source: nagslang/game_object.py@ 370:b5a0081f5784

Last change on this file since 370:b5a0081f5784 was 370:b5a0081f5784, checked in by Stefano Rivera <stefano@…>, 8 years ago

Make the inventory a set

File size: 19.3 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
10from nagslang.constants import (
11 COLLISION_TYPE_DOOR, COLLISION_TYPE_FURNITURE, COLLISION_TYPE_PROJECTILE,
12 COLLISION_TYPE_SWITCH, COLLISION_TYPE_WEREWOLF_ATTACK,
13 SWITCH_PUSHERS, ZORDER_FLOOR, ZORDER_LOW, ZORDER_HIGH)
14from nagslang.resources import resources
15from nagslang.events import DoorEvent
16
17
18def get_editable_game_objects():
19 classes = []
20 for cls_name, cls in globals().iteritems():
21 if isinstance(cls, type) and hasattr(cls, 'requires'):
22 classes.append((cls_name, cls))
23 return classes
24
25
26class Physicser(object):
27 def __init__(self, space):
28 self._space = space
29
30 def get_space(self):
31 return self._space
32
33 def set_space(self, new_space):
34 self._space = new_space
35
36 def set_game_object(self, game_object):
37 self.game_object = game_object
38
39 def get_shape(self):
40 raise NotImplementedError()
41
42 def add_to_space(self):
43 shape = self.get_shape()
44 self.get_space().add(shape)
45 if not shape.body.is_static:
46 self.get_space().add(shape.body)
47
48 def remove_from_space(self):
49 shape = self.get_shape()
50 self.get_space().remove(shape)
51 if not shape.body.is_static:
52 self.get_space().remove(shape.body)
53
54 def get_render_position(self, surface):
55 pos = self.get_shape().body.position
56 return pymunk.pygame_util.to_pygame(pos, surface)
57
58 def get_angle(self):
59 return self.get_shape().body.angle
60
61 def get_velocity(self):
62 return self.get_shape().body.velocity
63
64 def _get_position(self):
65 return self.get_shape().body.position
66
67 def _set_position(self, position):
68 self.get_shape().body.position = position
69
70 position = property(_get_position, _set_position)
71
72 def apply_impulse(self, j, r=(0, 0)):
73 return self.get_shape().body.apply_impulse(j, r)
74
75
76class SingleShapePhysicser(Physicser):
77 def __init__(self, space, shape):
78 super(SingleShapePhysicser, self).__init__(space)
79 self._shape = shape
80 shape.physicser = self
81
82 def get_shape(self):
83 return self._shape
84
85
86def damping_velocity_func(body, gravity, damping, dt):
87 """Apply custom damping to this body's velocity.
88 """
89 damping = getattr(body, 'damping', damping)
90 return pymunk.Body.update_velocity(body, gravity, damping, dt)
91
92
93def make_body(mass, moment, position, damping=None):
94 body = pymunk.Body(mass, moment)
95 body.position = tuple(position)
96 if damping is not None:
97 body.damping = damping
98 body.velocity_func = damping_velocity_func
99 return body
100
101
102class GameObject(object):
103 """A representation of a thing in the game world.
104
105 This has a rendery thing, physicsy things and maybe some other things.
106 """
107
108 zorder = ZORDER_LOW
109 is_moving = False # `True` if a movement animation should play.
110
111 def __init__(self, physicser, renderer, puzzler=None, overlay=None,
112 interactible=None):
113 self.lifetime = 0
114 self.physicser = physicser
115 physicser.set_game_object(self)
116 self.physicser.add_to_space()
117 self.renderer = renderer
118 renderer.set_game_object(self)
119 self.puzzler = puzzler
120 if puzzler is not None:
121 puzzler.set_game_object(self)
122 self.overlay = overlay
123 if overlay is not None:
124 self.overlay.set_game_object(self)
125 self.interactible = interactible
126 if interactible is not None:
127 self.interactible.set_game_object(self)
128 self.remove = False # If true, will be removed from drawables
129
130 def set_stored_state_dict(self, stored_state):
131 """Override this to set up whatever state storage you want.
