1 | import math
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2 |
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3 | import pygame
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4 | import pymunk
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5 | import pymunk.pygame_util
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6 |
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7 | from nagslang.constants import (
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8 | SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, ZORDER_LOW)
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9 | from nagslang.options import options
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10 |
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11 |
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12 | class PuzzleGlue(object):
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13 | """Glue that holds bits of a puzzle together.
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14 | """
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15 | def __init__(self):
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16 | self._components = {}
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17 |
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18 | def add_component(self, name, puzzler):
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19 | self._components[name] = puzzler
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20 | puzzler.set_glue(self)
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21 |
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22 | def get_state_of(self, name):
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23 | return self._components[name].get_state()
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24 |
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25 |
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26 | class Puzzler(object):
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27 | """Behaviour specific to a puzzle component.
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28 | """
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29 | def set_glue(self, glue):
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30 | self.glue = glue
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31 |
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32 | def set_game_object(self, game_object):
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33 | self.game_object = game_object
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34 |
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35 | def get_state(self):
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36 | raise NotImplementedError()
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37 |
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38 |
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39 | class FloorSwitchPuzzler(Puzzler):
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40 | def get_state(self):
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41 | space = self.game_object.get_space()
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42 | for shape in space.shape_query(self.game_object.get_shape()):
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43 | if shape.collision_type in SWITCH_PUSHERS:
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44 | return True
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45 | return False
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46 |
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47 |
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48 | class StateProxyPuzzler(Puzzler):
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49 | def __init__(self, state_source):
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50 | self._state_source = state_source
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51 |
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52 | def get_state(self):
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53 | return self.glue.get_state_of(self._state_source)
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54 |
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55 |
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56 | class Physicser(object):
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57 | def __init__(self, space):
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58 | self._space = space
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59 |
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60 | def get_space(self):
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61 | return self._space
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62 |
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63 | def set_game_object(self, game_object):
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64 | self.game_object = game_object
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65 |
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66 | def get_shape(self):
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67 | raise NotImplementedError()
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68 |
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69 | def add_to_space(self):
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70 | raise NotImplementedError()
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71 |
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72 | def remove_from_space(self):
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73 | raise NotImplementedError()
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74 |
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75 | def get_render_position(self, surface):
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76 | raise NotImplementedError()
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77 |
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78 | def get_angle(self):
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79 | raise NotImplementedError()
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80 |
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81 | def apply_impulse(self, j, r=(0, 0)):
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82 | raise NotImplementedError()
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83 |
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84 |
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85 | class SingleShapePhysicser(Physicser):
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86 | def __init__(self, space, shape):
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87 | super(SingleShapePhysicser, self).__init__(space)
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88 | self._shape = shape
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89 |
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90 | def get_shape(self):
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91 | return self._shape
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92 |
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93 | def add_to_space(self):
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94 | self.get_space().add(self._shape)
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95 | if not self._shape.body.is_static:
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96 | self.get_space().add(self._shape.body)
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97 |
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98 | def remove_from_space(self):
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99 | self.get_space().remove(self._shape)
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100 | if not self._shape.body.is_static:
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101 | self.get_space().remove(self._shape.body)
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102 |
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103 | def get_render_position(self, surface):
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104 | pos = self._shape.body.position
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105 | return pymunk.pygame_util.to_pygame(pos, surface)
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106 |
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107 | def get_angle(self):
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108 | return self._shape.body.angle
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109 |
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110 | def apply_impulse(self, j, r=(0, 0)):
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111 | return self._shape.body.apply_impulse(j, r)
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112 |
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113 |
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114 | class Renderer(object):
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115 | def set_game_object(self, game_object):
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116 | self.game_object = game_object
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117 |
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118 | def _render_shape(self, surface):
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119 | shape = self.game_object.get_shape()
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120 | # Less general that pymunk.pygame_util.draw, but also a lot less noisy.
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121 | color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue'])
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122 | # We only explicitly draw Circle and Poly shapes. Everything else we
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123 | # forward to pymunk.
