a-robots-conundrum/arobotsconundrum/worldobject.py

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# This file is part of A Robot's Conundrum.
#
# A Robot's Conundrum is free software: you can redistribute it and/or modify it
# under the terms of the GNU General Public License as published by the Free
# Software Foundation, either version 3 of the License, or (at your option) any
# later version.
#
# A Robot's Conundrum is distributed in the hope that it will be useful, but
# WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
# FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
# details.
#
# You should have received a copy of the GNU General Public License along with
# A Robot's Conundrum. If not, see <http://www.gnu.org/licenses/>.
#
# ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' ' '
#
# worldobject.py
# --------------------
# date created : Tue Aug 7 2012
# copyright : (C) 2012 Sakse Dalum
# maintained by : Sakse Dalum <don_s@hongabar.org>
"""
A generic world object.
"""
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import pygame
import numpy
import copy
class WorldObject(object):
def __init__(self, level, x, y, z=0, z_px=0, direction=(1, 0), speed=4,
tile_x=64, tile_y=48,
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movable=False, blocking=True, is_moving=False, visible=True,
blit_area=None):
self.__dict__.update(locals())
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self.init_x = self.move_x = self.x = x - (x % self.tile_x)
self.init_y = self.move_y = self.y = y - (y % self.tile_y)
self.init_direction = self.move_direction = self.direction
self.holding = None
self.holder = None
self.ignore_list = [WithBackground]
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self.is_currently_opaque = True
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if hasattr(self, 'img'):
self.img = copy.copy(self.img)
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def set_pos(self, x, y):
self.move_x = self.x = x - (x % self.tile_x)
self.move_y = self.y = y - (y % self.tile_y)
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def set_init_pos(self):
self.init_x, self.init_y = self.x, self.y
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self.init_direction = self.direction
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def reset_pos(self):
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self.x, self.y = self.move_x, self.move_y = self.init_x, self.init_y
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self.direction = self.init_direction
def share_tile(self, obj_type):
for obj in self.level.objects:
if (obj.x - (obj.x % self.tile_x) == self.x - (self.x % self.tile_x)
and obj.y - (obj.y % self.tile_y) == self.y - (self.y
% self.tile_y)
and obj is not self and isinstance(obj, obj_type)):
return obj
return None
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def check_move(self, move_x, move_y):
if self.move_x == self.x and self.move_y == self.y and self.movable:
for obj in self.level.objects:
if (obj.x == self.x + move_x * self.tile_x
and obj.y == self.y + move_y * self.tile_y
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and obj is not self and obj is not self.holder
and obj is not self.holding and obj.blocking
and type(obj) not in self.ignore_list):
return False
return True
return False
def move(self, move_x, move_y):
if self.check_move(move_x, move_y):
if self.holding:
if not self.holding.check_move(move_x, move_y):
return False
self.move_x += move_x * self.tile_x
self.move_y += move_y * self.tile_y
if self.holding:
self.holding.move(move_x, move_y)
self.move_direction = self.move_x, self.move_y
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return True
return False
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def use(self, obj):
pass
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def activate(self, setting):
pass
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def update_alpha(self):
pass
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def set_alpha(self, value):
"""
Set the relative translucency of the per-pixel-alpha image.
Value between 0 - 1, where 0 is completely transparent and 1 is
completely opaque.
"""
if hasattr(self, 'img') and hasattr(self, 'orig_alpha'):
alpha = pygame.surfarray.pixels_alpha(self.img)
alpha[:] = (self.orig_alpha * value).astype(numpy.uint8)
def update(self, e, t, dt):
if self.x > self.move_x:
self.x -= min(self.speed * dt * self.tile_x,
abs(self.x - self.move_x))
if self.x < self.move_x:
self.x += min(self.speed * dt * self.tile_x,
abs(self.x - self.move_x))
if self.y > self.move_y:
self.y -= min(self.speed * dt * self.tile_y,
abs(self.y - self.move_y))
if self.y < self.move_y:
self.y += min(self.speed * dt * self.tile_y,
abs(self.y - self.move_y))
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self.is_moving = self.x != self.move_x or self.y != self.move_y
self.x, self.y = int(self.x), int(self.y)
class WithBackground(WorldObject):
def __init__(self, level, img, x, y, z_px=0, blit_area=None):
self.__dict__.update(locals())
WorldObject.__init__(self, level, x, y, z_px=z_px, blit_area=blit_area)
def draw(self, window):
window.blit(self.img, (self.x - 32 - self.level.camera_x,
self.y - self.img.get_size()[1] + 24
- self.level.camera_y + self.z_px),
self.blit_area)