playscii/game_object.py

1295 lines
49 KiB
Python

import math
import os
import random
import vector
from art import ArtInstance
from collision import (
CST_AABB,
CST_CIRCLE,
CST_NONE,
CST_TILE,
CT_NONE,
CTG_DYNAMIC,
Collideable,
Contact,
point_in_box,
)
from renderable import GameObjectRenderable
from renderable_line import BoundsIndicatorRenderable, OriginIndicatorRenderable
# facings
GOF_LEFT = 0
"Object is facing left"
GOF_RIGHT = 1
"Object is facing right"
GOF_FRONT = 2
"Object is facing front"
GOF_BACK = 3
"Object is facing back"
FACINGS = {GOF_LEFT: "left", GOF_RIGHT: "right", GOF_FRONT: "front", GOF_BACK: "back"}
"Dict mapping GOF_* facing enum values to strings"
FACING_DIRS = {
GOF_LEFT: (-1, 0),
GOF_RIGHT: (1, 0),
GOF_FRONT: (0, -1),
GOF_BACK: (0, 1),
}
"Dict mapping GOF_* facing enum values to (x,y) orientations"
DEFAULT_STATE = "stand"
# timer slots
TIMER_PRE_UPDATE = 0
TIMER_UPDATE = 1
TIMER_POST_UPDATE = 2
__pdoc__ = {}
__pdoc__["GameObject.x"] = "Object's location in 3D space."
class GameObject:
"""
Base class game object. GameObjects (GOs) are spawned into and managed by
a GameWorld. All GOs render and collide via a single Renderable and
Collideable, respectively. GOs can have states and facings. GOs are
serialized in game state save files. Much of Playscii game creation involves
creating flavors of GameObject.
See game_util_object module for some generic subclasses for things like
a player, spawners, triggers, attachments etc.
"""
art_src = "game_object_default"
"""
If specified, this art file will be loaded from disk and used as object's
default appearance. If object has states/facings, this is the "base"
filename prefix, eg "hero" in "hero_stand_front.psci".
"""
state_changes_art = False
"If True, art will change with current state; depends on file naming."
stand_if_not_moving = False
"If True, object will go to stand state any time velocity is zero."
valid_states = [DEFAULT_STATE]
"List of valid states for this object, used to find anims"
facing_changes_art = False
"If True, art will change based on facing AND state"
generate_art = False
"""
If True, blank Art will be created with these dimensions, charset,
and palette
"""
use_art_instance = False
"If True, always use an ArtInstance of source Art"
animating = False
"If True, object's Art will animate on init/reset"
art_width, art_height = 8, 8
art_charset, art_palette = None, None
y_sort = False
"If True, object will sort according to its Y position a la Zelda LttP"
lifespan = 0.0
"If >0, object will self-destroy after this many seconds"
kill_distance_from_origin = 1000
"""
If object gets further than this distance from origin,
(non-overridden) update will self-destroy
"""
spawner = None
"If another object spawned us, store reference to it here"
physics_move = True
"If False, don't do move physics updates for this object"
fast_move_steps = 0
"""
If >0, subdivide high-velocity moves into fractions-of-this-object-sized
steps to avoid tunneling. turn this up if you notice an object tunneling.
# 1 = each step is object's full size
# 2 = each step is half object's size
# N = each step is 1/N object's size
"""
move_accel_x = move_accel_y = 200.0
"Acceleration per update from player movement"
ground_friction = 10.0
air_friction = 25.0
mass = 1.0
"Mass: negative number = infinitely dense"
bounciness = 0.25
"Bounciness aka restitution, % of velocity reflected on bounce"
stop_velocity = 0.1
"Near-zero point at which any velocity is set to zero"
log_move = False
log_load = False
log_spawn = False
visible = True
alpha = 1.0
locked = False
"If True, location is protected from edit mode drags, can't click to select"
show_origin = False
show_bounds = False
show_collision = False
collision_shape_type = CST_NONE
"Collision shape: tile, circle, AABB - see the CST_* enum values"
collision_type = CT_NONE
"Type of collision (static, dynamic)"
col_layer_name = "collision"
"Collision layer name for CST_TILE objects"
draw_col_layer = False
"If True, collision layer will draw normally"
col_offset_x, col_offset_y = 0.0, 0.0
"Collision circle/box offset from origin"
col_radius = 1.0
"Collision circle size, if CST_CIRCLE"
col_width, col_height = 1.0, 1.0
"Collision AABB size, if CST_AABB"
art_off_pct_x, art_off_pct_y = 0.5, 0.5
"""
Art offset from pivot: Renderable's origin_pct set to this if not None
0,0 = top left; 1,1 = bottom right; 0.5,0.5 = center
"""
should_save = True
"If True, write this object to state save files"
serialized = [
"name",
"x",
"y",
"z",
"art_src",
"visible",
"locked",
"y_sort",
"art_off_pct_x",
"art_off_pct_y",
"alpha",
"state",
"facing",
"animating",
"scale_x",
"scale_y",
]
"List of members to serialize (no weak refs!)"
