1 | import pymunk
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2 | import pymunk.pygame_util
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3 |
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4 | import math
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5 | import time
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6 |
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7 | from nagslang import environment
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8 | from nagslang import puzzle
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9 | from nagslang import render
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10 | from nagslang.mutators import FLIP_H
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11 | from nagslang.constants import (
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12 | SWITCH_PUSHERS, COLLISION_TYPE_SWITCH, COLLISION_TYPE_BOX, ZORDER_LOW,
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13 | ZORDER_FLOOR, COLLISION_TYPE_DOOR, COLLISION_TYPE_PROJECTILE,
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14 | COLLISION_TYPE_WEREWOLF_ATTACK)
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15 | from nagslang.resources import resources
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16 | from nagslang.events import DoorEvent
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17 |
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18 |
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19 | def get_editable_game_objects():
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20 | classes = []
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21 | for cls_name, cls in globals().iteritems():
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22 | if isinstance(cls, type) and hasattr(cls, 'requires'):
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23 | classes.append((cls_name, cls))
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24 | return classes
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25 |
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26 |
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27 | class Physicser(object):
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28 | def __init__(self, space):
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29 | self._space = space
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30 |
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31 | def get_space(self):
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32 | return self._space
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33 |
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34 | def set_space(self, new_space):
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35 | self._space = new_space
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36 |
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37 | def set_game_object(self, game_object):
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38 | self.game_object = game_object
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39 |
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40 | def get_shape(self):
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41 | raise NotImplementedError()
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42 |
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43 | def add_to_space(self):
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44 | shape = self.get_shape()
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45 | self.get_space().add(shape)
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46 | if not shape.body.is_static:
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47 | self.get_space().add(shape.body)
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48 |
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49 | def remove_from_space(self):
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50 | shape = self.get_shape()
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51 | self.get_space().remove(shape)
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52 | if not shape.body.is_static:
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53 | self.get_space().remove(shape.body)
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54 |
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55 | def get_render_position(self, surface):
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56 | pos = self.get_shape().body.position
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57 | return pymunk.pygame_util.to_pygame(pos, surface)
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58 |
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59 | def get_angle(self):
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60 | return self.get_shape().body.angle
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61 |
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62 | def get_velocity(self):
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63 | return self.get_shape().body.velocity
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64 |
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65 | def _get_position(self):
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66 | return self.get_shape().body.position
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67 |
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68 | def _set_position(self, position):
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69 | self.get_shape().body.position = position
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70 |
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71 | position = property(_get_position, _set_position)
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72 |
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73 | def apply_impulse(self, j, r=(0, 0)):
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74 | return self.get_shape().body.apply_impulse(j, r)
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75 |
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76 |
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77 | class SingleShapePhysicser(Physicser):
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78 | def __init__(self, space, shape):
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79 | super(SingleShapePhysicser, self).__init__(space)
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80 | self._shape = shape
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81 | shape.physicser = self
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82 |
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83 | def get_shape(self):
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84 | return self._shape
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85 |
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86 |
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87 | def damping_velocity_func(body, gravity, damping, dt):
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88 | """Apply custom damping to this body's velocity.
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89 | """
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90 | damping = getattr(body, 'damping', damping)
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91 | return pymunk.Body.update_velocity(body, gravity, damping, dt)
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92 |
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93 |
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94 | def make_body(mass, moment, position, damping=None):
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95 | body = pymunk.Body(mass, moment)
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96 | body.position = tuple(position)
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97 | if damping is not None:
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98 | body.damping = damping
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99 | body.velocity_func = damping_velocity_func
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100 | return body
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101 |
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102 |
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103 | class GameObject(object):
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104 | """A representation of a thing in the game world.
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105 |
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106 | This has a rendery thing, physicsy things and maybe some other things.
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107 | """
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108 |
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109 | zorder = ZORDER_LOW
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110 | is_moving = False # `True` if a movement animation should play.
