Mercurial > nagslang
comparison nagslang/game_object.py @ 123:23b533d6f27e
Rearrange game objects a bit.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Mon, 02 Sep 2013 16:43:15 +0200 |
parents | b90d01e4d9d4 |
children | c3af35561494 |
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122:02423600d958 | 123:23b533d6f27e |
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27 """Behaviour specific to a puzzle component. | 27 """Behaviour specific to a puzzle component. |
28 """ | 28 """ |
29 def set_glue(self, glue): | 29 def set_glue(self, glue): |
30 self.glue = glue | 30 self.glue = glue |
31 | 31 |
32 def set_game_object(self, game_object): | |
33 self.game_object = game_object | |
34 | |
32 def get_state(self): | 35 def get_state(self): |
33 raise NotImplementedError() | 36 raise NotImplementedError() |
34 | 37 |
35 | 38 |
36 class FloorSwitchPuzzler(Puzzler): | 39 class FloorSwitchPuzzler(Puzzler): |
37 def __init__(self, space, shape): | |
38 self._space = space | |
39 self._shape = shape | |
40 | |
41 def get_state(self): | 40 def get_state(self): |
42 for shape in self._space.shape_query(self._shape): | 41 space = self.game_object.get_space() |
42 for shape in space.shape_query(self.game_object.get_shape()): | |
43 if shape.collision_type in SWITCH_PUSHERS: | 43 if shape.collision_type in SWITCH_PUSHERS: |
44 return True | 44 return True |
45 return False | 45 return False |
46 | 46 |
47 | 47 |
53 return self.glue.get_state_of(self._state_source) | 53 return self.glue.get_state_of(self._state_source) |
54 | 54 |
55 | 55 |
56 class Physicser(object): | 56 class Physicser(object): |
57 def __init__(self, space): | 57 def __init__(self, space): |
58 self.space = space | 58 self._space = space |
59 | |
60 def get_space(self): | |
61 return self._space | |
62 | |
63 def set_game_object(self, game_object): | |
64 self.game_object = game_object | |
65 | |
66 def get_shape(self): | |
67 raise NotImplementedError() | |
59 | 68 |
60 def add_to_space(self): | 69 def add_to_space(self): |
61 raise NotImplementedError() | 70 raise NotImplementedError() |
62 | 71 |
63 def remove_from_space(self): | 72 def remove_from_space(self): |
76 class SingleShapePhysicser(Physicser): | 85 class SingleShapePhysicser(Physicser): |
77 def __init__(self, space, shape): | 86 def __init__(self, space, shape): |
78 super(SingleShapePhysicser, self).__init__(space) | 87 super(SingleShapePhysicser, self).__init__(space) |
79 self._shape = shape | 88 self._shape = shape |
80 | 89 |
90 def get_shape(self): | |
91 return self._shape | |
92 | |
81 def add_to_space(self): | 93 def add_to_space(self): |
82 self.space.add(self._shape) | 94 self.get_space().add(self._shape) |
83 if not self._shape.body.is_static: | 95 if not self._shape.body.is_static: |
84 self.space.add(self._shape.body) | 96 self.get_space().add(self._shape.body) |
85 | 97 |
86 def remove_from_space(self): | 98 def remove_from_space(self): |
87 self.space.remove(self._shape) | 99 self.get_space().remove(self._shape) |
88 if not self._shape.body.is_static: | 100 if not self._shape.body.is_static: |
89 self.space.remove(self._shape.body) | 101 self.get_space().remove(self._shape.body) |
90 | 102 |
91 def get_render_position(self, surface): | 103 def get_render_position(self, surface): |
92 pos = self._shape.body.position | 104 pos = self._shape.body.position |
93 return pymunk.pygame_util.to_pygame(pos, surface) | 105 return pymunk.pygame_util.to_pygame(pos, surface) |
94 | 106 |
98 def apply_impulse(self, j, r=(0, 0)): | 110 def apply_impulse(self, j, r=(0, 0)): |
99 return self._shape.body.apply_impulse(j, r) | 111 return self._shape.body.apply_impulse(j, r) |
100 | 112 |
101 | 113 |
102 class Renderer(object): | 114 class Renderer(object): |
103 def __init__(self, shape): | 115 def set_game_object(self, game_object): |
104 self._shape = shape | 116 self.game_object = game_object |
105 | 117 |
106 def _render_shape(self, surface, pos, angle): | 118 def _render_shape(self, surface): |
