1 | import pymunk |
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2 | import pymunk.pygame_util |
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3 | from pymunk.vec2d import Vec2d |
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4 | |
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5 | import math |
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6 | |
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7 | from nagslang import render |
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8 | from nagslang.constants import COLLISION_TYPE_PLAYER, ZORDER_MID |
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9 | from nagslang.game_object import GameObject, Physicser, make_body |
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10 | from nagslang.mutators import FLIP_H |
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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 ProtagonistPhysicser(Physicser): |
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15 | def __init__(self, space, form_shapes): |
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16 | self._space = space |
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17 | self._form_shapes = form_shapes |
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18 | |
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19 | def switch_form(self, old_form, new_form): |
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20 | self._space.remove(self._form_shapes[old_form]) |
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21 | shape = self._form_shapes[new_form] |
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22 | self._space.add(shape) |
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23 | for attr, value in shape.protagonist_body_props.iteritems(): |
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24 | setattr(shape.body, attr, value) |
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25 | |
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26 | def get_shape(self): |
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27 | return self._form_shapes[self.game_object.form] |
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28 | |
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29 | |
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30 | class ProtagonistFormSelectionRenderer(render.RendererSelectionRenderer): |
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31 | def select_renderer(self): |
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32 | return self.game_object.form |
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33 | |
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34 | |
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35 | class Protagonist(GameObject): |
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36 | """Representation of our fearless protagonist. |
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37 | |
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38 | TODO: Factor out a bunch of this stuff when we need it for other objects. |
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39 | """ |
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40 | |
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41 | HUMAN_FORM = 'human' |
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42 | WOLF_FORM = 'wolf' |
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43 | |
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44 | def __init__(self, space, position): |
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45 | physicser = self._make_physics(space, position) |
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46 | renderer = self._make_renderer() |
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47 | self.inventory = {} |
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48 | self.form = self.HUMAN_FORM |
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49 | self.angle = 0 |
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50 | self.is_moving = False |
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51 | |
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52 | super(Protagonist, self).__init__(physicser, renderer) |
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53 | self.zorder = ZORDER_MID |
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54 | |
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55 | self.go_human() |
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56 | |
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57 | def _make_physics(self, space, position): |
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58 | body = make_body(10, pymunk.inf, position, 0.8) |
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59 | body.velocity_limit = 1000 |
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60 | |
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61 | human = pymunk.Poly(body, [(-15, -30), (15, -30), (15, 30), (-15, 30)]) |
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62 | human.elasticity = 1.0 |
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63 | human.collision_type = COLLISION_TYPE_PLAYER |
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64 | human.protagonist_body_props = { |
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65 | 'mass': 10, |
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66 | 'damping': 0.8, |
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67 | } |
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68 | |
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69 | wolf = pymunk.Circle(body, 30) |
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70 | wolf.elasticity = 1.0 |
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71 | wolf.collision_type = COLLISION_TYPE_PLAYER |
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72 | wolf.protagonist_body_props = { |
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73 | 'mass': 100, |
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74 | 'damping': 0.9, |
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75 | } |
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76 | |
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77 | return ProtagonistPhysicser(space, { |
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78 | self.HUMAN_FORM: human, |
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79 | self.WOLF_FORM: wolf, |
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80 | }) |
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81 | |
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82 | def _get_image(self, name, *transforms): |
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83 | return resources.get_image('creatures', name, transforms=transforms) |
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84 | |
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85 | def _make_renderer(self): |
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86 | return ProtagonistFormSelectionRenderer({ |
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87 | self.HUMAN_FORM: render.FacingSelectionRenderer( |
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88 | { |
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89 | 'N': render.MovementAnimatedRenderer( |
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90 | [self._get_image('human_N_1.png'), |
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91 | self._get_image('human_N_2.png')], 3), |
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92 | 'S': render.MovementAnimatedRenderer( |
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93 | [self._get_image('human_S_1.png'), |
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94 | self._get_image('human_S_2.png')], 3), |
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95 | 'W': render.MovementAnimatedRenderer( |
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96 | [self._get_image('human_W_1.png'), |
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97 | self._get_image('human_W_2.png')], 3), |
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98 | 'E': render.MovementAnimatedRenderer( |
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99 | [self._get_image('human_W_1.png', FLIP_H), |
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100 | self._get_image('human_W_2.png', FLIP_H)], 3), |
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101 | 'NW': render.MovementAnimatedRenderer( |
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102 | [self._get_image('human_NW_1.png'), |
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103 | self._get_image('human_NW_2.png')], 3), |
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104 | 'NE': render.MovementAnimatedRenderer( |
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105 | [self._get_image('human_NW_1.png', FLIP_H), |
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106 | self._get_image('human_NW_2.png', FLIP_H)], 3), |
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107 | 'SW': render.MovementAnimatedRenderer( |
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108 | [self._get_image('human_SW_1.png'), |
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109 | self._get_image('human_SW_2.png')], 3), |
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110 | 'SE': render.MovementAnimatedRenderer( |
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111 | [self._get_image('human_SW_1.png', FLIP_H), |
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112 | self._get_image('human_SW_2.png', FLIP_H)], 3), |
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113 | }), |
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114 | self.WOLF_FORM: render.FacingSelectionRenderer( |
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115 | { |
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116 | 'N': render.MovementAnimatedRenderer( |
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117 | [self._get_image('werewolf_N_1.png'), |
