Mercurial > nagslang
annotate nagslang/game_object.py @ 159:f80323140317
Stickier facings
author | Neil Muller <drnlmuller@gmail.com> |
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date | Tue, 03 Sep 2013 00:10:54 +0200 |
parents | b455873020be |
children | 0c9b0449485e |
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 from nagslang.resources import resources |
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11 |
82 | 12 |
106
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13 class PuzzleGlue(object): |
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14 """Glue that holds bits of a puzzle together. |
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15 """ |
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16 def __init__(self): |
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17 self._components = {} |
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18 |
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19 def add_component(self, name, puzzler): |
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20 if not isinstance(puzzler, Puzzler): |
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21 puzzler = puzzler.puzzler |
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22 self._components[name] = puzzler |
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23 puzzler.set_glue(self) |
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24 |
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25 def get_state_of(self, name): |
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26 return self._components[name].get_state() |
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27 |
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28 |
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29 class Puzzler(object): |
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30 """Behaviour specific to a puzzle component. |
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31 """ |
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32 def set_glue(self, glue): |
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33 self.glue = glue |
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34 |
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35 def set_game_object(self, game_object): |
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36 self.game_object = game_object |
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37 |
106
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38 def get_state(self): |
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39 raise NotImplementedError() |
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40 |
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41 |
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42 class FloorSwitchPuzzler(Puzzler): |
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43 def get_state(self): |
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44 space = self.game_object.get_space() |
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45 for shape in space.shape_query(self.game_object.get_shape()): |
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46 if shape.collision_type in SWITCH_PUSHERS: |
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47 return True |
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48 return False |
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49 |
59 | 50 |
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51 class StateProxyPuzzler(Puzzler): |
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52 def __init__(self, state_source): |
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53 self._state_source = state_source |
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54 |
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55 def get_state(self): |
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56 return self.glue.get_state_of(self._state_source) |
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57 |
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58 |
140 | 59 class StateLogicalAndPuzzler(Puzzler): |
60 def __init__(self, *state_sources): | |
61 self._state_sources = state_sources | |
62 | |
63 def get_state(self): | |
64 for state_source in self._state_sources: | |
65 if not self.glue.get_state_of(state_source): | |
66 return False | |
67 return True | |
68 | |
69 | |
59 | 70 class Physicser(object): |
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71 def __init__(self, space): |
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72 self._space = space |
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73 |
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74 def get_space(self): |
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75 return self._space |
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76 |
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77 def set_game_object(self, game_object): |
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78 self.game_object = game_object |
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79 |
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80 def get_shape(self): |
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81 raise NotImplementedError() |
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82 |
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83 def add_to_space(self): |
59 | 84 raise NotImplementedError() |
85 | |
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86 def remove_from_space(self): |
59 | 87 raise NotImplementedError() |
88 | |
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89 def get_render_position(self, surface): |
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90 raise NotImplementedError() |
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91 |
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92 def get_angle(self): |
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93 raise NotImplementedError() |
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94 |
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95 def apply_impulse(self, j, r=(0, 0)): |
59 | 96 raise NotImplementedError() |
97 | |
98 | |
99 class SingleShapePhysicser(Physicser): | |
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100 def __init__(self, space, shape): |
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101 super(SingleShapePhysicser, self).__init__(space) |
59 | 102 self._shape = shape |
103 | |
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104 def get_shape(self): |
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105 return self._shape |
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106 |
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107 def add_to_space(self): |
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108 self.get_space().add(self._shape) |
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109 if not self._shape.body.is_static: |
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110 self.get_space().add(self._shape.body) |
59 | 111 |
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112 def remove_from_space(self): |
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113 self.get_space().remove(self._shape) |
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114 if not self._shape.body.is_static: |
