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 (
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7 | COLLISION_TYPE_PLAYER, ZORDER_MID, WEREWOLF_SOAK_FACTOR,
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8 | PROTAGONIST_HEALTH_MIN_LEVEL, PROTAGONIST_HEALTH_MAX_LEVEL,
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9 | NON_GAME_OBJECT_COLLIDERS)
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10 | from nagslang.events import FireEvent
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11 | from nagslang.game_object import GameObject, Physicser, make_body
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12 | from nagslang.mutators import FLIP_H
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13 | from nagslang.resources import resources
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14 |
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15 |
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16 | class ProtagonistPhysicser(Physicser):
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17 | def __init__(self, space, form_shapes):
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18 | self._space = space
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19 | self._form_shapes = form_shapes
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20 |
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21 | def switch_form(self, old_form, new_form):
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22 | self._space.remove(self._form_shapes[old_form])
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23 | shape = self._form_shapes[new_form]
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24 | self._space.add(shape)
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25 | for attr, value in shape.protagonist_body_props.iteritems():
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26 | setattr(shape.body, attr, value)
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27 |
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28 | def get_shape(self):
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29 | return self._form_shapes[self.game_object.form]
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30 |
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31 |
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32 | class ProtagonistFormSelectionRenderer(render.RendererSelectionRenderer):
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33 | def select_renderer(self):
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34 | return self.game_object.form
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35 |
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36 |
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37 | class Protagonist(GameObject):
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38 | """Representation of our fearless protagonist.
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39 |
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40 | TODO: Factor out a bunch of this stuff when we need it for other objects.
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41 | """
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42 |
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43 | HUMAN_FORM = 'human'
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44 | WOLF_FORM = 'wolf'
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45 |
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46 | def __init__(self, space, world, position):
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47 | physicser = self._make_physics(space, position)
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48 | renderer = self._make_renderer()
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49 | self.inventory = {}
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50 | self.form = self.HUMAN_FORM
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51 | self.angle = 0
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52 | self.is_moving = False
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53 | self.world = world
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54 |
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55 | super(Protagonist, self).__init__(physicser, renderer)
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56 | self.zorder = ZORDER_MID
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57 |
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58 | self.health_level = 100
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59 |
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60 | self.go_human()
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61 |
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62 | def _make_physics(self, space, position):
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63 | body = make_body(10, pymunk.inf, position, 0.8)
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64 | body.velocity_limit = 1000
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65 |
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66 | human = pymunk.Poly(body, [(-15, -30), (15, -30), (15, 30), (-15, 30)])
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67 | human.elasticity = 1.0
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68 | human.collision_type = COLLISION_TYPE_PLAYER
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69 | human.protagonist_body_props = {
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70 | 'mass': 10,
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71 | 'damping': 0.8,
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72 | }
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73 |
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74 | wolf = pymunk.Circle(body, 30)
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75 | wolf.elasticity = 1.0
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76 | wolf.collision_type = COLLISION_TYPE_PLAYER
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77 | wolf.protagonist_body_props = {
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78 | 'mass': 100,
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79 | 'damping': 0.9,
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80 | }
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81 |
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82 | return ProtagonistPhysicser(space, {
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83 | self.HUMAN_FORM: human,
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84 | self.WOLF_FORM: wolf,
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85 | })
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86 |
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87 | def _get_image(self, name, *transforms):
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88 | return resources.get_image('creatures', name, transforms=transforms)
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89 |
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90 | def change_space(self, new_space):
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91 | self.physicser.remove_from_space()
