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 | from nagslang import render |
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6 | from nagslang.constants import COLLISION_TYPE_PLAYER, ZORDER_MID |
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7 | from nagslang.game_object import GameObject, Physicser, make_body |
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8 | from nagslang.mutators import FLIP_H |
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9 | from nagslang.resources import resources |
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10 | |
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11 | |
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12 | class ProtagonistPhysicser(Physicser): |
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13 | def __init__(self, space, form_shapes): |
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14 | self._space = space |
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15 | self._form_shapes = form_shapes |
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16 | |
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17 | def switch_form(self, old_form, new_form): |
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18 | self._space.remove(self._form_shapes[old_form]) |
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19 | shape = self._form_shapes[new_form] |
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20 | self._space.add(shape) |
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21 | for attr, value in shape.protagonist_body_props.iteritems(): |
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22 | setattr(shape.body, attr, value) |
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23 | |
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24 | def get_shape(self): |
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25 | return self._form_shapes[self.game_object.form] |
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26 | |
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27 | |
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28 | class ProtagonistFormSelectionRenderer(render.RendererSelectionRenderer): |
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29 | def select_renderer(self): |
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30 | return self.game_object.form |
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31 | |
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32 | |
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33 | class Protagonist(GameObject): |
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34 | """Representation of our fearless protagonist. |
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35 | |
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36 | TODO: Factor out a bunch of this stuff when we need it for other objects. |
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37 | """ |
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38 | |
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39 | HUMAN_FORM = 'human' |
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40 | WOLF_FORM = 'wolf' |
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41 | |
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42 | def __init__(self, space, position): |
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43 | physicser = self._make_physics(space, position) |
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44 | renderer = self._make_renderer() |
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45 | self.inventory = {} |
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46 | self.form = self.HUMAN_FORM |
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47 | self.angle = 0 |
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48 | self.is_moving = False |
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49 | |
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50 | super(Protagonist, self).__init__(physicser, renderer) |
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51 | self.zorder = ZORDER_MID |
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52 | |
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53 | self.go_human() |
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54 | |
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55 | def _make_physics(self, space, position): |
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56 | body = make_body(10, pymunk.inf, position, 0.8) |
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57 | body.velocity_limit = 1000 |
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58 | |
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59 | human = pymunk.Poly(body, [(-15, -30), (15, -30), (15, 30), (-15, 30)]) |
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60 | human.elasticity = 1.0 |
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61 | human.collision_type = COLLISION_TYPE_PLAYER |
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62 | human.protagonist_body_props = { |
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63 | 'mass': 10, |
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64 | 'damping': 0.8, |
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65 | } |
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66 | |
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67 | wolf = pymunk.Circle(body, 30) |
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68 | wolf.elasticity = 1.0 |
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69 | wolf.collision_type = COLLISION_TYPE_PLAYER |
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70 | wolf.protagonist_body_props = { |
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71 | 'mass': 100, |
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72 | 'damping': 0.9, |
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73 | } |
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74 | |
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75 | return ProtagonistPhysicser(space, { |
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76 | self.HUMAN_FORM: human, |
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77 | self.WOLF_FORM: wolf, |
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78 | }) |
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79 | |
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80 | def _get_image(self, name, *transforms): |
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81 | return resources.get_image('creatures', name, transforms=transforms) |
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82 | |
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83 | def _make_renderer(self): |
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84 | return ProtagonistFormSelectionRenderer({ |
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85 | self.HUMAN_FORM: render.FacingSelectionRenderer( |
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86 | { |
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87 | 'N': render.MovementAnimatedRenderer( |
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88 | [self._get_image('human_N_1.png'), |
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89 | self._get_image('human_N_2.png')], 3), |
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90 | 'S': render.MovementAnimatedRenderer( |
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91 | [self._get_image('human_S_1.png'), |
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92 | self._get_image('human_S_2.png')], 3), |
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93 | 'W': render.MovementAnimatedRenderer( |
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94 | [self._get_image('human_W_1.png'), |
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95 | self._get_image('human_W_2.png')], 3), |
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96 | 'E': render.MovementAnimatedRenderer( |
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97 | [self._get_image('human_W_1.png', FLIP_H), |
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98 | self._get_image('human_W_2.png', FLIP_H)], 3), |
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99 | 'NW': render.MovementAnimatedRenderer( |
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100 | [self._get_image('human_NW_1.png'), |
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101 | self._get_image('human_NW_2.png')], 3), |
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102 | 'NE': render.MovementAnimatedRenderer( |
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103 | [self._get_image('human_NW_1.png', FLIP_H), |
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104 | self._get_image('human_NW_2.png', FLIP_H)], 3), |
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105 | 'SW': render.MovementAnimatedRenderer( |
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106 | [self._get_image('human_SW_1.png'), |
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107 | self._get_image('human_SW_2.png')], 3), |
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108 | 'SE': render.MovementAnimatedRenderer( |
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109 | [self._get_image('human_SW_1.png', FLIP_H), |
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110 | self._get_image('human_SW_2.png', FLIP_H)], 3), |
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111 | }), |
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112 | self.WOLF_FORM: render.FacingSelectionRenderer( |
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113 | { |
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114 | 'N': render.MovementAnimatedRenderer( |
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115 | [self._get_image('werewolf_N_1.png'), |
