1 | import math
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2 |
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3 | import pymunk
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4 | import pymunk.pygame_util
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5 |
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6 | from nagslang import render
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7 | from nagslang.constants import (
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8 | COLLISION_TYPE_PLAYER, ZORDER_MID, WEREWOLF_SOAK_FACTOR,
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9 | PROTAGONIST_HEALTH_MIN_LEVEL, PROTAGONIST_HEALTH_MAX_LEVEL,
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10 | NON_GAME_OBJECT_COLLIDERS, BULLET_DAMAGE, BULLET_SPEED, CLAW_DAMAGE,
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11 | CMD_TOGGLE_FORM, CMD_ACTION)
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12 | from nagslang.game_object import (
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13 | GameObject, Physicser, Result, Bullet, ClawAttack, EphemeralNote,
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14 | make_body)
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15 | from nagslang.mutators import FLIP_H
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16 | from nagslang.resources import resources
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17 | from nagslang.events import AddDrawableEvent, DeathEvent
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18 | from nagslang.utils import vec_from_angle, vec_with_length
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19 |
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20 |
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21 | class ProtagonistPhysicser(Physicser):
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22 | def __init__(self, space, form_shapes):
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23 | self._space = space
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24 | self._form_shapes = form_shapes
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25 | for shape in form_shapes.values():
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26 | shape.physicser = self
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27 |
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28 | def switch_form(self, old_form, new_form):
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29 | self._space.remove(self._form_shapes[old_form])
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30 | shape = self._form_shapes[new_form]
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31 | self._space.add(shape)
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32 | for attr, value in shape.protagonist_body_props.iteritems():
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33 | setattr(shape.body, attr, value)
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34 |
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35 | def get_shape(self):
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36 | return self._form_shapes[self.game_object.form]
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37 |
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38 |
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39 | class ProtagonistFormSelectionRenderer(render.RendererSelectionRenderer):
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40 | def select_renderer(self):
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41 | return self.game_object.form
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42 |
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43 |
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44 | def _make_change_sequence(old, new):
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45 | return (
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46 | new, new, old, old, old, old,
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47 | new, new, old, old, old,
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48 | new, new, old, old,
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49 | new, new, new, old, old,
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50 | new, new, new, new, old, old,
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51 | new)
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52 |
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53 |
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54 | class Protagonist(GameObject):
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55 | """Representation of our fearless protagonist.
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56 |
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57 | TODO: Factor out a bunch of this stuff when we need it for other objects.
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58 | """
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59 |
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60 | HUMAN_FORM = 'human'
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61 | WOLF_FORM = 'wolf'
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62 |
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63 | CHANGING_SEQUENCE = {
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64 | # The key is the form we're changing *from*.
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65 | HUMAN_FORM: _make_change_sequence(HUMAN_FORM, WOLF_FORM),
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66 | WOLF_FORM: _make_change_sequence(WOLF_FORM, HUMAN_FORM),
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67 | }
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68 |
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69 | zorder = ZORDER_MID
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70 |
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71 | def __init__(self, space, world, position):
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72 | self.form = self.HUMAN_FORM
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73 | super(Protagonist, self).__init__(
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74 | self._make_physics(space, position), self._make_renderer())
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75 | self.world = world
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76 | self.health_level = PROTAGONIST_HEALTH_MAX_LEVEL
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77 |
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78 | self.angle = 0
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79 | self.is_moving = False
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80 | self.changing_sequence = []
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81 | self.add_timer('attack_cooldown', 0.2)
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82 | self.add_timer('change_delay', 0.1)
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83 |
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84 | self.go_human()
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85 |
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86 | def _make_physics(self, space, position):
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87 | body = make_body(10, pymunk.inf, position, 0.8)
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88 | body.velocity_limit = 1000
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89 |
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90 | human = pymunk.Poly(body, [(-15, -30), (15, -30), (15, 30), (-15, 30)])
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91 | human.elasticity = 1.0
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92 | human.collision_type = COLLISION_TYPE_PLAYER
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93 | human.protagonist_body_props = {
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94 | 'mass': 10,
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95 | 'damping': 0.8,
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96 | }
