source: nagslang/level.py@ 247:70d696b82399

Last change on this file since 247:70d696b82399 was 209:ad1d3de210cd, checked in by Stefano Rivera <stefano@…>, 8 years ago

Drop compatibility imports, and allow an optional module on classnames

File size: 7.5 KB
Line 
1import pygame
2import pygame.locals as pgl
3
4from nagslang import game_object as go
5from nagslang import enemies
6from nagslang import puzzle
7from nagslang.resources import resources
8from nagslang.yamlish import load, dump
9
10POLY_COLORS = {
11 1: pygame.color.THECOLORS['red'],
12 2: pygame.color.THECOLORS['green'],
13 3: pygame.color.THECOLORS['yellow'],
14 4: pygame.color.THECOLORS['blue'],
15 5: pygame.color.THECOLORS['lightblue'],
16 6: pygame.color.THECOLORS['magenta'],
17}
18
19
20LINE_COLOR = pygame.color.THECOLORS['orange']
21
22
23class Level(object):
24
25 def __init__(self, name):
26 self.name = name
27 # defaults
28 self.x = 800
29 self.y = 600
30 self.polygons = {}
31 self.lines = []
32 self.basetile = 'tiles/floor.png'
33 self._tile_image = None
34 self._surface = None
35 self._exterior = False
36 self._glue = puzzle.PuzzleGlue()
37 self.drawables = []
38 self.overlay_drawables = []
39 self._game_objects = []
40 self._enemies = []
41
42 def _get_data(self):
43 # For overriding in tests.
44 with resources.get_file('levels', self.name) as f:
45 return load(f)
46
47 def _dump_data(self, f):
48 # For manipulation in tests.
49 dump({
50 'size': [self.x, self.y],
51 'base_tile': self.basetile,
52 'polygons': self.polygons,
53 'lines': self.lines,
54 'game_objects': self._game_objects,
55 'enemies': self._enemies,
56 }, f)
57
58 def load(self, space):
59 data = self._get_data()
60 self.x, self.y = data['size']
61 self.base_tile = data['base_tile']
62 for i, points in data['polygons'].iteritems():
63 self.polygons[i] = []
64 for point in points:
65 self.polygons[i].append(tuple(point))
66 self.lines = data.get('lines', [])
67 self._game_objects = data.get('game_objects', [])
68 for game_object_dict in self._game_objects:
69 self._create_game_object(space, **game_object_dict)
70 self._enemies = data.get('enemies', [])
71 for enemy_dict in self._enemies:
72 self._create_enemy(space, **enemy_dict)
73
74 def _create_game_object(self, space, classname, args, name=None):
75 modules = {
76 'game_object': go,
77 'puzzle': puzzle,
78 }
79 if '.' in classname:
80 module, classname = classname.split('.')
81 else:
82 module = 'game_object'
83 cls = getattr(modules[module], classname)
84
85 if issubclass(cls, puzzle.Puzzler):
86 gobj = cls(*args)
87 elif issubclass(cls, go.GameObject):
88 gobj = cls(space, *args)
89 self.drawables.append(gobj)
90 if gobj.overlay:
91 self.overlay_drawables.append(gobj.overlay)
92 else:
93 raise TypeError(
94 "Expected a subclass of Puzzler or GameObject, got %s" % (
95 classname))
96 if name is not None:
97 self._glue.add_component(name, gobj)
98
99 def _create_enemy(self, space, classname, args, name=None):
100 cls = getattr(enemies, classname)
101 if issubclass(cls, go.GameObject):
102 gobj = cls(space, *args)
103 self.drawables.append(gobj)
104 else:
105 raise TypeError(
106 "Expected a subclass of GameObject, got %s" % (
107 classname))
108 if name is not None:
109 self._glue.add_component(name, gobj)
110
111 def all_closed(self):
112 """Check if all the polygons are closed"""
113 closed = True
114 messages = []
115 for index, poly in self.polygons.items():
116 if len(poly) == 0:
117 # We ignore empty polygons
118 continue
119 elif len(poly) == 1:
120 closed = False
121 messages.append("Error: polygon %s too small" % index)
122 elif poly[-1] != poly[0]:
123 closed = False
124 messages.append("Error: polygon %s not closed" % index)
125 return closed, messages
126
127 def save(self):
128 closed, _ = self.all_closed()
129 if not closed:
130 return False
131 with resources.get_file('levels', self.name, mode='w') as f:
132 self._dump_data(f)
133 return True
134
135 def get_size(self):
136 return self.x, self.y
137
138 def set_base_tile(self, new_tile):
139 self.basetile = new_tile
140 self._tile_image = None
141
142 def point_to_pygame(self, pos):
143 # Convert a point from pymunk (which is what we store)
144 # to pygame for drawing
145 return (pos[0], self.y - pos[1])
146
147 def get_walls(self):
148 walls = self.polygons.values()
149 walls.extend(self.lines)
150 return walls
151
152 def _draw_walls(self):
153 for index, polygon in self.polygons.items():
154 color = POLY_COLORS[index]
155 if len(polygon) > 1:
156 pointlist = [self.point_to_pygame(p) for p in polygon]
157 pygame.draw.lines(self._surface, color, False, pointlist, 2)
158 for line in self.lines:
159 pointlist = [self.point_to_pygame(p) for p in line]
160 pygame.draw.lines(self._surface, LINE_COLOR, False, pointlist, 2)
161
162 def get_background(self):
163 self._draw_background()
164 self._draw_exterior()
165 # Draw polygons
166 self._draw_walls()
167 return self._surface
168
169 def _draw_exterior(self, force=False):
170 """Fill the exterior of the level with black"""
171 if self._exterior and not force:
172 return
173 white = pygame.color.THECOLORS['white']
174 black = pygame.color.THECOLORS['black']
175 surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
176 surface.fill(black)
177 for index, polygon in self.polygons.items():
178 if len(polygon) > 1:
179 pointlist = [self.point_to_pygame(p) for p in polygon]
180 # filled polygons
181 color = white
182 # If a polygon overlaps on of the existing polygons,
183 # it is treated as negative
184 # This is not a complete inversion, since any overlap
185 # triggers this (inversion is easy enough, but the
186 # behaviour doesn't seem useful)
187 # We also only check the vertexes - not breaking this
188 # assumption is left to the level designers
189 surface.lock()
190 for p in pointlist:
191 if surface.get_at(p) == white:
192 color = black
193 surface.unlock()
194 pygame.draw.polygon(surface, color, pointlist, 0)
195 self._surface.blit(surface, (0, 0), special_flags=pgl.BLEND_RGBA_MULT)
196 self._exterior = True
197
198 def _draw_background(self, force=False):
199 if self._tile_image is None:
200 self._tile_image = resources.get_image(self.basetile)
201 if self._surface is not None and not force:
202 # We assume we don't change
203 return self._surface
204 self._surface = pygame.surface.Surface((self.x, self.y), pgl.SRCALPHA)
205 self._surface.fill(pygame.color.THECOLORS['black'])
206 x_step = self._tile_image.get_rect().width
207 y_step = self._tile_image.get_rect().height
208 x_count = self.x // x_step + 1
209 y_count = self.y / y_step + 1
210 for x in range(x_count):
211 for y in range(y_count):
212 tile_rect = pygame.rect.Rect(x * x_step, y * y_step,
213 x_step, y_step)
214 self._surface.blit(self._tile_image, tile_rect)
215 return self._surface
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