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116 | self._get_image('werewolf_N_2.png')], 3), |
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117 | 'S': render.MovementAnimatedRenderer( |
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118 | [self._get_image('werewolf_S_1.png'), |
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119 | self._get_image('werewolf_S_2.png')], 3), |
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120 | 'W': render.MovementAnimatedRenderer( |
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121 | [self._get_image('werewolf_W_1.png'), |
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122 | self._get_image('werewolf_W_2.png')], 3), |
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123 | 'E': render.MovementAnimatedRenderer( |
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124 | [self._get_image('werewolf_W_1.png', FLIP_H), |
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125 | self._get_image('werewolf_W_2.png', FLIP_H)], 3), |
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126 | 'NW': render.MovementAnimatedRenderer( |
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127 | [self._get_image('werewolf_NW_1.png'), |
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128 | self._get_image('werewolf_NW_2.png')], 3), |
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129 | 'NE': render.MovementAnimatedRenderer( |
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130 | [self._get_image('werewolf_NW_1.png', FLIP_H), |
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131 | self._get_image('werewolf_NW_2.png', FLIP_H)], 3), |
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132 | 'SW': render.MovementAnimatedRenderer( |
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133 | [self._get_image('werewolf_SW_1.png'), |
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134 | self._get_image('werewolf_SW_2.png')], 3), |
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135 | 'SE': render.MovementAnimatedRenderer( |
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136 | [self._get_image('werewolf_SW_1.png', FLIP_H), |
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137 | self._get_image('werewolf_SW_2.png', FLIP_H)], 3), |
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138 | }), |
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139 | }) |
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140 | |
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141 | @classmethod |
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142 | def from_saved_state(cls, saved_state): |
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143 | """Create an instance from the provided serialised state. |
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144 | """ |
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145 | obj = cls() |
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146 | # TODO: Update from saved state. |
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147 | return obj |
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148 | |
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149 | def get_render_angle(self): |
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150 | # No image rotation when rendering, please. |
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151 | return 0 |
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152 | |
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153 | def get_facing_direction(self): |
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154 | # It's easier to work with a vector than an angle here. |
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155 | vec = Vec2d.unit() |
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156 | vec.angle = self.angle |
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157 | # We probably don't have exactly -1, 0, or 1 here. |
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158 | x = int(round(vec.x)) |
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159 | y = int(round(vec.y)) |
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160 | |
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161 | return { |
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162 | (0, 1): 'N', |
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163 | (0, -1): 'S', |
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164 | (-1, 0): 'W', |
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165 | (1, 0): 'E', |
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166 | (1, 1): 'NE', |
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167 | (1, -1): 'SE', |
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168 | (-1, 1): 'NW', |
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169 | (-1, -1): 'SW', |
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170 | }[(x, y)] |
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171 | |
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172 | def go_werewolf(self): |
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173 | self.physicser.switch_form(self.form, self.WOLF_FORM) |
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174 | self.form = self.WOLF_FORM |
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175 | self.impulse_factor = 4000 |
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176 | |
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177 | def go_human(self): |
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178 | self.physicser.switch_form(self.form, self.HUMAN_FORM) |
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179 | self.form = self.HUMAN_FORM |
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180 | self.impulse_factor = 500 |
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181 | |
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182 | def set_direction(self, dx, dy): |
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183 | if (dx, dy) == (0, 0): |
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184 | self.is_moving = False |
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185 | return |
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186 | self.is_moving = True |
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187 | self.angle = pymunk.Vec2d((dx, dy)).angle |
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188 | self.physicser.apply_impulse( |
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189 | (dx * self.impulse_factor, dy * self.impulse_factor)) |
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190 | |
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191 | def set_position(self, position): |
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192 | self.physicser.position = position |
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193 | |
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194 | def copy_state(self, old_protagonist): |
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195 | self.physicser.position = old_protagonist.physicser.position |
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196 | self.physicser.switch_form(self.form, old_protagonist.form) |
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197 | self.impulse_factor = old_protagonist.impulse_factor |
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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.inventory = old_protagonist.inventory |
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201 | |
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202 | def toggle_form(self): |
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203 | if self.form == self.WOLF_FORM: |
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204 | self.go_human() |
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205 | else: |
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206 | self.go_werewolf() |
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207 | |
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208 | def act_on(self, target): |
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209 | """Perform an action on the target. |
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210 | """ |
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211 | # TODO: Decide how best to do this. |
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212 | pass |
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213 | |
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214 | def attack(self): |
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215 | """Attempt to hurt something. |
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216 | """ |
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217 | pass |
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218 | |
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219 | def in_wolf_form(self): |
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220 | return self.form == self.WOLF_FORM |
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221 | |
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222 | def in_human_form(self): |
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223 | return self.form == self.HUMAN_FORM |
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224 | |
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225 | def has_item(self, item): |
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226 | return item in self.inventory |
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227 | |
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228 | def environmental_movement(self, dx, dy): |
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229 | if (dx, dy) == (0, 0): |
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230 | return |
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231 | self.physicser.apply_impulse((dx, dy)) |
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