1 | import math
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2 | import textwrap
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3 |
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4 | import pygame
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5 | import pygame.locals as pgl
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6 | import pymunk
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7 |
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8 | from nagslang.options import options
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9 | from nagslang.utils import (
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10 | tile_surface, vec_from_angle, points_to_pygame, extend_line)
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11 | from nagslang.widgets.text import LabelWidget, MultiLineWidget
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12 |
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13 |
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14 | class Renderer(object):
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15 | def set_game_object(self, game_object):
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16 | self.game_object = game_object
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17 |
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18 | def _render_shape(self, surface):
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19 | shape = self.game_object.get_shape()
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20 | # Less general that pymunk.pygame_util.draw, but also a lot less noisy.
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21 | color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue'])
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22 | # We only explicitly draw Circle and Poly shapes. Everything else we
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23 | # forward to pymunk.
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24 | if isinstance(shape, pymunk.Circle):
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25 | centre = pymunk.pygame_util.to_pygame(shape.body.position, surface)
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26 | radius = int(shape.radius)
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27 | pygame.draw.circle(surface, color, centre, radius, 2)
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28 | elif isinstance(shape, pymunk.Poly):
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29 | # polygon bounding box
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30 | points = [pymunk.pygame_util.to_pygame(p, surface)
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31 | for p in shape.get_vertices()]
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32 | pygame.draw.lines(surface, color, True, points, 2)
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33 | else:
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34 | pymunk.pygame_util.draw(surface, shape)
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35 |
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36 | def render(self, surface):
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37 | if options.shapes:
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38 | self._render_shape(surface)
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39 |
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40 | def update(self, seconds):
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41 | # Used by time animatations to advance the clock
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42 | pass
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43 |
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44 |
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45 | class NullRenderer(Renderer):
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46 | def render(self, surface):
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47 | pass
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48 |
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49 |
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50 | class HatchRendererMixin(object):
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51 | def draw_hatch_line(self, surface, a, b):
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52 | ai, bi = extend_line(a, b, -2)
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53 | a, b, ai, bi = points_to_pygame(surface, (a, b, ai, bi))
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54 | pygame.draw.line(
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55 | surface, pygame.color.THECOLORS['black'], a, b, 7)
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56 | pygame.draw.line(
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57 | surface, pygame.color.THECOLORS['lightblue'], ai, bi, 5)
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58 |
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59 | def render_hatch(self, surface):
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60 | shape = self.game_object.get_shape()
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61 | a = shape.body.local_to_world(shape.a)
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62 | b = shape.body.local_to_world(shape.b)
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63 | if self.game_object.puzzler.get_state():
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64 | offset = vec_from_angle((b - a).angle, 10)
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65 | ai = a + offset
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66 | bi = b - offset
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67 | self.draw_hatch_line(surface, a, ai)
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68 | self.draw_hatch_line(surface, bi, b)
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69 | else:
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70 | mid = a + (b - a) / 2
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71 | self.draw_hatch_line(surface, a, mid)
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72 | self.draw_hatch_line(surface, mid, b)
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73 |
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74 |
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75 | class HatchRenderer(Renderer, HatchRendererMixin):
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76 | def render(self, surface):
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77 | self.render_hatch(surface)
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78 |
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79 |
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80 | def image_pos(image, pos):
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81 | return (pos[0] - image.get_width() / 2,
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82 | pos[1] - image.get_height() / 2)
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83 |
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84 |
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85 | class ImageRenderer(Renderer):
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86 | def __init__(self, image):
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87 | self._image = image
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88 |
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89 | def get_image(self):
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90 | return self._image
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91 |
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92 | def rotate_image(self, image):
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93 | angle = self.game_object.get_render_angle() * 180 / math.pi
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94 | return pygame.transform.rotate(image, angle)
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95 |
