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