Mercurial > nagslang
view nagslang/game_object.py @ 93:d6a49f0c1e6e
Rectangular human protagonist shape, refactored physicsers.
author | Jeremy Thurgood <firxen@gmail.com> |
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date | Mon, 02 Sep 2013 11:10:50 +0200 |
parents | 5c31b4d1851c |
children | 1be3eebb87c4 |
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import math import pygame import pymunk import pymunk.pygame_util 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, space, shape): self._space = space self._shape = shape def get_state(self): for shape in self._space.shape_query(self._shape): if shape.collision_type in SWITCH_PUSHERS: return True return False class Physicser(object): def __init__(self, space): self.space = space 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 def add_to_space(self): self.space.add(self._shape) if not self._shape.body.is_static: self.space.add(self._shape.body) def remove_from_space(self): self.space.remove(self._shape) if not self._shape.body.is_static: self.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 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, physicser, renderer, puzzler=None): self.physicser = physicser self.physicser.add_to_space() self.renderer = renderer self.puzzler = puzzler 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, self.get_render_position(surface), self.get_render_angle()) class FloorSwitch(GameObject): def __init__(self, space, 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__( SingleShapePhysicser(space, self.shape), ShapeRenderer(self.shape), FloorSwitchPuzzler(space, self.shape), ) def render(self, surface): if self.puzzler.get_state(): self.shape.color = pygame.color.THECOLORS['green'] else: self.shape.color = pygame.color.THECOLORS['red'] super(FloorSwitch, self).render(surface)