Mercurial > nagslang
view nagslang/game_object.py @ 201:3495a2025bc6
Break puzzlers out of game_object.py
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Tue, 03 Sep 2013 23:27:25 +0200 |
parents | 40f618978c00 |
children | 917e721f170e |
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import math import pygame import pymunk import pymunk.pygame_util from nagslang import puzzle from nagslang.constants import ( SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW, ZORDER_FLOOR, COLLISION_TYPE_DOOR) from nagslang.options import options from nagslang.resources import resources from nagslang.events import DoorEvent from nagslang.widgets.text import LabelWidget # For levels to import, until we get module names in 'classname' StateProxyPuzzler = puzzle.StateProxyPuzzler StateLogicalAndPuzzler = puzzle.StateLogicalAndPuzzler class Physicser(object): def __init__(self, space): self._space = space def get_space(self): return self._space def set_game_object(self, game_object): self.game_object = game_object def get_shape(self): raise NotImplementedError() 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 shape.physicser = self def get_shape(self): return self._shape def add_to_space(self): self.get_space().add(self._shape) if not self._shape.body.is_static: self.get_space().add(self._shape.body) def remove_from_space(self): self.get_space().remove(self._shape) if not self._shape.body.is_static: self.get_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 set_game_object(self, game_object): self.game_object = game_object def _render_shape(self, surface): shape = self.game_object.get_shape() # Less general that pymunk.pygame_util.draw, but also a lot less noisy. color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) # We only explicitly draw Circle and Poly shapes. Everything else we # forward to pymunk. if isinstance(shape, pymunk.Circle): centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) radius = int(shape.radius) pygame.draw.circle(surface, color, centre, radius, 2) elif isinstance(shape, pymunk.Poly): # polygon bounding box points = [pymunk.pygame_util.to_pygame(p, surface) for p in shape.get_vertices()] pygame.draw.lines(surface, color, True, points, 2) else: pymunk.pygame_util.draw(surface, shape) def render(self, surface): if options.debug: self._render_shape(surface) def animate(self): # Used by time animatations to advance the clock pass def image_pos(image, pos): return (pos[0] - image.get_width() / 2, pos[1] - image.get_height() / 2) class ImageRenderer(Renderer): def __init__(self, image): self._image = image def get_image(self): return self._image def rotate_image(self, image): angle = self.game_object.get_render_angle() * 180 / math.pi return pygame.transform.rotate(image, angle) def render_image(self, surface, image): image = self.rotate_image(image) pos = self.game_object.get_render_position(surface) surface.blit(image, image_pos(image, pos)) def render(self, surface): self.render_image(surface, self.get_image()) super(ImageRenderer, self).render(surface) class ImageStateRenderer(ImageRenderer): def __init__(self, state_images): self._state_images = state_images def get_image(self): return self._state_images[self.game_object.puzzler.get_state()] class FacingImageRenderer(ImageRenderer): def __init__(self, left_image, right_image): self._images = { 'left': left_image, 'right': right_image, } self._face = 'left' def _update_facing(self, angle): if abs(angle) < math.pi / 2: self._face = 'right' elif abs(angle) > math.pi / 2: self._face = 'left' def rotate_image(self, image): # Facing images don't get rotated. return image def get_facing_image(self): return self._images[self._face] def get_image(self): angle = self.game_object.get_render_angle() self._update_facing(angle) return self.get_facing_image() class AnimatedFacingImageRenderer(FacingImageRenderer): def __init__(self, left_images, right_images): self._images = { 'left': left_images, 'right': right_images, } self._frame = 0 self._moving = False self._face = 'left' def get_facing_image(self): if self._frame >= len(self._images[self._face]): self._frame = 0 return self._images[self._face][self._frame] def animate(self): if self._moving: self._frame += 1 else: self._frame = 0 def start(self): self._moving = True def stop(self): self._moving = False class TimedAnimatedRenderer(ImageRenderer): def __init__(self, images): self._images = images self._frame = 0 self._image = None def get_image(self): if self._frame > len(self._imaages): self._frame = 0 return self._images[self._frame] def animate(self): self._frame += 1 class ShapeRenderer(Renderer): def