source: nagslang/game_object.py@ 520:3f79a77ef1e3

Last change on this file since 520:3f79a77ef1e3 was 520:3f79a77ef1e3, checked in by Stefano Rivera <stefano@…>, 8 years ago

Ephemeral messages

File size: 24.3 KB
Line 
1import pymunk
2import pymunk.pygame_util
3
4import math
5
6from nagslang import environment
7from nagslang import puzzle
8from nagslang import render
9from nagslang.mutators import FLIP_H, ImageOverlay, rotator
10from nagslang.constants import (
11 COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE,
12 COLLISION_TYPE_SWITCH, COLLISION_TYPE_SHEEP, COLLISION_TYPE_SHEEP_PEN,
13 COLLISION_TYPE_WEREWOLF_ATTACK, SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW,
14 ZORDER_HIGH)
15from nagslang.resources import resources
16from nagslang.events import DoorEvent
17
18
19class Result(object):
20 '''
21 Return from an update() function, to add new objects to the world, and/or
22 remove old objects.
23 '''
24 def __init__(self, add=(), remove=()):
25 self.add = add
26 self.remove = remove
27
28 def merge(self, result):
29 if result is not None:
30 self.add += result.add
31 self.remove += result.remove
32 return self
33
34
35def get_editable_game_objects():
36 classes = []
37 for cls_name, cls in globals().iteritems():
38 if isinstance(cls, type) and hasattr(cls, 'requires'):
39 classes.append((cls_name, cls))
40 return classes
41
42
43class Physicser(object):
44 def __init__(self, space):
45 self._space = space
46
47 def get_space(self):
48 return self._space
49
50 def set_space(self, new_space):
51 self._space = new_space
52
53 def set_game_object(self, game_object):
54 self.game_object = game_object
55
56 def get_shape(self):
57 raise NotImplementedError()
58
59 def add_to_space(self):
60 shape = self.get_shape()
61 self.get_space().add(shape)
62 if not shape.body.is_static:
63 self.get_space().add(shape.body)
64
65 def remove_from_space(self):
66 shape = self.get_shape()
67 self.get_space().remove(shape)
68 if not shape.body.is_static:
69 self.get_space().remove(shape.body)
70
71 def get_render_position(self, surface):
72 pos = self.get_shape().body.position
73 return pymunk.pygame_util.to_pygame(pos, surface)
74
75 def get_angle(self):
76 return self.get_shape().body.angle
77
78 def get_velocity(self):
79 return self.get_shape().body.velocity
80
81 def _get_position(self):
82 return self.get_shape().body.position
83
84 def _set_position(self, position):
85 self.get_shape().body.position = position
86
87 position = property(_get_position, _set_position)
88
89 def apply_impulse(self, j, r=(0, 0)):
90 return self.get_shape().body.apply_impulse(j, r)
91
92
93class SingleShapePhysicser(Physicser):
94 def __init__(self, space, shape):
95 super(SingleShapePhysicser, self).__init__(space)
96 self._shape = shape
97 shape.physicser = self
98
99 def get_shape(self):
100 return self._shape
101
102
103class MultiShapePhysicser(Physicser):
104 def __init__(self, space, shape, *extra_shapes):
105 super(MultiShapePhysicser, self).__init__(space)
106 self._shape = shape
107 self._extra_shapes = extra_shapes
108 shape.physicser = self
109
110 def get_shape(self):
111 return self._shape
112
113 def add_to_space(self):
114 shape = self.get_shape()
115 self.get_space().add(shape)
116 if not shape.body.is_static:
117 self.get_space().add(shape.body)
118 for s in self._extra_shapes:
119 self.get_space().add(s)
120
121 def remove_from_space(self):
122 shape = self.get_shape()
123 self.get_space().remove(shape)
124 if not shape.body.is_static:
125 self.get_space().remove(shape.body)
126 for s in self._extra_shapes:
127 self.get_space().remove(s)
128
129
130def damping_velocity_func(body, gravity, damping, dt):
131 """Apply custom damping to this body's velocity.
