Mercurial > nagslang
view nagslang/level.py @ 348:f0e8970ab804
Split out tiling into utility function
author | Neil Muller <drnlmuller@gmail.com> |
---|---|
date | Fri, 06 Sep 2013 15:18:40 +0200 |
parents | 282113d86d75 |
children | 8069c9be1c3e |
line wrap: on
line source
import pygame import pygame.locals as pgl from nagslang import game_object as go from nagslang import enemies from nagslang import puzzle from nagslang.utils import tile_surface from nagslang.resources import resources from nagslang.yamlish import load, dump POLY_COLORS = { 1: pygame.color.THECOLORS['red'], 2: pygame.color.THECOLORS['green'], 3: pygame.color.THECOLORS['yellow'], 4: pygame.color.THECOLORS['blue'], 5: pygame.color.THECOLORS['lightblue'], 6: pygame.color.THECOLORS['magenta'], } LINE_COLOR = pygame.color.THECOLORS['orange'] class Level(object): def __init__(self, name, world): self.name = name # defaults self.x = 800 self.y = 600 self.polygons = {} self.lines = [] self.world = world self.world.level_state.setdefault(name, {}) self.basetile = 'tiles/floor.png' self._tile_image = None self._surface = None self._exterior = False self._glue = puzzle.PuzzleGlue() self.drawables = [] self.overlay_drawables = [] self._game_objects = [] self._enemies = [] def _get_data(self): # For overriding in tests. with resources.get_file('levels', self.name) as f: return load(f) def _dump_data(self, f): # For manipulation in tests. dump({ 'size': [self.x, self.y], 'base_tile': self.basetile, 'polygons': self.polygons, 'lines': self.lines, 'game_objects': self._game_objects, 'enemies': self._enemies, }, f) @classmethod def list_levels(cls): with resources.get_file('levels', 'LEVELS') as f: levels = load(f) return levels['levels'] def load(self, space): data = self._get_data() self.x, self.y = data['size'] self.basetile = data['base_tile'] for i, points in data['polygons'].iteritems(): self.polygons[i] = [] for point in points: self.polygons[i].append(tuple(point)) self.lines = data.get('lines', []) self._game_objects = data.get('game_objects', []) for game_object_dict in self._game_objects: self._create_game_object(space, **game_object_dict) self._enemies = data.get('enemies', []) for enemy_dict in self._enemies: self._create_enemy(space, **enemy_dict) def _create_game_object(self, space, classname, args, name=None): modules = { 'game_object': go, 'puzzle': puzzle, } if '.' in classname: module, classname = classname.split('.') else: module = 'game_object' cls = getattr(modules[module], classname) if issubclass(cls, puzzle.Puzzler): gobj = cls(*args) elif issubclass(cls, go.GameObject): gobj = cls(space, *args) level_state = self.world.level_state[self.name] stored_state = level_state.get(name, {}) should_save = bool(gobj.set_stored_state_dict(stored_state)) if should_save: if name is None: raise Exception( "Unnamed game object wants to save state:" % (gobj,)) level_state[name] = stored_state self.drawables.append(gobj) if gobj.overlay: self.overlay_drawables.append(gobj.overlay) else: raise TypeError( "Expected a subclass of Puzzler or GameObject, got %s" % ( classname)) if name is not None: self._glue.add_component(name, gobj) return gobj def _create_enemy(self, space, classname, args, name=None): cls = getattr(enemies, classname) if issubclass(cls, go.GameObject): gobj = cls(space, self.world, *args) self.drawables.append(gobj) else: raise TypeError( "Expected a subclass of GameObject, got %s" % ( classname)) if name is not None: self._glue.add_component(name, gobj) return gobj def all_closed(self): """Check if all the polygons are closed""" closed = True messages = [] for index, poly in self.polygons.items(): if len(poly) == 0: # We ignore empty polygons continue elif len(poly) == 1: closed = False messages.append("Error: polygon %s too small" % index) elif poly[-1] != poly[0]: closed = False messages.append("Error: polygon %s not closed" % index) return closed, messages def save(self): closed, _ = self.all_closed() if not closed: return False with resources.get_file('levels', self.name, mode='w') as f: self._dump_data(f) return True def get_size(self): return self.x, self.y def set_base_tile(self, new_tile): self.basetile = new_tile self._tile_image = None def point_to_pygame(self, pos): # Convert a point from pymunk (which is what we store) # to pygame for drawing return (pos[0], self.y - pos[1]) def get_walls(self): walls = self.polygons.values() walls.extend(self.lines) return walls def _draw_walls(self): for index, polygon in self.polygons.items(): color = POLY_COLORS[index] if len(polygon) > 1: pointlist = [self.point_to_pygame(p) for p in polygon] pygame.draw.lines(self._surface, color, False, pointlist, 2) for line in self.lines: pointlist = [self.point_to_pygame(p) for p in line] pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2) def get_background(self): self._draw_background() self._draw_exterior() # Draw polygons self._draw_walls() return self._surface def _draw_exterior(self, force=False): """Fill the exterior of the level with black""" if self._exterior and not force: return white = pygame.color.THECOLORS['white'] black = pygame.color.THECOLORS['black'] surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA) surface.fill(black) for index, polygon in self.polygons.items(): if len(polygon) > 1: pointlist = [self.point_to_pygame(p) for p in polygon] # filled polygons color = white # If a polygon overlaps on of the existing polygons, # it is treated as negative # This is not a complete inversion, since any overlap # triggers this (inversion is easy enough, but the # behaviour doesn't seem useful) # We also only check the vertexes - not breaking this # assumption is left to the level designers surface.lock() for p in pointlist: if surface.get_at(p) == white: color = black surface.unlock() pygame.draw.polygon(surface, color, pointlist, 0) self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT) self._exterior = True def _draw_background(self, force=False): if self._tile_image is None: self._tile_image = resources.get_image(self.basetile) if self._surface is not None and not force: # We assume we don't change return self._surface self._surface = tile_surface((self.x, self.y), self._tile_image) return self._surface