comparison nagslang/game_object.py @ 558:4abf8cf717e9

Rename "bulkhead" to "hatch".
author Jeremy Thurgood <firxen@gmail.com>
date Sat, 07 Sep 2013 22:09:53 +0200
parents 766472b5c9a6
children 57efcd81647b
comparison
equal deleted inserted replaced
557:943d93b47c77 558:4abf8cf717e9
478 return [("name", "string"), ("position", "coordinates"), 478 return [("name", "string"), ("position", "coordinates"),
479 ("destination", "level name"), ("dest_pos", "coordinate"), 479 ("destination", "level name"), ("dest_pos", "coordinate"),
480 ("angle", "degrees"), ("key_item", "item name")] 480 ("angle", "degrees"), ("key_item", "item name")]
481 481
482 482
483 class Bulkhead(GameObject): 483 class Hatch(GameObject):
484 # Yes, I know this should be "hatch" instead of "bulkhead". It was late and
485 # I was tired and the search/replace would touch *everything* now.
486 zorder = ZORDER_FLOOR 484 zorder = ZORDER_FLOOR
487 485
488 def __init__(self, space, end1, end2, key_state=None): 486 def __init__(self, space, end1, end2, key_state=None):
489 body = make_body(None, None, (0, 0)) 487 body = make_body(None, None, (0, 0))
490 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 7) 488 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 7)
491 self.shape.collision_type = COLLISION_TYPE_DOOR 489 self.shape.collision_type = COLLISION_TYPE_DOOR
492 if key_state is None: 490 if key_state is None:
493 puzzler = puzzle.YesPuzzler() 491 puzzler = puzzle.YesPuzzler()
494 else: 492 else:
495 puzzler = puzzle.StateProxyPuzzler(key_state) 493 puzzler = puzzle.StateProxyPuzzler(key_state)
496 super(Bulkhead, self).__init__( 494 super(Hatch, self).__init__(
497 SingleShapePhysicser(space, self.shape), 495 SingleShapePhysicser(space, self.shape),
498 render.BulkheadRenderer(), 496 render.HatchRenderer(),
499 puzzler, 497 puzzler,
500 ) 498 )
501 499
502 def collide_with_protagonist(self, protagonist): 500 def collide_with_protagonist(self, protagonist):
503 if self.puzzler.get_state(): 501 if self.puzzler.get_state():