1 | import pymunk
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2 | import pymunk.pygame_util
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3 |
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4 | from nagslang import puzzle
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5 | from nagslang import render
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6 | from nagslang.constants import (
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7 | SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW,
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8 | ZORDER_FLOOR, COLLISION_TYPE_DOOR)
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9 | from nagslang.resources import resources
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10 | from nagslang.events import DoorEvent
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11 | from nagslang.widgets.text import LabelWidget
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12 |
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13 |
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14 | class Physicser(object):
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15 | def __init__(self, space):
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16 | self._space = space
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17 |
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18 | def get_space(self):
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19 | return self._space
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20 |
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21 | def set_game_object(self, game_object):
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22 | self.game_object = game_object
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23 |
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24 | def get_shape(self):
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25 | raise NotImplementedError()
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26 |
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27 | def add_to_space(self):
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28 | shape = self.get_shape()
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29 | self.get_space().add(shape)
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30 | if not shape.body.is_static:
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31 | self.get_space().add(shape.body)
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32 |
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33 | def remove_from_space(self):
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34 | shape = self.get_shape()
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35 | self.get_space().remove(shape)
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36 | if not shape.body.is_static:
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37 | self.get_space().remove(shape.body)
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38 |
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39 | def get_render_position(self, surface):
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40 | pos = self.get_shape().body.position
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41 | return pymunk.pygame_util.to_pygame(pos, surface)
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42 |
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43 | def get_angle(self):
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44 | return self.get_shape().body.angle
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45 |
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46 | def get_velocity(self):
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47 | return self.get_shape().body.velocity
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48 |
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49 | def _get_position(self):
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50 | return self.get_shape().body.position
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51 |
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52 | def _set_position(self, position):
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53 | self.get_shape().body.position = position
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54 |
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55 | position = property(_get_position, _set_position)
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56 |
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57 | def apply_impulse(self, j, r=(0, 0)):
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58 | return self.get_shape().body.apply_impulse(j, r)
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59 |
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60 |
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61 | class SingleShapePhysicser(Physicser):
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62 | def __init__(self, space, shape):
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63 | super(SingleShapePhysicser, self).__init__(space)
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64 | self._shape = shape
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65 | shape.physicser = self
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66 |
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67 | def get_shape(self):
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68 | return self._shape
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69 |
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70 |
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71 | def damping_velocity_func(body, gravity, damping, dt):
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72 | """Apply custom damping to this body's velocity.
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73 | """
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74 | damping = getattr(body, 'damping', damping)
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75 | return pymunk.Body.update_velocity(body, gravity, damping, dt)
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76 |
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77 |
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78 | def make_body(mass, moment, position, damping=None):
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79 | body = pymunk.Body(mass, moment)
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80 | body.position = tuple(position)
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81 | if damping is not None:
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82 | body.damping = damping
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83 | body.velocity_func = damping_velocity_func
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84 | return body
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85 |
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86 |
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87 | class Overlay(object):
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88 | def set_game_object(self, game_object):
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89 | self.game_object = game_object
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90 |
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91 | def render(self, surface, display_offset):
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92 | pass
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93 |
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94 | def is_visible(self):
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95 | return self.game_object.puzzler.get_state()
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96 |
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97 |
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98 | class TextOverlay(Overlay):
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99 | def __init__(self, text):
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100 | self.text = text
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101 | self.widget = LabelWidget((20, 20), self.text)
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102 |
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103 | def render(self, surface, display_offset):
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104 | x, y = 20, 20
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105 | if display_offset[0] < 0:
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106 | x += abs(display_offset[0])
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107 | if display_offset[1] < 0:
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108 | y += abs(display_offset[1])
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109 | self.widget.rect.topleft = (x, y)
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110 | self.widget.draw(surface)
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111 |
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112 |
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113 | class GameObject(object):
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114 | """A representation of a thing in the game world.
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115 |
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116 | This has a rendery thing, physicsy things and maybe some other things.
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117 | """
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118 |
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119 | zorder = ZORDER_LOW
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120 | is_moving = False # `True` if a movement animation should play.