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96 | def render_image(self, surface, image):
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97 | image = self.rotate_image(image)
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98 | pos = self.game_object.get_render_position(surface)
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99 | surface.blit(image, image_pos(image, pos))
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100 |
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101 | def render(self, surface):
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102 | self.render_image(surface, self.get_image())
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103 | super(ImageRenderer, self).render(surface)
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104 |
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105 |
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106 | class KeyedHatchRenderer(ImageRenderer, HatchRendererMixin):
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107 | def render(self, surface):
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108 | self.render_hatch(surface)
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109 | if not self.game_object.puzzler.get_state():
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110 | self.render_image(surface, self.get_image())
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111 |
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112 |
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113 | class ImageStateRenderer(ImageRenderer):
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114 | def __init__(self, state_images):
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115 | self._state_images = state_images
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116 |
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117 | def get_image(self):
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118 | return self._state_images[self.game_object.puzzler.get_state()]
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119 |
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120 |
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121 | class TimedAnimatedRenderer(ImageRenderer):
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122 | def __init__(self, images, frame_ticks=1):
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123 | self._images = images
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124 | self._frame_ticks = frame_ticks
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125 | self._frame_tick = 0
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126 | self._frame = 0
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127 |
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128 | def advance_tick(self):
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129 | self._frame_tick += 1
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130 | if self._frame_tick > self._frame_ticks:
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131 | self._frame_tick = 0
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132 | self._frame += 1
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133 | if self._frame >= len(self._images):
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134 | self._frame = 0
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135 |
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136 | def reset(self):
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137 | self._frame_tick = 0
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138 | self._frame = 0
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139 |
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140 | def get_image(self):
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141 | return self._images[self._frame]
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142 |
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143 | def update(self, seconds):
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144 | self.advance_tick()
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145 |
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146 |
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147 | class MovementAnimatedRenderer(TimedAnimatedRenderer):
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148 | def update(self, seconds):
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149 | if self.game_object.is_moving:
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150 | self.advance_tick()
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151 | else:
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152 | self.reset()
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153 |
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154 |
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155 | class RendererSelectionRenderer(Renderer):
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156 | def __init__(self, renderers):
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157 | self._renderers = renderers
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158 |
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159 | def set_game_object(self, game_object):
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160 | self.game_object = game_object
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161 | for renderer in self._renderers.values():
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162 | renderer.set_game_object(game_object)
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163 |
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164 | @property
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165 | def renderer(self):
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166 | return self._renderers[self.select_renderer()]
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167 |
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168 | def render(self, surface):
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169 | return self.renderer.render(surface)
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170 |
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171 | def update(self, seconds):
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172 | return self.renderer.update(seconds)
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173 |
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174 | def select_renderer(self):
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175 | raise NotImplementedError()
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176 |
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177 |
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178 | class FacingSelectionRenderer(RendererSelectionRenderer):
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179 | def select_renderer(self):
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180 | return self.game_object.get_facing_direction()
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181 |
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182 |
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183 | class ShapeRenderer(Renderer):
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184 | def render(self, surface):
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185 | self._render_shape(surface)
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186 | super(ShapeRenderer, self).render(surface)
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187 |
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188 |
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189 | class ShapeStateRenderer(ShapeRenderer):
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190 | """Renders the shape in a different colour depending on the state.
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191 |
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192 | Requires the game object it's attached to to have a puzzler.
