1 | import math
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2 |
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3 | import pygame
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4 | import pymunk
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5 | import pymunk.pygame_util
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6 |
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7 | from nagslang import puzzle
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8 | from nagslang.constants import (
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9 | SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW,
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10 | ZORDER_FLOOR, COLLISION_TYPE_DOOR)
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11 | from nagslang.options import options
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12 | from nagslang.resources import resources
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13 | from nagslang.events import DoorEvent
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14 | from nagslang.widgets.text import LabelWidget
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15 |
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16 |
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17 | # For levels to import, until we get module names in 'classname'
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18 | StateProxyPuzzler = puzzle.StateProxyPuzzler
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19 | StateLogicalAndPuzzler = puzzle.StateLogicalAndPuzzler
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20 |
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21 |
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22 | class Physicser(object):
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23 | def __init__(self, space):
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24 | self._space = space
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25 |
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26 | def get_space(self):
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27 | return self._space
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28 |
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29 | def set_game_object(self, game_object):
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30 | self.game_object = game_object
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31 |
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32 | def get_shape(self):
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33 | raise NotImplementedError()
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34 |
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35 | def add_to_space(self):
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36 | raise NotImplementedError()
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37 |
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38 | def remove_from_space(self):
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39 | raise NotImplementedError()
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40 |
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41 | def get_render_position(self, surface):
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42 | raise NotImplementedError()
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43 |
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44 | def get_angle(self):
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45 | raise NotImplementedError()
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46 |
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47 | def apply_impulse(self, j, r=(0, 0)):
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48 | raise NotImplementedError()
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49 |
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50 |
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51 | class SingleShapePhysicser(Physicser):
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52 | def __init__(self, space, shape):
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53 | super(SingleShapePhysicser, self).__init__(space)
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54 | self._shape = shape
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55 | shape.physicser = self
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56 |
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57 | def get_shape(self):
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58 | return self._shape
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59 |
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60 | def add_to_space(self):
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61 | self.get_space().add(self._shape)
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62 | if not self._shape.body.is_static:
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63 | self.get_space().add(self._shape.body)
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64 |
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65 | def remove_from_space(self):
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66 | self.get_space().remove(self._shape)
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67 | if not self._shape.body.is_static:
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68 | self.get_space().remove(self._shape.body)
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69 |
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70 | def get_render_position(self, surface):
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71 | pos = self._shape.body.position
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72 | return pymunk.pygame_util.to_pygame(pos, surface)
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73 |
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74 | def get_angle(self):
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75 | return self._shape.body.angle
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76 |
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77 | def apply_impulse(self, j, r=(0, 0)):
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78 | return self._shape.body.apply_impulse(j, r)
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79 |
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80 |
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81 | class Renderer(object):
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82 | def set_game_object(self, game_object):
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83 | self.game_object = game_object
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84 |
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85 | def _render_shape(self, surface):
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86 | shape = self.game_object.get_shape()
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87 | # Less general that pymunk.pygame_util.draw, but also a lot less noisy.
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88 | color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue'])
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89 | # We only explicitly draw Circle and Poly shapes. Everything else we
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90 | # forward to pymunk.
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91 | if isinstance(shape, pymunk.Circle):
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92 | centre = pymunk.pygame_util.to_pygame(shape.body.position, surface)
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93 | radius = int(shape.radius)
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94 | pygame.draw.circle(surface, color, centre, radius, 2)
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95 | elif isinstance(shape, pymunk.Poly):
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96 | # polygon bounding box
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97 | points = [pymunk.pygame_util.to_pygame(p, surface)
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98 | for p in shape.get_vertices()]
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99 | pygame.draw.lines(surface, color, True, points, 2)
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100 | else:
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101 | pymunk.pygame_util.draw(surface, shape)
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102 |
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103 | def render(self, surface):
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104 | if options.debug:
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105 | self._render_shape(surface)
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106 |
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107 | def animate(self):
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108 | # Used by time animatations to advance the clock
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109 | pass
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110 |
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111 |
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112 | def image_pos(image, pos):
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113 | return (pos[0] - image.get_width() / 2,
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114 | pos[1] - image.get_height() / 2)
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115 |
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116 |
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117 | class ImageRenderer(Renderer):
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118 | def __init__(self, image):
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119 | self._image = image
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120 |
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121 | def get_image(self):
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122 | return self._image
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123 |
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124 | def rotate_image(self, image):
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125 | angle = self.game_object.get_render_angle() * 180 / math.pi
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126 | return pygame.transform.rotate(image, angle)
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127 |
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128 | def render_image(self, surface, image):
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129 | image = self.rotate_image(image)
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130 | pos = self.game_object.get_render_position(surface)
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131 | surface.blit(image, image_pos(image, pos))
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132 |
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133 | def render(self, surface):
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134 | self.render_image(surface, self.get_image())
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135 | super(ImageRenderer, self).render(surface)
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136 |
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137 |
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138 | class ImageStateRenderer(ImageRenderer):
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139 | def __init__(self, state_images):
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140 | self._state_images = state_images
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141 |
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142 | def get_image(self):
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143 | return self._state_images[self.game_object.puzzler.get_state()]
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144 |
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145 |
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146 | class FacingImageRenderer(ImageRenderer):
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147 | def __init__(self, left_image, right_image):
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148 | self._images = {
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149 | 'left': left_image,
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150 | 'right': right_image,
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151 | }
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152 | self._face = 'left'
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153 |
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154 | def _update_facing(self, angle):
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155 | if abs(angle) < math.pi / 2:
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156 | self._face = 'right'
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157 | elif abs(angle) > math.pi / 2:
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158 | self._face = 'left'
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159 |
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160 | def rotate_image(self, image):
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161 | # Facing images don't get rotated.