132 """
133 damping = getattr(body, 'damping', damping)
134 return pymunk.Body.update_velocity(body, gravity, damping, dt)
135
136
137def make_body(mass, moment, position, damping=None):
138 body = pymunk.Body(mass, moment)
139 body.position = tuple(position)
140 if damping is not None:
141 body.damping = damping
142 body.velocity_func = damping_velocity_func
143 return body
144
145
146class GameObject(object):
147 """A representation of a thing in the game world.
148
149 This has a rendery thing, physicsy things and maybe some other things.
150 """
151
152 zorder = ZORDER_LOW
153 is_moving = False # `True` if a movement animation should play.
154
155 def __init__(self, physicser, renderer, puzzler=None, overlay=None,
156 interactible=None):
157 self.lifetime = 0
158 self.physicser = physicser
159 if physicser is not None:
160 physicser.set_game_object(self)
161 self.physicser.add_to_space()
162 self.renderer = renderer
163 renderer.set_game_object(self)
164 self.puzzler = puzzler
165 if puzzler is not None:
166 puzzler.set_game_object(self)
167 self.overlay = overlay
168 if overlay is not None:
169 self.overlay.set_game_object(self)
170 self.interactible = interactible
171 if interactible is not None:
172 self.interactible.set_game_object(self)
173 self._timers = {}
174 self._active_timers = {}
175
176 def add_timer(self, name, secs):
177 self._timers[name] = secs
178
179 def start_timer(self, name, secs=None):
180 if secs is None:
181 secs = self._timers[name]
182 self._active_timers[name] = secs
183
184 def check_timer(self, name):
185 return name in self._active_timers
186
187 def set_stored_state_dict(self, stored_state):
188 """Override this to set up whatever state storage you want.
189
190 The `stored_state` dict passed in contains whatever saved state we
191 might have for this object. If the return value of this method
192 evaluates to `True`, the contents of the `stored_state` dict will be
193 saved, otherwise it will be discarded.
194 """
195 pass
196
197 def get_space(self):
198 return self.physicser.get_space()
199
200 def get_shape(self):
201 return self.physicser.get_shape()
202
203 def get_render_position(self, surface):
204 return self.physicser.get_render_position(surface)
205
206 def get_render_angle(self):
207 return self.physicser.get_angle()
208
209 def get_facing_direction(self):
210 """Used by rendererd that care what direction an object is facing.
211 """
212 return None
213
214 def render(self, surface):
215 return self.renderer.render(surface)
216
217 def update(self, dt):
218 self.lifetime += dt
219 for timer in self._active_timers.keys():
220 self._active_timers[timer] -= dt
221 if self._active_timers[timer] <= 0:
222 self._active_timers.pop(timer)
223 self.renderer.update(dt)
224
225 def hit(self, weapon):
226 '''Was hit with a weapon (such as a bullet)'''
227 pass
228
229 def collide_with_protagonist(self, protagonist):
230 """Called as a `pre_solve` collision callback with the protagonist.
231
232 You can return `False` to ignore the collision, anything else
233 (including `None`) to process the collision as normal.
