view nagslang/game_object.py @ 91:5c31b4d1851c

Remove NullPhysicser, since it looks like everything needs PHYSICS!!!
author Jeremy Thurgood <firxen@gmail.com>
date Mon, 02 Sep 2013 08:36:46 +0200
parents 11b0017b5e4b
children d6a49f0c1e6e
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line source

import math

import pygame
import pymunk

from nagslang.constants import SWITCH_PUSHERS, COLLISION_TYPE_SWITCH


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

    def notify(self):
        pass


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

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


class Physicser(object):
    def add_to_space(self, space):
        raise NotImplementedError()

    def remove_from_space(self, space):
        raise NotImplementedError()

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

    def render_angle(self):
        raise NotImplementedError()


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

    def add_to_space(self, space):
        space.add(self._shape, self._shape.body)

    def remove_from_space(self, space):
        space.remove(self._shape, self._shape.body)

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

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


class Renderer(object):
    def render(self, surface, pos, angle):
        raise NotImplementedError()


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


class FacingImageRenderer(Renderer):
    def __init__(self, left_image, right_image):
        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))


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

    def render(self, surface, pos, angle):
        import pymunk.pygame_util
        pymunk.pygame_util.draw(surface, self._shape)


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, renderer, physicser, puzzler=None):
        self.renderer = renderer
        self.physicser = physicser
        self.puzzler = puzzler

    def add_to_space(self, space):
        self.physicser.add_to_space(space)

    def render(self, surface):
        return self.renderer.render(
            surface, self.physicser.render_position(surface),
            self.physicser.render_angle())


class FloorSwitch(GameObject):
    def __init__(self, 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__(
            ShapeRenderer(self.shape),
            SingleShapePhysicser(self.shape),
            FloorSwitchPuzzler(self.shape),
        )

    def add_to_space(self, space):
        # XXX: Hacky hack.
        self._space = space

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