source: nagslang/game_object.py@ 261:db7c8e74efb4

Last change on this file since 261:db7c8e74efb4 was 261:db7c8e74efb4, checked in by Stefano Rivera <stefano@…>, 8 years ago

(really rubbish) bullets

File size: 9.5 KB
Line 
1import pymunk
2import pymunk.pygame_util
3
4from nagslang import puzzle
5from nagslang import render
6from nagslang.constants import (
7 SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW,
8 ZORDER_FLOOR, COLLISION_TYPE_DOOR, COLLISION_TYPE_PROJECTILE)
9from nagslang.resources import resources
10from nagslang.events import DoorEvent
11
12
13def get_editable_game_objects():
14 classes = []
15 for cls_name, cls in globals().iteritems():
16 if isinstance(cls, type) and hasattr(cls, 'requires'):
17 classes.append((cls_name, cls))
18 return classes
19
20
21class Physicser(object):
22 def __init__(self, space):
23 self._space = space
24
25 def get_space(self):
26 return self._space
27
28 def set_game_object(self, game_object):
29 self.game_object = game_object
30
31 def get_shape(self):
32 raise NotImplementedError()
33
34 def add_to_space(self):
35 shape = self.get_shape()
36 self.get_space().add(shape)
37 if not shape.body.is_static:
38 self.get_space().add(shape.body)
39
40 def remove_from_space(self):
41 shape = self.get_shape()
42 self.get_space().remove(shape)
43 if not shape.body.is_static:
44 self.get_space().remove(shape.body)
45
46 def get_render_position(self, surface):
47 pos = self.get_shape().body.position
48 return pymunk.pygame_util.to_pygame(pos, surface)
49
50 def get_angle(self):
51 return self.get_shape().body.angle
52
53 def get_velocity(self):
54 return self.get_shape().body.velocity
55
56 def _get_position(self):
57 return self.get_shape().body.position
58
59 def _set_position(self, position):
60 self.get_shape().body.position = position
61
62 position = property(_get_position, _set_position)
63
64 def apply_impulse(self, j, r=(0, 0)):
65 return self.get_shape().body.apply_impulse(j, r)
66
67
68class SingleShapePhysicser(Physicser):
69 def __init__(self, space, shape):
70 super(SingleShapePhysicser, self).__init__(space)
71 self._shape = shape
72 shape.physicser = self
73
74 def get_shape(self):
75 return self._shape
76
77
78def damping_velocity_func(body, gravity, damping, dt):
79 """Apply custom damping to this body's velocity.
80 """
81 damping = getattr(body, 'damping', damping)
82 return pymunk.Body.update_velocity(body, gravity, damping, dt)
83
84
85def make_body(mass, moment, position, damping=None):
86 body = pymunk.Body(mass, moment)
87 body.position = tuple(position)
88 if damping is not None:
89 body.damping = damping
90 body.velocity_func = damping_velocity_func
91 return body
92
93
94class GameObject(object):
95 """A representation of a thing in the game world.
96
97 This has a rendery thing, physicsy things and maybe some other things.
98 """
99
100 zorder = ZORDER_LOW
101 is_moving = False # `True` if a movement animation should play.
102
103 def __init__(self, physicser, renderer, puzzler=None, overlay=None):
104 self.physicser = physicser
105 physicser.set_game_object(self)
106 self.physicser.add_to_space()
107 self.renderer = renderer
108 renderer.set_game_object(self)
109 self.puzzler = puzzler
110 if puzzler is not None:
111 puzzler.set_game_object(self)
112 self.overlay = overlay
113 if overlay is not None:
114 self.overlay.set_game_object(self)
115
116 def get_space(self):
117 return self.physicser.get_space()
118
119 def get_shape(self):
120 return self.physicser.get_shape()
121
122 def get_render_position(self, surface):
123 return self.physicser.get_render_position(surface)
124
125 def get_render_angle(self):
126 return self.physicser.get_angle()
127
128 def get_facing_direction(self):
129 """Used by rendererd that care what direction an object is facing.
130 """
131 return None
132
133 def render(self, surface):
134 return self.renderer.render(surface)
135
136 def animate(self):
137 self.renderer.animate()
138
139 def collide_with_protagonist(self, protagonist):
140 """Called as a `pre_solve` collision callback with the protagonist.
141
142 You can return `False` to ignore the collision, anything else
143 (including `None`) to process the collision as normal.
144 """
145 return True
146
147 @classmethod
148 def requires(cls):
149 """Hints for the level editor"""
150 return [("name", "string")]
151
152
153class FloorSwitch(GameObject):
154 zorder = ZORDER_FLOOR
155
156 def __init__(self, space, position):
157 body = make_body(None, None, position)
158 self.shape = pymunk.Circle(body, 30)
159 self.shape.collision_type = COLLISION_TYPE_SWITCH
160 self.shape.sensor = True
161 super(FloorSwitch, self).__init__(
