Mercurial > nagslang
annotate nagslang/game_object.py @ 140:f36a7075d9a0
Two switch puzzle!
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Mon, 02 Sep 2013 18:31:03 +0200 |
parents | 79e1888573d3 |
children | deac6a4008e7 |
rev | line source |
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1 import math |
62 | 2 |
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3 import pygame |
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4 import pymunk |
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5 import pymunk.pygame_util |
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6 |
107 | 7 from nagslang.constants import ( |
133 | 8 SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW) |
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9 from nagslang.options import options |
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10 |
82 | 11 |
106
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12 class PuzzleGlue(object): |
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13 """Glue that holds bits of a puzzle together. |
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14 """ |
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15 def __init__(self): |
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16 self._components = {} |
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17 |
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18 def add_component(self, name, puzzler): |
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19 self._components[name] = puzzler |
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20 puzzler.set_glue(self) |
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21 |
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22 def get_state_of(self, name): |
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23 return self._components[name].get_state() |
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24 |
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25 |
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26 class Puzzler(object): |
106
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27 """Behaviour specific to a puzzle component. |
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28 """ |
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29 def set_glue(self, glue): |
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30 self.glue = glue |
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31 |
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32 def set_game_object(self, game_object): |
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33 self.game_object = game_object |
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34 |
106
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35 def get_state(self): |
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36 raise NotImplementedError() |
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37 |
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38 |
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39 class FloorSwitchPuzzler(Puzzler): |
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40 def get_state(self): |
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41 space = self.game_object.get_space() |
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42 for shape in space.shape_query(self.game_object.get_shape()): |
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43 if shape.collision_type in SWITCH_PUSHERS: |
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44 return True |
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45 return False |
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46 |
59 | 47 |
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48 class StateProxyPuzzler(Puzzler): |
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49 def __init__(self, state_source): |
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50 self._state_source = state_source |
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51 |
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52 def get_state(self): |
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53 return self.glue.get_state_of(self._state_source) |
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54 |
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55 |
140 | 56 class StateLogicalAndPuzzler(Puzzler): |
57 def __init__(self, *state_sources): | |
58 self._state_sources = state_sources | |
59 | |
60 def get_state(self): | |
61 for state_source in self._state_sources: | |
62 if not self.glue.get_state_of(state_source): | |
63 return False | |
64 return True | |
65 | |
66 | |
59 | 67 class Physicser(object): |
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68 def __init__(self, space): |
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69 self._space = space |
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70 |
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71 def get_space(self): |
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72 return self._space |
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73 |
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74 def set_game_object(self, game_object): |
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75 self.game_object = game_object |
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76 |
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77 def get_shape(self): |
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78 raise NotImplementedError() |
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79 |
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80 def add_to_space(self): |
59 | 81 raise NotImplementedError() |
82 | |
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83 def remove_from_space(self): |
59 | 84 raise NotImplementedError() |
85 | |
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86 def get_render_position(self, surface): |
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87 raise NotImplementedError() |
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88 |
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89 def get_angle(self): |
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90 raise NotImplementedError() |
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91 |
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92 def apply_impulse(self, j, r=(0, 0)): |
59 | 93 raise NotImplementedError() |
94 | |
95 | |
96 class SingleShapePhysicser(Physicser): | |
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97 def __init__(self, space, shape): |
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98 super(SingleShapePhysicser, self).__init__(space) |
59 | 99 self._shape = shape |
100 | |
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101 def get_shape(self): |
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102 return self._shape |
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103 |
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104 def add_to_space(self): |
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105 self.get_space().add(self._shape) |
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106 if not self._shape.body.is_static: |
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107 self.get_space().add(self._shape.body) |
59 | 108 |
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109 def remove_from_space(self): |
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110 self.get_space().remove(self._shape) |
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111 if not self._shape.body.is_static: |
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112 self.get_space().remove(self._shape.body) |
59 | 113 |
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114 def get_render_position(self, surface): |
59 | 115 pos = self._shape.body.position |
116 return pymunk.pygame_util.to_pygame(pos, surface) | |
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117 |
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118 def get_angle(self): |
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119 return self._shape.body.angle |
59 | 120 |
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121 def apply_impulse(self, j, r=(0, 0)): |
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122 return self._shape.body.apply_impulse(j, r) |
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123 |
59 | 124 |
125 class Renderer(object): | |
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126 def set_game_object(self, game_object): |
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127 self.game_object = game_object |
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128 |
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129 def _render_shape(self, surface): |
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130 shape = self.game_object.get_shape() |
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131 # Less general that pymunk.pygame_util.draw, but also a lot less noisy. |
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132 color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) |
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133 # We only explicitly draw Circle and Poly shapes. Everything else we |
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134 # forward to pymunk. |
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135 if isinstance(shape, pymunk.Circle): |
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136 centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) |
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137 radius = int(shape.radius) |
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138 pygame.draw.circle(surface, color, centre, radius, 2) |
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139 elif isinstance(shape, pymunk.Poly): |
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140 # polygon bounding box |
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141 points = [pymunk.pygame_util.to_pygame(p, surface) |
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142 for p in shape.get_vertices()] |