234 """
235 return True
236
237 def collide_with_furniture(self, furniture):
238 return True
239
240 def collide_with_claw_attack(self, claw_attack):
241 return True
242
243 def environmental_movement(self, vec):
244 self.physicser.apply_impulse(vec)
245
246 @classmethod
247 def requires(cls):
248 """Hints for the level editor"""
249 return [("name", "string")]
250
251 @classmethod
252 def movable(cls):
253 # Are we movable
254 hints = cls.requires()
255 for x in hints:
256 if 'position' in x:
257 return True
258 return False
259
260
261class FloorSwitch(GameObject):
262 zorder = ZORDER_FLOOR
263
264 def __init__(self, space, position):
265 body = make_body(None, None, position)
266 self.shape = pymunk.Circle(body, 30)
267 self.shape.collision_type = COLLISION_TYPE_SWITCH
268 self.shape.sensor = True
269 super(FloorSwitch, self).__init__(
270 SingleShapePhysicser(space, self.shape),
271 render.ImageStateRenderer({
272 True: resources.get_image('objects', 'sensor_on.png'),
273 False: resources.get_image('objects', 'sensor_off.png'),
274 }),
275 puzzle.CollidePuzzler(*SWITCH_PUSHERS),
276 )
277
278 @classmethod
279 def requires(cls):
280 return [("name", "string"), ("position", "coordinates")]
281
282
283class Note(GameObject):
284 zorder = ZORDER_FLOOR
285
286 def __init__(self, space, position, message):
287 body = make_body(None, None, position)
288 self.shape = pymunk.Circle(body, 30)
289 self.shape.sensor = True
290 super(Note, self).__init__(
291 SingleShapePhysicser(space, self.shape),
292 render.ImageRenderer(resources.get_image('objects', 'note.png')),
293 puzzle.CollidePuzzler(),
294 render.TextOverlay(message),
295 )
296
297 @classmethod
298 def requires(cls):
299 return [("name", "string"), ("position", "coordinates"),
300 ("message", "text")]
301
302
303class EphemeralNote(GameObject):
304 def __init__(self, message, timeout):
305 super(EphemeralNote, self).__init__(
306 None,
307 render.NullRenderer(),
308 puzzle.YesPuzzler(),
309 render.TextOverlay(message),
310 )
311 self.add_timer('timeout', timeout)
312 self.start_timer('timeout')
313
314 def update(self, dt):
315 super(EphemeralNote, self).update(dt)
316 if not self.check_timer('timeout'):
317 return Result(remove=[self])
318
319
320class FloorLight(GameObject):
321 zorder = ZORDER_FLOOR
322
323 def __init__(self, space, position, state_source):
324 body = make_body(None, None, position)
325 self.shape = pymunk.Circle(body, 10)
326 self.shape.collision_type = COLLISION_TYPE_SWITCH
327 self.shape.sensor = True
328 super(FloorLight, self).__init__(
329 SingleShapePhysicser(space, self.shape),
330 render.ImageStateRenderer({
331 True: resources.get_image('objects', 'light_on.png'),
332 False: resources.get_image('objects', 'light_off.png'),
333 }),
334 puzzle.StateProxyPuzzler(state_source),
335 )
336
337 @classmethod
338 def requires(cls):
339 return [("name", "string"), ("position", "coordinates"),
340 ("state_source", "puzzler")]
341
342
343class Box(GameObject):
344 def __init__(self, space, position):
345 body = make_body(10, 10000, position, damping=0.5)
346 self.shape = pymunk.Poly(
347 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
348 self.shape.friction = 0.5
349 self.shape.collision_type = COLLISION_TYPE_FURNITURE
350 super(Box, self).__init__(
351 SingleShapePhysicser(space, self.shape),
352 render.ImageRenderer(resources.get_image('objects', 'crate.png')),
353 )
354
355 @classmethod
356 def requires(cls):
357 return [("name", "string"), ("position", "coordinates"),
358 ("state_source", "puzzler")]
359
360
361class BaseDoor(GameObject):
362 zorder = ZORDER_FLOOR
363 is_open = True
364
365 def __init__(self, space, position, destination, dest_pos, angle,
366 renderer, condition):
367 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
368 self.shape = pymunk.Circle(body, 30)
369 self.shape.collision_type = COLLISION_TYPE_DOOR
370 self.shape.body.angle = float(angle) / 180 * math.pi
371 self.shape.sensor = True
372 self.destination = destination
373 self.dest_pos = tuple(dest_pos)
374 super(BaseDoor, self).__init__(
375 SingleShapePhysicser(space, self.shape),
376 renderer,
377 puzzle.ParentAttrPuzzler('is_open'),
378 interactible=environment.Interactible(
379 environment.Action(self._post_door_event, condition)),
380 )
381
382 def _post_door_event(self, protagonist):
383 DoorEvent.post(self.destination, self.dest_pos)
384
385
386class Door(BaseDoor):
387 def __init__(self, space, position, destination, dest_pos, angle):
388 super(Door, self).__init__(
389 space, position, destination, dest_pos, angle,
390 render.ImageRenderer(resources.get_image('objects', 'door.png')),
391 environment.YesCondition(),
392 )
393
394 @classmethod
395 def requires(cls):
396 return [("name", "string"), ("position", "coordinates"),
397 ("destination", "level name"), ("dest_pos", "coordinate"),
398 ("angle", "degrees")]
399
400
401class RestartGameDoor(Door):
402 def _post_door_event(self, protagonist):
403 protagonist.world.reset()
404 super(RestartGameDoor, self)._post_door_event(protagonist)
405
406
407class ContinueGameDoor(Door):
408 def _post_door_event(self, protagonist):
409 world = protagonist.world
410 if world.level[0]:
411 DoorEvent.post(world.level[0], world.level[1])
412 else:
413 # New game?