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162 | return image
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163 |
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164 | def get_facing_image(self):
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165 | return self._images[self._face]
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166 |
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167 | def get_image(self):
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168 | angle = self.game_object.get_render_angle()
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169 | self._update_facing(angle)
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170 | return self.get_facing_image()
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171 |
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172 |
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173 | class AnimatedFacingImageRenderer(FacingImageRenderer):
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174 | def __init__(self, left_images, right_images):
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175 | self._images = {
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176 | 'left': left_images,
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177 | 'right': right_images,
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178 | }
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179 | self._frame = 0
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180 | self._moving = False
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181 | self._face = 'left'
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182 |
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183 | def get_facing_image(self):
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184 | if self._frame >= len(self._images[self._face]):
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185 | self._frame = 0
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186 | return self._images[self._face][self._frame]
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187 |
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188 | def animate(self):
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189 | if self._moving:
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190 | self._frame += 1
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191 | else:
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192 | self._frame = 0
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193 |
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194 | def start(self):
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195 | self._moving = True
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196 |
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197 | def stop(self):
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198 | self._moving = False
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199 |
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200 |
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201 | class TimedAnimatedRenderer(ImageRenderer):
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202 |
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203 | def __init__(self, images):
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204 | self._images = images
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205 | self._frame = 0
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206 | self._image = None
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207 |
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208 | def get_image(self):
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209 | if self._frame > len(self._imaages):
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210 | self._frame = 0
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211 | return self._images[self._frame]
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212 |
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213 | def animate(self):
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214 | self._frame += 1
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215 |
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216 |
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217 | class ShapeRenderer(Renderer):
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218 | def render(self, surface):
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219 | self._render_shape(surface)
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220 | super(ShapeRenderer, self).render(surface)
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221 |
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222 |
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223 | class ShapeStateRenderer(ShapeRenderer):
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224 | """Renders the shape in a different colour depending on the state.
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225 |
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226 | Requires the game object it's attached to to have a puzzler.
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227 | """
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228 | def render(self, surface):
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229 | if self.game_object.puzzler.get_state():
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230 | color = pygame.color.THECOLORS['green']
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231 | else:
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232 | color = pygame.color.THECOLORS['red']
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233 |
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234 | self.game_object.get_shape().color = color
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235 | super(ShapeStateRenderer, self).render(surface)
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236 |
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237 |
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238 | def damping_velocity_func(body, gravity, damping, dt):
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239 | """Apply custom damping to this body's velocity.
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240 | """
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241 | damping = getattr(body, 'damping', damping)
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242 | return pymunk.Body.update_velocity(body, gravity, damping, dt)
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243 |
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244 |
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245 | def make_body(mass, moment, position, damping=None):
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246 | body = pymunk.Body(mass, moment)
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247 | body.position = tuple(position)
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248 | if damping is not None:
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249 | body.damping = damping
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250 | body.velocity_func = damping_velocity_func
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251 | return body
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252 |
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253 |
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254 | class Overlay(object):
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255 | def set_game_object(self, game_object):
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256 | self.game_object = game_object
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257 |
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258 | def render(self, surface):
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259 | pass
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260 |
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261 | def is_visible(self):
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262 | return self.game_object.puzzler.get_state()
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263 |
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264 |
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265 | class TextOverlay(Overlay):
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266 | def __init__(self, text):
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267 | self.text = text
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268 | self.widget = LabelWidget((20, 20), self.text)
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269 |
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270 | def render(self, surface):
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271 | self.widget.draw(surface)
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272 |
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273 |
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274 | class GameObject(object):
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275 | """A representation of a thing in the game world.
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276 |
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277 | This has a rendery thing, physicsy things and maybe some other things.