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118 | self._get_image('werewolf_N_2.png')], 3), |
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119 | 'S': render.MovementAnimatedRenderer( |
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120 | [self._get_image('werewolf_S_1.png'), |
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121 | self._get_image('werewolf_S_2.png')], 3), |
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122 | 'W': render.MovementAnimatedRenderer( |
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123 | [self._get_image('werewolf_W_1.png'), |
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124 | self._get_image('werewolf_W_2.png')], 3), |
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125 | 'E': render.MovementAnimatedRenderer( |
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126 | [self._get_image('werewolf_W_1.png', FLIP_H), |
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127 | self._get_image('werewolf_W_2.png', FLIP_H)], 3), |
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128 | 'NW': render.MovementAnimatedRenderer( |
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129 | [self._get_image('werewolf_NW_1.png'), |
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130 | self._get_image('werewolf_NW_2.png')], 3), |
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131 | 'NE': render.MovementAnimatedRenderer( |
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132 | [self._get_image('werewolf_NW_1.png', FLIP_H), |
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133 | self._get_image('werewolf_NW_2.png', FLIP_H)], 3), |
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134 | 'SW': render.MovementAnimatedRenderer( |
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135 | [self._get_image('werewolf_SW_1.png'), |
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136 | self._get_image('werewolf_SW_2.png')], 3), |
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137 | 'SE': render.MovementAnimatedRenderer( |
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138 | [self._get_image('werewolf_SW_1.png', FLIP_H), |
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139 | self._get_image('werewolf_SW_2.png', FLIP_H)], 3), |
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140 | }), |
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141 | }) |
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142 | |
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143 | @classmethod |
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144 | def from_saved_state(cls, saved_state): |
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145 | """Create an instance from the provided serialised state. |
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146 | """ |
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147 | obj = cls() |
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148 | # TODO: Update from saved state. |
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149 | return obj |
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150 | |
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151 | def get_render_angle(self): |
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152 | # No image rotation when rendering, please. |
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153 | return 0 |
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154 | |
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155 | def get_facing_direction(self): |
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156 | # It's easier to work with a vector than an angle here. |
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157 | vec = Vec2d.unit() |
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158 | vec.angle = self.angle |
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159 | # We probably don't have exactly -1, 0, or 1 here. |
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160 | x = int(round(vec.x)) |
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161 | y = int(round(vec.y)) |
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162 | |
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163 | return { |
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164 | (0, 1): 'N', |
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165 | (0, -1): 'S', |
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166 | (-1, 0): 'W', |
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167 | (1, 0): 'E', |
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168 | (1, 1): 'NE', |
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169 | (1, -1): 'SE', |
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170 | (-1, 1): 'NW', |
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171 | (-1, -1): 'SW', |
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172 | }[(x, y)] |
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173 | |
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174 | def go_werewolf(self): |
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175 | self.physicser.switch_form(self.form, self.WOLF_FORM) |
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176 | self.form = self.WOLF_FORM |
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177 | self.impulse_factor = 4000 |
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178 | |
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179 | def go_human(self): |
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180 | self.physicser.switch_form(self.form, self.HUMAN_FORM) |
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181 | self.form = self.HUMAN_FORM |
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182 | self.impulse_factor = 500 |
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183 | |
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184 | def set_direction(self, dx, dy): |
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185 | if (dx, dy) == (0, 0): |
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186 | self.is_moving = False |
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187 | return |
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188 | self.is_moving = True |
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189 | self.angle = pymunk.Vec2d((dx, dy)).angle |
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190 | self.physicser.apply_impulse( |
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191 | (dx * self.impulse_factor, dy * self.impulse_factor)) |
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192 | |
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193 | def set_position(self, position): |
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194 | self.physicser.position = position |
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195 | |
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196 | def copy_state(self, old_protagonist): |
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197 | self.physicser.position = old_protagonist.physicser.position |
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198 | self.physicser.switch_form(self.form, old_protagonist.form) |
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199 | self.impulse_factor = old_protagonist.impulse_factor |
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200 | self.form = old_protagonist.form |
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201 | self.angle = old_protagonist.angle |
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202 | self.inventory = old_protagonist.inventory |
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203 | |
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204 | def toggle_form(self): |
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205 | if self.form == self.WOLF_FORM: |
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206 | self.go_human() |
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207 | else: |
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208 | self.go_werewolf() |
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209 | |
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210 | def act_on(self, target): |
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211 | """Perform an action on the target. |
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212 | """ |
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213 | # TODO: Decide how best to do this. |
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214 | pass |
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215 | |
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216 | def attack(self): |
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217 | """Attempt to hurt something. |
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218 | """ |
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219 | pass |
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220 | |
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221 | def in_wolf_form(self): |
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222 | return self.form == self.WOLF_FORM |
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223 | |
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224 | def in_human_form(self): |
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225 | return self.form == self.HUMAN_FORM |
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226 | |
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227 | def has_item(self, item): |
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228 | return item in self.inventory |
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229 | |
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230 | def environmental_movement(self, dx, dy): |
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231 | if (dx, dy) == (0, 0): |
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232 | return |
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233 | self.physicser.apply_impulse((dx, dy)) |
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