Mercurial > nagslang
annotate nagslang/level.py @ 139:d1f543ff0805
YAML levels
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Mon, 02 Sep 2013 18:27:58 +0200 |
parents | 02423600d958 |
children | 0c49627920eb |
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.resources import resources |
139 | 5 from nagslang.yamlish import load, dump |
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6 |
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7 POLY_COLORS = { |
53 | 8 1: pygame.color.THECOLORS['red'], |
9 2: pygame.color.THECOLORS['green'], | |
10 3: pygame.color.THECOLORS['yellow'], | |
11 4: pygame.color.THECOLORS['blue'], | |
12 5: pygame.color.THECOLORS['lightblue'], | |
13 6: pygame.color.THECOLORS['magenta'], | |
14 } | |
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15 |
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16 |
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17 class Level(object): |
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18 |
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19 def __init__(self, name): |
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20 self.name = name |
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21 # defaults |
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22 self.x = 800 |
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23 self.y = 600 |
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24 self.polygons = {} |
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25 self.basetile = 'tiles/floor.png' |
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26 self._tile_image = None |
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27 self._surface = None |
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28 self._exterior = False |
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29 |
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30 def load(self): |
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31 with resources.get_file('levels', self.name) as f: |
139 | 32 data = load(f) |
33 self.x, self.y = data['size'] | |
34 self.base_tile = data['base_tile'] | |
35 for i, points in data['polygons'].iteritems(): | |
36 self.polygons[i] = [] | |
37 for point in points: | |
38 self.polygons[i].append(tuple(point)) | |
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39 |
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40 def all_closed(self): |
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41 """Check if all the polygons are closed""" |
72 | 42 closed = True |
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43 messages = [] |
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44 for index, poly in self.polygons.items(): |
72 | 45 if len(poly) == 0: |
46 # We ignore empty polygons | |
47 continue | |
48 elif len(poly) == 1: | |
49 closed = False | |
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50 messages.append("Error: polygon %s too small" % index) |
72 | 51 elif poly[-1] != poly[0]: |
52 closed = False | |
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53 messages.append("Error: polygon %s not closed" % index) |
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54 return closed, messages |
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55 |
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56 def save(self): |
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57 closed, _ = self.all_closed() |
72 | 58 if not closed: |
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59 return False |
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60 with resources.get_file('levels', self.name, mode='w') as f: |
139 | 61 dump({ |
62 'size': [self.x, self.y], | |
63 'base_tile': self.basetile, | |
64 'polygons': self.polygons, | |
65 }, f) | |
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66 return True |
72 | 67 |
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68 def get_size(self): |
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69 return self.x, self.y |
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70 |
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71 def set_base_tile(self, new_tile): |
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72 self.basetile = new_tile |
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73 self._tile_image = None |
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74 |
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75 def point_to_pygame(self, pos): |
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76 # Convert a point from pymunk (which is what we store) |
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77 # to pygame for drawing |
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78 return (pos[0], self.y - pos[1]) |
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79 |
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80 def get_walls(self): |
53 | 81 return self.polygons.values() |
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82 |
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83 def _draw_walls(self): |
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84 for index, polygon in self.polygons.items(): |
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85 color = POLY_COLORS[index] |
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86 if len(polygon) > 1: |
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87 pointlist = [self.point_to_pygame(p) for p in polygon] |
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88 pygame.draw.lines(self._surface, color, False, pointlist, 2) |
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89 |
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90 def get_background(self): |
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91 self._draw_background() |
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92 self._draw_exterior() |
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93 # Draw polygons |
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94 self._draw_walls() |
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95 return self._surface |
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96 |
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97 def _draw_exterior(self, force=False): |
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98 """Fill the exterior of the level with black""" |
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99 if self._exterior and not force: |
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100 return |
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101 white = pygame.color.THECOLORS['white'] |
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102 black = pygame.color.THECOLORS['black'] |
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103 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
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104 surface.fill(black) |
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105 for index, polygon in self.polygons.items(): |
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106 if len(polygon) > 1: |
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107 pointlist = [self.point_to_pygame(p) for p in polygon] |
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108 # filled polygons |
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109 color = white |
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110 # If a polygon overlaps on of the existing polygons, |
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111 # it is treated as negative |
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112 # This is not a complete inversion, since any overlap |
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113 # triggers this (inversion is easy enough, but the |
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114 # behaviour doesn't seem useful) |
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115 # We also only check the vertexes - not breaking this |
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116 # assumption is left to the level designers |
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117 surface.lock() |
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118 for p in pointlist: |
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119 if surface.get_at(p) == white: |
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120 color = black |
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121 surface.unlock() |
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122 pygame.draw.polygon(surface, color, pointlist, 0) |
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123 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) |
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124 self._exterior = True |
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125 |
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126 def _draw_background(self, force=False): |
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127 if self._tile_image is None: |
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128 self._tile_image = resources.get_image(self.basetile) |
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129 if self._surface is not None and not force: |
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130 # We assume we don't change |
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131 return self._surface |
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132 self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) |
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133 self._surface.fill(pygame.color.THECOLORS['black']) |
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134 x_step = self._tile_image.get_rect().width |
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135 y_step = self._tile_image.get_rect().height |
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136 x_count = self.x // x_step + 1 |
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137 y_count = self.y / y_step + 1 |
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138 for x in range(x_count): |
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139 for y in range(y_count): |
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140 tile_rect = pygame.rect.Rect(x * x_step, y * y_step, |
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141 x_step, y_step) |
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142 self._surface.blit(self._tile_image, tile_rect) |
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143 return self._surface |