Mercurial > nagslang
view nagslang/protagonist.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 | 1ee8756888e4 |
children | dc0cc8228e2a |
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import pymunk import pymunk.pygame_util import math from nagslang.constants import COLLISION_TYPE_PLAYER, ZORDER_MID from nagslang.game_object import ( GameObject, SingleShapePhysicser, AnimatedFacingImageRenderer, make_body) from nagslang.mutators import FLIP_H from nagslang.resources import resources class Protagonist(GameObject): """Representation of our fearless protagonist. TODO: Factor out a bunch of this stuff when we need it for other objects. """ HUMAN_FORM = 'human' HUMAN_FORM_BACK = 'human_back' WOLF_FORM = 'wolf' WOLF_FORM_BACK = 'wolf_back' def __init__(self, space, position): self._setup_physics(space, position) self._setup_renderers() self.inventory = {} self.form = self.HUMAN_FORM self.render_form = self.HUMAN_FORM super(Protagonist, self).__init__( self._physicsers[self.form], self._renderers[self.form]) self.zorder = ZORDER_MID self.go_human() def _setup_physics(self, space, position): self._body = make_body(10, pymunk.inf, position, 0.8) self._shapes = { self.HUMAN_FORM: pymunk.Poly( self._body, [(-15, -30), (15, -30), (15, 30), (-15, 30)]), self.WOLF_FORM: pymunk.Circle(self._body, 30), } self._physicsers = {} for form, shape in self._shapes.iteritems(): shape.elasticity = 1.0 shape.friction = 10.0 shape.collision_type = COLLISION_TYPE_PLAYER self._physicsers[form] = SingleShapePhysicser(space, shape) self.angle = 0 def _get_image(self, name, *transforms): return resources.get_image('creatures', name, transforms=transforms) def _setup_renderers(self): self._renderers = { self.HUMAN_FORM: AnimatedFacingImageRenderer( (self._get_image('human_1.png'), self._get_image('human_1.png'), self._get_image('human_1.png'), self._get_image('human_2.png'), self._get_image('human_2.png'), self._get_image('human_2.png')), (self._get_image('human_1.png', FLIP_H), self._get_image('human_1.png', FLIP_H), self._get_image('human_1.png', FLIP_H), self._get_image('human_2.png', FLIP_H), self._get_image('human_2.png', FLIP_H), self._get_image('human_2.png', FLIP_H))), self.HUMAN_FORM_BACK: AnimatedFacingImageRenderer( (self._get_image('human_back_1.png'), self._get_image('human_back_1.png'), self._get_image('human_back_1.png'), self._get_image('human_back_2.png'), self._get_image('human_back_2.png'), self._get_image('human_back_2.png')), (self._get_image('human_back_1.png', FLIP_H), self._get_image('human_back_1.png', FLIP_H), self._get_image('human_back_1.png', FLIP_H), self._get_image('human_back_2.png', FLIP_H), self._get_image('human_back_2.png', FLIP_H), self._get_image('human_back_2.png', FLIP_H))), self.WOLF_FORM: AnimatedFacingImageRenderer( (self._get_image('werewolf_1.png'), self._get_image('werewolf_1.png'), self._get_image('werewolf_1.png'), self._get_image('werewolf_2.png'), self._get_image('werewolf_2.png'), self._get_image('werewolf_2.png')), (self._get_image('werewolf_1.png', FLIP_H), self._get_image('werewolf_1.png', FLIP_H), self._get_image('werewolf_1.png', FLIP_H), self._get_image('werewolf_2.png', FLIP_H), self._get_image('werewolf_2.png', FLIP_H), self._get_image('werewolf_2.png', FLIP_H))), self.WOLF_FORM_BACK: AnimatedFacingImageRenderer( (self._get_image('werewolf_back_1.png'), self._get_image('werewolf_back_1.png'), self._get_image('werewolf_back_1.png'), self._get_image('werewolf_back_2.png'), self._get_image('werewolf_back_2.png'), self._get_image('werewolf_back_2.png')), (self._get_image('werewolf_back_1.png', FLIP_H), self._get_image('werewolf_back_1.png', FLIP_H), self._get_image('werewolf_back_1.png', FLIP_H), self._get_image('werewolf_back_2.png', FLIP_H), self._get_image('werewolf_back_2.png', FLIP_H), self._get_image('werewolf_back_2.png', FLIP_H))), } for