Mercurial > nagslang
view nagslang/protagonist.py @ 98:93256a0987a2
Fix newer pep8 continuation complaint
author | Neil Muller <drnlmuller@gmail.com> |
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date | Mon, 02 Sep 2013 11:50:04 +0200 |
parents | 9ef5c5810dcd |
children | 93aa745d57ff |
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import pymunk import pymunk.pygame_util from nagslang.constants import COLLISION_TYPE_PLAYER from nagslang.game_object import ( GameObject, SingleShapePhysicser, FacingImageRenderer) from nagslang.mutators import FLIP_H from nagslang.resources import resources 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): self._setup_physics(space, position) self._setup_renderers() self.inventory = {} self.form = self.HUMAN_FORM super(Protagonist, self).__init__( self._physicsers[self.form], self._renderers[self.form]) self.go_human() def _setup_physics(self, space, position): self._body = pymunk.Body(10, pymunk.inf) self._body.position = position self._body.velocity_func = self.velocity_func self._shapes = { self.HUMAN_FORM: pymunk.Poly( self._body, [(-15, -30), (15, -30), (15, 30), (-15, 30)]), self.WOLF_FORM: pymunk.Circle(self._body, 30), } self._physicsers = {} for form, shape in self._shapes.iteritems(): shape.elasticity = 1.0 shape.friction = 10.0 shape.collision_type = COLLISION_TYPE_PLAYER self._physicsers[form] = SingleShapePhysicser(space, shape) self.angle = 0 def _get_image(self, name, *transforms): return resources.get_image('creatures', name, transforms=transforms) def _setup_renderers(self): self._renderers = { self.HUMAN_FORM: FacingImageRenderer( self._get_image('human_1.png'), self._get_image('human_1.png', FLIP_H)), self.WOLF_FORM: FacingImageRenderer( self._get_image('werewolf_1.png'), self._get_image('werewolf_1.png', FLIP_H)), } @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 velocity_func(self, body, gravity, damping, dt): return pymunk.Body.update_velocity(body, gravity, self.damping, dt) def get_render_angle(self): return self.angle def go_werewolf(self): self._physicsers[self.form].remove_from_space() self.form = self.WOLF_FORM self._physicsers[self.form].add_to_space() self._body.mass = 100 self._body.velocity_limit = 1000 self.impulse_factor = 4000 self.damping = 0.9 self.renderer = self._renderers[self.form] def go_human(self): self._physicsers[self.form].remove_from_space() self.form = self.HUMAN_FORM self._physicsers[self.form].add_to_space() self._body.mass = 10 self._body.velocity_limit = 1000 self.impulse_factor = 500 self.damping = 0.8 self.renderer = self._renderers[self.form] def set_direction(self, dx, dy): if (dx, dy) == (0, 0): return self.angle = pymunk.Vec2d((dx, dy)).angle self._body.apply_impulse( (dx * self.impulse_factor, dy * self.impulse_factor)) 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._body.apply_impulse((dx, dy)) def render(self, surface): # Uncomment to draw pymunk shape as well: # pymunk.pygame_util.draw(surface, self._shapes[self.form]) super(Protagonist, self).render(surface)