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121 |
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122 | def __init__(self, physicser, renderer, puzzler=None, overlay=None):
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123 | self.physicser = physicser
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124 | physicser.set_game_object(self)
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125 | self.physicser.add_to_space()
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126 | self.renderer = renderer
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127 | renderer.set_game_object(self)
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128 | self.puzzler = puzzler
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129 | if puzzler is not None:
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130 | puzzler.set_game_object(self)
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131 | self.overlay = overlay
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132 | if overlay is not None:
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133 | self.overlay.set_game_object(self)
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134 |
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135 | def get_space(self):
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136 | return self.physicser.get_space()
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137 |
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138 | def get_shape(self):
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139 | return self.physicser.get_shape()
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140 |
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141 | def get_render_position(self, surface):
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142 | return self.physicser.get_render_position(surface)
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143 |
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144 | def get_render_angle(self):
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145 | return self.physicser.get_angle()
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146 |
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147 | def render(self, surface):
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148 | return self.renderer.render(surface)
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149 |
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150 | def animate(self):
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151 | self.renderer.animate()
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152 |
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153 | def collide_with_protagonist(self):
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154 | """Called as a `pre_solve` collision callback with the protagonist.
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155 |
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156 | You can return `False` to ignore the collision, anything else
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157 | (including `None`) to process the collision as normal.
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158 | """
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159 | return True
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160 |
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161 |
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162 | class FloorSwitch(GameObject):
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163 | zorder = ZORDER_FLOOR
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164 |
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165 | def __init__(self, space, position):
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166 | body = make_body(None, None, position)
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167 | self.shape = pymunk.Circle(body, 30)
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168 | self.shape.collision_type = COLLISION_TYPE_SWITCH
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169 | self.shape.sensor = True
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170 | super(FloorSwitch, self).__init__(
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171 | SingleShapePhysicser(space, self.shape),
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172 | render.ImageStateRenderer({
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173 | True: resources.get_image('objects', 'sensor_on.png'),
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174 | False: resources.get_image('objects', 'sensor_off.png'),
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175 | }),
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176 | puzzle.CollidePuzzler(*SWITCH_PUSHERS),
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177 | )
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178 |
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179 |
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180 | class Note(GameObject):
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181 | zorder = ZORDER_FLOOR
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182 |
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183 | def __init__(self, space, position, message):
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184 | body = make_body(None, None, position)
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185 | self.shape = pymunk.Circle(body, 30)
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186 | self.shape.sensor = True
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187 | super(Note, self).__init__(
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188 | SingleShapePhysicser(space, self.shape),
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189 | render.ImageRenderer(resources.get_image('objects', 'note.png')),
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190 | puzzle.CollidePuzzler(),
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191 | TextOverlay(message),
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192 | )
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193 |
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194 |
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195 | class FloorLight(GameObject):
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196 | zorder = ZORDER_FLOOR
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197 |
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198 | def __init__(self, space, position, state_source):
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199 | body = make_body(None, None, position)
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200 | self.shape = pymunk.Circle(body, 10)
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201 | self.shape.collision_type = COLLISION_TYPE_SWITCH
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202 | self.shape.sensor = True
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203 | super(FloorLight, self).__init__(
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204 | SingleShapePhysicser(space, self.shape),
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205 | render.ImageStateRenderer({
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206 | True: resources.get_image('objects', 'light_on.png'),
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207 | False: resources.get_image('objects', 'light_off.png'),
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208 | }),
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209 | puzzle.StateProxyPuzzler(state_source),
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210 | )
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211 |
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212 |
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213 | class Box(GameObject):
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214 | def __init__(self, space, position):
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215 | body = make_body(10, 10000, position, damping=0.5)
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216 | self.shape = pymunk.Poly(
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217 | body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
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218 | self.shape.friction = 0.5
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219 | self.shape.collision_type = COLLISION_TYPE_BOX
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220 | super(Box, self).__init__(
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221 | SingleShapePhysicser(space, self.shape),
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222 | render.ImageRenderer(resources.get_image('objects', 'crate.png')),
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223 | )
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224 |
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225 |
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226 | class Door(GameObject):
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227 | zorder = ZORDER_FLOOR
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228 |
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229 | def __init__(self, space, position, destination, dest_pos, key_state=None):
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230 | body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
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231 | self.shape = pymunk.Poly(
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232 | body, [(-32, -32), (32, -32), (32, 32), (-32, 32)])
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233 | self.shape.collision_type = COLLISION_TYPE_DOOR
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234 | self.shape.sensor = True
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235 | self.destination = destination
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236 | self.dest_pos = tuple(dest_pos)
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237 | if key_state is None:
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238 | puzzler = puzzle.YesPuzzler()
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239 | else:
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240 | puzzler = puzzle.StateProxyPuzzler(key_state)
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241 | super(Door, self).__init__(
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242 | SingleShapePhysicser(space, self.shape),
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243 | render.ImageRenderer(resources.get_image('objects', 'door.png')),
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244 | puzzler,
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245 | )
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246 |
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247 | def collide_with_protagonist(self):
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248 | if self.puzzler.get_state():
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249 | DoorEvent.post(self.destination, self.dest_pos)
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