132
133 The `stored_state` dict passed in contains whatever saved state we
134 might have for this object. If the return value of this method
135 evaluates to `True`, the contents of the `stored_state` dict will be
136 saved, otherwise it will be discarded.
137 """
138 pass
139
140 def get_space(self):
141 return self.physicser.get_space()
142
143 def get_shape(self):
144 return self.physicser.get_shape()
145
146 def get_render_position(self, surface):
147 return self.physicser.get_render_position(surface)
148
149 def get_render_angle(self):
150 return self.physicser.get_angle()
151
152 def get_facing_direction(self):
153 """Used by rendererd that care what direction an object is facing.
154 """
155 return None
156
157 def render(self, surface):
158 return self.renderer.render(surface)
159
160 def update(self, dt):
161 self.lifetime += dt
162 self.renderer.update(dt)
163
164 def hit(self, weapon):
165 '''Was hit with a weapon (such as a bullet)'''
166 pass
167
168 def collide_with_protagonist(self, protagonist):
169 """Called as a `pre_solve` collision callback with the protagonist.
170
171 You can return `False` to ignore the collision, anything else
172 (including `None`) to process the collision as normal.
173 """
174 return True
175
176 def collide_with_furniture(self, furniture):
177 return True
178
179 def collide_with_claw_attack(self, claw_attack):
180 return True
181
182 @classmethod
183 def requires(cls):
184 """Hints for the level editor"""
185 return [("name", "string")]
186
187
188class FloorSwitch(GameObject):
189 zorder = ZORDER_FLOOR
190
191 def __init__(self, space, position):
192 body = make_body(None, None, position)
193 self.shape = pymunk.Circle(body, 30)
194 self.shape.collision_type = COLLISION_TYPE_SWITCH
195 self.shape.sensor = True
196 super(FloorSwitch, self).__init__(
197 SingleShapePhysicser(space, self.shape),
198 render.ImageStateRenderer({
199 True: resources.get_image('objects', 'sensor_on.png'),
200 False: resources.get_image('objects', 'sensor_off.png'),
201 }),
202 puzzle.CollidePuzzler(*SWITCH_PUSHERS),
203 )
204
205 @classmethod
206 def requires(cls):
207 return [("name", "string"), ("position", "coordinates")]
208
209
210class Note(GameObject):
211 zorder = ZORDER_FLOOR
212
213 def __init__(self, space, position, message):
214 body = make_body(None, None, position)
215 self.shape = pymunk.Circle(body, 30)
216 self.shape.sensor = True
217 super(Note, self).__init__(
218 SingleShapePhysicser(space, self.shape),
219 render.ImageRenderer(resources.get_image('objects', 'note.png')),
220 puzzle.CollidePuzzler(),
221 render.TextOverlay(message),
222 )
223
224 @classmethod
225 def requires(cls):
226 return [("name", "string"), ("position", "coordinates"),
227 ("message", "text")]
228
229
230class FloorLight(GameObject):
231 zorder = ZORDER_FLOOR
232
233 def __init__(self, space, position, state_source):
234 body = make_body(None, None, position)
235 self.shape = pymunk.Circle(body, 10)
236 self.shape.collision_type = COLLISION_TYPE_SWITCH
237 self.shape.sensor = True
238 super(FloorLight, self).__init__(
239 SingleShapePhysicser(space, self.shape),
240 render.ImageStateRenderer({
241 True: resources.get_image('objects', 'light_on.png'),
242 False: resources.get_image('objects', 'light_off.png'),
243 }),
244 puzzle.StateProxyPuzzler(state_source),
245 )
246
247 @classmethod
248 def requires(cls):
249 return [("name", "string"), ("position", "coordinates"),
250 ("state_source", "puzzler")]
251
252
253class Box(GameObject):
254 def __init__(self, space, position):
255 body = make_body(10, 10000, position, damping=0.5)
256 self.shape = pymunk.Poly(
257 body, [(-20, -20), (20, -20), (20, 20), (-20, 20)])
258 self.shape.friction = 0.5
259 self.shape.collision_type = COLLISION_TYPE_FURNITURE
260 super(Box, self).__init__(
261 SingleShapePhysicser(space, self.shape),
262 render.ImageRenderer(resources.get_image('objects', 'crate.png')),
263 )
264
265 @classmethod
