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 | |
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12 | |
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13 | def get_editable_game_objects(): |
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14 | classes = [] |
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15 | for cls_name, cls in globals().iteritems(): |
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16 | if isinstance(cls, type) and hasattr(cls, 'requires'): |
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17 | classes.append((cls_name, cls)) |
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18 | return classes |
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19 | |
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20 | |
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21 | class Physicser(object): |
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22 | def __init__(self, space): |
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23 | self._space = space |
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24 | |
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25 | def get_space(self): |
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26 | return self._space |
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27 | |
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28 | def set_game_object(self, game_object): |
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29 | self.game_object = game_object |
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30 | |
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31 | def get_shape(self): |
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32 | raise NotImplementedError() |
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33 | |
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34 | def add_to_space(self): |
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35 | shape = self.get_shape() |
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36 | self.get_space().add(shape) |
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37 | if not shape.body.is_static: |
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38 | self.get_space().add(shape.body) |
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39 | |
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40 | def remove_from_space(self): |
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41 | shape = self.get_shape() |
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42 | self.get_space().remove(shape) |
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43 | if not shape.body.is_static: |
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44 | self.get_space().remove(shape.body) |
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45 | |
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46 | def get_render_position(self, surface): |
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47 | pos = self.get_shape().body.position |
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48 | return pymunk.pygame_util.to_pygame(pos, surface) |
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49 | |
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50 | def get_angle(self): |
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51 | return self.get_shape().body.angle |
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52 | |
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53 | def get_velocity(self): |
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54 | return self.get_shape().body.velocity |
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55 | |
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56 | def _get_position(self): |
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57 | return self.get_shape().body.position |
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58 | |
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59 | def _set_position(self, position): |
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60 | self.get_shape().body.position = position |
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61 | |
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62 | position = property(_get_position, _set_position) |
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63 | |
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64 | def apply_impulse(self, j, r=(0, 0)): |
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65 | return self.get_shape().body.apply_impulse(j, r) |
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66 | |
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67 | |
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68 | class SingleShapePhysicser(Physicser): |
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69 | def __init__(self, space, shape): |
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70 | super(SingleShapePhysicser, self).__init__(space) |
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71 | self._shape = shape |
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72 | shape.physicser = self |
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73 | |
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74 | def get_shape(self): |
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75 | return self._shape |
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76 | |
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77 | |
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78 | def damping_velocity_func(body, gravity, damping, dt): |
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79 | """Apply custom damping to this body's velocity. |
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80 | """ |
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81 | damping = getattr(body, 'damping', damping) |
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82 | return pymunk.Body.update_velocity(body, gravity, damping, dt) |
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83 | |
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84 | |
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85 | def make_body(mass, moment, position, damping=None): |
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86 | body = pymunk.Body(mass, moment) |
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87 | body.position = tuple(position) |
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88 | if damping is not None: |
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89 | body.damping = damping |
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90 | body.velocity_func = damping_velocity_func |
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91 | return body |
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92 | |
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93 | |
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94 | class GameObject(object): |
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95 | """A representation of a thing in the game world. |
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96 | |
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97 | This has a rendery thing, physicsy things and maybe some other things. |
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98 | """ |
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99 | |
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100 | zorder = ZORDER_LOW |
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101 | is_moving = False # `True` if a movement animation should play. |
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102 | |
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103 | def __init__(self, physicser, renderer, puzzler=None, overlay=None): |
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104 | self.physicser = physicser |
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105 | physicser.set_game_object(self) |
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106 | self.physicser.add_to_space() |
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107 | self.renderer = renderer |
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108 | renderer.set_game_object(self) |
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109 | self.puzzler = puzzler |
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110 | if puzzler is not None: |
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111 | puzzler.set_game_object(self) |
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112 | self.overlay = overlay |
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113 | if overlay is not None: |
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114 | self.overlay.set_game_object(self) |
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115 | |
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116 | def get_space(self): |
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117 | return self.physicser.get_space() |
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118 | |
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119 | def get_shape(self): |
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120 | return self.physicser.get_shape() |
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121 | |
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122 | def get_render_position(self, surface): |
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123 | return self.physicser.get_render_position(surface) |
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124 | |
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125 | def get_render_angle(self): |
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126 | return self.physicser.get_angle() |
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127 | |
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128 | def get_facing_direction(self): |
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129 | """Used by rendererd that care what direction an object is facing. |
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130 | """ |
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131 | return None |
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132 | |
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133 | def render(self, surface): |
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134 | return self.renderer.render(surface) |
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135 | |
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136 | def animate(self): |
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137 | self.renderer.animate() |
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138 | |
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139 | def collide_with_protagonist(self): |
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140 | """Called as a `pre_solve` collision callback with the protagonist. |
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141 | |
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142 | You can return `False` to ignore the collision, anything else |
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143 | (including `None`) to process the collision as normal. |
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144 | """ |
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145 | return True |
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146 | |
