view nagslang/game_object.py @ 104:1be3eebb87c4

More consistent debug rendering.
author Jeremy Thurgood <firxen@gmail.com>
date Mon, 02 Sep 2013 13:21:53 +0200
parents d6a49f0c1e6e
children bce9cd8a4a8c
line wrap: on
line source

import math

import pygame
import pymunk
import pymunk.pygame_util

from nagslang.constants import SWITCH_PUSHERS, COLLISION_TYPE_SWITCH
from nagslang.options import options


class Puzzler(object):
    def get_state(self, space):
        raise NotImplementedError()

    def notify(self):
        pass


class FloorSwitchPuzzler(Puzzler):
    def __init__(self, space, shape):
        self._space = space
        self._shape = shape

    def get_state(self):
        for shape in self._space.shape_query(self._shape):
            if shape.collision_type in SWITCH_PUSHERS:
                return True
        return False


class Physicser(object):
    def __init__(self, space):
        self.space = space

    def add_to_space(self):
        raise NotImplementedError()

    def remove_from_space(self):
        raise NotImplementedError()

    def get_render_position(self, surface):
        raise NotImplementedError()

    def get_angle(self):
        raise NotImplementedError()

    def apply_impulse(self, j, r=(0, 0)):
        raise NotImplementedError()


class SingleShapePhysicser(Physicser):
    def __init__(self, space, shape):
        super(SingleShapePhysicser, self).__init__(space)
        self._shape = shape

    def add_to_space(self):
        self.space.add(self._shape)
        if not self._shape.body.is_static:
            self.space.add(self._shape.body)

    def remove_from_space(self):
        self.space.remove(self._shape)
        if not self._shape.body.is_static:
            self.space.remove(self._shape.body)

    def get_render_position(self, surface):
        pos = self._shape.body.position
        return pymunk.pygame_util.to_pygame(pos, surface)

    def get_angle(self):
        return self._shape.body.angle

    def apply_impulse(self, j, r=(0, 0)):
        return self._shape.body.apply_impulse(j, r)


class Renderer(object):
    def __init__(self, shape):
        self._shape = shape

    def _render_shape(self, surface, pos, angle):
        # Less general that pymunk.pygame_util.draw, but also a lot less noisy.
        color = getattr(
            self._shape, 'color', pygame.color.THECOLORS['lightblue'])
        # We only explicitly draw Circle and Poly shapes. Everything else we
        # forward to pymunk.
        if isinstance(self._shape, pymunk.Circle):
            centre = pymunk.pygame_util.to_pygame(
                self._shape.body.position, surface)
            radius = int(self._shape.radius)
            pygame.draw.circle(surface, color, centre, radius, 2)
        elif isinstance(self._shape, pymunk.Poly):
            # polygon bounding box
            points = [pymunk.pygame_util.to_pygame(p, surface)
                      for p in self._shape.get_vertices()]
            pygame.draw.lines(surface, color, True, points, 2)
        else:
            pymunk.pygame_util.draw(surface, self._shape)

    def render(self, surface, pos, angle):
        if options.debug:
            self._render_shape(surface, pos, angle)


def image_pos(image, pos):
    return (pos[0] - image.get_width() / 2,
            pos[1] - image.get_height() / 2)


class ImageRenderer(Renderer):
    def __init__(self, shape, image):
        super(ImageRenderer, self).__init__(shape)
        self._image = image

    def render(self, surface, pos, angle):
        surface.blit(self._image, image_pos(self._image, pos))
        super(ImageRenderer, self).render(surface, pos, angle)


class FacingImageRenderer(Renderer):
    def __init__(self, shape, left_image, right_image):
        super(FacingImageRenderer, self).__init__(shape)
        self._images = {
            'left': left_image,
            'right': right_image,
        }

    def get_image(self, angle):
        if abs(angle) < math.pi / 2:
            return self._images['right']
        return self._images['left']

    def render(self, surface, pos, angle):
        image = self.get_image(angle)
        surface.blit(image, image_pos(image, pos))
        super(FacingImageRenderer, self).render(surface, pos, angle)


class ShapeRenderer(Renderer):
    def render(self, surface, pos, angle):
        self._render_shape(surface, pos, angle)
        super(ShapeRenderer, self).render(surface, pos, angle)


class GameObject(object):
    """A representation of a thing in the game world.

    This has a rendery thing, physicsy things and maybe some other things.
    """

    def __init__(self, physicser, renderer, puzzler=None):
        self.physicser = physicser
        self.physicser.add_to_space()
        self.renderer = renderer
        self.puzzler = puzzler

    def get_render_position(self, surface):
        return self.physicser.get_render_position(surface)

    def get_render_angle(self):
        return self.physicser.get_angle()

    def render(self, surface):
        return self.renderer.render(
            surface, self.get_render_position(surface),
            self.get_render_angle())


class FloorSwitch(GameObject):
    def __init__(self, space, position):
        body = pymunk.Body()
        body.position = position
        self.shape = pymunk.Circle(body, 30)
        self.shape.collision_type = COLLISION_TYPE_SWITCH
        self.shape.sensor = True
        super(FloorSwitch, self).__init__(
            SingleShapePhysicser(space, self.shape),
            ShapeRenderer(self.shape),
            FloorSwitchPuzzler(space, self.shape),
        )

    def render(self, surface):
        if self.puzzler.get_state():
            self.shape.color = pygame.color.THECOLORS['green']
        else:
            self.shape.color = pygame.color.THECOLORS['red']
        super(FloorSwitch, self).render(surface)