414 super(ContinueGameDoor, self)._post_door_event(protagonist)
415
416
417def make_overlay_image(image_name, angle):
418 transforms = ()
419 if angle != 0:
420 transforms = (rotator(-angle),)
421 return resources.get_image('objects', image_name, transforms=transforms)
422
423
424class PuzzleDoor(BaseDoor):
425 def __init__(self, space, position, destination, dest_pos, angle,
426 key_state):
427 self._key_state = key_state
428 overlay = ImageOverlay(make_overlay_image('lock.png', angle))
429 super(PuzzleDoor, self).__init__(
430 space, position, destination, dest_pos, angle,
431 render.ImageStateRenderer({
432 True: resources.get_image('objects', 'door.png'),
433 False: resources.get_image(
434 'objects', 'door.png', transforms=(overlay,)),
435 }),
436 environment.FunctionCondition(lambda p: self.is_open),
437 )
438
439 @property
440 def is_open(self):
441 return self._stored_state['is_open']
442
443 def set_stored_state_dict(self, stored_state):
444 self._stored_state = stored_state
445 self._stored_state.setdefault('is_open', False)
446 return True
447
448 def update(self, dt):
449 if not self.is_open:
450 self._stored_state['is_open'] = self.puzzler.glue.get_state_of(
451 self._key_state)
452 super(PuzzleDoor, self).update(dt)
453
454 @classmethod
455 def requires(cls):
456 return [("name", "string"), ("position", "coordinates"),
457 ("destination", "level name"), ("dest_pos", "coordinate"),
458 ("angle", "degrees"),
459 ("key_state", "puzzler")]
460
461
462class KeyedDoor(BaseDoor):
463 def __init__(self, space, position, destination, dest_pos, angle,
464 key_item=None):
465 self._key_item = key_item
466 overlay = ImageOverlay(
467 make_overlay_image('%s.png' % (key_item,), angle))
468 super(KeyedDoor, self).__init__(
469 space, position, destination, dest_pos, angle,
470 render.ImageRenderer(resources.get_image(
471 'objects', 'door.png', transforms=(overlay,))),
472 environment.ItemRequiredCondition(key_item),
473 )
474
475 @classmethod
476 def requires(cls):
477 return [("name", "string"), ("position", "coordinates"),
478 ("destination", "level name"), ("dest_pos", "coordinate"),
479 ("angle", "degrees"), ("key_item", "item name")]
480
481
482class Bulkhead(GameObject):
483 zorder = ZORDER_FLOOR
484
485 def __init__(self, space, end1, end2, key_state=None):
486 body = make_body(None, None, (0, 0))
487 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 7)
488 self.shape.collision_type = COLLISION_TYPE_DOOR
489 if key_state is None:
490 puzzler = puzzle.YesPuzzler()
491 else:
492 puzzler = puzzle.StateProxyPuzzler(key_state)
493 super(Bulkhead, self).__init__(
494 SingleShapePhysicser(space, self.shape),
495 render.BulkheadRenderer(),
496 puzzler,
497 )
498
499 def collide_with_protagonist(self, protagonist):
500 if self.puzzler.get_state():
501 # Reject the collision, we can walk through.
