annotate nagslang/game_object.py @ 398:e36e6101b766

Restarting the level restores health
author Stefano Rivera <stefano@rivera.za.net>
date Sat, 07 Sep 2013 01:12:21 +0200
parents 8d961e05b7b6
children f7ee43c0e5c9
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1 import pymunk
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2 import pymunk.pygame_util
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4 import math
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6 from nagslang import environment
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7 from nagslang import puzzle
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8 from nagslang import render
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9 from nagslang.mutators import FLIP_H, ImageOverlay
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10 from nagslang.constants import (
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11 COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE,
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12 COLLISION_TYPE_SWITCH, COLLISION_TYPE_WEREWOLF_ATTACK,
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13 SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW, ZORDER_HIGH)
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14 from nagslang.resources import resources
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15 from nagslang.events import DoorEvent
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18 class Result(object):
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19 '''
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20 Return from an update() function, to add new objects to the world, and/or
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21 remove old objects.
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22 '''
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23 def __init__(self, add=(), remove=()):
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24 self.add = add
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25 self.remove = remove
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27 def merge(self, result):
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28 if result is not None:
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29 self.add += result.add
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30 self.remove += result.remove
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31 return self
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34 def get_editable_game_objects():
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35 classes = []
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36 for cls_name, cls in globals().iteritems():
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37 if isinstance(cls, type) and hasattr(cls, 'requires'):
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38 classes.append((cls_name, cls))
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39 return classes
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41
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42 class Physicser(object):
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43 def __init__(self, space):
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44 self._space = space
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45
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46 def get_space(self):
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47 return self._space
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49 def set_space(self, new_space):
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50 self._space = new_space
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51
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52 def set_game_object(self, game_object):
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53 self.game_object = game_object
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54
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55 def get_shape(self):
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56 raise NotImplementedError()
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58 def add_to_space(self):
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59 shape = self.get_shape()
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60 self.get_space().add(shape)
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61 if not shape.body.is_static:
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62 self.get_space().add(shape.body)
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64 def remove_from_space(self):
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65 shape = self.get_shape()
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66 self.get_space().remove(shape)
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67 if not shape.body.is_static:
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68 self.get_space().remove(shape.body)
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70 def get_render_position(self, surface):
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71 pos = self.get_shape().body.position
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72 return pymunk.pygame_util.to_pygame(pos, surface)
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74 def get_angle(self):
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75 return self.get_shape().body.angle
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77 def get_velocity(self):
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78 return self.get_shape().body.velocity
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80 def _get_position(self):
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81 return self.get_shape().body.position
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83 def _set_position(self, position):
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84 self.get_shape().body.position = position
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85
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86 position = property(_get_position, _set_position)
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88 def apply_impulse(self, j, r=(0, 0)):
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89 return self.get_shape().body.apply_impulse(j, r)
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92 class SingleShapePhysicser(Physicser):
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93 def __init__(self, space, shape):
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94 super(SingleShapePhysicser, self).__init__(space)
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95 self._shape = shape
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96 shape.physicser = self
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98 def get_shape(self):
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99 return self._shape
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101
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102 def damping_velocity_func(body, gravity, damping, dt):
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103 """Apply custom damping to this body's velocity.
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104 """
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105 damping = getattr(body, 'damping', damping)
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106 return pymunk.Body.update_velocity(body, gravity, damping, dt)
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107
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108
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109 def make_body(mass, moment, position, damping=None):
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110 body = pymunk.Body(mass, moment)
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111 body.position = tuple(position)
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112 if damping is not None:
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113 body.damping = damping
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114 body.velocity_func = damping_velocity_func
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115 return body
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116
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117
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118 class GameObject(object):
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119 """A representation of a thing in the game world.
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120
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121 This has a rendery thing, physicsy things and maybe some other things.
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122 """
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123
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124 zorder = ZORDER_LOW
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125 is_moving = False # `True` if a movement animation should play.