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97 |
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98 | wolf = pymunk.Circle(body, 30)
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99 | wolf.elasticity = 1.0
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100 | wolf.collision_type = COLLISION_TYPE_PLAYER
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101 | wolf.protagonist_body_props = {
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102 | 'mass': 100,
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103 | 'damping': 0.9,
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104 | }
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105 |
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106 | return ProtagonistPhysicser(space, {
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107 | self.HUMAN_FORM: human,
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108 | self.WOLF_FORM: wolf,
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109 | })
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110 |
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111 | def _get_image(self, name, *transforms):
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112 | return resources.get_image('creatures', name, transforms=transforms)
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113 |
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114 | def change_space(self, new_space):
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115 | self.physicser.remove_from_space()
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116 | self.physicser.set_space(new_space)
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117 | self.physicser.add_to_space()
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118 |
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119 | def reset(self):
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120 | self.health_level = PROTAGONIST_HEALTH_MAX_LEVEL
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121 | self.is_moving = False
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122 |
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123 | self.go_human()
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124 |
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125 | def _make_renderer(self):
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126 | return ProtagonistFormSelectionRenderer({
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127 | self.HUMAN_FORM: render.FacingSelectionRenderer(
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128 | {
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129 | 'N': render.MovementAnimatedRenderer(
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130 | [self._get_image('human_N_1.png'),
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131 | self._get_image('human_N_2.png')], 3),
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132 | 'S': render.MovementAnimatedRenderer(
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133 | [self._get_image('human_S_1.png'),
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134 | self._get_image('human_S_2.png')], 3),
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135 | 'W': render.MovementAnimatedRenderer(
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136 | [self._get_image('human_W_1.png'),
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137 | self._get_image('human_W_2.png')], 3),
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138 | 'E': render.MovementAnimatedRenderer(
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139 | [self._get_image('human_W_1.png', FLIP_H),
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140 | self._get_image('human_W_2.png', FLIP_H)], 3),
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141 | 'NW': render.MovementAnimatedRenderer(
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142 | [self._get_image('human_NW_1.png'),
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143 | self._get_image('human_NW_2.png')], 3),
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144 | 'NE': render.MovementAnimatedRenderer(
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145 | [self._get_image('human_NW_1.png', FLIP_H),
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146 | self._get_image('human_NW_2.png', FLIP_H)], 3),
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147 | 'SW': render.MovementAnimatedRenderer(
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148 | [self._get_image('human_SW_1.png'),
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149 | self._get_image('human_SW_2.png')], 3),
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150 | 'SE': render.MovementAnimatedRenderer(
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151 | [self._get_image('human_SW_1.png', FLIP_H),
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152 | self._get_image('human_SW_2.png', FLIP_H)], 3),
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153 | }),
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154 | self.WOLF_FORM: render.FacingSelectionRenderer(
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155 | {
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156 | 'N': render.MovementAnimatedRenderer(
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157 | [self._get_image('werewolf_N_1.png'),
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158 | self._get_image('werewolf_N_2.png')], 3),
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159 | 'S': render.MovementAnimatedRenderer(
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160 | [self._get_image('werewolf_S_1.png'),
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161 | self._get_image('werewolf_S_2.png')], 3),
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162 | 'W': render.MovementAnimatedRenderer(
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163 | [self._get_image('werewolf_W_1.png'),
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164 | self._get_image('werewolf_W_2.png')], 3),
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165 | 'E': render.MovementAnimatedRenderer(
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166 | [self._get_image('werewolf_W_1.png', FLIP_H),
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167 | self._get_image('werewolf_W_2.png', FLIP_H)], 3),
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168 | 'NW': render.MovementAnimatedRenderer(
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169 | [self._get_image('werewolf_NW_1.png'),
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170 | self._get_image('werewolf_NW_2.png')], 3),
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171 | 'NE': render.MovementAnimatedRenderer(
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172 | [self._get_image('werewolf_NW_1.png', FLIP_H),
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173 | self._get_image('werewolf_NW_2.png', FLIP_H)], 3),
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174 | 'SW': render.MovementAnimatedRenderer(
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175 | [self._get_image('werewolf_SW_1.png'),
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176 | self._get_image('werewolf_SW_2.png')], 3),
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177 | 'SE': render.MovementAnimatedRenderer(
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178 | [self._get_image('werewolf_SW_1.png', FLIP_H),
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179 | self._get_image('werewolf_SW_2.png', FLIP_H)], 3),
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180 | }),
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181 | })
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182 |
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183 | @classmethod
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184 | def from_saved_state(cls, saved_state):
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185 | """Create an instance from the provided serialised state.