162 SingleShapePhysicser(space, self.shape),
163 render.ImageStateRenderer({
164 True: resources.get_image('objects', 'sensor_on.png'),
165 False: resources.get_image('objects', 'sensor_off.png'),
166 }),
167 puzzle.CollidePuzzler(*SWITCH_PUSHERS),
168 )
169
170 @classmethod
171 def requires(cls):
172 return [("name", "string"), ("position", "coordinates")]
173
174
175class Note(GameObject):
176 zorder = ZORDER_FLOOR
177
178 def __init__(self, space, position, message):
179 body = make_body(None, None, position)
180 self.shape = pymunk.Circle(body, 30)
181 self.shape.sensor = True
182 super(Note, self).__init__(
183 SingleShapePhysicser(space, self.shape),
184 render.ImageRenderer(resources.get_image('objects', 'note.png')),
185 puzzle.CollidePuzzler(),
186 render.TextOverlay(message),
187 )
188
189 @classmethod
190 def requires(cls):
191 return [("name", "string"), ("position", "coordinates"),
192 ("message", "text")]
193
194
195class FloorLight(GameObject):
196 zorder = ZORDER_FLOOR
197
198 def __init__(self, space, position, state_source):
199 body = make_body(None, None, position)
200 self.shape = pymunk.Circle(body, 10)
201 self.shape.collision_type = COLLISION_TYPE_SWITCH
202 self.shape.sensor = True
203 super(FloorLight, self).__init__(
204 SingleShapePhysicser(space, self.shape),
205 render.ImageStateRenderer({
206 True: resources.get_image('objects', 'light_on.png'),
207 False: resources.get_image('objects', 'light_off.png'),
208 }),
209 puzzle.StateProxyPuzzler(state_source),
210 )
211
212 @classmethod
213 def requires(cls):
214 return [("name", "string"), ("position", "coordinates"),
215 ("state_source", "puzzler")]
216
217
218class Box(GameObject):
219 def __init__(self, space, position):
220 body = make_body(10, 10000, position, damping=0.5)
221 self.shape = pymunk.Poly(
222 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
223 self.shape.friction = 0.5
224 self.shape.collision_type = COLLISION_TYPE_BOX
225 super(Box, self).__init__(
226 SingleShapePhysicser(space, self.shape),
227 render.ImageRenderer(resources.get_image('objects', 'crate.png')),
228 )
229
230 @classmethod
231 def requires(cls):
232 return [("name", "string"), ("position", "coordinates"),
233 ("state_source", "puzzler")]
234
235
236class Door(GameObject):
237 zorder = ZORDER_FLOOR
238
239 def __init__(self, space, position, destination, dest_pos, key_state=None):
240 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
241 self.shape = pymunk.Poly(
242 body, [(-32, -32), (32, -32), (32, 32), (-32, 32)])
243 self.shape.collision_type = COLLISION_TYPE_DOOR
244 self.shape.sensor = True
245 self.destination = destination
246 self.dest_pos = tuple(dest_pos)
247 if key_state is None:
248 puzzler = puzzle.YesPuzzler()
249 else:
250 puzzler = puzzle.StateProxyPuzzler(key_state)
251 super(Door, self).__init__(
252 SingleShapePhysicser(space, self.shape),
253 render.ImageRenderer(resources.get_image('objects', 'door.png')),
254 puzzler,
255 )
256
257 def collide_with_protagonist(self, protagonist):
258 if self.puzzler.get_state():
259 DoorEvent.post(self.destination, self.dest_pos)
260
261 @classmethod
262 def requires(cls):
263 return [("name", "string"), ("position", "coordinates"),
264 ("destination", "level name"), ("dest_pos", "coordinate"),
265 ("key_state", "puzzler")]
266
267
268class Bulkhead(GameObject):
269 zorder = ZORDER_FLOOR
270
271 def __init__(self, space, end1, end2, key_state=None):
272 body = make_body(None, None, (0, 0))
273 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3)
274 self.shape.collision_type = COLLISION_TYPE_DOOR
275 if key_state is None:
276 puzzler = puzzle.YesPuzzler()
277 else:
278 puzzler = puzzle.StateProxyPuzzler(key_state)
279 super(Bulkhead, self).__init__(
280 SingleShapePhysicser(space, self.shape),
281 render.ShapeStateRenderer(),
282 puzzler,
283 )
284
285 def collide_with_protagonist(self, protagonist):
286 if self.puzzler.get_state():
287 # Reject the collision, we can walk through.
288 return False
289 return True
290
291 @classmethod
292 def requires(cls):
293 return [("name", "string"), ("end1", "coordinates"),
294 ("end2", "coordinates"), ("key_state", "puzzler")]
295
296
297class Bullet(GameObject):
298 def __init__(self, space, position, impulse):
299 body = make_body(1, pymunk.inf, position)
300 self.shape = pymunk.Circle(body, 1)
301 self.shape.collision_type = COLLISION_TYPE_PROJECTILE
302 super(Bullet, self).__init__(
303 SingleShapePhysicser(space, self.shape),
304 render.ImageRenderer(resources.get_image('objects', 'bullet.png')),
305 )
306 self.physicser.apply_impulse(impulse)
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