editable = [
"show_collision",
"col_radius",
"col_width",
"col_height",
"mass",
"bounciness",
"stop_velocity",
]
"""
Members that don't need to be serialized, but should be exposed to
object edit UI
"""
set_methods = {
"art_src": "set_art_src",
"alpha": "_set_alpha",
"scale_x": "_set_scale_x",
"scale_y": "_set_scale_y",
"name": "_rename",
"col_radius": "_set_col_radius",
"col_width": "_set_col_width",
"col_height": "_set_col_height",
}
"If setting a given member should run some logic, specify the method here"
selectable = True
"If True, user can select this object in edit mode"
deleteable = True
"If True, user can delete this object in edit mode"
is_debug = False
"If True, object's visibility can be toggled with View menu option"
exclude_from_object_list = False
"If True, do not list object in edit mode UI - system use only!"
exclude_from_class_list = False
"If True, do not list class in edit mode UI - system use only!"
attachment_classes = {}
"Objects to spawn as attachments: key is member name, value is class"
noncolliding_classes = []
"Blacklist of string names for classes to ignore collisions with"
sound_filenames = {}
'Dict of sound filenames, keys are string "tags"'
looping_state_sounds = {}
"Dict of looping sounds that should play while in a given state"
update_if_outside_room = False
"""
If True, object's update function will run even if it's
outside the world's current room
"""
handle_key_events = False
"If True, handle key input events passed in from world / input handler"
handle_mouse_events = False
"If True, handle mouse click/wheel events passed in from world / input handler"
consume_mouse_events = False
"If True, prevent any other mouse click/wheel events from being processed"
def __init__(self, world, obj_data=None):
"""
Create new GameObject in world, from serialized data if provided.
"""
self.x, self.y, self.z = 0.0, 0.0, 0.0
"Object's location in 3D space."
self.scale_x, self.scale_y, self.scale_z = 1.0, 1.0, 1.0
"Object's scale in 3D space."
self.rooms = {}
"Dict of rooms we're in - if empty, object appears in all rooms"
self.state = DEFAULT_STATE
"String representing object state. Every object has one, even if it never changes."
self.facing = GOF_FRONT
"Every object gets a facing, even if it never changes"
self.name = self.get_unique_name()
# apply serialized data before most of init happens
# properties that need non-None defaults should be declared above
if obj_data:
for v in self.serialized:
if v not in obj_data:
if self.log_load:
self.app.dev_log(
"Serialized property '%s' not found for %s" % (v, self.name)
)
continue
# if value is in data and serialized list but undeclared, do so
if not hasattr(self, v):
setattr(self, v, None)
# match type of variable as declared, eg loc might be written as
# an int in the JSON so preserve its floatness
if getattr(self, v) is not None:
src_type = type(getattr(self, v))
setattr(self, v, src_type(obj_data[v]))
else:
setattr(self, v, obj_data[v])
self.vel_x, self.vel_y, self.vel_z = 0, 0, 0
"Object's velocity in units per second. Derived from acceleration."
self.move_x, self.move_y = 0, 0
"User-intended acceleration"
self.last_x, self.last_y, self.last_z = self.x, self.y, self.z
self.last_update_end = 0
self.flip_x = False
"Set by state, True if object's renderable should be flipped in X axis."