502 return False
503 return True
504
505 collide_with_furniture = collide_with_protagonist
506
507 @classmethod
508 def requires(cls):
509 return [("name", "string"), ("end1", "coordinates"),
510 ("end2", "coordinates"), ("key_state", "puzzler")]
511
512
513class ToggleSwitch(GameObject):
514 zorder = ZORDER_LOW
515
516 def __init__(self, space, position):
517 body = make_body(None, None, position)
518 self.shape = pymunk.Circle(body, 20)
519 self.shape.sensor = True
520 super(ToggleSwitch, self).__init__(
521 SingleShapePhysicser(space, self.shape),
522 render.ImageStateRenderer({
523 True: resources.get_image('objects', 'lever.png'),
524 False: resources.get_image(
525 'objects', 'lever.png', transforms=(FLIP_H,)),
526 }),
527 puzzle.ParentAttrPuzzler('toggle_on'),
528 interactible=environment.Interactible(
529 environment.Action(self._toggle)),
530 )
531
532 @property
533 def toggle_on(self):
534 return self._stored_state['toggle_on']
535
536 def _toggle(self, protagonist):
537 self._stored_state['toggle_on'] = not self.toggle_on
538
539 def set_stored_state_dict(self, stored_state):
540 self._stored_state = stored_state
541 # We start in the "off" position.
542 self._stored_state.setdefault('toggle_on', False)
543 return True
544
545 @classmethod
546 def requires(cls):
547 return [("name", "string"), ("position", "coordinates")]
548
549
550class Bullet(GameObject):
551 def __init__(self, space, position, impulse, damage, bullet_type,
552 source_collision_type):
553 body = make_body(1, pymunk.inf, position)
554 body.angle = impulse.angle
555 self.last_position = position
556 self.shape = pymunk.Circle(body, 2)
557 self.shape.sensor = True
558 self.shape.collision_type = COLLISION_TYPE_PROJECTILE
559 self.damage = damage
560 self.type = bullet_type
561 self.source_collision_type = source_collision_type
562 super(Bullet, self).__init__(
563 SingleShapePhysicser(space, self.shape),
564 render.ImageRenderer(resources.get_image(
565 'objects', '%s.png' % self.type)),
566 )
567 self.physicser.apply_impulse(impulse)
568
569 def update(self, dt):
570 super(Bullet, self).update(dt)
571 position = (self.physicser.position.x, self.physicser.position.y)
572 r = self.get_space().segment_query(self.last_position, position)
573 self.last_position = position
574 for collision in r:
575 shape = collision.shape
576 if (shape.collision_type == self.source_collision_type
577 or shape == self.physicser.get_shape()
578 or shape.sensor):
579 continue
580 if hasattr(shape, 'physicser'):
581 shape.physicser.game_object.hit(self)
582 self.physicser.remove_from_space()
583 return Result(remove=[self])
584
585
586class ClawAttack(GameObject):
587 def __init__(self, space, pos, vector, damage):
588 body = make_body(1, pymunk.inf,
589 (pos[0] + (vector.length * math.cos(vector.angle)),
590 pos[1] + (vector.length * math.sin(vector.angle))))
591 body.angle = vector.angle
592 self.shape = pymunk.Circle(body, 30)
593 self.shape.sensor = True
594 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK
595 self.damage = damage
596 super(ClawAttack, self).__init__(
597 SingleShapePhysicser(space, self.shape),
598 render.ImageRenderer(resources.get_image(
599 'objects', 'werewolf_SW_claw_attack.png',
600 transforms=(FLIP_H,))),
601 )
602
603 def update(self, dt):
604 super(ClawAttack, self).update(dt)
605 if self.lifetime > 0.1:
606 self.physicser.remove_from_space()
607 return Result(remove=[self])
608
609
610class HostileTerrain(GameObject):
611 zorder = ZORDER_FLOOR
612 damage = None
613 tiles = []
614 tile_alpha = 255
615 tile_frame_ticks = 3
616 # How often to hit the player
617 rate = 5
618
619 def __init__(self, space, position, outline):
620 body = make_body(10, pymunk.inf, position)
621 # Adjust shape relative to position
622 shape_outline = [(p[0] - position[0], p[1] - position[1]) for
623 p in outline]
624 self.shape = pymunk.Poly(body, shape_outline)
625 self._ticks = 0
626 self.shape.collision_type = COLLISION_TYPE_SWITCH
627 self.shape.sensor = True
