterior and not force: |
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216 return |
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217 white = pygame.color.THECOLORS['white'] |
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218 black = pygame.color.THECOLORS['black'] |
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219 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
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220 surface.fill(black) |
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221 for index, polygon in self.polygons.items(): |
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222 if len(polygon) > 1: |
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223 pointlist = [self.point_to_pygame(p) for p in polygon] |
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224 # filled polygons |
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225 color = white |
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226 # If a polygon overlaps on of the existing polygons, |
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227 # it is treated as negative |
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228 # This is not a complete inversion, since any overlap |
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229 # triggers this (inversion is easy enough, but the |
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230 # behaviour doesn't seem useful) |
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231 # We also only check the vertexes - not breaking this |
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232 # assumption is left to the level designers |
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233 surface.lock() |
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234 for p in pointlist: |
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235 if surface.get_at(p) == white: |
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236 color = black |
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237 surface.unlock() |
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238 pygame.draw.polygon(surface, color, pointlist, 0) |
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239 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) |
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240 self._exterior = True |
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241 |
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242 def _draw_background(self, force=False): |
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243 if self._tile_image is None: |
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244 self._tile_image = resources.get_image(self.basetile) |
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245 if self._surface is not None and not force: |
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246 # We assume we don't change |
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247 return self._surface |
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248 if self._base_surface is None: |
433 | 249 self._base_surface = tile_surface((self.x, self.y), |
250 self._tile_image) | |
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251 self._surface = self._base_surface.copy() |
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252 return self._surface |