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126
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127 def __init__(self, physicser, renderer, puzzler=None, overlay=None,
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128 interactible=None):
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129 self.lifetime = 0
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130 self.physicser = physicser
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131 physicser.set_game_object(self)
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132 self.physicser.add_to_space()
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133 self.renderer = renderer
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134 renderer.set_game_object(self)
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135 self.puzzler = puzzler
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136 if puzzler is not None:
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137 puzzler.set_game_object(self)
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138 self.overlay = overlay
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139 if overlay is not None:
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140 self.overlay.set_game_object(self)
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141 self.interactible = interactible
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142 if interactible is not None:
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143 self.interactible.set_game_object(self)
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144 self._timers = {}
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145 self._active_timers = {}
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146
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147 def add_timer(self, name, secs):
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148 self._timers[name] = secs
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149
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150 def start_timer(self, name, secs=None):
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151 if secs is None:
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152 secs = self._timers[name]
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153 self._active_timers[name] = secs
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154
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155 def check_timer(self, name):
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156 return name in self._active_timers
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157
346
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158 def set_stored_state_dict(self, stored_state):
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159 """Override this to set up whatever state storage you want.
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160
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161 The `stored_state` dict passed in contains whatever saved state we
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162 might have for this object. If the return value of this method
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163 evaluates to `True`, the contents of the `stored_state` dict will be
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164 saved, otherwise it will be discarded.
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165 """
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166 pass
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167
123
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168 def get_space(self):
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169 return self.physicser.get_space()
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170
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171 def get_shape(self):
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172 return self.physicser.get_shape()
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173
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174 def get_render_position(self, surface):
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175 return self.physicser.get_render_position(surface)
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176
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177 def get_render_angle(self):
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178 return self.physicser.get_angle()
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179
229
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180 def get_facing_direction(self):
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181 """Used by rendererd that care what direction an object is facing.
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182 """
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183 return None
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184
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185 def render(self, surface):
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186 return self.renderer.render(surface)
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187
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188 def update(self, dt):
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189 self.lifetime += dt
371
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190 for timer in self._active_timers.keys():
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191 self._active_timers[timer] -= dt
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192 if self._active_timers[timer] <= 0:
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193 self._active_timers.pop(timer)
333
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194 self.renderer.update(dt)
143
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195
302
a0a471ad2ee8 Pass bullet hits through to the target
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196 def hit(self, weapon):
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197 '''Was hit with a weapon (such as a bullet)'''
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198 pass
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199
256
2a0bad886956 Collision handlers get the protagonist.
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200 def collide_with_protagonist(self, protagonist):
186
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201 """Called as a `pre_solve` collision callback with the protagonist.
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202
d63c19003aec Some refactoring and fixing, start of better collision handling.
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203 You can return `False` to ignore the collision, anything else
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204 (including `None`) to process the collision as normal.
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205 """
192
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206 return True
186
d63c19003aec Some refactoring and fixing, start of better collision handling.
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diff changeset
207
319
01e98732de46 Open bulkheads are no longer opaque to furniture
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208 def collide_with_furniture(self, furniture):
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209 return True
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210
333
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211 def collide_with_claw_attack(self, claw_attack):
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212 return True
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213
235
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214 @classmethod
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215 def requires(cls):
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216 """Hints for the level editor"""
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217 return [("name", "string")]
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218
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219
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220 class FloorSwitch(GameObject):
162
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221 zorder = ZORDER_FLOOR
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222
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223 def __init__(self, space, position):
145
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224 body = make_body(None, None, position)
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225 self.shape = pymunk.Circle(body, 30)
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226 self.shape.collision_type = COLLISION_TYPE_SWITCH
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227 self.shape.sensor = True
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228 super(FloorSwitch, self).__init__(
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229 SingleShapePhysicser(space, self.shape),
207
42e8993c31fd Break out Renderers
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parents: 203
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230 render.ImageStateRenderer({
162
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231 True: resources.get_image('objects', 'sensor_on.png'),
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232 False: resources.get_image('objects', 'sensor_off.png'),
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233 }),
201
3495a2025bc6 Break puzzlers out of game_object.py
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diff changeset
234 puzzle.CollidePuzzler(*SWITCH_PUSHERS),
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a1b4d09e6f23 Floor switch with horrible hackery.
