1 | import math |
---|
2 | |
---|
3 | import pygame |
---|
4 | import pymunk |
---|
5 | import pymunk.pygame_util |
---|
6 | |
---|
7 | from nagslang.constants import ( |
---|
8 | SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW) |
---|
9 | from nagslang.options import options |
---|
10 | |
---|
11 | |
---|
12 | class PuzzleGlue(object): |
---|
13 | """Glue that holds bits of a puzzle together. |
---|
14 | """ |
---|
15 | def __init__(self): |
---|
16 | self._components = {} |
---|
17 | |
---|
18 | def add_component(self, name, puzzler): |
---|
19 | self._components[name] = puzzler |
---|
20 | puzzler.set_glue(self) |
---|
21 | |
---|
22 | def get_state_of(self, name): |
---|
23 | return self._components[name].get_state() |
---|
24 | |
---|
25 | |
---|
26 | class Puzzler(object): |
---|
27 | """Behaviour specific to a puzzle component. |
---|
28 | """ |
---|
29 | def set_glue(self, glue): |
---|
30 | self.glue = glue |
---|
31 | |
---|
32 | def set_game_object(self, game_object): |
---|
33 | self.game_object = game_object |
---|
34 | |
---|
35 | def get_state(self): |
---|
36 | raise NotImplementedError() |
---|
37 | |
---|
38 | |
---|
39 | class FloorSwitchPuzzler(Puzzler): |
---|
40 | def get_state(self): |
---|
41 | space = self.game_object.get_space() |
---|
42 | for shape in space.shape_query(self.game_object.get_shape()): |
---|
43 | if shape.collision_type in SWITCH_PUSHERS: |
---|
44 | return True |
---|
45 | return False |
---|
46 | |
---|
47 | |
---|
48 | class StateProxyPuzzler(Puzzler): |
---|
49 | def __init__(self, state_source): |
---|
50 | self._state_source = state_source |
---|
51 | |
---|
52 | def get_state(self): |
---|
53 | return self.glue.get_state_of(self._state_source) |
---|
54 | |
---|
55 | |
---|
56 | class StateLogicalAndPuzzler(Puzzler): |
---|
57 | def __init__(self, *state_sources): |
---|
58 | self._state_sources = state_sources |
---|
59 | |
---|
60 | def get_state(self): |
---|
61 | for state_source in self._state_sources: |
---|
62 | if not self.glue.get_state_of(state_source): |
---|
63 | return False |
---|
64 | return True |
---|
65 | |
---|
66 | |
---|
67 | class Physicser(object): |
---|
68 | def __init__(self, space): |
---|
69 | self._space = space |
---|
70 | |
---|
71 | def get_space(self): |
---|
72 | return self._space |
---|
73 | |
---|
74 | def set_game_object(self, game_object): |
---|
75 | self.game_object = game_object |
---|
76 | |
---|
77 | def get_shape(self): |
---|
78 | raise NotImplementedError() |
---|
79 | |
---|
80 | def add_to_space(self): |
---|
81 | raise NotImplementedError() |
---|
82 | |
---|
83 | def remove_from_space(self): |
---|
84 | raise NotImplementedError() |
---|
85 | |
---|
86 | def get_render_position(self, surface): |
---|
87 | raise NotImplementedError() |
---|
88 | |
---|
89 | def get_angle(self): |
---|
90 | raise NotImplementedError() |
---|
91 | |
---|
92 | def apply_impulse(self, j, r=(0, 0)): |
---|
93 | raise NotImplementedError() |
---|
94 | |
---|
95 | |
---|
96 | class SingleShapePhysicser(Physicser): |
---|
97 | def __init__(self, space, shape): |
---|
98 | super(SingleShapePhysicser, self).__init__(space) |
---|
99 | self._shape = shape |
---|
100 | |
---|
101 | def get_shape(self): |
---|
102 | return self._shape |
---|
103 | |
---|
104 | def add_to_space(self): |
---|
105 | self.get_space().add(self._shape) |
---|
106 | if not self._shape.body.is_static: |
---|
107 | self.get_space().add(self._shape.body) |
---|
108 | |
---|
109 | def remove_from_space(self): |
---|
110 | self.get_space().remove(self._shape) |
---|
111 | if not self._shape.body.is_static: |
---|