119 shape = self.game_object.get_shape() | |
107 # Less general that pymunk.pygame_util.draw, but also a lot less noisy. | 120 # Less general that pymunk.pygame_util.draw, but also a lot less noisy. |
108 color = getattr( | 121 color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) |
109 self._shape, 'color', pygame.color.THECOLORS['lightblue']) | |
110 # We only explicitly draw Circle and Poly shapes. Everything else we | 122 # We only explicitly draw Circle and Poly shapes. Everything else we |
111 # forward to pymunk. | 123 # forward to pymunk. |
112 if isinstance(self._shape, pymunk.Circle): | 124 if isinstance(shape, pymunk.Circle): |
113 centre = pymunk.pygame_util.to_pygame( | 125 centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) |
114 self._shape.body.position, surface) | 126 radius = int(shape.radius) |
115 radius = int(self._shape.radius) | |
116 pygame.draw.circle(surface, color, centre, radius, 2) | 127 pygame.draw.circle(surface, color, centre, radius, 2) |
117 elif isinstance(self._shape, pymunk.Poly): | 128 elif isinstance(shape, pymunk.Poly): |
118 # polygon bounding box | 129 # polygon bounding box |
119 points = [pymunk.pygame_util.to_pygame(p, surface) | 130 points = [pymunk.pygame_util.to_pygame(p, surface) |
120 for p in self._shape.get_vertices()] | 131 for p in shape.get_vertices()] |
121 pygame.draw.lines(surface, color, True, points, 2) | 132 pygame.draw.lines(surface, color, True, points, 2) |
122 else: | 133 else: |
123 pymunk.pygame_util.draw(surface, self._shape) | 134 pymunk.pygame_util.draw(surface, shape) |
124 | 135 |
125 def render(self, surface, pos, angle): | 136 def render(self, surface): |
137 pos = self.game_object.get_render_position(surface) | |
138 angle = self.game_object.get_render_angle() | |
126 if options.debug: | 139 if options.debug: |
127 self._render_shape(surface, pos, angle) | 140 self._render_shape(surface, pos, angle) |
128 | 141 |
129 | 142 |
130 def image_pos(image, pos): | 143 def image_pos(image, pos): |
131 return (pos[0] - image.get_width() / 2, | 144 return (pos[0] - image.get_width() / 2, |
132 pos[1] - image.get_height() / 2) | 145 pos[1] - image.get_height() / 2) |
133 | 146 |
134 | 147 |
135 class ImageRenderer(Renderer): | 148 class ImageRenderer(Renderer): |
136 def __init__(self, shape, image): | 149 def __init__(self, image): |
137 super(ImageRenderer, self).__init__(shape) | |
138 self._image = image | 150 self._image = image |
139 | 151 |
140 def render(self, surface, pos, angle): | 152 def render(self, surface): |
153 pos = self.game_object.get_render_position(surface) | |
141 surface.blit(self._image, image_pos(self._image, pos)) | 154 surface.blit(self._image, image_pos(self._image, pos)) |
142 super(ImageRenderer, self).render(surface, pos, angle) | 155 super(ImageRenderer, self).render(surface) |
143 | 156 |
144 | 157 |
145 class FacingImageRenderer(Renderer): | 158 class FacingImageRenderer(Renderer): |
146 def __init__(self, shape, left_image, right_image): | 159 def __init__(self, left_image, right_image): |
147 super(FacingImageRenderer, self).__init__(shape) | |
148 self._images = { | 160 self._images = { |
149 'left': left_image, | 161 'left': left_image, |
150 'right': right_image, | 162 'right': right_image, |
151 } | 163 } |
152 | 164 |
153 def get_image(self, angle): | 165 def get_image(self, angle): |
154 if abs(angle) < math.pi / 2: | 166 if abs(angle) < math.pi / 2: |
155 return self._images['right'] | 167 return self._images['right'] |
156 return self._images['left'] | 168 return self._images['left'] |
157 | 169 |
158 def render(self, surface, pos, angle): | 170 def render(self, surface): |
159 image = self.get_image(angle) | 171 pos = self.game_object.get_render_position(surface) |
172 image = self.get_image(self.game_object.get_render_angle()) | |
160 surface.blit(image, image_pos(image, pos)) | 173 surface.blit(image, image_pos(image, pos)) |
161 super(FacingImageRenderer, self).render(surface, pos, angle) | 174 super(FacingImageRenderer, self).render(surface) |