davidsharpe@lantea.local
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diff changeset
235 )
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236
235
831e4f6b3d18 Add hints for the level editor
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diff changeset
237 @classmethod
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diff changeset
238 def requires(cls):
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239 return [("name", "string"), ("position", "coordinates")]
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240
106
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241
191
e080fcd07fa9 Overlay notes
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parents: 188
diff changeset
242 class Note(GameObject):
e080fcd07fa9 Overlay notes
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parents: 188
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243 zorder = ZORDER_FLOOR
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parents: 188
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244
e080fcd07fa9 Overlay notes
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245 def __init__(self, space, position, message):
e080fcd07fa9 Overlay notes
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246 body = make_body(None, None, position)
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247 self.shape = pymunk.Circle(body, 30)
e080fcd07fa9 Overlay notes
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248 self.shape.sensor = True
e080fcd07fa9 Overlay notes
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parents: 188
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249 super(Note, self).__init__(
e080fcd07fa9 Overlay notes
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parents: 188
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250 SingleShapePhysicser(space, self.shape),
207
42e8993c31fd Break out Renderers
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diff changeset
251 render.ImageRenderer(resources.get_image('objects', 'note.png')),
201
3495a2025bc6 Break puzzlers out of game_object.py
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diff changeset
252 puzzle.CollidePuzzler(),
222
cc5f2a5ac501 Overlays belong in render
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diff changeset
253 render.TextOverlay(message),
191
e080fcd07fa9 Overlay notes
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diff changeset
254 )
e080fcd07fa9 Overlay notes
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parents: 188
diff changeset
255
235
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diff changeset
256 @classmethod
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diff changeset
257 def requires(cls):
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diff changeset
258 return [("name", "string"), ("position", "coordinates"),
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diff changeset
259 ("message", "text")]
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diff changeset
260
191
e080fcd07fa9 Overlay notes
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261
106
bce9cd8a4a8c FloorLight, linked to a FloorSwitch.
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262 class FloorLight(GameObject):
162
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263 zorder = ZORDER_FLOOR
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264
106
bce9cd8a4a8c FloorLight, linked to a FloorSwitch.
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diff changeset
265 def __init__(self, space, position, state_source):
145
0c49627920eb Load game objects from level.
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266 body = make_body(None, None, position)
106
bce9cd8a4a8c FloorLight, linked to a FloorSwitch.
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267 self.shape = pymunk.Circle(body, 10)
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268 self.shape.collision_type = COLLISION_TYPE_SWITCH
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269 self.shape.sensor = True
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diff changeset
270 super(FloorLight, self).__init__(
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diff changeset
271 SingleShapePhysicser(space, self.shape),
207
42e8993c31fd Break out Renderers
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parents: 203
diff changeset
272 render.ImageStateRenderer({
162
507df17cfbaf Pictures for lights and switches.
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parents: 160
diff changeset
273 True: resources.get_image('objects', 'light_on.png'),
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parents: 160
diff changeset
274 False: resources.get_image('objects', 'light_off.png'),
507df17cfbaf Pictures for lights and switches.
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parents: 160
diff changeset
275 }),
201
3495a2025bc6 Break puzzlers out of game_object.py
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diff changeset
276 puzzle.StateProxyPuzzler(state_source),
106
bce9cd8a4a8c FloorLight, linked to a FloorSwitch.
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diff changeset
277 )
133
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parents: 126
diff changeset
278
235
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diff changeset
279 @classmethod
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parents: 229
diff changeset
280 def requires(cls):
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parents: 229
diff changeset
281 return [("name", "string"), ("position", "coordinates"),
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parents: 229
diff changeset
282 ("state_source", "puzzler")]
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parents: 229
diff changeset
283
133
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284
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diff changeset
285 class Box(GameObject):
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286 def __init__(self, space, position):
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287 body = make_body(10, 10000, position, damping=0.5)
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parents: 126
diff changeset
288 self.shape = pymunk.Poly(
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parents: 126
diff changeset
289 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
208
3d54fe7a2998 Fun with mass and friction.
