Mercurial > nagslang
view nagslang/level.py @ 180:026297a03963
Add DoorEvent and tweak ScreenChange to keep more state when the player goes through a door
author | Neil Muller <drnlmuller@gmail.com> |
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date | Tue, 03 Sep 2013 16:58:45 +0200 |
parents | ce8d4fc3baf4 |
children | e080fcd07fa9 |
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import pygame import pygame.locals as pgl from nagslang import game_object as go from nagslang import enemies from nagslang.resources import resources from nagslang.yamlish import load, dump POLY_COLORS = { 1: pygame.color.THECOLORS['red'], 2: pygame.color.THECOLORS['green'], 3: pygame.color.THECOLORS['yellow'], 4: pygame.color.THECOLORS['blue'], 5: pygame.color.THECOLORS['lightblue'], 6: pygame.color.THECOLORS['magenta'], } class Level(object): def __init__(self, name): self.name = name # defaults self.x = 800 self.y = 600 self.polygons = {} self.basetile = 'tiles/floor.png' self._tile_image = None self._surface = None self._exterior = False self._glue = go.PuzzleGlue() self._drawables = [] self._game_objects = [] self._enemies = [] def _get_data(self): # For overriding in tests. with resources.get_file('levels', self.name) as f: return load(f) def _dump_data(self, f): # For manipulation in tests. dump({ 'size': [self.x, self.y], 'base_tile': self.basetile, 'polygons': self.polygons, 'game_objects': self._game_objects, 'enemies': self._enemies, }, f) def load(self, space): data = self._get_data() self.x, self.y = data['size'] self.base_tile = data['base_tile'] for i, points in data['polygons'].iteritems(): self.polygons[i] = [] for point in points: self.polygons[i].append(tuple(point)) self._game_objects = data.get('game_objects', []) for game_object_dict in self._game_objects: self._create_game_object(space, **game_object_dict) self._enemies = data.get('enemies', []) for enemy_dict in self._enemies: self._create_enemy(space, **enemy_dict) def _create_game_object(self, space, classname, args, name=None): # We should probably build a registry of game objects or something. # At least this is better than just calling `eval`, right? cls = getattr(go, classname) if issubclass(cls, go.Puzzler): gobj = cls(*args) elif issubclass(cls, go.GameObject): gobj = cls(space, *args) self._drawables.append(gobj) else: raise TypeError( "Expected a subclass of Puzzler or GameObject, got %s" % ( classname)) if name is not None: self._glue.add_component(name, gobj) def _create_enemy(self, space, classname, args, name=None): cls = getattr(enemies, classname) if issubclass(cls, go.GameObject): gobj = cls(space, *args) self._drawables.append(gobj) else: raise TypeError( "Expected a subclass of GameObject, got %s" % ( classname)) if name is not None: self._glue.add_component(name, gobj) def all_closed(self): """Check if all the polygons are closed""" closed = True messages = [] for index, poly in self.polygons.items(): if len(poly) == 0: # We ignore empty polygons continue elif len(poly) == 1: closed = False messages.append("Error: polygon %s too small" % index) elif poly[-1] != poly[0]: closed = False messages.append("Error: polygon %s not closed" % index) return closed, messages def save(self): closed, _ = self.all_closed() if not closed: return False with resources.get_file('levels', self.name, mode='w') as f: self._dump_data(f) return True def get_size(self): return self.x, self.y def set_base_tile(self, new_tile): self.basetile = new_tile self._tile_image = None def point_to_pygame(self, pos): # Convert a point from pymunk (which is what we store) # to pygame for drawing return (pos[0], self.y - pos[1]) def get_walls(self): return self.polygons.values() def get_drawables(self): return self._drawables def _draw_walls(self): for index, polygon in self.polygons.items(): color = POLY_COLORS[index] if len(polygon) > 1: pointlist = [self.point_to_pygame(p) for p in polygon] pygame.draw.lines(self._surface, color, False, pointlist, 2) def get_background(self): self._draw_background() self._draw_exterior() # Draw polygons self._draw_walls() return self._surface def _draw_exterior(self, force=False): """Fill the exterior of the level with black""" if self._exterior and not force: return white = pygame.color.THECOLORS['white'] black = pygame.color.THECOLORS['black'] surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) surface.fill(black) for index, polygon in self.polygons.items(): if len(polygon) > 1: pointlist = [self.point_to_pygame(p) for p in polygon] # filled polygons color = white # If a polygon overlaps on of the existing polygons, # it is treated as negative # This is not a complete inversion, since any overlap # triggers this (inversion is easy enough, but the # behaviour doesn't seem useful) # We also only check the vertexes - not breaking this # assumption is left to the level designers surface.lock() for p in pointlist: if surface.get_at(p) == white: color = black surface.unlock() pygame.draw.polygon(surface, color, pointlist, 0) self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) self._exterior = True def _draw_background(self, force=False): if self._tile_image is None: self._tile_image = resources.get_image(self.basetile) if self._surface is not None and not force: # We assume we don't change return self._surface self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) self._surface.fill(pygame.color.THECOLORS['black']) x_step = self._tile_image.get_rect().width y_step = self._tile_image.get_rect().height x_count = self.x // x_step + 1 y_count = self.y / y_step + 1 for x in range(x_count): for y in range(y_count): tile_rect = pygame.rect.Rect(x * x_step, y * y_step, x_step, y_step) self._surface.blit(self._tile_image, tile_rect) return self._surface