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115 self.get_space().remove(self._shape.body) |
59 | 116 |
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117 def get_render_position(self, surface): |
59 | 118 pos = self._shape.body.position |
119 return pymunk.pygame_util.to_pygame(pos, surface) | |
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120 |
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121 def get_angle(self): |
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122 return self._shape.body.angle |
59 | 123 |
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124 def apply_impulse(self, j, r=(0, 0)): |
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125 return self._shape.body.apply_impulse(j, r) |
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126 |
59 | 127 |
128 class Renderer(object): | |
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129 def set_game_object(self, game_object): |
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130 self.game_object = game_object |
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131 |
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132 def _render_shape(self, surface): |
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133 shape = self.game_object.get_shape() |
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134 # Less general that pymunk.pygame_util.draw, but also a lot less noisy. |
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135 color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) |
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136 # We only explicitly draw Circle and Poly shapes. Everything else we |
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137 # forward to pymunk. |
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138 if isinstance(shape, pymunk.Circle): |
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139 centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) |
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140 radius = int(shape.radius) |
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141 pygame.draw.circle(surface, color, centre, radius, 2) |
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142 elif isinstance(shape, pymunk.Poly): |
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143 # polygon bounding box |
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144 points = [pymunk.pygame_util.to_pygame(p, surface) |
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145 for p in shape.get_vertices()] |
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146 pygame.draw.lines(surface, color, True, points, 2) |
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147 else: |
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148 pymunk.pygame_util.draw(surface, shape) |
104
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149 |
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150 def render(self, surface): |
104
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151 if options.debug: |
155
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152 self._render_shape(surface) |
59 | 153 |
143
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154 def animate(self): |
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155 # Used by time animatations to advance the clock |
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156 pass |
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157 |
59 | 158 |
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159 def image_pos(image, pos): |
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160 return (pos[0] - image.get_width() / 2, |
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161 pos[1] - image.get_height() / 2) |
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162 |
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163 |
59 | 164 class ImageRenderer(Renderer): |
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165 def __init__(self, image): |
59 | 166 self._image = image |
167 | |
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168 def render(self, surface): |
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169 pos = self.game_object.get_render_position(surface) |
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170 angle = self.game_object.get_render_angle() * 180 / math.pi |
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171 image = pygame.transform.rotate(self._image, angle) |
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172 surface.blit(image, image_pos(image, pos)) |
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173 super(ImageRenderer, self).render(surface) |
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174 |
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175 |
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176 class FacingImageRenderer(Renderer): |
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177 def __init__(self, left_image, right_image): |
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178 self._images = { |
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179 'left': left_image, |
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180 'right': right_image, |
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181 } |
159 | 182 self._face = 'left' |
183 | |
184 def _update_facing(self, angle): | |
185 if abs(angle) < math.pi / 2: | |
186 self._face = 'right' | |
187 elif abs(angle) > math.pi / 2: | |
188 self._face = 'left' | |
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189 |
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190 def get_image(self, angle): |
159 | 191 self._update_facing(angle) |
192 return self._images[self._face] | |
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193 |
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194 def render(self, surface): |
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195 pos = self.game_object.get_render_position(surface) |
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196 image = self.get_image(self.game_object.get_render_angle()) |
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197 surface.blit(image, image_pos(image, pos)) |
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198 super(FacingImageRenderer, self).render(surface) |
59 | 199 |
200 | |
143
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201 class AnimatedFacingImageRenderer(FacingImageRenderer): |
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202 def __init__(self, left_images, right_images): |
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203 self._images = { |
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204 'left': left_images, |
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205 'right': right_images, |
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206 } |
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207 self._frame = 0 |
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208 self._moving = False |
159 | 209 self._face = 'left' |
143
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210 |
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211 def get_image(self, angle): |
159 | 212 self._update_facing(angle) |
213 if self._frame >= len(self._images[self._face]): | |
143