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143 pygame.draw.lines(surface, color, True, points, 2) |
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144 else: |
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145 pymunk.pygame_util.draw(surface, shape) |
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146 |
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147 def render(self, surface): |
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148 pos = self.game_object.get_render_position(surface) |
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149 angle = self.game_object.get_render_angle() |
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150 if options.debug: |
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151 self._render_shape(surface, pos, angle) |
59 | 152 |
153 | |
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154 def image_pos(image, pos): |
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155 return (pos[0] - image.get_width() / 2, |
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156 pos[1] - image.get_height() / 2) |
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157 |
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158 |
59 | 159 class ImageRenderer(Renderer): |
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160 def __init__(self, image): |
59 | 161 self._image = image |
162 | |
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163 def render(self, surface): |
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164 pos = self.game_object.get_render_position(surface) |
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165 surface.blit(self._image, image_pos(self._image, pos)) |
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166 super(ImageRenderer, self).render(surface) |
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167 |
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168 |
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169 class FacingImageRenderer(Renderer): |
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170 def __init__(self, left_image, right_image): |
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171 self._images = { |
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172 'left': left_image, |
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173 'right': right_image, |
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174 } |
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175 |
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176 def get_image(self, angle): |
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177 if abs(angle) < math.pi / 2: |
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178 return self._images['right'] |
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179 return self._images['left'] |
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180 |
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181 def render(self, surface): |
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182 pos = self.game_object.get_render_position(surface) |
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183 image = self.get_image(self.game_object.get_render_angle()) |
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184 surface.blit(image, image_pos(image, pos)) |
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185 super(FacingImageRenderer, self).render(surface) |
59 | 186 |
187 | |
133 | 188 class ShapeRenderer(Renderer): |
189 def render(self, surface): | |
190 self._render_shape(surface) | |
191 super(ShapeRenderer, self).render(surface) | |
192 | |
193 | |
194 class ShapeStateRenderer(ShapeRenderer): | |
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195 """Renders the shape in a different colour depending on the state. |
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196 |
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197 Requires the game object it's attached to to have a puzzler. |
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198 """ |
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199 def render(self, surface): |
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200 if self.game_object.puzzler.get_state(): |
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201 color = pygame.color.THECOLORS['green'] |
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202 else: |
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203 color = pygame.color.THECOLORS['red'] |
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204 |
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205 self.game_object.get_shape().color = color |
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206 super(ShapeStateRenderer, self).render(surface) |
59 | 207 |
208 | |
133 | 209 def damping_velocity_func(body, gravity, damping, dt): |
210 """Apply custom damping to this body's velocity. | |
211 """ | |
212 damping = getattr(body, 'damping', damping) | |
213 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
214 | |
215 | |
216 def make_body(mass, moment, position, damping=None): | |
217 body = pymunk.Body(mass, moment) | |
218 body.position = position | |
219 if damping is not None: | |
220 body.damping = damping | |
221 body.velocity_func = damping_velocity_func | |
222 return body | |
223 | |
224 | |
59 | 225 class GameObject(object): |
226 """A representation of a thing in the game world. | |
227 | |
228 This has a rendery thing, physicsy things and maybe some other things. | |
229 """ | |
230 | |
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231 def __init__(self, physicser, renderer, puzzler=None): |
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232 self.physicser = physicser |
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233 physicser.set_game_object(self) |
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234 self.physicser.add_to_space() |
59 | 235 self.renderer = renderer |
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236 renderer.set_game_object(self) |
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237 self.puzzler = puzzler |
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238 if puzzler is not None: |
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239 puzzler.set_game_object(self) |
107 | 240 self.zorder = ZORDER_LOW |
59 | 241 |
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242 def get_space(self): |
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243 return self.physicser.get_space() |
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244 |
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245 def get_shape(self): |
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246 return self.physicser.get_shape() |
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247 |
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248 def get_render_position(self, surface): |
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249 return self.physicser.get_render_position(surface) |
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250 |
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251 def get_render_angle(self): |
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252 return self.physicser.get_angle() |
59 | 253 |
254 def render(self, surface): | |
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255 return self.renderer.render(surface) |
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256 |
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257 |
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258 class FloorSwitch(GameObject): |
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259 def __init__(self, space, position): |
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260 body = pymunk.Body() |
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261 body.position = position |
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262 self.shape = pymunk.Circle(body, 30) |
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263 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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264 self.shape.sensor = True |
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265 super(FloorSwitch, self).__init__( |
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266 SingleShapePhysicser(space, self.shape), |
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267 ShapeStateRenderer(), |
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268 FloorSwitchPuzzler(), |
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269 ) |
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270 |
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271 |
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272 class FloorLight(GameObject): |
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273 def __init__(self, space, position, state_source): |
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274 body = pymunk.Body() |
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275 body.position = position |
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276 self.shape = pymunk.Circle(body, 10) |
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277 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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278 self.shape.sensor = True |
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279 super(FloorLight, self).__init__( |
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280 SingleShapePhysicser(space, self.shape), |
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281 ShapeStateRenderer(), |
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282 StateProxyPuzzler(state_source), |
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283 ) |
133 | 284 |
285 | |
286 class Box(GameObject): | |
287 def __init__(self, space, position): | |
288 body = make_body(10, 10000, position, damping=0.5) | |
289 self.shape = pymunk.Poly( | |
290 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
291 self.shape.collision_type = COLLISION_TYPE_BOX | |
292 super(Box, self).__init__( | |
293 SingleShapePhysicser(space, self.shape), | |
294 ShapeRenderer(), | |
295 ) |