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parents: 207
diff changeset
290 self.shape.friction = 0.5
318
26d1978fa1da BOX is no longer accurate
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parents: 313
diff changeset
291 self.shape.collision_type = COLLISION_TYPE_FURNITURE
133
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diff changeset
292 super(Box, self).__init__(
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diff changeset
293 SingleShapePhysicser(space, self.shape),
207
42e8993c31fd Break out Renderers
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parents: 203
diff changeset
294 render.ImageRenderer(resources.get_image('objects', 'crate.png')),
133
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diff changeset
295 )
176
054944c6472b Initial door object
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parents: 162
diff changeset
296
235
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parents: 229
diff changeset
297 @classmethod
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298 def requires(cls):
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299 return [("name", "string"), ("position", "coordinates"),
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300 ("state_source", "puzzler")]
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301
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302
359
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303 class BaseDoor(GameObject):
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304 zorder = ZORDER_FLOOR
359
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305 is_open = True
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306
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307 def __init__(self, space, position, destination, dest_pos, angle,
359
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308 renderer, condition):
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309 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
281
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310 self.shape = pymunk.Circle(body, 30)
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311 self.shape.collision_type = COLLISION_TYPE_DOOR
264
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312 self.shape.body.angle = float(angle) / 180 * math.pi
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313 self.shape.sensor = True
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314 self.destination = destination
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315 self.dest_pos = tuple(dest_pos)
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316 super(BaseDoor, self).__init__(
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317 SingleShapePhysicser(space, self.shape),
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318 renderer,
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319 puzzle.ParentAttrPuzzler('is_open'),
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320 interactible=environment.Interactible(
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321 environment.Action(self._post_door_event, condition)),
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322 )
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323
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324 def _post_door_event(self, protagonist):
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325 DoorEvent.post(self.destination, self.dest_pos)
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326
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327
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328 class Door(BaseDoor):
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329 def __init__(self, space, position, destination, dest_pos, angle):
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330 super(Door, self).__init__(
359
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331 space, position, destination, dest_pos, angle,
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332 render.ImageRenderer(resources.get_image('objects', 'door.png')),
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333 environment.YesCondition(),
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334 )
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335
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336 @classmethod
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337 def requires(cls):
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338 return [("name", "string"), ("position", "coordinates"),
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339 ("destination", "level name"), ("dest_pos", "coordinate"),
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340 ("angle", "degrees")]
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341
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342
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343 class PuzzleDoor(BaseDoor):
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344 def __init__(self, space, position, destination, dest_pos, angle,
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345 key_state):
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346 self._key_state = key_state
390
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347 overlay = ImageOverlay(resources.get_image('objects', 'lock.png'))
359
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348 super(PuzzleDoor, self).__init__(
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349 space, position, destination, dest_pos, angle,
346
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350 render.ImageStateRenderer({
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351 True: resources.get_image('objects', 'door.png'),
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352 False: resources.get_image(
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353 'objects', 'door.png', transforms=(overlay,)),
346
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354 }),
359
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355 environment.FunctionCondition(lambda p: self.is_open),
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356 )
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357
346
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358 @property
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359 def is_open(self):
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360 return self._stored_state['is_open']
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361
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362 def set_stored_state_dict(self, stored_state):
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363 self._stored_state = stored_state
359
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364 self._stored_state.setdefault('is_open', False)
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365 return True
346
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366
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367 def update(self, dt):
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368 if not self.is_open:
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369 self._stored_state['is_open'] = self.puzzler.glue.get_state_of(
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370 self._key_state)
359
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371 super(PuzzleDoor, self).update(dt)
346
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372
235
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373 @classmethod
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374 def requires(cls):
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375 return [("name", "string"), ("position", "coordinates"),
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376 ("destination", "level name"), ("dest_pos", "coordinate"),
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377 ("angle", "degrees"),