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124 | if isinstance(shape, pymunk.Circle):
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125 | centre = pymunk.pygame_util.to_pygame(shape.body.position, surface)
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126 | radius = int(shape.radius)
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127 | pygame.draw.circle(surface, color, centre, radius, 2)
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128 | elif isinstance(shape, pymunk.Poly):
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129 | # polygon bounding box
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130 | points = [pymunk.pygame_util.to_pygame(p, surface)
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131 | for p in shape.get_vertices()]
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132 | pygame.draw.lines(surface, color, True, points, 2)
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133 | else:
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134 | pymunk.pygame_util.draw(surface, shape)
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135 |
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136 | def render(self, surface):
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137 | pos = self.game_object.get_render_position(surface)
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138 | angle = self.game_object.get_render_angle()
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139 | if options.debug:
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140 | self._render_shape(surface, pos, angle)
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141 |
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142 |
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143 | def image_pos(image, pos):
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144 | return (pos[0] - image.get_width() / 2,
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145 | pos[1] - image.get_height() / 2)
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146 |
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147 |
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148 | class ImageRenderer(Renderer):
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149 | def __init__(self, image):
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150 | self._image = image
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151 |
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152 | def render(self, surface):
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153 | pos = self.game_object.get_render_position(surface)
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154 | surface.blit(self._image, image_pos(self._image, pos))
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155 | super(ImageRenderer, self).render(surface)
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156 |
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157 |
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158 | class FacingImageRenderer(Renderer):
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159 | def __init__(self, left_image, right_image):
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160 | self._images = {
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161 | 'left': left_image,
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162 | 'right': right_image,
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163 | }
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164 |
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165 | def get_image(self, angle):
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166 | if abs(angle) < math.pi / 2:
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167 | return self._images['right']
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168 | return self._images['left']
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169 |
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170 | def render(self, surface):
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171 | pos = self.game_object.get_render_position(surface)
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172 | image = self.get_image(self.game_object.get_render_angle())
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173 | surface.blit(image, image_pos(image, pos))
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174 | super(FacingImageRenderer, self).render(surface)
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175 |
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176 |
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177 | class ShapeStateRenderer(Renderer):
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178 | """Renders the shape in a different colour depending on the state.
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179 |
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180 | Requires the game object it's attached to to have a puzzler.
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181 | """
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182 | def render(self, surface):
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183 | if self.game_object.puzzler.get_state():
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184 | color = pygame.color.THECOLORS['green']
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185 | else:
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186 | color = pygame.color.THECOLORS['red']
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187 |
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188 | self.game_object.get_shape().color = color
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189 | self._render_shape(surface)
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190 | super(ShapeStateRenderer, self).render(surface)
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191 |
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192 |
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193 | class GameObject(object):
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194 | """A representation of a thing in the game world.
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195 |
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196 | This has a rendery thing, physicsy things and maybe some other things.
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197 | """
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198 |
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199 | def __init__(self, physicser, renderer, puzzler=None):
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200 | self.physicser = physicser
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201 | physicser.set_game_object(self)
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202 | self.physicser.add_to_space()
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203 | self.renderer = renderer
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204 | renderer.set_game_object(self)
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205 | self.puzzler = puzzler
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206 | if puzzler is not None:
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207 | puzzler.set_game_object(self)
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208 | self.zorder = ZORDER_LOW
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209 |
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210 | def get_space(self):
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211 | return self.physicser.get_space()
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212 |
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213 | def get_shape(self):
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214 | return self.physicser.get_shape()
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215 |
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216 | def get_render_position(self, surface):
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217 | return self.physicser.get_render_position(surface)
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218 |
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219 | def get_render_angle(self):
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220 | return self.physicser.get_angle()
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221 |
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222 | def render(self, surface):
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223 | return self.renderer.render(surface)
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224 |
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225 |
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226 | class FloorSwitch(GameObject):
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227 | def __init__(self, space, position):
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228 | body = pymunk.Body()
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229 | body.position = position
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230 | self.shape = pymunk.Circle(body, 30)
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231 | self.shape.collision_type = COLLISION_TYPE_SWITCH
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232 | self.shape.sensor = True
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233 | super(FloorSwitch, self).__init__(
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234 | SingleShapePhysicser(space, self.shape),
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235 | ShapeStateRenderer(),
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236 | FloorSwitchPuzzler(),
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237 | )
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238 |
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239 |
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240 | class FloorLight(GameObject):
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241 | def __init__(self, space, position, state_source):
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242 | body = pymunk.Body()
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243 | body.position = position
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244 | self.shape = pymunk.Circle(body, 10)
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245 | self.shape.collision_type = COLLISION_TYPE_SWITCH
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246 | self.shape.sensor = True
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247 | super(FloorLight, self).__init__(
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248 | SingleShapePhysicser(space, self.shape),
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249 | ShapeStateRenderer(),
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250 | StateProxyPuzzler(state_source),
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251 | )
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