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 import enemies
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6 | from nagslang import puzzle
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7 | from nagslang.utils import tile_surface
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8 | from nagslang.resources import resources
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9 | from nagslang.yamlish import load, dump
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10 |
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11 | POLY_COLORS = {
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12 | 1: pygame.color.THECOLORS['red'],
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13 | 2: pygame.color.THECOLORS['green'],
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14 | 3: pygame.color.THECOLORS['yellow'],
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15 | 4: pygame.color.THECOLORS['blue'],
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16 | 5: pygame.color.THECOLORS['lightblue'],
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17 | 6: pygame.color.THECOLORS['magenta'],
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18 | }
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19 |
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20 |
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21 | LINE_COLOR = pygame.color.THECOLORS['orange']
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22 |
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23 |
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24 | class Level(object):
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25 |
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26 | def __init__(self, name, world):
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27 | self.name = name
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28 | # defaults
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29 | self.x = 800
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30 | self.y = 600
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31 | self.polygons = {}
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32 | self.lines = []
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33 | self.world = world
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34 | self.world.level_state.setdefault(name, {})
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35 | self.basetile = 'tiles/floor.png'
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36 | self._tile_image = None
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37 | self._surface = None
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38 | self._exterior = False
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39 | self._glue = puzzle.PuzzleGlue()
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40 | self.drawables = []
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41 | self.overlay_drawables = []
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42 | self._game_objects = []
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43 | self._enemies = []
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44 |
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45 | def _get_data(self):
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46 | # For overriding in tests.
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47 | with resources.get_file('levels', self.name) as f:
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48 | return load(f)
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49 |
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50 | def _dump_data(self, f):
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51 | # For manipulation in tests.
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52 | dump({
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53 | 'size': [self.x, self.y],
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54 | 'base_tile': self.basetile,
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55 | 'polygons': self.polygons,
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56 | 'lines': self.lines,
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57 | 'game_objects': self._game_objects,
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58 | 'enemies': self._enemies,
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59 | }, f)
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60 |
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61 | @classmethod
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62 | def list_levels(cls):
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63 | with resources.get_file('levels', 'LEVELS') as f:
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64 | levels = load(f)
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65 | return levels['levels']
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66 |
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67 | def load(self, space):
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68 | data = self._get_data()
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69 | self.x, self.y = data['size']
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70 | self.basetile = data['base_tile']
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71 | for i, points in data['polygons'].iteritems():
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72 | self.polygons[i] = []
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73 | for point in points:
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74 | self.polygons[i].append(tuple(point))
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75 | self.lines = data.get('lines', [])
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76 | self._game_objects = data.get('game_objects', [])
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77 | for game_object_dict in self._game_objects:
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78 | self._create_game_object(space, **game_object_dict)
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79 | self._enemies = data.get('enemies', [])
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80 | for enemy_dict in self._enemies:
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81 | self._create_enemy(space, **enemy_dict)
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82 |
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83 | def _create_game_object(self, space, classname, args, name=None):
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84 | modules = {
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85 | 'game_object': go,
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86 | 'puzzle': puzzle,
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87 | }
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88 | if '.' in classname:
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89 | module, classname = classname.split('.')
