1 | import pymunk
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2 | import pymunk.pygame_util
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3 |
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4 | import math
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5 |
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6 | from nagslang.constants import COLLISION_TYPE_PLAYER, ZORDER_MID
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7 | from nagslang.game_object import (
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8 | GameObject, SingleShapePhysicser, AnimatedFacingImageRenderer, make_body)
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9 | from nagslang.mutators import FLIP_H
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10 | from nagslang.resources import resources
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11 |
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12 |
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13 | class Protagonist(GameObject):
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14 | """Representation of our fearless protagonist.
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15 |
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16 | TODO: Factor out a bunch of this stuff when we need it for other objects.
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17 | """
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18 |
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19 | HUMAN_FORM = 'human'
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20 | HUMAN_FORM_BACK = 'human_back'
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21 | WOLF_FORM = 'wolf'
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22 | WOLF_FORM_BACK = 'wolf_back'
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23 |
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24 | def __init__(self, space, position):
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25 | self._setup_physics(space, position)
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26 | self._setup_renderers()
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27 | self.inventory = {}
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28 | self.form = self.HUMAN_FORM
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29 | self.render_form = self.HUMAN_FORM
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30 |
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31 | super(Protagonist, self).__init__(
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32 | self._physicsers[self.form], self._renderers[self.form])
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33 | self.zorder = ZORDER_MID
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34 |
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35 | self.go_human()
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36 |
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37 | def _setup_physics(self, space, position):
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38 | self._body = make_body(10, pymunk.inf, position, 0.8)
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39 |
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40 | self._shapes = {
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41 | self.HUMAN_FORM: pymunk.Poly(
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42 | self._body, [(-15, -30), (15, -30), (15, 30), (-15, 30)]),
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43 | self.WOLF_FORM: pymunk.Circle(self._body, 30),
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44 | }
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45 | self._physicsers = {}
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46 | for form, shape in self._shapes.iteritems():
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47 | shape.elasticity = 1.0
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48 | shape.friction = 10.0
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49 | shape.collision_type = COLLISION_TYPE_PLAYER
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50 | self._physicsers[form] = SingleShapePhysicser(space, shape)
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51 | self.angle = 0
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52 |
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53 | def _get_image(self, name, *transforms):
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54 | return resources.get_image('creatures', name, transforms=transforms)
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55 |
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56 | def _setup_renderers(self):
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57 | self._renderers = {
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58 | self.HUMAN_FORM: AnimatedFacingImageRenderer(
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59 | (self._get_image('human_1.png'),
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60 | self._get_image('human_1.png'),
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61 | self._get_image('human_1.png'),
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62 | self._get_image('human_2.png'),
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63 | self._get_image('human_2.png'),
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64 | self._get_image('human_2.png')),
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65 | (self._get_image('human_1.png', FLIP_H),
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66 | self._get_image('human_1.png', FLIP_H),
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67 | self._get_image('human_1.png', FLIP_H),
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68 | self._get_image('human_2.png', FLIP_H),
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69 | self._get_image('human_2.png', FLIP_H),
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70 | self._get_image('human_2.png', FLIP_H))),
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71 | self.HUMAN_FORM_BACK: AnimatedFacingImageRenderer(
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72 | (self._get_image('human_back_1.png'),
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73 | self._get_image('human_back_1.png'),
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74 | self._get_image('human_back_1.png'),
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75 | self._get_image('human_back_2.png'),
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76 | self._get_image('human_back_2.png'),
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77 | self._get_image('human_back_2.png')),
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78 | (self._get_image('human_back_1.png', FLIP_H),
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79 | self._get_image('human_back_1.png', FLIP_H),
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80 | self._get_image('human_back_1.png', FLIP_H),
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81 | self._get_image('human_back_2.png', FLIP_H),
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82 | self._get_image('human_back_2.png', FLIP_H),
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83 | self._get_image('human_back_2.png', FLIP_H))),
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84 | self.WOLF_FORM: AnimatedFacingImageRenderer(
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85 | (self._get_image('werewolf_1.png'),
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86 | self._get_image('werewolf_1.png'),
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87 | self._get_image('werewolf_1.png'),
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88 | self._get_image('werewolf_2.png'),
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89 | self._get_image('werewolf_2.png'),
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90 | self._get_image('werewolf_2.png')),
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91 | (self._get_image('werewolf_1.png', FLIP_H),
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92 | self._get_image('werewolf_1.png', FLIP_H),
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93 | self._get_image('werewolf_1.png', FLIP_H),
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94 | self._get_image('werewolf_2.png', FLIP_H),
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95 | self._get_image('werewolf_2.png', FLIP_H),
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96 | self._get_image('werewolf_2.png', FLIP_H))),
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97 | self.WOLF_FORM_BACK: AnimatedFacingImageRenderer(
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98 | (self._get_image('werewolf_back_1.png'),
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99 | self._get_image('werewolf_back_1.png'),
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100 | self._get_image('werewolf_back_1.png'),
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101 | self._get_image('werewolf_back_2.png'),
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102 | self._get_image('werewolf_back_2.png'),
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103 | self._get_image('werewolf_back_2.png')),
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104 | (self._get_image('werewolf_back_1.png', FLIP_H),
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105 | self._get_image('werewolf_back_1.png', FLIP_H),
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106 | self._get_image('werewolf_back_1.png', FLIP_H),
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107 | self._get_image('werewolf_back_2.png', FLIP_H),
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108 | self._get_image('werewolf_back_2.png', FLIP_H),
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109 | self._get_image('werewolf_back_2.png', FLIP_H))),
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110 | }
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111 | for renderer in self._renderers.values():
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112 | renderer.set_game_object(self)
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113 |
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114 | @classmethod
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115 | def from_saved_state(cls, saved_state):
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116 | """Create an instance from the provided serialised state.
