1 | import pymunk
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2 | import pymunk.pygame_util
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3 |
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4 | import pygame
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5 |
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6 | from nagslang.constants import COLLISION_TYPE_PLAYER
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7 | from nagslang.game_object import (
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8 | GameObject, SingleShapePhysicser, FacingImageRenderer)
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9 | from nagslang.mutators import FLIP_H
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10 | from nagslang.options import options
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11 | from nagslang.resources import resources
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12 |
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13 |
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14 | class Protagonist(GameObject):
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15 | """Representation of our fearless protagonist.
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16 |
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17 | TODO: Factor out a bunch of this stuff when we need it for other objects.
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18 | """
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19 |
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20 | HUMAN_FORM = 'human'
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21 | WOLF_FORM = 'wolf'
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22 |
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23 | def __init__(self, space, position):
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24 | self._setup_physics(space, position)
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25 | self._setup_renderers()
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26 | self.inventory = {}
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27 | self.form = self.HUMAN_FORM
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28 |
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29 | super(Protagonist, self).__init__(
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30 | self._physicsers[self.form], self._renderers[self.form])
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31 |
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32 | self.go_human()
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33 |
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34 | def _setup_physics(self, space, position):
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35 | self._body = pymunk.Body(10, pymunk.inf)
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36 | self._body.position = position
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37 | self._body.velocity_func = self.velocity_func
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38 |
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39 | self._shapes = {
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40 | self.HUMAN_FORM: pymunk.Poly(
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41 | self._body, [(-15, -30), (15, -30), (15, 30), (-15, 30)]),
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42 | self.WOLF_FORM: pymunk.Circle(self._body, 30),
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43 | }
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44 | self._physicsers = {}
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45 | for form, shape in self._shapes.iteritems():
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46 | shape.elasticity = 1.0
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47 | shape.friction = 10.0
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48 | shape.collision_type = COLLISION_TYPE_PLAYER
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49 | self._physicsers[form] = SingleShapePhysicser(space, shape)
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50 | self.angle = 0
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51 |
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52 | def _get_image(self, name, *transforms):
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53 | return resources.get_image('creatures', name, transforms=transforms)
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54 |
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55 | def _setup_renderers(self):
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56 | self._renderers = {
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57 | self.HUMAN_FORM: FacingImageRenderer(
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58 | self._get_image('human_1.png'),
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59 | self._get_image('human_1.png', FLIP_H)),
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60 | self.WOLF_FORM: FacingImageRenderer(
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61 | self._get_image('werewolf_1.png'),
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62 | self._get_image('werewolf_1.png', FLIP_H)),
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63 | }
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64 |
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65 | @classmethod
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66 | def from_saved_state(cls, saved_state):
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67 | """Create an instance from the provided serialised state.
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68 | """
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69 | obj = cls()
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70 | # TODO: Update from saved state.
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71 | return obj
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72 |
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73 | def velocity_func(self, body, gravity, damping, dt):
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74 | return pymunk.Body.update_velocity(body, gravity, self.damping, dt)
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75 |
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76 | def get_render_angle(self):
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77 | return self.angle
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78 |
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79 | def go_werewolf(self):
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80 | self._physicsers[self.form].remove_from_space()
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81 | self.form = self.WOLF_FORM
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82 | self._physicsers[self.form].add_to_space()
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83 | self._body.mass = 100
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84 | self._body.velocity_limit = 1000
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85 | self.impulse_factor = 4000
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86 | self.damping = 0.9
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87 | self.renderer = self._renderers[self.form]
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88 |
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89 | def go_human(self):
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90 | self._physicsers[self.form].remove_from_space()
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91 | self.form = self.HUMAN_FORM
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92 | self._physicsers[self.form].add_to_space()
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93 | self._body.mass = 10
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94 | self._body.velocity_limit = 1000
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95 | self.impulse_factor = 500
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96 | self.damping = 0.8
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97 | self.renderer = self._renderers[self.form]
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98 |
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99 | def set_direction(self, dx, dy):
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100 | if (dx, dy) == (0, 0):
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101 | return
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102 | self.angle = pymunk.Vec2d((dx, dy)).angle
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103 | self._body.apply_impulse(
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104 | (dx * self.impulse_factor, dy * self.impulse_factor))
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105 |
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106 | def toggle_form(self):
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107 | if self.form == self.WOLF_FORM:
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108 | self.go_human()
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109 | else:
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110 | self.go_werewolf()
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111 |
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112 | def act_on(self, target):
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113 | """Perform an action on the target.
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114 | """
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115 | # TODO: Decide how best to do this.
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116 | pass
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117 |
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118 | def attack(self):
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119 | """Attempt to hurt something.
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120 | """
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121 | pass
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122 |
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123 | def in_wolf_form(self):
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124 | return self.form == self.WOLF_FORM
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125 |
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126 | def in_human_form(self):
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127 | return self.form == self.HUMAN_FORM
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128 |
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129 | def has_item(self, item):
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130 | return item in self.inventory
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131 |
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132 | def environmental_movement(self, dx, dy):
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133 | if (dx, dy) == (0, 0):
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134 | return
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135 | self._body.apply_impulse((dx, dy))
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136 |
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137 | def render(self, surface):
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138 | if options.debug:
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139 | # Less general that pymunk.pygame_utils.draw, but also a
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140 | # lot less noisy
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141 | color = pygame.color.THECOLORS['lightblue']
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142 | if hasattr(self._shapes[self.form], 'get_vertices'):
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143 | # polygon bounding box
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144 | points = [pymunk.pygame_util.to_pygame(p, surface)
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145 | for p in self._shapes[self.form].get_vertices()]
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146 | pygame.draw.lines(surface, color, True, points, 2)
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147 | else:
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148 | # draw the circle
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149 | centre = pymunk.pygame_util.to_pygame(
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150 | self._shapes[self.form].body.position, surface)
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151 | radius = int(self._shapes[self.form].radius)
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152 | pygame.draw.circle(surface, color, centre, radius, 2)
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153 | super(Protagonist, self).render(surface)
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