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90 | else:
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91 | module = 'game_object'
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92 | cls = getattr(modules[module], classname)
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93 |
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94 | if issubclass(cls, puzzle.Puzzler):
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95 | gobj = cls(*args)
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96 | elif issubclass(cls, go.GameObject):
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97 | gobj = cls(space, *args)
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98 | level_state = self.world.level_state[self.name]
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99 | stored_state = level_state.get(name, {})
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100 | should_save = bool(gobj.set_stored_state_dict(stored_state))
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101 | if should_save:
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102 | if name is None:
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103 | raise Exception(
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104 | "Unnamed game object wants to save state:" % (gobj,))
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105 | level_state[name] = stored_state
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106 | self.drawables.append(gobj)
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107 | if gobj.overlay:
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108 | self.overlay_drawables.append(gobj.overlay)
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109 | else:
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110 | raise TypeError(
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111 | "Expected a subclass of Puzzler or GameObject, got %s" % (
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112 | classname))
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113 | if name is not None:
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114 | self._glue.add_component(name, gobj)
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115 | return gobj
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116 |
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117 | def _create_enemy(self, space, classname, args, name=None):
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118 | cls = getattr(enemies, classname)
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119 | if issubclass(cls, go.GameObject):
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120 | gobj = cls(space, self.world, *args)
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121 | self.drawables.append(gobj)
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122 | else:
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123 | raise TypeError(
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124 | "Expected a subclass of GameObject, got %s" % (
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125 | classname))
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126 | if name is not None:
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127 | self._glue.add_component(name, gobj)
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128 | return gobj
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129 |
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130 | def all_closed(self):
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131 | """Check if all the polygons are closed"""
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132 | closed = True
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133 | messages = []
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134 | for index, poly in self.polygons.items():
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135 | if len(poly) == 0:
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136 | # We ignore empty polygons
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137 | continue
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138 | elif len(poly) == 1:
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139 | closed = False
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140 | messages.append("Error: polygon %s too small" % index)
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141 | elif poly[-1] != poly[0]:
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142 | closed = False
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143 | messages.append("Error: polygon %s not closed" % index)
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144 | return closed, messages
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145 |
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146 | def save(self):
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147 | closed, _ = self.all_closed()
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148 | if not closed:
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149 | return False
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150 | with resources.get_file('levels', self.name, mode='w') as f:
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151 | self._dump_data(f)
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152 | return True
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153 |
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154 | def get_size(self):
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155 | return self.x, self.y
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156 |
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157 | def set_base_tile(self, new_tile):
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158 | self.basetile = new_tile
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159 | self._tile_image = None
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160 |
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161 | def point_to_pygame(self, pos):
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162 | # Convert a point from pymunk (which is what we store)
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163 | # to pygame for drawing
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164 | return (pos[0], self.y - pos[1])
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165 |
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166 | def get_walls(self):
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167 | walls = self.polygons.values()
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168 | walls.extend(self.lines)
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169 | return walls
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170 |
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171 | def _draw_walls(self):
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172 | for index, polygon in self.polygons.items():
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173 | color = POLY_COLORS[index]
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174 | if len(polygon) > 1:
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175 | pointlist = [self.point_to_pygame(p) for p in polygon]
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176 | pygame.draw.lines(self._surface, color, False, pointlist, 2)
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177 | for line in self.lines:
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178 | pointlist = [self.point_to_pygame(p) for p in line]
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179 | pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2)
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180 |
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181 | def get_background(self):
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182 | self._draw_background()
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183 | self._draw_exterior()
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184 | # Draw polygons
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185 | self._draw_walls()
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186 | return self._surface
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187 |
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188 | def _draw_exterior(self, force=False):
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189 | """Fill the exterior of the level with black"""
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190 | if self._exterior and not force:
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191 | return
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192 | white = pygame.color.THECOLORS['white']
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193 | black = pygame.color.THECOLORS['black']
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194 | surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
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195 | surface.fill(black)
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196 | for index, polygon in self.polygons.items():
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197 | if len(polygon) > 1:
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198 | pointlist = [self.point_to_pygame(p) for p in polygon]
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199 | # filled polygons
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200 | color = white
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201 | # If a polygon overlaps on of the existing polygons,
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202 | # it is treated as negative
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203 | # This is not a complete inversion, since any overlap
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204 | # triggers this (inversion is easy enough, but the
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205 | # behaviour doesn't seem useful)
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206 | # We also only check the vertexes - not breaking this
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207 | # assumption is left to the level designers
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208 | surface.lock()
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209 | for p in pointlist:
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210 | if surface.get_at(p) == white:
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211 | color = black
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212 | surface.unlock()
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213 | pygame.draw.polygon(surface, color, pointlist, 0)
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214 | self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
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215 | self._exterior = True
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216 |
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217 | def _draw_background(self, force=False):
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218 | if self._tile_image is None:
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219 | self._tile_image = resources.get_image(self.basetile)
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220 | if self._surface is not None and not force:
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221 | # We assume we don't change
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222 | return self._surface
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223 | self._surface = tile_surface((self.x, self.y), self._tile_image)
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224 | return self._surface
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