266 def requires(cls):
267 return [("name", "string"), ("position", "coordinates"),
268 ("state_source", "puzzler")]
269
270
271class BaseDoor(GameObject):
272 zorder = ZORDER_FLOOR
273 is_open = True
274
275 def __init__(self, space, position, destination, dest_pos, angle,
276 renderer, condition):
277 body = make_body(pymunk.inf, pymunk.inf, position, damping=0.5)
278 self.shape = pymunk.Circle(body, 30)
279 self.shape.collision_type = COLLISION_TYPE_DOOR
280 self.shape.body.angle = float(angle) / 180 * math.pi
281 self.shape.sensor = True
282 self.destination = destination
283 self.dest_pos = tuple(dest_pos)
284 super(BaseDoor, self).__init__(
285 SingleShapePhysicser(space, self.shape),
286 renderer,
287 puzzle.ParentAttrPuzzler('is_open'),
288 interactible=environment.Interactible(
289 environment.Action(self._post_door_event, condition)),
290 )
291
292 def _post_door_event(self, protagonist):
293 DoorEvent.post(self.destination, self.dest_pos)
294
295
296class Door(BaseDoor):
297 def __init__(self, space, position, destination, dest_pos, angle):
298 super(Door, self).__init__(
299 space, position, destination, dest_pos, angle,
300 render.ImageRenderer(resources.get_image('objects', 'door.png')),
301 environment.YesCondition(),
302 )
303
304 @classmethod
305 def requires(cls):
306 return [("name", "string"), ("position", "coordinates"),
307 ("destination", "level name"), ("dest_pos", "coordinate"),
308 ("angle", "degrees")]
309
310
311class PuzzleDoor(BaseDoor):
312 def __init__(self, space, position, destination, dest_pos, angle,
313 key_state):
314 self._key_state = key_state
315 super(PuzzleDoor, self).__init__(
316 space, position, destination, dest_pos, angle,
317 render.ImageStateRenderer({
318 True: resources.get_image('objects', 'door.png'),
319 False: resources.get_image('objects', 'locked_door.png'),
320 }),
321 environment.FunctionCondition(lambda p: self.is_open),
322 )
323
324 @property
325 def is_open(self):
326 return self._stored_state['is_open']
327
328 def set_stored_state_dict(self, stored_state):
329 self._stored_state = stored_state
330 self._stored_state.setdefault('is_open', False)
331 return True
332
333 def update(self, dt):
334 if not self.is_open:
335 self._stored_state['is_open'] = self.puzzler.glue.get_state_of(
336 self._key_state)
337 super(PuzzleDoor, self).update(dt)
338
339 @classmethod
340 def requires(cls):
341 return [("name", "string"), ("position", "coordinates"),
342 ("destination", "level name"), ("dest_pos", "coordinate"),
343 ("angle", "degrees"),
344 ("key_state", "puzzler")]
345
346
347class KeyedDoor(BaseDoor):
348 def __init__(self, space, position, destination, dest_pos, angle,
349 key_item=None):
350 self._key_item = key_item
351 overlay = ImageOverlay(
352 resources.get_image('objects', '%s.png' % (key_item,)))
353 super(KeyedDoor, self).__init__(
354 space, position, destination, dest_pos, angle,
355 render.ImageRenderer(resources.get_image(
356 'objects', 'door.png', transforms=(overlay,))),
357 environment.ItemRequiredCondition(key_item),
358 )
359
360 @classmethod
361 def requires(cls):
362 return [("name", "string"), ("position", "coordinates"),
363 ("destination", "level name"), ("dest_pos", "coordinate"),
364 ("angle", "degrees"), ("key_item", "item name")]
365
366
367class Bulkhead(GameObject):
368 zorder = ZORDER_FLOOR
369
370 def __init__(self, space, end1, end2, key_state=None):
371 body = make_body(None, None, (0, 0))
372 self.shape = pymunk.Segment(body, tuple(end1), tuple(end2), 3)
373 self.shape.collision_type = COLLISION_TYPE_DOOR
374 if key_state is None:
375 puzzler = puzzle.YesPuzzler()
376 else:
377 puzzler = puzzle.StateProxyPuzzler(key_state)
378 super(Bulkhead, self).__init__(
379 SingleShapePhysicser(space, self.shape),
380 render.ShapeStateRenderer(),
381 puzzler,
382 )
383
384 def collide_with_protagonist(self, protagonist):
385 if self.puzzler.get_state():
386 # Reject the collision, we can walk through.