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147 | @classmethod |
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148 | def requires(cls): |
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149 | """Hints for the level editor""" |
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150 | return [("name", "string")] |
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151 | |
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152 | |
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153 | class FloorSwitch(GameObject): |
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154 | zorder = ZORDER_FLOOR |
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155 | |
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156 | def __init__(self, space, position): |
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157 | body = make_body(None, None, position) |
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158 | self.shape = pymunk.Circle(body, 30) |
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159 | self.shape.collision_type = COLLISION_TYPE_SWITCH |
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160 | self.shape.sensor = True |
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161 | super(FloorSwitch, self).__init__( |
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162 | SingleShapePhysicser(space, self.shape), |
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163 | render.ImageStateRenderer({ |
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164 | True: resources.get_image('objects', 'sensor_on.png'), |
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165 | False: resources.get_image('objects', 'sensor_off.png'), |
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166 | }), |
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167 | puzzle.CollidePuzzler(*SWITCH_PUSHERS), |
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168 | ) |
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169 | |
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170 | @classmethod |
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171 | def requires(cls): |
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172 | return [("name", "string"), ("position", "coordinates")] |
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173 | |
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174 | |
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175 | class Note(GameObject): |
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176 | zorder = ZORDER_FLOOR |
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177 | |
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178 | def __init__(self, space, position, message): |
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179 | body = make_body(None, None, position) |
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180 | self.shape = pymunk.Circle(body, 30) |
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181 | self.shape.sensor = True |
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182 | super(Note, self).__init__( |
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183 | SingleShapePhysicser(space, self.shape), |
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184 | render.ImageRenderer(resources.get_image('objects', 'note.png')), |
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185 | puzzle.CollidePuzzler(), |
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186 | render.TextOverlay(message), |
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187 | ) |
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188 | |
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189 | @classmethod |
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190 | def requires(cls): |
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191 | return [("name", "string"), ("position", "coordinates"), |
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192 | ("message", "text")] |
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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 | @classmethod |
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213 | def requires(cls): |
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214 | return [("name", "string"), ("position", "coordinates"), |
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215 | ("state_source", "puzzler")] |
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216 | |
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217 | |
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218 | class Box(GameObject): |
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219 | def __init__(self, space, position): |
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220 | body = make_body(10, 10000, position, damping=0.5) |
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221 | self.shape = pymunk.Poly( |
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222 | body, [(-20, -20), (20, -20), (20, 20), (-20, 20)]) |
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223 | self.shape.friction = 0.5 |
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224 | self.shape.collision_type = COLLISION_TYPE_BOX |
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225 | super(Box, self).__init__( |
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226 | SingleShapePhysicser(space, self.shape), |
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227 | render.ImageRenderer(resources.get_image('objects', 'crate.png')), |
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228 | ) |
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229 | |
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230 | @classmethod |
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231 | def requires(cls): |
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232 | return [("name", "string"), ("position", "coordinates"), |
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233 | ("state_source", "puzzler")] |
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234 | |
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235 | |
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236 | class Door(GameObject): |
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237 | zorder = ZORDER_FLOOR |
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238 | |
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239 | def __init__(self, space, position, destination, dest_pos, key_state=None): |
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240 | body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5) |
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241 | self.shape = pymunk.Poly( |
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242 | body, [(-32, -32), (32, -32), (32, 32), (-32, 32)]) |
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243 | self.shape.collision_type = COLLISION_TYPE_DOOR |
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244 | self.shape.sensor = True |
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245 | self.destination = destination |
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246 | self.dest_pos = tuple(dest_pos) |
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247 | if key_state is None: |
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248 | puzzler = puzzle.YesPuzzler() |
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249 | else: |
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250 | puzzler = puzzle.StateProxyPuzzler(key_state) |
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251 | super(Door, self).__init__( |
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252 | SingleShapePhysicser(space, self.shape), |
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253 | render.ImageRenderer(resources.get_image('objects', 'door.png')), |
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254 | puzzler, |
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255 | ) |
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256 | |
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257 | def collide_with_protagonist(self): |
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258 | if self.puzzler.get_state(): |
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259 | DoorEvent.post(self.destination, self.dest_pos) |
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260 | |
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261 | @classmethod |
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262 | def requires(cls): |
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263 | return [("name", "string"), ("position", "coordinates"), |
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264 | ("destination", "level name"), ("dest_pos", "coordinate"), |
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265 | ("key_state", "puzzler")] |
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266 | |
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267 | |
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268 | class Bulkhead(GameObject): |
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269 | zorder = ZORDER_FLOOR |
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270 | |
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271 | def __init__(self, space, end1, end2, key_state=None): |
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272 | body = make_body(None, None, (0, 0)) |
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273 | self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3) |
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274 | self.shape.collision_type = COLLISION_TYPE_DOOR |
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275 | if key_state is None: |
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276 | puzzler = puzzle.YesPuzzler() |
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277 | else: |
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278 | puzzler = puzzle.StateProxyPuzzler(key_state) |
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279 | super(Bulkhead, self).__init__( |
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280 | SingleShapePhysicser(space, self.shape), |
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281 | render.ShapeStateRenderer(), |
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282 | puzzler, |
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283 | ) |
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284 | |
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285 | def collide_with_protagonist(self): |
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286 | if self.puzzler.get_state(): |
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287 | # Reject the collision, we can walk through. |
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288 | return False |
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289 | return True |
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290 | |
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291 | @classmethod |
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292 | def requires(cls): |
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293 | return [("name", "string"), ("end1", "coordinates"), |
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294 | ("end2", "coordinates"), ("key_state", "puzzler")] |
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