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92 | self.physicser.set_space(new_space)
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93 | self.physicser.add_to_space()
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94 |
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95 | def _make_renderer(self):
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96 | return ProtagonistFormSelectionRenderer({
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97 | self.HUMAN_FORM: render.FacingSelectionRenderer(
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98 | {
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99 | 'N': render.MovementAnimatedRenderer(
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100 | [self._get_image('human_N_1.png'),
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101 | self._get_image('human_N_2.png')], 3),
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102 | 'S': render.MovementAnimatedRenderer(
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103 | [self._get_image('human_S_1.png'),
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104 | self._get_image('human_S_2.png')], 3),
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105 | 'W': render.MovementAnimatedRenderer(
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106 | [self._get_image('human_W_1.png'),
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107 | self._get_image('human_W_2.png')], 3),
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108 | 'E': render.MovementAnimatedRenderer(
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109 | [self._get_image('human_W_1.png', FLIP_H),
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110 | self._get_image('human_W_2.png', FLIP_H)], 3),
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111 | 'NW': render.MovementAnimatedRenderer(
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112 | [self._get_image('human_NW_1.png'),
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113 | self._get_image('human_NW_2.png')], 3),
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114 | 'NE': render.MovementAnimatedRenderer(
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115 | [self._get_image('human_NW_1.png', FLIP_H),
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116 | self._get_image('human_NW_2.png', FLIP_H)], 3),
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117 | 'SW': render.MovementAnimatedRenderer(
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118 | [self._get_image('human_SW_1.png'),
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119 | self._get_image('human_SW_2.png')], 3),
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120 | 'SE': render.MovementAnimatedRenderer(
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121 | [self._get_image('human_SW_1.png', FLIP_H),
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122 | self._get_image('human_SW_2.png', FLIP_H)], 3),
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123 | }),
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124 | self.WOLF_FORM: render.FacingSelectionRenderer(
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125 | {
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126 | 'N': render.MovementAnimatedRenderer(
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127 | [self._get_image('werewolf_N_1.png'),
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128 | self._get_image('werewolf_N_2.png')], 3),
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129 | 'S': render.MovementAnimatedRenderer(
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130 | [self._get_image('werewolf_S_1.png'),
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131 | self._get_image('werewolf_S_2.png')], 3),
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132 | 'W': render.MovementAnimatedRenderer(
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133 | [self._get_image('werewolf_W_1.png'),
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134 | self._get_image('werewolf_W_2.png')], 3),
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135 | 'E': render.MovementAnimatedRenderer(
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136 | [self._get_image('werewolf_W_1.png', FLIP_H),
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137 | self._get_image('werewolf_W_2.png', FLIP_H)], 3),
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138 | 'NW': render.MovementAnimatedRenderer(
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139 | [self._get_image('werewolf_NW_1.png'),
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140 | self._get_image('werewolf_NW_2.png')], 3),
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141 | 'NE': render.MovementAnimatedRenderer(
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142 | [self._get_image('werewolf_NW_1.png', FLIP_H),
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143 | self._get_image('werewolf_NW_2.png', FLIP_H)], 3),
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144 | 'SW': render.MovementAnimatedRenderer(
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145 | [self._get_image('werewolf_SW_1.png'),
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146 | self._get_image('werewolf_SW_2.png')], 3),
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147 | 'SE': render.MovementAnimatedRenderer(
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148 | [self._get_image('werewolf_SW_1.png', FLIP_H),
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149 | self._get_image('werewolf_SW_2.png', FLIP_H)], 3),
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150 | }),
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151 | })
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152 |
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153 | @classmethod
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154 | def from_saved_state(cls, saved_state):
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155 | """Create an instance from the provided serialised state.
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156 | """
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157 | obj = cls()
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158 | # TODO: Update from saved state.
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159 | return obj
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160 |
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161 | def get_render_angle(self):
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162 | # No image rotation when rendering, please.
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163 | return 0
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164 |
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165 | def get_facing_direction(self):
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166 | # It's easier to work with a vector than an angle here.
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167 | vec = Vec2d.unit()
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168 | vec.angle = self.angle
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169 | # We probably don't have exactly -1, 0, or 1 here.
