X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=tabakrolletjie%2Fobstacles.py;h=bae1c1dac23c0d7da1f6710d81c856a0c1b30c30;hb=625fb2f5a9f5e0a205cc49086dfcd53cfae7af01;hp=e69de29bb2d1d6434b8b29ae775ad8c2e48c5391;hpb=f3600c28cd6e96abe7c0916860b0cc56b444545f;p=tabakrolletjie.git diff --git a/tabakrolletjie/obstacles.py b/tabakrolletjie/obstacles.py index e69de29..bae1c1d 100644 --- a/tabakrolletjie/obstacles.py +++ b/tabakrolletjie/obstacles.py @@ -0,0 +1,81 @@ +""" Obstacles for light and space mould. """ + +import pygame.locals as pgl + +import pymunk +import pymunk.pygame_util +import pygame.draw +import pygame.surface + +from .constants import (SCREEN_SIZE, OBSTACLE_CATEGORY) +from .loader import loader + +OBSTACLE_FILTER = pymunk.ShapeFilter(categories=OBSTACLE_CATEGORY) + + +class ObstacleManager(object): + """ Manages a set of obstacles. """ + + def __init__(self, space, gamestate): + self._space = space + self._obstacles = [ + BaseObstacle.load(cfg) for cfg in gamestate.station["obstacles"]] + for obs in self._obstacles: + obs.add(self._space) + + def render(self, surface): + for obs in self._obstacles: + obs.render(surface) + + +class BaseObstacle(object): + def __init__(self): + self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC) + self.shapes = [] + + def add(self, space): + if self.body.space is not None: + space.remove(self.body, *self.body.shapes) + for shape in self.shapes: + shape.filter = OBSTACLE_FILTER + space.add(self.body, *self.shapes) + + def render(self, surface): + raise NotImplementedError("Obstacles should implement .render().") + + @classmethod + def load(cls, config): + kw = config.copy() + obstacle_type = kw.pop("type") + [obstacle_class] = [ + c for c in cls.__subclasses__() + if c.__name__.lower() == obstacle_type] + return obstacle_class(**kw) + + +class Wall(BaseObstacle): + + def __init__(self, vertices): + super(Wall, self).__init__() + self.shapes.append(pymunk.Poly(self.body, vertices)) + self._image = None + + def get_image(self): + if self._image is None: + self._image = pygame.surface.Surface(SCREEN_SIZE).convert_alpha() + self._image.fill((0, 0, 0, 0)) + + for shape in self.shapes: + pygame_poly = [ + pymunk.pygame_util.to_pygame(v, self._image) for v in + shape.get_vertices()] + pygame.draw.polygon(self._image, (255, 255, 255), pygame_poly) + + wall_texture = loader.load_image( + "textures", "stone.png").convert_alpha() + self._image.blit(wall_texture, (0, 0), None, pgl.BLEND_RGBA_MULT) + + return self._image + + def render(self, surface): + surface.blit(self.get_image(), (0, 0), None, 0)