112 | self.get_space().remove(self._shape.body) |
---|
113 | |
---|
114 | def get_render_position(self, surface): |
---|
115 | pos = self._shape.body.position |
---|
116 | return pymunk.pygame_util.to_pygame(pos, surface) |
---|
117 | |
---|
118 | def get_angle(self): |
---|
119 | return self._shape.body.angle |
---|
120 | |
---|
121 | def apply_impulse(self, j, r=(0, 0)): |
---|
122 | return self._shape.body.apply_impulse(j, r) |
---|
123 | |
---|
124 | |
---|
125 | class Renderer(object): |
---|
126 | def set_game_object(self, game_object): |
---|
127 | self.game_object = game_object |
---|
128 | |
---|
129 | def _render_shape(self, surface): |
---|
130 | shape = self.game_object.get_shape() |
---|
131 | # Less general that pymunk.pygame_util.draw, but also a lot less noisy. |
---|
132 | color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) |
---|
133 | # We only explicitly draw Circle and Poly shapes. Everything else we |
---|
134 | # forward to pymunk. |
---|
135 | if isinstance(shape, pymunk.Circle): |
---|
136 | centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) |
---|
137 | radius = int(shape.radius) |
---|
138 | pygame.draw.circle(surface, color, centre, radius, 2) |
---|
139 | elif isinstance(shape, pymunk.Poly): |
---|
140 | # polygon bounding box |
---|
141 | points = [pymunk.pygame_util.to_pygame(p, surface) |
---|
142 | for p in shape.get_vertices()] |
---|
143 | pygame.draw.lines(surface, color, True, points, 2) |
---|
144 | else: |
---|
145 | pymunk.pygame_util.draw(surface, shape) |
---|
146 | |
---|
147 | def render(self, surface): |
---|
148 | pos = self.game_object.get_render_position(surface) |
---|
149 | angle = self.game_object.get_render_angle() |
---|
150 | if options.debug: |
---|
151 | self._render_shape(surface, pos, angle) |
---|
152 | |
---|
153 | |
---|
154 | def image_pos(image, pos): |
---|
155 | return (pos[0] - image.get_width() / 2, |
---|
156 | pos[1] - image.get_height() / 2) |
---|
157 | |
---|
158 | |
---|
159 | class ImageRenderer(Renderer): |
---|
160 | def __init__(self, image): |
---|
161 | self._image = image |
---|
162 | |
---|
163 | def render(self, surface): |
---|
164 | pos = self.game_object.get_render_position(surface) |
---|
165 | surface.blit(self._image, image_pos(self._image, pos)) |
---|
166 | super(ImageRenderer, self).render(surface) |
---|
167 | |
---|
168 | |
---|
169 | class FacingImageRenderer(Renderer): |
---|
170 | def __init__(self, left_image, right_image): |
---|
171 | self._images = { |
---|
172 | 'left': left_image, |
---|
173 | 'right': right_image, |
---|
174 | } |
---|
175 | |
---|
176 | def get_image(self, angle): |
---|
177 | if abs(angle) < math.pi / 2: |
---|
178 | return self._images['right'] |
---|
179 | return self._images['left'] |
---|
180 | |
---|
181 | def render(self, surface): |
---|
182 | pos = self.game_object.get_render_position(surface) |
---|
183 | image = self.get_image(self.game_object.get_render_angle()) |
---|
184 | surface.blit(image, image_pos(image, pos)) |
---|
185 | super(FacingImageRenderer, self).render(surface) |
---|
186 | |
---|
187 | |
---|
188 | class ShapeRenderer(Renderer): |
---|
189 | def render(self, surface): |
---|
190 | self._render_shape(surface) |
---|
191 | super(ShapeRenderer, self).render(surface) |
---|
192 | |
---|
193 | |
---|
194 | class ShapeStateRenderer(ShapeRenderer): |
---|
195 | """Renders the shape in a different colour depending on the state. |
---|
196 | |
---|
197 | Requires the game object it's attached to to have a puzzler. |
---|
198 | """ |
---|
199 | def render(self, surface): |
---|
200 | if self.game_object.puzzler.get_state(): |
---|