render(self, surface): self._render_shape(surface) super(ShapeRenderer, self).render(surface) class ShapeStateRenderer(ShapeRenderer): """Renders the shape in a different colour depending on the state. Requires the game object it's attached to to have a puzzler. """ def render(self, surface): if self.game_object.puzzler.get_state(): color = pygame.color.THECOLORS['green'] else: color = pygame.color.THECOLORS['red'] self.game_object.get_shape().color = color super(ShapeStateRenderer, self).render(surface) def damping_velocity_func(body, gravity, damping, dt): """Apply custom damping to this body's velocity. """ damping = getattr(body, 'damping', damping) return pymunk.Body.update_velocity(body, gravity, damping, dt) def make_body(mass, moment, position, damping=None): body = pymunk.Body(mass, moment) body.position = tuple(position) if damping is not None: body.damping = damping body.velocity_func = damping_velocity_func return body class Overlay(object): def set_game_object(self, game_object): self.game_object = game_object def render(self, surface): pass def is_visible(self): return self.game_object.puzzler.get_state() class TextOverlay(Overlay): def __init__(self, text): self.text = text self.widget = LabelWidget((20, 20), self.text) def render(self, surface): self.widget.draw(surface) class GameObject(object): """A representation of a thing in the game world. This has a rendery thing, physicsy things and maybe some other things. """ zorder = ZORDER_LOW def __init__(self, physicser, renderer, puzzler=None, overlay=None): self.physicser = physicser physicser.set_game_object(self) self.physicser.add_to_space() self.renderer = renderer renderer.set_game_object(self) self.puzzler = puzzler if puzzler is not None: puzzler.set_game_object(self) self.overlay = overlay if overlay is not None: self.overlay.set_game_object(self) def get_space(self): return self.physicser.get_space() def get_shape(self): return self.physicser.get_shape() 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) def animate(self): self.renderer.animate() def collide_with_protagonist(self): """Called as a `pre_solve` collision callback with the protagonist. You can return `False` to ignore the collision, anything else (including `None`) to process the collision as normal. """ return True class FloorSwitch(GameObject): zorder = ZORDER_FLOOR def __init__(self, space, position): body = make_body(None, None, 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), ImageStateRenderer({ True: resources.get_image('objects', 'sensor_on.png'), False: resources.get_image('objects', 'sensor_off.png'), }), puzzle.CollidePuzzler(*SWITCH_PUSHERS), ) class Note(GameObject): zorder = ZORDER_FLOOR def __init__(self, space, position, message): body = make_body(None, None, position) self.shape = pymunk.Circle(body, 30) self.shape.sensor = True super(Note, self).__init__( SingleShapePhysicser(space, self.shape), ImageRenderer(resources.get_image('objects', 'note.png')), puzzle.CollidePuzzler(), TextOverlay(message), ) class FloorLight(GameObject): zorder = ZORDER_FLOOR def __init__(self, space, position, state_source): body = make_body(None, None, position) self.shape = pymunk.Circle(body, 10) self.shape.collision_type = COLLISION_TYPE_SWITCH self.shape.sensor = True super(FloorLight, self).__init__( SingleShapePhysicser(space, self.shape), ImageStateRenderer({ True: resources.get_image('objects', 'light_on.png'), False: resources.get_image('objects', 'light_off.png'), }), puzzle.StateProxyPuzzler(state_source), ) class Box(GameObject): def __init__(self, space, position): body = make_body(10, 10000, position, damping=0.5) self.shape = pymunk.Poly( body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) self.shape.collision_type = COLLISION_TYPE_BOX super(Box, self).__init__( SingleShapePhysicser(space, self.shape), ImageRenderer(resources.get_image('objects', 'crate.png')), ) class Door(GameObject): zorder = ZORDER_FLOOR def __init__(self, space, position, destination, dest_pos, key_state=None): body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) self.shape = pymunk.Poly( body, [(-32, -32), (32, -32), (32, 32), (-32, 32)]) self.shape.collision_type = COLLISION_TYPE_DOOR self.shape.sensor = True self.destination = destination self.dest_pos = tuple(dest_pos) if key_state is None: puzzler = puzzle.YesPuzzler() else: puzzler = puzzle.StateProxyPuzzler(key_state) super(Door, self).__init__( SingleShapePhysicser(space, self.shape), ImageRenderer(resources.get_image('objects', 'door.png')), puzzler, ) def collide_with_protagonist(self): if self.puzzler.get_state(): DoorEvent.post(self.destination, self.dest_pos)