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