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170 | x = int(round(vec.x))
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171 | y = int(round(vec.y))
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172 |
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173 | return {
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174 | (0, 1): 'N',
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175 | (0, -1): 'S',
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176 | (-1, 0): 'W',
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177 | (1, 0): 'E',
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178 | (1, 1): 'NE',
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179 | (1, -1): 'SE',
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180 | (-1, 1): 'NW',
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181 | (-1, -1): 'SW',
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182 | }[(x, y)]
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183 |
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184 | def go_werewolf(self):
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185 | self.physicser.switch_form(self.form, self.WOLF_FORM)
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186 | self.form = self.WOLF_FORM
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187 | self.impulse_factor = 4000
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188 |
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189 | def go_human(self):
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190 | self.physicser.switch_form(self.form, self.HUMAN_FORM)
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191 | self.form = self.HUMAN_FORM
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192 | self.impulse_factor = 500
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193 |
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194 | def set_direction(self, dx, dy):
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195 | if (dx, dy) == (0, 0):
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196 | self.is_moving = False
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197 | return
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198 | self.is_moving = True
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199 | self.angle = pymunk.Vec2d((dx, dy)).angle
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200 | self.physicser.apply_impulse(
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201 | (dx * self.impulse_factor, dy * self.impulse_factor))
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202 |
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203 | def set_position(self, position):
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204 | self.physicser.position = position
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205 |
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206 | def copy_state(self, old_protagonist):
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207 | self.physicser.position = old_protagonist.physicser.position
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208 | self.physicser.switch_form(self.form, old_protagonist.form)
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209 | self.impulse_factor = old_protagonist.impulse_factor
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210 | self.form = old_protagonist.form
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211 | self.angle = old_protagonist.angle
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212 | self.inventory = old_protagonist.inventory
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213 |
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214 | def toggle_form(self):
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215 | if self.form == self.WOLF_FORM:
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216 | self.go_human()
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217 | else:
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218 | self.go_werewolf()
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219 |
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220 | def get_current_interactible(self):
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221 | for shape in self.get_space().shape_query(self.get_shape()):
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222 | if shape.collision_type in NON_GAME_OBJECT_COLLIDERS:
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223 | # No game object here.
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224 | continue
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225 | interactible = shape.physicser.game_object.interactible
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226 | if interactible is not None:
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227 | return interactible
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228 | return None
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229 |
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230 | def perform_action(self):
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231 | """Perform an action on the target.
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232 | """
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233 | interactible = self.get_current_interactible()
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234 | if interactible is None:
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235 | # Nothing to interact with.
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236 | return
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237 | action = interactible.select_action(self)
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238 | if action is None:
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239 | # Nothing to do with it.
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240 | return
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241 | return action.perform(self)
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242 |
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243 | def attack(self):
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244 | """Attempt to hurt something.
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245 | """
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246 | if self.in_wolf_form():
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247 | pass
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248 | else:
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249 | vec = Vec2d.unit()
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250 | vec.angle = self.angle
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251 | vec.length = 100
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252 | FireEvent.post(self.physicser.position, vec)
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253 | print "Biff", self.physicser.position, vec
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254 |
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255 | def in_wolf_form(self):
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256 | return self.form == self.WOLF_FORM
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257 |
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258 | def in_human_form(self):
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259 | return self.form == self.HUMAN_FORM
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260 |
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261 | def has_item(self, item):
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262 | return item in self.inventory
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263 |
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264 | def environmental_movement(self, dx, dy):
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265 | if (dx, dy) == (0, 0):
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266 | return
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267 | self.physicser.apply_impulse((dx, dy))
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268 |
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269 | def get_health_level(self):
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270 | """Return current health level
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271 | """
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272 | return self.health_level
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273 |
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274 | def lose_health(self, amount):
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275 | if self.in_human_form():
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276 | self.health_level -= amount
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277 | else:
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278 | self.health_level -= amount / WEREWOLF_SOAK_FACTOR
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279 | if self.health_level < PROTAGONIST_HEALTH_MIN_LEVEL:
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280 | self.health_level = PROTAGONIST_HEALTH_MIN_LEVEL
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281 |
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282 | def gain_health(self, amount):
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283 | self.health_level += amount
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284 | if self.health_level > PROTAGONIST_HEALTH_MAX_LEVEL:
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285 | self.health_level = PROTAGONIST_HEALTH_MAX_LEVEL
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