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278 | """
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279 |
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280 | zorder = ZORDER_LOW
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281 |
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282 | def __init__(self, physicser, renderer, puzzler=None, overlay=None):
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283 | self.physicser = physicser
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284 | physicser.set_game_object(self)
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285 | self.physicser.add_to_space()
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286 | self.renderer = renderer
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287 | renderer.set_game_object(self)
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288 | self.puzzler = puzzler
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289 | if puzzler is not None:
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290 | puzzler.set_game_object(self)
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291 | self.overlay = overlay
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292 | if overlay is not None:
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293 | self.overlay.set_game_object(self)
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294 |
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295 | def get_space(self):
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296 | return self.physicser.get_space()
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297 |
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298 | def get_shape(self):
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299 | return self.physicser.get_shape()
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300 |
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301 | def get_render_position(self, surface):
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302 | return self.physicser.get_render_position(surface)
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303 |
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304 | def get_render_angle(self):
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305 | return self.physicser.get_angle()
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306 |
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307 | def render(self, surface):
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308 | return self.renderer.render(surface)
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309 |
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310 | def animate(self):
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311 | self.renderer.animate()
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312 |
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313 | def collide_with_protagonist(self):
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314 | """Called as a `pre_solve` collision callback with the protagonist.
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315 |
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316 | You can return `False` to ignore the collision, anything else
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317 | (including `None`) to process the collision as normal.
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318 | """
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319 | return True
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320 |
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321 |
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322 | class FloorSwitch(GameObject):
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323 | zorder = ZORDER_FLOOR
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324 |
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325 | def __init__(self, space, position):
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326 | body = make_body(None, None, position)
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327 | self.shape = pymunk.Circle(body, 30)
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328 | self.shape.collision_type = COLLISION_TYPE_SWITCH
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329 | self.shape.sensor = True
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330 | super(FloorSwitch, self).__init__(
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331 | SingleShapePhysicser(space, self.shape),
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332 | ImageStateRenderer({
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333 | True: resources.get_image('objects', 'sensor_on.png'),
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334 | False: resources.get_image('objects', 'sensor_off.png'),
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335 | }),
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336 | puzzle.CollidePuzzler(*SWITCH_PUSHERS),
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337 | )
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338 |
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339 |
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340 | class Note(GameObject):
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341 | zorder = ZORDER_FLOOR
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342 |
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343 | def __init__(self, space, position, message):
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344 | body = make_body(None, None, position)
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345 | self.shape = pymunk.Circle(body, 30)
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346 | self.shape.sensor = True
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347 | super(Note, self).__init__(
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348 | SingleShapePhysicser(space, self.shape),
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349 | ImageRenderer(resources.get_image('objects', 'note.png')),
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350 | puzzle.CollidePuzzler(),
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351 | TextOverlay(message),
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352 | )
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353 |
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354 |
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355 | class FloorLight(GameObject):
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356 | zorder = ZORDER_FLOOR
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357 |
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358 | def __init__(self, space, position, state_source):
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359 | body = make_body(None, None, position)
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360 | self.shape = pymunk.Circle(body, 10)
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361 | self.shape.collision_type = COLLISION_TYPE_SWITCH
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362 | self.shape.sensor = True
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363 | super(FloorLight, self).__init__(
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364 | SingleShapePhysicser(space, self.shape),
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365 | ImageStateRenderer({
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366 | True: resources.get_image('objects', 'light_on.png'),
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367 | False: resources.get_image('objects', 'light_off.png'),
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368 | }),
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369 | puzzle.StateProxyPuzzler(state_source),
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370 | )
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371 |
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372 |
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373 | class Box(GameObject):
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374 | def __init__(self, space, position):
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375 | body = make_body(10, 10000, position, damping=0.5)
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376 | self.shape = pymunk.Poly(
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377 | body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
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378 | self.shape.collision_type = COLLISION_TYPE_BOX
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379 | super(Box, self).__init__(
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380 | SingleShapePhysicser(space, self.shape),
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381 | ImageRenderer(resources.get_image('objects', 'crate.png')),
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382 | )
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383 |
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384 |
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385 | class Door(GameObject):
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386 | zorder = ZORDER_FLOOR
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387 |
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388 | def __init__(self, space, position, destination, dest_pos, key_state=None):
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389 | body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
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390 | self.shape = pymunk.Poly(
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391 | body, [(-32, -32), (32, -32), (32, 32), (-32, 32)])
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392 | self.shape.collision_type = COLLISION_TYPE_DOOR
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393 | self.shape.sensor = True
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394 | self.destination = destination
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395 | self.dest_pos = tuple(dest_pos)
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396 | if key_state is None:
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397 | puzzler = puzzle.YesPuzzler()
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398 | else:
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399 | puzzler = puzzle.StateProxyPuzzler(key_state)
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400 | super(Door, self).__init__(
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401 | SingleShapePhysicser(space, self.shape),
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402 | ImageRenderer(resources.get_image('objects', 'door.png')),
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403 | puzzler,
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404 | )
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405 |
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406 | def collide_with_protagonist(self):
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407 | if self.puzzler.get_state():
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408 | DoorEvent.post(self.destination, self.dest_pos)
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