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111 |
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112 | def __init__(self, physicser, renderer, puzzler=None, overlay=None,
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113 | interactible=None):
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114 | self.physicser = physicser
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115 | physicser.set_game_object(self)
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116 | self.physicser.add_to_space()
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117 | self.renderer = renderer
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118 | renderer.set_game_object(self)
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119 | self.puzzler = puzzler
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120 | if puzzler is not None:
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121 | puzzler.set_game_object(self)
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122 | self.overlay = overlay
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123 | if overlay is not None:
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124 | self.overlay.set_game_object(self)
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125 | self.interactible = interactible
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126 | if interactible is not None:
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127 | self.interactible.set_game_object(self)
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128 | self.remove = False # If true, will be removed from drawables
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129 |
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130 | def get_space(self):
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131 | return self.physicser.get_space()
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132 |
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133 | def get_shape(self):
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134 | return self.physicser.get_shape()
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135 |
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136 | def get_render_position(self, surface):
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137 | return self.physicser.get_render_position(surface)
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138 |
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139 | def get_render_angle(self):
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140 | return self.physicser.get_angle()
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141 |
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142 | def get_facing_direction(self):
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143 | """Used by rendererd that care what direction an object is facing.
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144 | """
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145 | return None
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146 |
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147 | def render(self, surface):
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148 | return self.renderer.render(surface)
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149 |
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150 | def update(self, seconds):
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151 | self.renderer.update(seconds)
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152 |
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153 | def hit(self, weapon):
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154 | '''Was hit with a weapon (such as a bullet)'''
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155 | pass
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156 |
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157 | def collide_with_protagonist(self, protagonist):
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158 | """Called as a `pre_solve` collision callback with the protagonist.
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159 |
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160 | You can return `False` to ignore the collision, anything else
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161 | (including `None`) to process the collision as normal.
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162 | """
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163 | return True
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164 |
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165 | @classmethod
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166 | def requires(cls):
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167 | """Hints for the level editor"""
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168 | return [("name", "string")]
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169 |
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170 |
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171 | class FloorSwitch(GameObject):
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172 | zorder = ZORDER_FLOOR
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173 |
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174 | def __init__(self, space, position):
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175 | body = make_body(None, None, position)
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176 | self.shape = pymunk.Circle(body, 30)
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177 | self.shape.collision_type = COLLISION_TYPE_SWITCH
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178 | self.shape.sensor = True
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179 | super(FloorSwitch, self).__init__(
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180 | SingleShapePhysicser(space, self.shape),
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181 | render.ImageStateRenderer({
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182 | True: resources.get_image('objects', 'sensor_on.png'),
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183 | False: resources.get_image('objects', 'sensor_off.png'),
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184 | }),
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185 | puzzle.CollidePuzzler(*SWITCH_PUSHERS),
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186 | )
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187 |
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188 | @classmethod
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189 | def requires(cls):
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190 | return [("name", "string"), ("position", "coordinates")]
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191 |
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192 |
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193 | class Note(GameObject):
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194 | zorder = ZORDER_FLOOR
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195 |
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196 | def __init__(self, space, position, message):
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197 | body = make_body(None, None, position)
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198 | self.shape = pymunk.Circle(body, 30)
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199 | self.shape.sensor = True
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200 | super(Note, self).__init__(
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201 | SingleShapePhysicser(space, self.shape),
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202 | render.ImageRenderer(resources.get_image('objects', 'note.png')),
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203 | puzzle.CollidePuzzler(),
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204 | render.TextOverlay(message),
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205 | )
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206 |
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207 | @classmethod
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208 | def requires(cls):