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214 self._frame = 0 |
159 | 215 return self._images[self._face][self._frame] |
143
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216 |
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217 def render(self, surface): |
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218 pos = self.game_object.get_render_position(surface) |
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219 image = self.get_image(self.game_object.get_render_angle()) |
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220 surface.blit(image, image_pos(image, pos)) |
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221 super(FacingImageRenderer, self).render(surface) |
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222 |
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223 def animate(self): |
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224 if self._moving: |
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225 self._frame += 1 |
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226 else: |
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227 self._frame = 0 |
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228 |
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229 def start(self): |
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230 self._moving = True |
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231 |
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232 def stop(self): |
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233 self._moving = False |
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234 |
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235 |
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236 class TimedAnimatedRenderer(ImageRenderer): |
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237 |
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238 def __init__(self, images): |
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239 self._images = images |
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240 self._frame = 0 |
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241 self._image = None |
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242 |
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243 def _get_image(self): |
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244 if self._frame > len(self._imaages): |
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245 self._frame = 0 |
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246 return self._images[self._frame] |
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247 |
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248 def render(self, surface): |
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249 self._image = self._get_image() |
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250 super(TimedAnimatedRenderer, self).render(surface) |
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251 |
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252 def animate(self): |
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253 self._frame += 1 |
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254 |
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255 |
133 | 256 class ShapeRenderer(Renderer): |
257 def render(self, surface): | |
258 self._render_shape(surface) | |
259 super(ShapeRenderer, self).render(surface) | |
260 | |
261 | |
262 class ShapeStateRenderer(ShapeRenderer): | |
126
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263 """Renders the shape in a different colour depending on the state. |
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264 |
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265 Requires the game object it's attached to to have a puzzler. |
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266 """ |
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267 def render(self, surface): |
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268 if self.game_object.puzzler.get_state(): |
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269 color = pygame.color.THECOLORS['green'] |
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270 else: |
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271 color = pygame.color.THECOLORS['red'] |
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272 |
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273 self.game_object.get_shape().color = color |
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274 super(ShapeStateRenderer, self).render(surface) |
59 | 275 |
276 | |
133 | 277 def damping_velocity_func(body, gravity, damping, dt): |
278 """Apply custom damping to this body's velocity. | |
279 """ | |
280 damping = getattr(body, 'damping', damping) | |
281 return pymunk.Body.update_velocity(body, gravity, damping, dt) | |
282 | |
283 | |
284 def make_body(mass, moment, position, damping=None): | |
285 body = pymunk.Body(mass, moment) | |
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286 body.position = tuple(position) |
133 | 287 if damping is not None: |
288 body.damping = damping | |
289 body.velocity_func = damping_velocity_func | |
290 return body | |
291 | |
292 | |
59 | 293 class GameObject(object): |
294 """A representation of a thing in the game world. | |
295 | |
296 This has a rendery thing, physicsy things and maybe some other things. | |
297 """ | |
298 | |
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299 def __init__(self, physicser, renderer, puzzler=None): |
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300 self.physicser = physicser |
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301 physicser.set_game_object(self) |
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302 self.physicser.add_to_space() |
59 | 303 self.renderer = renderer |
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304 renderer.set_game_object(self) |
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305 self.puzzler = puzzler |
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306 if puzzler is not None: |
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307 puzzler.set_game_object(self) |
107 | 308 self.zorder = ZORDER_LOW |
59 | 309 |
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310 def get_space(self): |
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311 return self.physicser.get_space() |
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312 |
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313 def get_shape(self): |
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314 return self.physicser.get_shape() |
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315 |
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316 def get_render_position(self, surface): |
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Jeremy Thurgood <firxen@gmail.com>
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317 return self.physicser.get_render_position(surface) |
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Rectangular human protagonist shape, refactored physicsers.
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parents:
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318 |
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Rectangular human protagonist shape, refactored physicsers.