201 | color = pygame.color.THECOLORS['green'] |
---|
202 | else: |
---|
203 | color = pygame.color.THECOLORS['red'] |
---|
204 | |
---|
205 | self.game_object.get_shape().color = color |
---|
206 | super(ShapeStateRenderer, self).render(surface) |
---|
207 | |
---|
208 | |
---|
209 | def damping_velocity_func(body, gravity, damping, dt): |
---|
210 | """Apply custom damping to this body's velocity. |
---|
211 | """ |
---|
212 | damping = getattr(body, 'damping', damping) |
---|
213 | return pymunk.Body.update_velocity(body, gravity, damping, dt) |
---|
214 | |
---|
215 | |
---|
216 | def make_body(mass, moment, position, damping=None): |
---|
217 | body = pymunk.Body(mass, moment) |
---|
218 | body.position = position |
---|
219 | if damping is not None: |
---|
220 | body.damping = damping |
---|
221 | body.velocity_func = damping_velocity_func |
---|
222 | return body |
---|
223 | |
---|
224 | |
---|
225 | class GameObject(object): |
---|
226 | """A representation of a thing in the game world. |
---|
227 | |
---|
228 | This has a rendery thing, physicsy things and maybe some other things. |
---|
229 | """ |
---|
230 | |
---|
231 | def __init__(self, physicser, renderer, puzzler=None): |
---|
232 | self.physicser = physicser |
---|
233 | physicser.set_game_object(self) |
---|
234 | self.physicser.add_to_space() |
---|
235 | self.renderer = renderer |
---|
236 | renderer.set_game_object(self) |
---|
237 | self.puzzler = puzzler |
---|
238 | if puzzler is not None: |
---|
239 | puzzler.set_game_object(self) |
---|
240 | self.zorder = ZORDER_LOW |
---|
241 | |
---|
242 | def get_space(self): |
---|
243 | return self.physicser.get_space() |
---|
244 | |
---|
245 | def get_shape(self): |
---|
246 | return self.physicser.get_shape() |
---|
247 | |
---|
248 | def get_render_position(self, surface): |
---|
249 | return self.physicser.get_render_position(surface) |
---|
250 | |
---|
251 | def get_render_angle(self): |
---|
252 | return self.physicser.get_angle() |
---|
253 | |
---|
254 | def render(self, surface): |
---|
255 | return self.renderer.render(surface) |
---|
256 | |
---|
257 | |
---|
258 | class FloorSwitch(GameObject): |
---|
259 | def __init__(self, space, position): |
---|
260 | body = pymunk.Body() |
---|
261 | body.position = position |
---|
262 | self.shape = pymunk.Circle(body, 30) |
---|
263 | self.shape.collision_type = COLLISION_TYPE_SWITCH |
---|
264 | self.shape.sensor = True |
---|
265 | super(FloorSwitch, self).__init__( |
---|
266 | SingleShapePhysicser(space, self.shape), |
---|
267 | ShapeStateRenderer(), |
---|
268 | FloorSwitchPuzzler(), |
---|
269 | ) |
---|
270 | |
---|
271 | |
---|
272 | class FloorLight(GameObject): |
---|
273 | def __init__(self, space, position, state_source): |
---|
274 | body = pymunk.Body() |
---|
275 | body.position = position |
---|
276 | self.shape = pymunk.Circle(body, 10) |
---|
277 | self.shape.collision_type = COLLISION_TYPE_SWITCH |
---|
278 | self.shape.sensor = True |
---|
279 | super(FloorLight, self).__init__( |
---|
280 | SingleShapePhysicser(space, self.shape), |
---|
281 | ShapeStateRenderer(), |
---|
282 | StateProxyPuzzler(state_source), |
---|
283 | ) |
---|
284 | |
---|
285 | |
---|
286 | class Box(GameObject): |
---|
287 | def __init__(self, space, position): |
---|
288 | body = make_body(10, 10000, position, damping=0.5) |
---|
289 | self.shape = pymunk.Poly( |
---|
290 | body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) |
---|
291 | self.shape.collision_type = COLLISION_TYPE_BOX |
---|
292 | super(Box, self).__init__( |
---|
293 | SingleShapePhysicser(space, self.shape), |
---|
294 | ShapeRenderer(), |
---|
295 | ) |
---|