162 | 175 |
163 | 176 |
164 class ShapeRenderer(Renderer): | 177 class ShapeRenderer(Renderer): |
165 def render(self, surface, pos, angle): | 178 def render(self, surface): |
166 self._render_shape(surface, pos, angle) | 179 self._render_shape(surface) |
167 super(ShapeRenderer, self).render(surface, pos, angle) | 180 super(ShapeRenderer, self).render(surface) |
168 | 181 |
169 | 182 |
170 class GameObject(object): | 183 class GameObject(object): |
171 """A representation of a thing in the game world. | 184 """A representation of a thing in the game world. |
172 | 185 |
173 This has a rendery thing, physicsy things and maybe some other things. | 186 This has a rendery thing, physicsy things and maybe some other things. |
174 """ | 187 """ |
175 | 188 |
176 def __init__(self, physicser, renderer, puzzler=None): | 189 def __init__(self, physicser, renderer, puzzler=None): |
177 self.physicser = physicser | 190 self.physicser = physicser |
191 physicser.set_game_object(self) | |
178 self.physicser.add_to_space() | 192 self.physicser.add_to_space() |
179 self.renderer = renderer | 193 self.renderer = renderer |
194 renderer.set_game_object(self) | |
180 self.puzzler = puzzler | 195 self.puzzler = puzzler |
196 if puzzler is not None: | |
197 puzzler.set_game_object(self) | |
181 self.zorder = ZORDER_LOW | 198 self.zorder = ZORDER_LOW |
199 | |
200 def get_space(self): | |
201 return self.physicser.get_space() | |
202 | |
203 def get_shape(self): | |
204 return self.physicser.get_shape() | |
182 | 205 |
183 def get_render_position(self, surface): | 206 def get_render_position(self, surface): |
184 return self.physicser.get_render_position(surface) | 207 return self.physicser.get_render_position(surface) |
185 | 208 |
186 def get_render_angle(self): | 209 def get_render_angle(self): |
187 return self.physicser.get_angle() | 210 return self.physicser.get_angle() |
188 | 211 |
189 def render(self, surface): | 212 def render(self, surface): |
190 return self.renderer.render( | 213 return self.renderer.render(surface) |
191 surface, self.get_render_position(surface), | |
192 self.get_render_angle()) | |
193 | 214 |
194 | 215 |
195 class FloorSwitch(GameObject): | 216 class FloorSwitch(GameObject): |
196 def __init__(self, space, position): | 217 def __init__(self, space, position): |
197 body = pymunk.Body() | 218 body = pymunk.Body() |
199 self.shape = pymunk.Circle(body, 30) | 220 self.shape = pymunk.Circle(body, 30) |
200 self.shape.collision_type = COLLISION_TYPE_SWITCH | 221 self.shape.collision_type = COLLISION_TYPE_SWITCH |
201 self.shape.sensor = True | 222 self.shape.sensor = True |
202 super(FloorSwitch, self).__init__( | 223 super(FloorSwitch, self).__init__( |
203 SingleShapePhysicser(space, self.shape), | 224 SingleShapePhysicser(space, self.shape), |
204 ShapeRenderer(self.shape), | 225 ShapeRenderer(), |
205 FloorSwitchPuzzler(space, self.shape), | 226 FloorSwitchPuzzler(), |
206 ) | 227 ) |
207 | 228 |
208 def render(self, surface): | 229 def render(self, surface): |
209 if self.puzzler.get_state(): | 230 if self.puzzler.get_state(): |
210 self.shape.color = pygame.color.THECOLORS['green'] | 231 self.shape.color = pygame.color.THECOLORS['green'] |
220 self.shape = pymunk.Circle(body, 10) | 241 self.shape = pymunk.Circle(body, 10) |
221 self.shape.collision_type = COLLISION_TYPE_SWITCH | 242 self.shape.collision_type = COLLISION_TYPE_SWITCH |
222 self.shape.sensor = True | 243 self.shape.sensor = True |
223 super(FloorLight, self).__init__( | 244 super(FloorLight, self).__init__( |
224 SingleShapePhysicser(space, self.shape), | 245 SingleShapePhysicser(space, self.shape), |
225 ShapeRenderer(self.shape), | 246 ShapeRenderer(), |
226 StateProxyPuzzler(state_source), | 247 StateProxyPuzzler(state_source), |
227 ) | 248 ) |
228 | 249 |
229 def render(self, surface): | 250 def render(self, surface): |
230 if self.puzzler.get_state(): | 251 if self.puzzler.get_state(): |