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186 | """
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187 | obj = cls()
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188 | # TODO: Update from saved state.
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189 | return obj
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190 |
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191 | def handle_attack_key_down(self):
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192 | if self.changing_sequence:
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193 | self.fire_note(
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194 | "You can't do anything until your form has stabilised.")
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195 | return
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196 | if self.check_timer('attack_cooldown'):
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197 | return
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198 | self.start_timer('attack_cooldown')
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199 | self.world.attacks += 1
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200 | return self.attack()
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201 |
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202 | def handle_keypress(self, key_command):
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203 | if self.changing_sequence:
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204 | self.fire_note(
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205 | "You can't do anything until your form has stabilised.")
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206 | if key_command == CMD_TOGGLE_FORM:
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207 | self.world.transformations += 1
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208 | self.toggle_form()
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209 | if key_command == CMD_ACTION:
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210 | self.perform_action()
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211 |
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212 | def get_render_angle(self):
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213 | # No image rotation when rendering, please.
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214 | return 0
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215 |
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216 | def get_facing_direction(self):
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217 | # Our angle is quantised to 45 degree intervals, so possible values for
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218 | # x and y in a unit vector are +/-(0, sqrt(2)/2, 1) with some floating
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219 | # point imprecision. Rounding will normalise these to (-1.0, 0.0, 1.0)
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220 | # which we can safely turn into integers and use as dict keys.
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221 | vec = vec_from_angle(self.angle)
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222 | x = int(round(vec.x))
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223 | y = int(round(vec.y))
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224 |
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225 | return {
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226 | (0, 1): 'N',
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227 | (0, -1): 'S',
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228 | (-1, 0): 'W',
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229 | (1, 0): 'E',
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230 | (1, 1): 'NE',
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231 | (1, -1): 'SE',
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232 | (-1, 1): 'NW',
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233 | (-1, -1): 'SW',
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234 | }[(x, y)]
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235 |
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236 | def go_werewolf(self):
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237 | self.physicser.switch_form(self.form, self.WOLF_FORM)
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238 | self.form = self.WOLF_FORM
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239 | self.impulse_factor = 4000
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240 |
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241 | def go_human(self):
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242 | self.physicser.switch_form(self.form, self.HUMAN_FORM)
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243 | self.form = self.HUMAN_FORM
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244 | self.impulse_factor = 500
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245 |
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246 | def set_direction(self, dx, dy):
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247 | if (dx, dy) == (0, 0) or self.changing_sequence:
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248 | self.is_moving = False
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249 | return
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250 | self.is_moving = True
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251 | vec = vec_with_length((dx, dy), self.impulse_factor)
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252 | self.angle = vec.angle
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253 | self.physicser.apply_impulse(vec)
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254 |
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255 | def set_position(self, position):
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256 | self.physicser.position = position
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257 |
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258 | def copy_state(self, old_protagonist):
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259 | self.physicser.position = old_protagonist.physicser.position
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260 | self.physicser.switch_form(self.form, old_protagonist.form)
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261 | self.impulse_factor = old_protagonist.impulse_factor
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262 | self.form = old_protagonist.form
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263 | self.angle = old_protagonist.angle
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264 |
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265 | def toggle_form(self):
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266 | if self.check_timer('change_delay'):
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267 | return
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268 | self.changing_sequence.extend(self.CHANGING_SEQUENCE[self.form])
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269 |
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270 | def _go_to_next_form(self):
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271 | if self.changing_sequence.pop(0) == self.WOLF_FORM:
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272 | self.go_werewolf()
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273 | else:
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274 | self.go_human()
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275 |
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276 | def get_current_interactible(self):
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277 | for shape in self.get_space().shape_query(self.get_shape()):
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278 | if shape.collision_type in NON_GAME_OBJECT_COLLIDERS:
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279 | # No game object here.