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193 | """
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194 | def render(self, surface):
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195 | if self.game_object.puzzler.get_state():
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196 | color = pygame.color.THECOLORS['green']
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197 | else:
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198 | color = pygame.color.THECOLORS['red']
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199 |
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200 | self.game_object.get_shape().color = color
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201 | super(ShapeStateRenderer, self).render(surface)
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202 |
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203 |
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204 | class Overlay(object):
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205 | def set_game_object(self, game_object):
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206 | self.game_object = game_object
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207 |
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208 | def render(self, surface, display_offset, max_width):
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209 | pass
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210 |
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211 | def is_visible(self):
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212 | return self.game_object.puzzler.get_state()
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213 |
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214 |
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215 | class TextOverlay(Overlay):
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216 | def __init__(self, text, **kwargs):
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217 | self.text = text
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218 | self.widget = LabelWidget((20, 20), self.text, **kwargs)
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219 |
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220 | def render(self, surface, display_offset, max_width):
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221 | x, y = 20, 20
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222 | if display_offset[0] < 0:
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223 | x += abs(display_offset[0])
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224 | if display_offset[1] < 0:
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225 | y += abs(display_offset[1])
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226 | if self.widget.rect.width > max_width - 40:
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227 | # Need to relayout the widget
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228 | factor = 2
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229 | while self.widget.rect.width > max_width - 40:
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230 | wrapped = '\n'.join(textwrap.wrap(self.text,
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231 | len(self.text) // factor))
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232 | factor *= 2
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233 | self.widget = MultiLineWidget((20, 20), wrapped)
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234 | if self.widget.rect.width < 100:
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235 | # safety valve
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236 | break
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237 | self.widget.rect.topleft = (x, y)
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238 | self.widget.draw(surface)
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239 | # TODO: undo the mad folding
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240 | else:
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241 | self.widget.rect.topleft = (x, y)
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242 | self.widget.draw(surface)
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243 |
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244 |
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245 | class ImageOverlay(Overlay):
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246 | def __init__(self, image):
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247 | self.image = image
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248 |
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249 | def render(self, surface, display_offset, max_width):
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250 | x = (surface.get_width() - self.image.get_width()) / 2
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251 | y = (surface.get_height() - self.image.get_height()) / 2
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252 | surface.blit(self.image, (x, y))
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253 |
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254 |
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255 | class TiledRenderer(Renderer):
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256 | """Tile the given image to fit the given outline
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257 |
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258 | Outline is assumed to be in pymunk coordinates"""
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259 |
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260 | def __init__(self, outline, tile_image, alpha=255):
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261 | self._tile_image = tile_image
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262 | self.outline = outline
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263 | self._tiled = None
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264 | self._offset = None
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265 | self._alpha = alpha
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266 |
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267 | def _make_surface(self, surface, image):
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268 | size = surface.get_size()
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269 | mask = pygame.surface.Surface(size, pgl.SRCALPHA)
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270 | pointlist = [pymunk.pygame_util.to_pygame(p, surface)
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271 | for p in self.outline]
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272 | rect = pygame.draw.polygon(mask,
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273 | pygame.color.Color(
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274 | 255, 255, 255, self._alpha),
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275 | pointlist, 0)
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276 | self._offset = (rect.x, rect.y)
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277 | tiled = tile_surface((rect.w, rect.h), image)
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278 | tiled.blit(mask, (0, 0), rect,
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279 | special_flags=pgl.BLEND_RGBA_MULT)
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280 | return tiled
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281 |
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282 | def render(self, surface):
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283 | if not self._tiled:
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284 | self._tiled = self._make_surface(surface, self._tile_image)
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285 | surface.blit(self._tiled, self._offset)
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286 | super(TiledRenderer, self).render(surface)
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287 |
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288 |
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289 | class TimedTiledRenderer(TiledRenderer):
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290 | """Animate tiles"""
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291 |
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292 | # Should make this a mixin with TimeAnimate, but not right now
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293 |
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294 | def __init__(self, outline, images, frame_ticks=1, alpha=255):
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295 | self._images = images
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296 | self._frame_ticks = frame_ticks
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297 | self.outline = outline
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298 | self._frames = [None] * len(images)
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299 | self._offset = None
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300 | self._alpha = alpha
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301 | self._frame = 0
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302 | self._frame_tick = 0
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303 |
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304 | def advance_tick(self):
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305 | self._frame_tick += 1
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306 | if self._frame_tick > self._frame_ticks:
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307 | self._frame_tick = 0
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308 | self._frame += 1
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309 | if self._frame >= len(self._images):
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310 | self._frame = 0
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311 |
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312 | def reset(self):
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313 | self._frame_tick = 0
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314 | self._frame = 0
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315 |
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316 | def update(self, seconds):
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317 | self.advance_tick()
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318 |
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319 | def render(self, surface):
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320 | if not self._frames[self._frame]:
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321 | self._frames[self._frame] = self._make_surface(
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322 | surface, self._images[self._frame])
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323 | self._tiled = self._frames[self._frame]
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324 | super(TimedTiledRenderer, self).render(surface)
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