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parents:
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319 def get_render_angle(self): |
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320 return self.physicser.get_angle() |
59 | 321 |
322 def render(self, surface): | |
123
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323 return self.renderer.render(surface) |
81
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Floor switch with horrible hackery.
davidsharpe@lantea.local
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324 |
143
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Hook up protagnist animations
Neil Muller <drnlmuller@gmail.com>
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325 def animate(self): |
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Hook up protagnist animations
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326 self.renderer.animate() |
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Hook up protagnist animations
Neil Muller <drnlmuller@gmail.com>
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140
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327 |
81
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Floor switch with horrible hackery.
davidsharpe@lantea.local
parents:
63
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328 |
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parents:
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329 class FloorSwitch(GameObject): |
93
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330 def __init__(self, space, position): |
145
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Load game objects from level.
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331 body = make_body(None, None, position) |
81
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davidsharpe@lantea.local
parents:
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332 self.shape = pymunk.Circle(body, 30) |
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davidsharpe@lantea.local
parents:
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333 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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davidsharpe@lantea.local
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334 self.shape.sensor = True |
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parents:
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335 super(FloorSwitch, self).__init__( |
93
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Rectangular human protagonist shape, refactored physicsers.
Jeremy Thurgood <firxen@gmail.com>
parents:
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336 SingleShapePhysicser(space, self.shape), |
126
c3af35561494
Cleaner switch/light rendering.
Jeremy Thurgood <firxen@gmail.com>
parents:
123
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337 ShapeStateRenderer(), |
123
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Rearrange game objects a bit.
Jeremy Thurgood <firxen@gmail.com>
parents:
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338 FloorSwitchPuzzler(), |
81
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Floor switch with horrible hackery.
davidsharpe@lantea.local
parents:
63
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339 ) |
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Floor switch with horrible hackery.
davidsharpe@lantea.local
parents:
63
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340 |
106
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FloorLight, linked to a FloorSwitch.
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parents:
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341 |
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FloorLight, linked to a FloorSwitch.
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parents:
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342 class FloorLight(GameObject): |
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FloorLight, linked to a FloorSwitch.
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parents:
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343 def __init__(self, space, position, state_source): |
145
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Load game objects from level.
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parents:
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344 body = make_body(None, None, position) |
106
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FloorLight, linked to a FloorSwitch.
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parents:
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345 self.shape = pymunk.Circle(body, 10) |
bce9cd8a4a8c
FloorLight, linked to a FloorSwitch.
Jeremy Thurgood <firxen@gmail.com>
parents:
104
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346 self.shape.collision_type = COLLISION_TYPE_SWITCH |
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FloorLight, linked to a FloorSwitch.
Jeremy Thurgood <firxen@gmail.com>
parents:
104
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347 self.shape.sensor = True |
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FloorLight, linked to a FloorSwitch.
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parents:
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348 super(FloorLight, self).__init__( |
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FloorLight, linked to a FloorSwitch.
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parents:
104
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349 SingleShapePhysicser(space, self.shape), |
126
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Cleaner switch/light rendering.
Jeremy Thurgood <firxen@gmail.com>
parents:
123
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350 ShapeStateRenderer(), |
106
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FloorLight, linked to a FloorSwitch.
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parents:
104
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351 StateProxyPuzzler(state_source), |
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FloorLight, linked to a FloorSwitch.
Jeremy Thurgood <firxen@gmail.com>
parents:
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352 ) |
133 | 353 |
354 | |
355 class Box(GameObject): | |
356 def __init__(self, space, position): | |
357 body = make_body(10, 10000, position, damping=0.5) | |
358 self.shape = pymunk.Poly( | |
359 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) | |
360 self.shape.collision_type = COLLISION_TYPE_BOX | |
361 super(Box, self).__init__( | |
362 SingleShapePhysicser(space, self.shape), | |
155
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Crates look like crates.
Jeremy Thurgood <firxen@gmail.com>
parents:
145
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363 ImageRenderer(resources.get_image('objects', 'crate.png')), |
133 | 364 ) |