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280 | continue
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281 | interactible = shape.physicser.game_object.interactible
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282 | if interactible is not None:
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283 | return interactible
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284 | return None
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285 |
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286 | def perform_action(self):
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287 | """Perform an action on the target.
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288 | """
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289 | interactible = self.get_current_interactible()
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290 | if interactible is None:
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291 | # Nothing to interact with.
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292 | return
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293 | action = interactible.select_action(self)
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294 | if action is None:
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295 | # Nothing to do with it.
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296 | return
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297 | return action.perform(self)
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298 |
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299 | def attack(self):
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300 | """Attempt to hurt something.
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301 | """
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302 | if self.in_wolf_form():
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303 | return self.claw()
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304 | else:
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305 | return self.shoot()
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306 |
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307 | def shoot(self):
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308 | if not self.has_item('gun'):
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309 | self.fire_note('You are not armed.')
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310 | return
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311 | vec = vec_from_angle(self.angle, BULLET_SPEED)
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312 | return Result(add=(Bullet(self.get_space(), self.physicser.position,
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313 | vec, BULLET_DAMAGE, 'bullet',
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314 | COLLISION_TYPE_PLAYER,
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315 | "vocoder2_short.ogg"),))
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316 |
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317 | def claw(self):
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318 | claw_range = (math.sqrt(math.pow(self.physicser.get_velocity()[0], 2) +
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319 | math.pow(self.physicser.get_velocity()[1], 2))
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320 | / 20) + 30
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321 | vec = vec_from_angle(self.angle, claw_range)
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322 | return Result(add=(ClawAttack(
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323 | self.get_space(), self.physicser.position, vec, CLAW_DAMAGE),))
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324 |
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325 | def in_wolf_form(self):
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326 | return self.form == self.WOLF_FORM
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327 |
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328 | def in_human_form(self):
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329 | return self.form == self.HUMAN_FORM
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330 |
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331 | def has_item(self, item):
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332 | return item in self.world.inventory
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333 |
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334 | def add_item(self, item):
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335 | self.world.inventory.add(item)
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336 |
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337 | def get_health_level(self):
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338 | """Return current health level
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339 | """
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340 | return self.health_level
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341 |
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342 | def hit(self, weapon):
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343 | '''Recieve an attack'''
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344 | self.lose_health(weapon.damage)
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345 |
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346 | def die(self):
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347 | # Handle player death - may be called due to other reasons
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348 | # than zero health
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349 | self.reset()
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350 | DeathEvent.post()
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351 |
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352 | def lose_health(self, amount):
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353 | if self.in_human_form():
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354 | self.health_level -= amount
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355 | else:
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356 | self.health_level -= amount / WEREWOLF_SOAK_FACTOR
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357 | if self.health_level <= PROTAGONIST_HEALTH_MIN_LEVEL:
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358 | self.die()
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359 |
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360 | def gain_health(self, amount):
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361 | self.health_level += amount
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362 | if self.health_level > PROTAGONIST_HEALTH_MAX_LEVEL:
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363 | self.health_level = PROTAGONIST_HEALTH_MAX_LEVEL
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364 |
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365 | def _decrement_timer(self, timer, dt):
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366 | if self._timers[timer] > 0:
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367 | self._timers[timer] -= dt
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368 | if self._timers[timer] < 0:
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369 | self._timers[timer] = 0
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370 |
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371 | def update(self, dt):
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372 | if self.changing_sequence:
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373 | self._go_to_next_form()
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374 | if int(self.lifetime + dt) > int(self.lifetime):
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375 | if self.in_wolf_form():
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376 | self.gain_health(2)
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377 | super(Protagonist, self).update(dt)
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378 |
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379 | def force_wolf_form(self):
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380 | if self.in_human_form() and not self.changing_sequence:
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381 | self.toggle_form()
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382 | self.start_timer('change_delay')
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383 |
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384 | def fire_note(self, msg, secs=1):
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385 | AddDrawableEvent.post(EphemeralNote(msg, secs))
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