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209 | return [("name", "string"), ("position", "coordinates"),
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210 | ("message", "text")]
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211 |
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212 |
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213 | class FloorLight(GameObject):
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214 | zorder = ZORDER_FLOOR
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215 |
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216 | def __init__(self, space, position, state_source):
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217 | body = make_body(None, None, position)
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218 | self.shape = pymunk.Circle(body, 10)
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219 | self.shape.collision_type = COLLISION_TYPE_SWITCH
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220 | self.shape.sensor = True
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221 | super(FloorLight, self).__init__(
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222 | SingleShapePhysicser(space, self.shape),
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223 | render.ImageStateRenderer({
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224 | True: resources.get_image('objects', 'light_on.png'),
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225 | False: resources.get_image('objects', 'light_off.png'),
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226 | }),
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227 | puzzle.StateProxyPuzzler(state_source),
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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 Box(GameObject):
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237 | def __init__(self, space, position):
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238 | body = make_body(10, 10000, position, damping=0.5)
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239 | self.shape = pymunk.Poly(
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240 | body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
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241 | self.shape.friction = 0.5
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242 | self.shape.collision_type = COLLISION_TYPE_BOX
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243 | super(Box, self).__init__(
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244 | SingleShapePhysicser(space, self.shape),
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245 | render.ImageRenderer(resources.get_image('objects', 'crate.png')),
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246 | )
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247 |
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248 | @classmethod
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249 | def requires(cls):
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250 | return [("name", "string"), ("position", "coordinates"),
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251 | ("state_source", "puzzler")]
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252 |
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253 |
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254 | class Door(GameObject):
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255 | zorder = ZORDER_FLOOR
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256 |
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257 | def __init__(self, space, position, destination, dest_pos, angle,
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258 | key_state=None):
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259 | body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
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260 | self.shape = pymunk.Circle(body, 30)
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261 | self.shape.collision_type = COLLISION_TYPE_DOOR
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262 | self.shape.body.angle = float(angle) / 180 * math.pi
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263 | self.shape.sensor = True
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264 | self.destination = destination
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265 | self.dest_pos = tuple(dest_pos)
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266 | puzzler = None
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267 | action = environment.Action(self._post_door_event)
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268 | if key_state is not None:
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269 | puzzler = puzzle.StateProxyPuzzler(key_state)
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270 | action.condition = environment.PuzzleStateCondition(puzzler)
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271 | super(Door, self).__init__(
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272 | SingleShapePhysicser(space, self.shape),
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273 | render.ImageRenderer(resources.get_image('objects', 'door.png')),
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274 | puzzler,
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275 | interactible=environment.Interactible(action),
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276 | )
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277 |
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278 | def _post_door_event(self, protagonist):
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279 | DoorEvent.post(self.destination, self.dest_pos)
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280 |
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281 | @classmethod
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282 | def requires(cls):
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283 | return [("name", "string"), ("position", "coordinates"),
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284 | ("destination", "level name"), ("dest_pos", "coordinate"),
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285 | ("angle", "degrees"),
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286 | ("key_state", "puzzler (optional)")]
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287 |
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288 |
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289 | class Bulkhead(GameObject):
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290 | zorder = ZORDER_FLOOR
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291 |
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292 | def __init__(self, space, end1, end2, key_state=None):
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293 | body = make_body(None, None, (0, 0))
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294 | self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3)
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295 | self.shape.collision_type = COLLISION_TYPE_DOOR
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296 | if key_state is None:
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297 | puzzler = puzzle.YesPuzzler()
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298 | else:
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299 | puzzler = puzzle.StateProxyPuzzler(key_state)
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300 | super(Bulkhead, self).__init__(
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301 | SingleShapePhysicser(space, self.shape),
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302 | render.ShapeStateRenderer(),
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303 | puzzler,
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304 | )
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305 |
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306 | def collide_with_protagonist(self, protagonist):
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307 | if self.puzzler.get_state():
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308 | # Reject the collision, we can walk through.