359
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378 ("key_state", "puzzler")]
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379
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380
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381 class KeyedDoor(BaseDoor):
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382 def __init__(self, space, position, destination, dest_pos, angle,
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383 key_item=None):
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384 self._key_item = key_item
364
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385 overlay = ImageOverlay(
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386 resources.get_image('objects', '%s.png' % (key_item,)))
359
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387 super(KeyedDoor, self).__init__(
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388 space, position, destination, dest_pos, angle,
364
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389 render.ImageRenderer(resources.get_image(
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390 'objects', 'door.png', transforms=(overlay,))),
359
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391 environment.ItemRequiredCondition(key_item),
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392 )
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393
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394 @classmethod
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395 def requires(cls):
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396 return [("name", "string"), ("position", "coordinates"),
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397 ("destination", "level name"), ("dest_pos", "coordinate"),
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398 ("angle", "degrees"), ("key_item", "item name")]
235
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399
224
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400
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401 class Bulkhead(GameObject):
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402 zorder = ZORDER_FLOOR
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403
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404 def __init__(self, space, end1, end2, key_state=None):
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405 body = make_body(None, None, (0, 0))
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406 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3)
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407 self.shape.collision_type = COLLISION_TYPE_DOOR
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408 if key_state is None:
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409 puzzler = puzzle.YesPuzzler()
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410 else:
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411 puzzler = puzzle.StateProxyPuzzler(key_state)
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412 super(Bulkhead, self).__init__(
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413 SingleShapePhysicser(space, self.shape),
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414 render.ShapeStateRenderer(),
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415 puzzler,
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416 )
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417
256
2a0bad886956 Collision handlers get the protagonist.
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418 def collide_with_protagonist(self, protagonist):
224
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419 if self.puzzler.get_state():
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420 # Reject the collision, we can walk through.
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421 return False
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422 return True
235
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423
319
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424 collide_with_furniture = collide_with_protagonist
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425
235
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426 @classmethod
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427 def requires(cls):
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428 return [("name", "string"), ("end1", "coordinates"),
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429 ("end2", "coordinates"), ("key_state", "puzzler")]
261
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430
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diff changeset
431
282
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432 class ToggleSwitch(GameObject):
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433 zorder = ZORDER_LOW
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434
9d186b897d82 Toggle switch, sans art.
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parents: 281
diff changeset
435 def __init__(self, space, position):
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
436 body = make_body(None, None, position)
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
437 self.shape = pymunk.Circle(body, 20)
9d186b897d82 Toggle switch, sans art.
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diff changeset
438 self.shape.sensor = True
9d186b897d82 Toggle switch, sans art.
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parents: 281
diff changeset
439 super(ToggleSwitch, self).__init__(
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
440 SingleShapePhysicser(space, self.shape),
296
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
441 render.ImageStateRenderer({
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
442 True: resources.get_image('objects', 'lever.png'),
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
443 False: resources.get_image(
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
444 'objects', 'lever.png', transforms=(FLIP_H,)),
eb08426a58fe Levers look like levers.
Jeremy Thurgood <firxen@gmail.com>
parents: 295
diff changeset
445 }),
282
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
446 puzzle.ParentAttrPuzzler('toggle_on'),
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Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
447 interactible=environment.Interactible(
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
448 environment.Action(self._toggle)),
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
449 )
9d186b897d82 Toggle switch, sans art.
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parents: 281
diff changeset
450
346
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
451 @property
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
452 def toggle_on(self):
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
453 return self._stored_state['toggle_on']
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
454
282
9d186b897d82 Toggle switch, sans art.
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parents: 281
diff changeset
455 def _toggle(self, protagonist):
346
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
456 self._stored_state['toggle_on'] = not self.toggle_on
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
457
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
458 def set_stored_state_dict(self, stored_state):
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
459 self._stored_state = stored_state
282113d86d75 Save door and lever state.
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parents: 335
diff changeset
460 # We start in the "off" position.
282113d86d75 Save door and lever state.
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parents: 335
diff changeset
461 self._stored_state.setdefault('toggle_on', False)
282113d86d75 Save door and lever state.