387 return False
388 return True
389
390 collide_with_furniture = collide_with_protagonist
391
392 @classmethod
393 def requires(cls):
394 return [("name", "string"), ("end1", "coordinates"),
395 ("end2", "coordinates"), ("key_state", "puzzler")]
396
397
398class ToggleSwitch(GameObject):
399 zorder = ZORDER_LOW
400
401 def __init__(self, space, position):
402 body = make_body(None, None, position)
403 self.shape = pymunk.Circle(body, 20)
404 self.shape.sensor = True
405 super(ToggleSwitch, self).__init__(
406 SingleShapePhysicser(space, self.shape),
407 render.ImageStateRenderer({
408 True: resources.get_image('objects', 'lever.png'),
409 False: resources.get_image(
410 'objects', 'lever.png', transforms=(FLIP_H,)),
411 }),
412 puzzle.ParentAttrPuzzler('toggle_on'),
413 interactible=environment.Interactible(
414 environment.Action(self._toggle)),
415 )
416
417 @property
418 def toggle_on(self):
419 return self._stored_state['toggle_on']
420
421 def _toggle(self, protagonist):
422 self._stored_state['toggle_on'] = not self.toggle_on
423
424 def set_stored_state_dict(self, stored_state):
425 self._stored_state = stored_state
426 # We start in the "off" position.
427 self._stored_state.setdefault('toggle_on', False)
428 return True
429
430 @classmethod
431 def requires(cls):
432 return [("name", "string"), ("position", "coordinates")]
433
434
435class Bullet(GameObject):
436 def __init__(self, space, position, impulse, damage, bullet_type,
437 source_collision_type):
438 body = make_body(1, pymunk.inf, position)
439 body.angle = impulse.angle
440 self.last_position = position
441 self.shape = pymunk.Circle(body, 2)
442 self.shape.sensor = True
443 self.shape.collision_type = COLLISION_TYPE_PROJECTILE
444 self.damage = damage
445 self.type = bullet_type
446 self.source_collision_type = source_collision_type
447 super(Bullet, self).__init__(
448 SingleShapePhysicser(space, self.shape),
449 render.ImageRenderer(resources.get_image(
450 'objects', '%s.png' % self.type)),
451 )
452 self.physicser.apply_impulse(impulse)
453
454 def update(self, dt):
455 super(Bullet, self).update(dt)
456 position = (self.physicser.position.x, self.physicser.position.y)
457 r = self.get_space().segment_query(self.last_position, position)
458 self.last_position = position
459 for collision in r:
460 shape = collision.shape
461 if (shape.collision_type == self.source_collision_type
462 or shape == self.physicser.get_shape()
463 or shape.sensor):
464 continue
465 if hasattr(shape, 'physicser'):
466 shape.physicser.game_object.hit(self)
467 self.physicser.remove_from_space()
468 self.remove = True
469 break
470
471
472class CollectibleGameObject(GameObject):
473 zorder = ZORDER_LOW
474
475 def __init__(self, space, name, shape, renderer):
476 self._name = name
477 shape.sensor = True
478 super(CollectibleGameObject, self).__init__(
479 SingleShapePhysicser(space, shape),
480 renderer,
481 interactible=environment.Interactible(
482 environment.Action(
483 self._collect, environment.HumanFormCondition())),
484 )
485
486 def _collect(self, protagonist):
487 protagonist.inventory.add(self._name)
488 # TODO: Make this less hacky.
