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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