Mercurial > nagslang
view nagslang/protagonist.py @ 215:325c317cbfa1
Better protagonist physicser.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Wed, 04 Sep 2013 13:13:11 +0200 |
parents | 3d54fe7a2998 |
children | d98daba73055 |
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import pymunk import pymunk.pygame_util import math from nagslang import render from nagslang.constants import COLLISION_TYPE_PLAYER, ZORDER_MID from nagslang.game_object import GameObject, Physicser, make_body from nagslang.mutators import FLIP_H from nagslang.resources import resources class ProtagonistPhysicser(Physicser): def __init__(self, space, form_shapes): self._space = space self._form_shapes = form_shapes def switch_form(self, old_form, new_form): self._space.remove(self._form_shapes[old_form]) shape = self._form_shapes[new_form] self._space.add(shape) for attr, value in shape.protagonist_body_props.iteritems(): setattr(shape.body, attr, value) def get_shape(self): return self._form_shapes[self.game_object.form] 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): physicser = self._make_physics(space, position) self._setup_renderers() self.inventory = {} self.form = self.HUMAN_FORM self.render_form = self.HUMAN_FORM super(Protagonist, self).__init__( physicser, self._renderers[self.form]) self.zorder = ZORDER_MID self.go_human() def _make_physics(self, space, position): body = make_body(10, pymunk.inf, position, 0.8) body.velocity_limit = 1000 human = pymunk.Poly(body, [(-15, -30), (15, -30), (15, 30), (-15, 30)]) human.elasticity = 1.0 human.collision_type = COLLISION_TYPE_PLAYER human.protagonist_body_props = { 'mass': 10, 'damping': 0.8, } wolf = pymunk.Circle(body, 30) wolf.elasticity = 1.0 wolf.collision_type = COLLISION_TYPE_PLAYER wolf.protagonist_body_props = { 'mass': 100, 'damping': 0.9, } return ProtagonistPhysicser(space, { self.HUMAN_FORM: human, self.WOLF_FORM: wolf, }) def _get_image(self, name, *transforms): return resources.get_image('creatures', name, transforms=transforms) def _setup_renderers(self): self.angle = 0 self._renderers = { self.HUMAN_FORM: render.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: render.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: render.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: render.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.physicser.switch_form(self.form, self.WOLF_FORM) self.form = self.WOLF_FORM self.impulse_factor = 4000 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.physicser.switch_form(self.form, self.HUMAN_FORM) self.form = self.HUMAN_FORM self.impulse_factor = 500 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.physicser.apply_impulse( (dx * self.impulse_factor, dy * self.impulse_factor)) self.renderer.start() def set_position(self, position): self.physicser.position = position def copy_state(self, old_protagonist): self.physicser.position = old_protagonist.physicser.position self.physicser.switch_form(self.form, old_protagonist.form) 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] 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.physicser.apply_impulse((dx, dy))