489 self.physicser.remove_from_space()
490 self.renderer = render.NullRenderer()
491
492
493class Gun(CollectibleGameObject):
494 def __init__(self, space, position):
495 body = make_body(None, None, position)
496 self.shape = pymunk.Circle(body, 20)
497 super(Gun, self).__init__(
498 space, 'gun', self.shape,
499 render.ImageRenderer(resources.get_image('objects', 'gun.png')),
500 )
501
502
503class ClawAttack(GameObject):
504 def __init__(self, space, pos, vector, damage):
505 body = make_body(1, pymunk.inf,
506 (pos[0] + (vector.length * math.cos(vector.angle)),
507 pos[1] + (vector.length * math.sin(vector.angle))))
508 body.angle = vector.angle
509 self.shape = pymunk.Circle(body, 30)
510 self.shape.sensor = True
511 self.shape.collision_type = COLLISION_TYPE_WEREWOLF_ATTACK
512 self.damage = damage
513 super(ClawAttack, self).__init__(
514 SingleShapePhysicser(space, self.shape),
515 render.ImageRenderer(resources.get_image(
516 'objects', 'werewolf_SW_claw_attack.png',
517 transforms=(FLIP_H,))),
518 )
519
520 def update(self, dt):
521 super(ClawAttack, self).update(dt)
522 if self.lifetime > 0.1:
523 self.physicser.remove_from_space()
524 self.remove = True
525
526
527class HostileTerrain(GameObject):
528 zorder = ZORDER_FLOOR
529 damage = None
530 tile = None
531 tile_alpha = 255
532 # How often to hit the player
533 rate = 5
534
535 def __init__(self, space, position, outline):
536 body = make_body(10, pymunk.inf, position)
537 # Adjust shape relative to position
538 shape_outline = [(p[0] - position[0], p[1] - position[1]) for
539 p in outline]
540 self.shape = pymunk.Poly(body, shape_outline)
541 self._ticks = 0
542 self.shape.collision_type = COLLISION_TYPE_SWITCH
543 self.shape.sensor = True
544 super(HostileTerrain, self).__init__(
545 SingleShapePhysicser(space, self.shape),
546 render.TiledRenderer(outline,
547 resources.get_image('tiles', self.tile),
548 self.tile_alpha))
549
550 def collide_with_protagonist(self, protagonist):
551 # We're called every frame we're colliding, so
552 # There are timing issues with stepping on and
553 # off terrian, but as long as the rate is reasonably
554 # low, they shouldn't impact gameplay
555 if self._ticks == 0:
556 self.apply_effect(protagonist)
557 self._ticks += 1
558 if self._ticks > self.rate:
559 self._ticks = 0
560
561 def apply_effect(self, protagonist):
562 protagonist.lose_health(self.damage)
563
564 @classmethod
565 def requires(cls):
566 return [("name", "string"), ("position", "coordinates"),
567 ("outline", "polygon (convex)")]
568
569
570class AcidFloor(HostileTerrain):
571 damage = 1
572 tile = 'acid.png'
573
574
575class ForceWolfFloor(HostileTerrain):
576 tile = 'moonlight.png'
577 rate = 0
578 tile_alpha = 150
579 zorder = ZORDER_HIGH
580
581 def apply_effect(self, protagonist):
582 protagonist.force_wolf_form()
583
584
585class KeyCard(CollectibleGameObject):
586 def __init__(self, space, position, name):
587 body = make_body(None, None, position)
588 self.shape = pymunk.Circle(body, 20)
589 super(KeyCard, self).__init__(
590 space, name, self.shape,
591 render.ImageRenderer(
592 resources.get_image('objects', '%s.png' % (name,))),
593 )
594
595 @classmethod
596 def requires(cls):
597 return [("name", "string"), ("position", "coordinates"),
598 ("item_name", "string")]
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