renderer in self._renderers.values(): renderer.set_game_object(self) @classmethod def from_saved_state(cls, saved_state): """Create an instance from the provided serialised state. """ obj = cls() # TODO: Update from saved state. return obj def get_render_angle(self): return self.angle def go_werewolf(self): self._physicsers[self.form].remove_from_space() self.form = self.WOLF_FORM self._physicsers[self.form].add_to_space() self._body.mass = 100 self._body.velocity_limit = 1000 self.impulse_factor = 4000 self._body.damping = 0.9 if self.render_form == self.HUMAN_FORM: self.render_form = self.WOLF_FORM elif self.render_form == self.HUMAN_FORM_BACK: self.render_form = self.WOLF_FORM_BACK else: self.render_form = self.WOLF_FORM self.renderer = self._renderers[self.render_form] def go_human(self): self._physicsers[self.form].remove_from_space() self.form = self.HUMAN_FORM self._physicsers[self.form].add_to_space() self._body.mass = 10 self._body.velocity_limit = 1000 self.impulse_factor = 500 self._body.damping = 0.8 if self.render_form == self.WOLF_FORM: self.render_form = self.HUMAN_FORM elif self.render_form == self.WOLF_FORM_BACK: self.render_form = self.HUMAN_FORM_BACK else: self.render_form = self.HUMAN_FORM self.renderer = self._renderers[self.render_form] def _switch_to_back(self): if self.render_form == self.HUMAN_FORM: self.render_form = self.HUMAN_FORM_BACK elif self.render_form == self.WOLF_FORM: self.render_form = self.WOLF_FORM_BACK self.renderer = self._renderers[self.render_form] def _switch_to_front(self): if self.render_form == self.HUMAN_FORM_BACK: self.render_form = self.HUMAN_FORM elif self.render_form == self.WOLF_FORM_BACK: self.render_form = self.WOLF_FORM self.renderer = self._renderers[self.render_form] def set_direction(self, dx, dy): if (dx, dy) == (0, 0): self.renderer.stop() return old_angle = self.angle self.angle = pymunk.Vec2d((dx, dy)).angle # If we've gone from quadrants 2 & 3 to 1 & 4 (or vice versa) # switch between front & back views if self.angle != math.pi: # == math.pi is going straight left, which can't # trigger a front/back swap and simplifies these checks if self.angle > 0 and old_angle != self.angle: self._switch_to_back() elif self.angle < 0 and old_angle != self.angle: self._switch_to_front() self._body.apply_impulse( (dx * self.impulse_factor, dy * self.impulse_factor)) self.renderer.start() def set_position(self, position): self._body.position = position def copy_state(self, old_protagonist): self._physicsers[self.form].remove_from_space() self._body.position = old_protagonist._body.position self.form = old_protagonist.form self.angle = old_protagonist.angle self.render_form = old_protagonist.render_form self.inventory = old_protagonist.inventory self.renderer = self._renderers[self.render_form] self._physicsers[self.form].add_to_space() def toggle_form(self): if self.form == self.WOLF_FORM: self.go_human() else: self.go_werewolf() def act_on(self, target): """Perform an action on the target. """ # TODO: Decide how best to do this. pass def attack(self): """Attempt to hurt something. """ pass def in_wolf_form(self): return self.form == self.WOLF_FORM def in_human_form(self): return self.form == self.HUMAN_FORM def has_item(self, item): return item in self.inventory def environmental_movement(self, dx, dy): if (dx, dy) == (0, 0): return self._body.apply_impulse((dx, dy))