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117 | """
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118 | obj = cls()
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119 | # TODO: Update from saved state.
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120 | return obj
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121 |
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122 | def get_render_angle(self):
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123 | return self.angle
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124 |
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125 | def go_werewolf(self):
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126 | self._physicsers[self.form].remove_from_space()
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127 | self.form = self.WOLF_FORM
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128 | self._physicsers[self.form].add_to_space()
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129 | self.physicser = self._physicsers[self.form]
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130 | self._body.mass = 100
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131 | self._body.velocity_limit = 1000
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132 | self.impulse_factor = 4000
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133 | self._body.damping = 0.9
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134 | if self.render_form == self.HUMAN_FORM:
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135 | self.render_form = self.WOLF_FORM
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136 | elif self.render_form == self.HUMAN_FORM_BACK:
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137 | self.render_form = self.WOLF_FORM_BACK
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138 | else:
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139 | self.render_form = self.WOLF_FORM
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140 | self.renderer = self._renderers[self.render_form]
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141 |
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142 | def go_human(self):
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143 | self._physicsers[self.form].remove_from_space()
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144 | self.form = self.HUMAN_FORM
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145 | self._physicsers[self.form].add_to_space()
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146 | self.physicser = self._physicsers[self.form]
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147 | self._body.mass = 10
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148 | self._body.velocity_limit = 1000
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149 | self.impulse_factor = 500
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150 | self._body.damping = 0.8
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151 | if self.render_form == self.WOLF_FORM:
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152 | self.render_form = self.HUMAN_FORM
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153 | elif self.render_form == self.WOLF_FORM_BACK:
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154 | self.render_form = self.HUMAN_FORM_BACK
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155 | else:
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156 | self.render_form = self.HUMAN_FORM
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157 | self.renderer = self._renderers[self.render_form]
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158 |
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159 | def _switch_to_back(self):
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160 | if self.render_form == self.HUMAN_FORM:
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161 | self.render_form = self.HUMAN_FORM_BACK
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162 | elif self.render_form == self.WOLF_FORM:
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163 | self.render_form = self.WOLF_FORM_BACK
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164 | self.renderer = self._renderers[self.render_form]
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165 |
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166 | def _switch_to_front(self):
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167 | if self.render_form == self.HUMAN_FORM_BACK:
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168 | self.render_form = self.HUMAN_FORM
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169 | elif self.render_form == self.WOLF_FORM_BACK:
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170 | self.render_form = self.WOLF_FORM
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171 | self.renderer = self._renderers[self.render_form]
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172 |
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173 | def set_direction(self, dx, dy):
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174 | if (dx, dy) == (0, 0):
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175 | self.renderer.stop()
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176 | return
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177 | old_angle = self.angle
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178 | self.angle = pymunk.Vec2d((dx, dy)).angle
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179 | # If we've gone from quadrants 2 & 3 to 1 & 4 (or vice versa)
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180 | # switch between front & back views
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181 | if self.angle != math.pi:
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182 | # == math.pi is going straight left, which can't
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183 | # trigger a front/back swap and simplifies these checks
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184 | if self.angle > 0 and old_angle != self.angle:
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185 | self._switch_to_back()
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186 | elif self.angle < 0 and old_angle != self.angle:
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187 | self._switch_to_front()
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188 | self._body.apply_impulse(
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189 | (dx * self.impulse_factor, dy * self.impulse_factor))
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190 | self.renderer.start()
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191 |
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192 | def set_position(self, position):
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193 | self._body.position = position
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194 |
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195 | def copy_state(self, old_protagonist):
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196 | self._physicsers[self.form].remove_from_space()
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197 | self._body.position = old_protagonist._body.position
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198 | self.form = old_protagonist.form
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199 | self.angle = old_protagonist.angle
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200 | self.render_form = old_protagonist.render_form
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201 | self.inventory = old_protagonist.inventory
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202 | self.renderer = self._renderers[self.render_form]
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203 | self._physicsers[self.form].add_to_space()
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204 | self.physicser = self._physicsers[self.form]
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205 |
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206 | def toggle_form(self):
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207 | if self.form == self.WOLF_FORM:
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208 | self.go_human()
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209 | else:
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210 | self.go_werewolf()
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211 |
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212 | def act_on(self, target):
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213 | """Perform an action on the target.
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214 | """
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215 | # TODO: Decide how best to do this.
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216 | pass
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217 |
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218 | def attack(self):
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219 | """Attempt to hurt something.
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220 | """
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221 | pass
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222 |
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223 | def in_wolf_form(self):
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224 | return self.form == self.WOLF_FORM
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225 |
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226 | def in_human_form(self):
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227 | return self.form == self.HUMAN_FORM
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228 |
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229 | def has_item(self, item):
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230 | return item in self.inventory
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231 |
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232 | def environmental_movement(self, dx, dy):
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233 | if (dx, dy) == (0, 0):
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234 | return
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235 | self._body.apply_impulse((dx, dy))
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