1 | import pygame
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2 | import pygame.locals as pgl
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3 |
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4 | from nagslang import game_object as go
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5 | from nagslang.resources import resources
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6 | from nagslang.yamlish import load, dump
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7 |
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8 | POLY_COLORS = {
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9 | 1: pygame.color.THECOLORS['red'],
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10 | 2: pygame.color.THECOLORS['green'],
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11 | 3: pygame.color.THECOLORS['yellow'],
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12 | 4: pygame.color.THECOLORS['blue'],
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13 | 5: pygame.color.THECOLORS['lightblue'],
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14 | 6: pygame.color.THECOLORS['magenta'],
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15 | }
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16 |
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17 |
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18 | class Level(object):
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19 |
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20 | def __init__(self, name):
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21 | self.name = name
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22 | # defaults
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23 | self.x = 800
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24 | self.y = 600
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25 | self.polygons = {}
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26 | self.basetile = 'tiles/floor.png'
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27 | self._tile_image = None
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28 | self._surface = None
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29 | self._exterior = False
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30 | self._glue = go.PuzzleGlue()
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31 | self._drawables = []
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32 | self._game_objects = []
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33 |
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34 | def _get_data(self):
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35 | # For overriding in tests.
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36 | with resources.get_file('levels', self.name) as f:
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37 | return load(f)
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38 |
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39 | def _dump_data(self, f):
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40 | # For manipulation in tests.
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41 | dump({
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42 | 'size': [self.x, self.y],
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43 | 'base_tile': self.basetile,
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44 | 'polygons': self.polygons,
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45 | 'game_objects': self._game_objects,
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46 | }, f)
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47 |
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48 | def load(self, space):
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49 | data = self._get_data()
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50 | self.x, self.y = data['size']
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51 | self.base_tile = data['base_tile']
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52 | for i, points in data['polygons'].iteritems():
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53 | self.polygons[i] = []
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54 | for point in points:
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55 | self.polygons[i].append(tuple(point))
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56 | self._game_objects = data.get('game_objects', [])
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57 | for game_object_dict in self._game_objects:
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58 | self._create_game_object(space, **game_object_dict)
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59 |
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60 | def _create_game_object(self, space, classname, args, name=None):
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61 | # We should probably build a registry of game objects or something.
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62 | # At least this is better than just calling `eval`, right?
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63 | cls = getattr(go, classname)
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64 | if issubclass(cls, go.Puzzler):
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65 | gobj = cls(*args)
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66 | elif issubclass(cls, go.GameObject):
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67 | gobj = cls(space, *args)
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68 | self._drawables.append(gobj)
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69 | else:
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70 | raise TypeError(
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71 | "Expected a subclass of Puzzler or GameObject, got %s" % (
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72 | classname))
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73 | if name is not None:
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74 | self._glue.add_component(name, gobj)
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75 |
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76 | def all_closed(self):
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77 | """Check if all the polygons are closed"""
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78 | closed = True
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79 | messages = []
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80 | for index, poly in self.polygons.items():
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81 | if len(poly) == 0:
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82 | # We ignore empty polygons
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83 | continue
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84 | elif len(poly) == 1:
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85 | closed = False
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86 | messages.append("Error: polygon %s too small" % index)
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87 | elif poly[-1] != poly[0]:
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88 | closed = False
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89 | messages.append("Error: polygon %s not closed" % index)
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90 | return closed, messages
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91 |
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92 | def save(self):
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93 | closed, _ = self.all_closed()
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94 | if not closed:
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95 | return False
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96 | with resources.get_file('levels', self.name, mode='w') as f:
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97 | self._dump_data(f)
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98 | return True
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99 |
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100 | def get_size(self):
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101 | return self.x, self.y
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102 |
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103 | def set_base_tile(self, new_tile):
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104 | self.basetile = new_tile
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105 | self._tile_image = None
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106 |
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107 | def point_to_pygame(self, pos):
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108 | # Convert a point from pymunk (which is what we store)
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109 | # to pygame for drawing
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110 | return (pos[0], self.y - pos[1])
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111 |
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112 | def get_walls(self):
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113 | return self.polygons.values()
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114 |
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115 | def get_drawables(self):
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116 | return self._drawables
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117 |
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118 | def _draw_walls(self):
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119 | for index, polygon in self.polygons.items():
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120 | color = POLY_COLORS[index]
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121 | if len(polygon) > 1:
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122 | pointlist = [self.point_to_pygame(p) for p in polygon]
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123 | pygame.draw.lines(self._surface, color, False, pointlist, 2)
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124 |
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125 | def get_background(self):
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126 | self._draw_background()
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127 | self._draw_exterior()
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128 | # Draw polygons
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129 | self._draw_walls()
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130 | return self._surface
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131 |
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132 | def _draw_exterior(self, force=False):
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133 | """Fill the exterior of the level with black"""
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134 | if self._exterior and not force:
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135 | return
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136 | white = pygame.color.THECOLORS['white']
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137 | black = pygame.color.THECOLORS['black']
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138 | surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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139 | surface.fill(black)
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140 | for index, polygon in self.polygons.items():
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141 | if len(polygon) > 1:
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142 | pointlist = [self.point_to_pygame(p) for p in polygon]
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143 | # filled polygons
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144 | color = white
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145 | # If a polygon overlaps on of the existing polygons,
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146 | # it is treated as negative
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147 | # This is not a complete inversion, since any overlap
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148 | # triggers this (inversion is easy enough, but the
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149 | # behaviour doesn't seem useful)
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150 | # We also only check the vertexes - not breaking this
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151 | # assumption is left to the level designers
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152 | surface.lock()
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153 | for p in pointlist:
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154 | if surface.get_at(p) == white:
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155 | color = black
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156 | surface.unlock()
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157 | pygame.draw.polygon(surface, color, pointlist, 0)
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158 | self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
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159 | self._exterior = True
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160 |
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161 | def _draw_background(self, force=False):
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162 | if self._tile_image is None:
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163 | self._tile_image = resources.get_image(self.basetile)
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164 | if self._surface is not None and not force:
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165 | # We assume we don't change
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166 | return self._surface
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167 | self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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168 | self._surface.fill(pygame.color.THECOLORS['black'])
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169 | x_step = self._tile_image.get_rect().width
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170 | y_step = self._tile_image.get_rect().height
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171 | x_count = self.x // x_step + 1
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172 | y_count = self.y / y_step + 1
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173 | for x in range(x_count):
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174 | for y in range(y_count):
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175 | tile_rect = pygame.rect.Rect(x * x_step, y * y_step,
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176 | x_step, y_step)
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177 | self._surface.blit(self._tile_image, tile_rect)
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178 | return self._surface
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