Mercurial > nagslang
view nagslang/protagonist.py @ 265:8a695b8ecd6c
Correcting damage application
author | David Sharpe |
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date | Thu, 05 Sep 2013 00:37:48 +0200 |
parents | db7c8e74efb4 |
children | 3153196517fc |
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import pymunk import pymunk.pygame_util from pymunk.vec2d import Vec2d from nagslang import render from nagslang.constants import COLLISION_TYPE_PLAYER, ZORDER_MID, \ WEREWOLF_SOAK_FACTOR, PROTAGONIST_HEALTH_MIN_LEVEL, \ PROTAGONIST_HEALTH_MAX_LEVEL from nagslang.events import FireEvent 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 ProtagonistFormSelectionRenderer(render.RendererSelectionRenderer): def select_renderer(self): return 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' WOLF_FORM = 'wolf' def __init__(self, space, position): physicser = self._make_physics(space, position) renderer = self._make_renderer() self.inventory = {} self.form = self.HUMAN_FORM self.angle = 0 self.is_moving = False super(Protagonist, self).__init__(physicser, renderer) self.zorder = ZORDER_MID self.health_level = 100 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 _make_renderer(self): return ProtagonistFormSelectionRenderer({ self.HUMAN_FORM: render.FacingSelectionRenderer( { 'N': render.MovementAnimatedRenderer( [self._get_image('human_N_1.png'), self._get_image('human_N_2.png')], 3), 'S': render.MovementAnimatedRenderer( [self._get_image('human_S_1.png'), self._get_image('human_S_2.png')], 3), 'W': render.MovementAnimatedRenderer( [self._get_image('human_W_1.png'), self._get_image('human_W_2.png')], 3), 'E': render.MovementAnimatedRenderer( [self._get_image('human_W_1.png', FLIP_H), self._get_image('human_W_2.png', FLIP_H)], 3), 'NW': render.MovementAnimatedRenderer( [self._get_image('human_NW_1.png'), self._get_image('human_NW_2.png')], 3), 'NE': render.MovementAnimatedRenderer( [self._get_image('human_NW_1.png', FLIP_H), self._get_image('human_NW_2.png', FLIP_H)], 3), 'SW': render.MovementAnimatedRenderer( [self._get_image('human_SW_1.png'), self._get_image('human_SW_2.png')], 3), 'SE': render.MovementAnimatedRenderer( [self._get_image('human_SW_1.png', FLIP_H), self._get_image('human_SW_2.png', FLIP_H)], 3), }), self.WOLF_FORM: render.FacingSelectionRenderer( { 'N': render.MovementAnimatedRenderer( [self._get_image('werewolf_N_1.png'), self._get_image('werewolf_N_2.png')], 3), 'S': render.MovementAnimatedRenderer( [self._get_image('werewolf_S_1.png'), self._get_image('werewolf_S_2.png')], 3), 'W': render.MovementAnimatedRenderer( [self._get_image('werewolf_W_1.png'), self._get_image('werewolf_W_2.png')], 3), 'E': render.MovementAnimatedRenderer( [self._get_image('werewolf_W_1.png', FLIP_H), self._get_image('werewolf_W_2.png', FLIP_H)], 3), 'NW': render.MovementAnimatedRenderer( [self._get_image('werewolf_NW_1.png'), self._get_image('werewolf_NW_2.png')], 3), 'NE': render.MovementAnimatedRenderer( [self._get_image('werewolf_NW_1.png', FLIP_H), self._get_image('werewolf_NW_2.png', FLIP_H)], 3), 'SW': render.MovementAnimatedRenderer( [self._get_image('werewolf_SW_1.png'), self._get_image('werewolf_SW_2.png')], 3), 'SE': render.MovementAnimatedRenderer( [self._get_image('werewolf_SW_1.png', FLIP_H), self._get_image('werewolf_SW_2.png', FLIP_H)], 3), }), }) @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): # No image rotation when rendering, please. return 0 def get_facing_direction(self): # It's easier to work with a vector than an angle here. vec = Vec2d.unit() vec.angle = self.angle # We probably don't have exactly -1, 0, or 1 here. x = int(round(vec.x)) y = int(round(vec.y)) return { (0, 1): 'N', (0, -1): 'S', (-1, 0): 'W', (1, 0): 'E', (1, 1): 'NE', (1, -1): 'SE', (-1, 1): 'NW', (-1, -1): 'SW', }[(x, y)] def go_werewolf(self): self.physicser.switch_form(self.form, self.WOLF_FORM) self.form = self.WOLF_FORM self.impulse_factor = 4000 def go_human(self): self.physicser.switch_form(self.form, self.HUMAN_FORM) self.form = self.HUMAN_FORM self.impulse_factor = 500 def set_direction(self, dx, dy): if (dx, dy) == (0, 0): self.is_moving = False return self.is_moving = True self.angle = pymunk.Vec2d((dx, dy)).angle self.physicser.apply_impulse( (dx * self.impulse_factor, dy * self.impulse_factor)) 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.impulse_factor = old_protagonist.impulse_factor self.form = old_protagonist.form self.angle = old_protagonist.angle self.inventory = old_protagonist.inventory 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. """ if self.in_wolf_form(): pass else: vec = Vec2d.unit() vec.angle = self.angle vec.length = 100 FireEvent.post(self.physicser.position, vec) print "Biff", self.physicser.position, vec 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)) def get_health_level(self): """Return current health level """ return self.health_level def lose_health(self, amount): if self.in_human_form(): self.health_level -= amount else: self.health_level -= amount / WEREWOLF_SOAK_FACTOR if self.health_level < PROTAGONIST_HEALTH_MIN_LEVEL: self.health_level = PROTAGONIST_HEALTH_MIN_LEVEL def gain_health(self, amount): self.health_level += amount if self.health_level > PROTAGONIST_HEALTH_MAX_LEVEL: self.health_level = PROTAGONIST_HEALTH_MAX_LEVEL