Jeremy Thurgood <firxen@gmail.com>
parents: 335
diff changeset
462 return True
282
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
463
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
464 @classmethod
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
465 def requires(cls):
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
466 return [("name", "string"), ("position", "coordinates")]
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
467
9d186b897d82 Toggle switch, sans art.
Jeremy Thurgood <firxen@gmail.com>
parents: 281
diff changeset
468
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
469 class Bullet(GameObject):
363
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
470 def __init__(self, space, position, impulse, damage, bullet_type,
305
ce11e1cae0ed Enemies now die
Stefano Rivera <stefano@rivera.za.net>
parents: 302
diff changeset
471 source_collision_type):
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
472 body = make_body(1, pymunk.inf, position)
363
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
473 body.angle = impulse.angle
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
474 self.last_position = position
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
Jeremy Thurgood <firxen@gmail.com>
parents: 282
diff changeset
475 self.shape = pymunk.Circle(body, 2)
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
476 self.shape.sensor = True
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
477 self.shape.collision_type = COLLISION_TYPE_PROJECTILE
305
ce11e1cae0ed Enemies now die
Stefano Rivera <stefano@rivera.za.net>
parents: 302
diff changeset
478 self.damage = damage
363
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
479 self.type = bullet_type
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
480 self.source_collision_type = source_collision_type
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
481 super(Bullet, self).__init__(
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
482 SingleShapePhysicser(space, self.shape),
363
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
483 render.ImageRenderer(resources.get_image(
3dd08e18580f Acid attacks shoot things that look like acid
Stefano Rivera <stefano@rivera.za.net>
parents: 362
diff changeset
484 'objects', '%s.png' % self.type)),
261
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
485 )
db7c8e74efb4 (really rubbish) bullets
Stefano Rivera <stefano@rivera.za.net>
parents: 256
diff changeset
486 self.physicser.apply_impulse(impulse)
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
Jeremy Thurgood <firxen@gmail.com>
parents: 282
diff changeset
487
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
488 def update(self, dt):
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
489 super(Bullet, self).update(dt)
297
b00ed05f7364 Create a tuple of bullet position, so we don't just hold a reference to a mutable object
Stefano Rivera <stefano@rivera.za.net>
parents: 296
diff changeset
490 position = (self.physicser.position.x, self.physicser.position.y)
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
491 r = self.get_space().segment_query(self.last_position, position)
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
492 self.last_position = position
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
493 for collision in r:
302
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
494 shape = collision.shape
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
495 if (shape.collision_type == self.source_collision_type
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
496 or shape == self.physicser.get_shape()
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
497 or shape.sensor):
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
498 continue
302
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
499 if hasattr(shape, 'physicser'):
a0a471ad2ee8 Pass bullet hits through to the target
Stefano Rivera <stefano@rivera.za.net>
parents: 297
diff changeset
500 shape.physicser.game_object.hit(self)
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
501 self.physicser.remove_from_space()
385
51deb78cae52 Use a result object to get new drawables back to the area
Stefano Rivera <stefano@rivera.za.net>
parents: 384
diff changeset
502 return Result(remove=[self])
293
47226c661ae2 Bullets that mostly die when they hit things
Stefano Rivera <stefano@rivera.za.net>
parents: 286
diff changeset
503
286
248b8fdb160c Collect gun (which currently looks like a bullet) to shoot.
Jeremy Thurgood <firxen@gmail.com>
parents: 282
diff changeset
504
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
505 class ClawAttack(GameObject):
356
582a96e5fdac Tweaks to the claw attack.
David Sharpe
parents: 354
diff changeset
506 def __init__(self, space, pos, vector, damage):
582a96e5fdac Tweaks to the claw attack.
David Sharpe
parents: 354
diff changeset
507 body = make_body(1, pymunk.inf,
582a96e5fdac Tweaks to the claw attack.