628 if len(self.tiles) > 1:
629 tile_images = [resources.get_image('tiles', x)
630 for x in self.tiles]
631 renderer = render.TimedTiledRenderer(outline, tile_images,
632 self.tile_frame_ticks,
633 self.tile_alpha)
634 else:
635 tile_image = resources.get_image('tiles', self.tiles[0])
636 renderer = render.TiledRenderer(outline, tile_image,
637 self.tile_alpha)
638 super(HostileTerrain, self).__init__(
639 SingleShapePhysicser(space, self.shape),
640 renderer)
641
642 def collide_with_protagonist(self, protagonist):
643 # We're called every frame we're colliding, so
644 # There are timing issues with stepping on and
645 # off terrian, but as long as the rate is reasonably
646 # low, they shouldn't impact gameplay
647 if self._ticks == 0:
648 self.apply_effect(protagonist)
649 self._ticks += 1
650 if self._ticks > self.rate:
651 self._ticks = 0
652
653 def apply_effect(self, protagonist):
654 protagonist.lose_health(self.damage)
655
656 @classmethod
657 def requires(cls):
658 return [("name", "string"), ("position", "coordinates"),
659 ("outline", "polygon (convex)")]
660
661
662class AcidFloor(HostileTerrain):
663 damage = 1
664 tiles = ['acid.png', 'acid2.png', 'acid3.png']
665 tile_alpha = 200
666 tile_frame_ticks = 10
667
668
669class ForceWolfFloor(HostileTerrain):
670 tiles = ['moonlight.png']
671 rate = 0
672 tile_alpha = 150
673 zorder = ZORDER_HIGH
674
675 def apply_effect(self, protagonist):
676 protagonist.force_wolf_form()
677
678
679class GravityWell(GameObject):
680 zorder = ZORDER_FLOOR
681 # How often to hit the player
682 rate = 5
683
684 def __init__(self, space, position, radius, force):
685 body = make_body(None, None, position)
686 # Adjust shape relative to position
687 self._radius = radius
688 self.shape = pymunk.Circle(body, radius)
689 self.centre = pymunk.Circle(body, 10)
690 self.centre.friction = pymunk.inf
691 self._ticks = 0
692 self.force = force
693 self.shape.collision_type = COLLISION_TYPE_SWITCH
694 self.shape.sensor = True
695 super(GravityWell, self).__init__(
696 MultiShapePhysicser(space, self.shape, self.centre),
697 render.ImageRenderer(resources.get_image(
698 'objects', 'gravity_well.png')),
699 )
700
701 def collide_with_protagonist(self, protagonist):
702 # We're called every frame we're colliding, so
703 # There are timing issues with stepping on and
704 # off terrian, but as long as the rate is reasonably
705 # low, they shouldn't impact gameplay
706 self.apply_effect(protagonist)
707
708 def collide_with_furniture(self, furniture):
709 # We're called every frame we're colliding, so
710 # There are timing issues with stepping on and
711 # off terrian, but as long as the rate is reasonably
712 # low, they shouldn't impact gameplay
713 self.apply_effect(furniture)
714
715 def apply_effect(self, object_to_move):
716 movement = self.physicser.position - object_to_move.physicser.position
717 local_force = self.force * (1 - (self._radius / movement.length))
718 movement.length = local_force
719 object_to_move.environmental_movement(-movement)
720
721 @classmethod
722 def requires(cls):
723 return [("name", "string"), ("position", "coordinates"),
724 ("outline", "polygon (convex)")]
725
726
727class SheepPen(GameObject):
728 zorder = ZORDER_FLOOR
729
730 def __init__(self, space, position, outline, sheep_count):
731 body = make_body(None, None, position)
732 # Adjust shape relative to position
733 shape_outline = [(p[0] - position[0], p[1] - position[1]) for
734 p in outline]
735 self.shape = pymunk.Poly(body, shape_outline)
736 self.shape.collision_type = COLLISION_TYPE_SHEEP_PEN
737 self.shape.sensor = True
738 super(SheepPen, self).__init__(
739 SingleShapePhysicser(space, self.shape),
740 render.Renderer(),
741 puzzle.MultiCollidePuzzler(sheep_count, COLLISION_TYPE_SHEEP),
742 )
743
744 @classmethod
745 def requires(cls):
746 return [("name", "string"), ("position", "coordinates"),
747 ("outline", "polygon (convex)"), ("sheep_count", "int")]
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