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309 | return False
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310 | return True
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311 |
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312 | @classmethod
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313 | def requires(cls):
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314 | return [("name", "string"), ("end1", "coordinates"),
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315 | ("end2", "coordinates"), ("key_state", "puzzler")]
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316 |
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317 |
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318 | class ToggleSwitch(GameObject):
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319 | zorder = ZORDER_LOW
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320 |
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321 | def __init__(self, space, position):
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322 | body = make_body(None, None, position)
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323 | self.shape = pymunk.Circle(body, 20)
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324 | self.shape.sensor = True
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325 | self.toggle_on = False
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326 | super(ToggleSwitch, self).__init__(
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327 | SingleShapePhysicser(space, self.shape),
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328 | render.ImageStateRenderer({
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329 | True: resources.get_image('objects', 'lever.png'),
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330 | False: resources.get_image(
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331 | 'objects', 'lever.png', transforms=(FLIP_H,)),
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332 | }),
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333 | puzzle.ParentAttrPuzzler('toggle_on'),
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334 | interactible=environment.Interactible(
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335 | environment.Action(self._toggle)),
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336 | )
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337 |
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338 | def _toggle(self, protagonist):
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339 | self.toggle_on = not self.toggle_on
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340 |
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341 | @classmethod
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342 | def requires(cls):
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343 | return [("name", "string"), ("position", "coordinates")]
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344 |
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345 |
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346 | class Bullet(GameObject):
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347 | def __init__(self, space, position, impulse, damage,
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348 | source_collision_type):
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349 | body = make_body(1, pymunk.inf, position)
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350 | self.last_position = position
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351 | self.shape = pymunk.Circle(body, 2)
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352 | self.shape.sensor = True
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353 | self.shape.collision_type = COLLISION_TYPE_PROJECTILE
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354 | self.damage = damage
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355 | self.source_collision_type = source_collision_type
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356 | super(Bullet, self).__init__(
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357 | SingleShapePhysicser(space, self.shape),
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358 | render.ImageRenderer(resources.get_image('objects', 'bullet.png')),
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359 | )
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360 | self.physicser.apply_impulse(impulse)
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361 |
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362 | def update(self, seconds):
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363 | super(Bullet, self).update(seconds)
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364 | position = (self.physicser.position.x, self.physicser.position.y)
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365 | r = self.get_space().segment_query(self.last_position, position)
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366 | self.last_position = position
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367 | for collision in r:
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368 | shape = collision.shape
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369 | if (shape.collision_type == self.source_collision_type
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370 | or shape == self.physicser.get_shape()
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371 | or shape.sensor):
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372 | continue
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373 | if hasattr(shape, 'physicser'):
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374 | shape.physicser.game_object.hit(self)
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375 | self.physicser.remove_from_space()
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376 | self.remove = True
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377 | break
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378 |
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379 |
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380 | class CollectibleGameObject(GameObject):
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381 | zorder = ZORDER_LOW
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382 |
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383 | def __init__(self, space, name, shape, renderer):
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384 | self._name = name
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385 | shape.sensor = True
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386 | super(CollectibleGameObject, self).__init__(
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387 | SingleShapePhysicser(space, shape),
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388 | renderer,
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389 | interactible=environment.Interactible(
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390 | environment.Action(
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391 | self._collect, environment.HumanFormCondition())),
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392 | )
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393 |
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394 | def _collect(self, protagonist):
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395 | protagonist.inventory[self._name] = self
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396 | # TODO: Make this less hacky.
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397 | self.physicser.remove_from_space()
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398 | self.renderer = render.NullRenderer()
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399 |
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400 |
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401 | class Gun(CollectibleGameObject):
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402 | def __init__(self, space, position):
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403 | body = make_body(None, None, position)
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404 | self.shape = pymunk.Circle(body, 20)
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405 | super(Gun, self).__init__(
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406 | space, 'gun', self.shape,
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407 | render.ImageRenderer(resources.get_image('objects', 'bullet.png')),
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408 | )
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409 |
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410 |
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411 | class ClawAttack(GameObject):
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412 | def __init__(self, space, position, vector, source_collision_type):
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413 | body = make_body(1, pymunk.inf, position)
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414 | self.last_position = position
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415 | self.shape = pymunk.Circle(body, 30)
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416 | self.shape.sensor = True
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417 | self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK
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418 | self.source_collision_type = source_collision_type
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419 | super(ClawAttack, self).__init__(
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420 | SingleShapePhysicser(space, self.shape),
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421 | render.ImageRenderer(resources.get_image
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422 | ('objects', 'werewolf_SW_claw_attack.png')),
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423 | )
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424 | self.time_created = time.time()
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425 |
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426 | def animate(self):
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427 | super(ClawAttack, self).animate()
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428 | position = (self.physicser.position.x, self.physicser.position.y)
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429 | r = self.get_space().segment_query(self.last_position, position)
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430 | self.last_position = position
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431 | for collision in r:
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432 | shape = collision.shape
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433 | if (shape.collision_type == self.source_collision_type
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434 | or shape == self.physicser.get_shape()
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435 | or shape.sensor):
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436 | continue
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437 | if hasattr(shape, 'physicser'):
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438 | shape.physicser.game_object.hit(self)
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439 | if time.time() - self.time_created > 0.2:
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440 | self.physicser.remove_from_space()
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441 | self.remove = True
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