David Sharpe
parents: 354
diff changeset
508 (pos[0] + (vector.length * math.cos(vector.angle)),
362
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
509 pos[1] + (vector.length * math.sin(vector.angle))))
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
510 body.angle = vector.angle
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
511 self.shape = pymunk.Circle(body, 30)
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
512 self.shape.sensor = True
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
513 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
514 self.damage = damage
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
515 super(ClawAttack, self).__init__(
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
516 SingleShapePhysicser(space, self.shape),
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
517 render.ImageRenderer(resources.get_image(
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
518 'objects', 'werewolf_SW_claw_attack.png',
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
519 transforms=(FLIP_H,))),
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
520 )
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
521
333
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
522 def update(self, dt):
3dd32686dbc3 Better wolf claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 332
diff changeset
523 super(ClawAttack, self).update(dt)
335
78b805549b4e More interesting claw attack.
Jeremy Thurgood <firxen@gmail.com>
parents: 333
diff changeset
524 if self.lifetime > 0.1:
312
72aca01c87ed Basic claw attack, stealing liberally from other people's code! ;)
David Sharpe
parents: 307
diff changeset
525 self.physicser.remove_from_space()
385
51deb78cae52 Use a result object to get new drawables back to the area
Stefano Rivera <stefano@rivera.za.net>
parents: 384
diff changeset
526 return Result(remove=[self])
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
527
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
528
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
529 class HostileTerrain(GameObject):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
530 zorder = ZORDER_FLOOR
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
531 damage = None
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
532 tile = None
362
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
533 tile_alpha = 255
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
534 # How often to hit the player
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
535 rate = 5
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
536
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
537 def __init__(self, space, position, outline):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
538 body = make_body(10, pymunk.inf, position)
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
539 # Adjust shape relative to position
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
540 shape_outline = [(p[0] - position[0], p[1] - position[1]) for
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
541 p in outline]
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
542 self.shape = pymunk.Poly(body, shape_outline)
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
543 self._ticks = 0
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
544 self.shape.collision_type = COLLISION_TYPE_SWITCH
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
545 self.shape.sensor = True
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
546 super(HostileTerrain, self).__init__(
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
547 SingleShapePhysicser(space, self.shape),
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
548 render.TiledRenderer(outline,
362
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
549 resources.get_image('tiles', self.tile),
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
550 self.tile_alpha))
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
551
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
552 def collide_with_protagonist(self, protagonist):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
553 # We're called every frame we're colliding, so
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
554 # There are timing issues with stepping on and
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
555 # off terrian, but as long as the rate is reasonably
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
556 # low, they shouldn't impact gameplay
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
557 if self._ticks == 0:
357
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
558 self.apply_effect(protagonist)
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
559 self._ticks += 1
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
560 if self._ticks > self.rate:
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
561 self._ticks = 0
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
562
357
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
563 def apply_effect(self, protagonist):
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
564 protagonist.lose_health(self.damage)
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
565
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
566 @classmethod
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
567 def requires(cls):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
568 return [("name", "string"), ("position", "coordinates"),
354
55752fc7b753 Add convex requirement to hint
Neil Muller <drnlmuller@gmail.com>
parents: 351
diff changeset
569 ("outline", "polygon (convex)")]
351
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
570
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
571
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
572 class AcidFloor(HostileTerrain):
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
573 damage = 1
50fce787ae17 Hostile terrian objects
Neil Muller <drnlmuller@gmail.com>
parents: 346
diff changeset
574 tile = 'acid.png'
377
4eb7f5dffa59 new acid and moonlight art
Adrianna Pińska <adrianna.pinska@gmail.com>
parents: 374
diff changeset
575 tile_alpha = 200
357
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
576
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
577
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
578 class ForceWolfFloor(HostileTerrain):
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
579 tile = 'moonlight.png'
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
580 rate = 0
362
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
581 tile_alpha = 150
d0aeb893967d Transparent moonlight
Neil Muller <drnlmuller@gmail.com>
parents: 359
diff changeset
582 zorder = ZORDER_HIGH
357
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
583
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
584 def apply_effect(self, protagonist):
d2c7e17299a7 Moonlight tiles force wolf form.
Jeremy Thurgood <firxen@gmail.com>
parents: 356
diff changeset
585 protagonist.force_wolf_form()