self.world = world
"GameWorld this object is managed by"
self.app = self.world.app
"For convenience, Application instance for this object's GameWorld"
self.destroy_time = 0
"If >0, object will self-destroy at/after this time (in milliseconds)"
# lifespan property = easy auto-set for fixed lifetime objects
if self.lifespan > 0:
self.set_destroy_timer(self.lifespan)
self.timer_functions_pre_update = {}
"Dict of running GameObjectTimerFuctions that run during pre_update"
self.timer_functions_update = {}
"Dict of running GameObjectTimerFuctions that run during update"
self.timer_functions_post_update = {}
"Dict of running GameObjectTimerFuctions that run during post_update"
self.last_update_failed = False
"When True, object's last update threw an exception"
# load/create assets
self.arts = {}
"Dict of all Arts this object can reference, eg for states"
# if art_src not specified, create a new art according to dimensions
if self.generate_art:
self.art_src = "%s_art" % self.name
self.art = self.app.new_art(
self.art_src,
self.art_width,
self.art_height,
self.art_charset,
self.art_palette,
)
# generated art will likely be only entry in this dict,
# but make sure it's there (eg generated art for Characters)
self.arts[self.art_src] = self.art
else:
self.load_arts()
if self.art is None or not self.art.valid:
# grab first available art
if len(self.arts) > 0:
for art in self.arts:
self.art = self.arts[art]
break
if not self.art:
self.app.log("Couldn't spawn GameObject with art %s" % self.art_src)
return
self.renderable = GameObjectRenderable(self.app, self.art, self)
self.renderable.alpha = self.alpha
self.origin_renderable = OriginIndicatorRenderable(self.app, self)
"Renderable for debug drawing of object origin."
self.bounds_renderable = BoundsIndicatorRenderable(self.app, self)
"1px LineRenderable showing object's bounding box"
for art in self.arts.values():
if art not in self.world.art_loaded:
self.world.art_loaded.append(art)
self.orig_collision_type = self.collision_type
"Remember last collision type for enable/disable - don't set manually!"
self.collision = Collideable(self)
self.world.new_objects[self.name] = self
self.attachments = []
if self.attachment_classes:
for atch_name, atch_class_name in self.attachment_classes.items():
atch_class = self.world.classes[atch_class_name]
attachment = atch_class(self.world)
self.attachments.append(attachment)
attachment.attach_to(self)
setattr(self, atch_name, attachment)
self.should_destroy = False
"If True, object will be destroyed on next world update."
self.pre_first_update_run = False
"Flag that tells us we should run post_init next update."
self.last_state = None
self.last_warp_update = -1
"Most recent warp world update, to prevent thrashing"
# set up art instance only after all art/renderable init complete
if self.use_art_instance:
self.set_art(ArtInstance(self.art))
if self.animating and self.art.frames > 0:
self.start_animating()
if self.log_spawn:
self.app.log(
"Spawned %s with Art %s"
% (self.name, os.path.basename(self.art.filename))
)
def get_unique_name(self):
"Generate and return a somewhat human-readable unique name for object"
name = str(self)
return "%s_%s" % (type(self).__name__, name[name.rfind("x") + 1 : -1])
def _rename(self, new_name):
# pass thru to world, this method exists for edit set method
self.world.rename_object(self, new_name)
def pre_first_update(self):
"""
Run before first update; use this for any logic that depends on
init/creation being done ie all objects being present.
"""
pass
def load_arts(self):
"Fill self.arts dict with Art references for eg states and facings."
self.art = self.app.load_art(self.art_src, False)
if self.art:
self.arts[self.art_src] = self.art
# if no states, use a single art always
if not self.state_changes_art:
self.arts[self.art_src] = self.art
return
for state in self.valid_states:
if self.facing_changes_art:
# load each facing for each state
for facing in FACINGS.values():
art_name = "%s_%s_%s" % (self.art_src, state, facing)
art = self.app.load_art(art_name, False)
if art:
self.arts[art_name] = art
else:
# load each state
art_name = "%s_%s" % (self.art_src, state)
art = self.app.load_art(art_name, False)
if art:
self.arts[art_name] = art
# get reasonable default pose
self.art, self.flip_x = self.get_art_for_state()
def is_point_inside(self, x, y):
"Return True if given point is inside our bounds"
left, top, right, bottom = self.get_edges()
return point_in_box(x, y, left, top, right, bottom)
def get_edges(self):
"Return coords of our bounds (left, top, right, bottom)"
left = self.x - (self.renderable.width * self.art_off_pct_x)
right = self.x + (self.renderable.width * (1 - self.art_off_pct_x))
top = self.y + (self.renderable.height * self.art_off_pct_y)
bottom = self.y - (self.renderable.height * (1 - self.art_off_pct_y))
return left, top, right, bottom
def distance_to_object(self, other):
"Return distance from center of this object to center of given object."
return self.distance_to_point(other.x, other.y)
def distance_to_point(self, point_x, point_y):
"Return distance from center of this object to given point."
dx = self.x - point_x
dy = self.y - point_y
return math.sqrt(dx**2 + dy**2)
def normal_to_object(self, other):
"Return tuple normal pointing in direction of given object."
return self.normal_to_point(other.x, other.y)
def normal_to_point(self, point_x, point_y):
"Return tuple normal pointing in direction of given point."
dist = self.distance_to_point(point_x, point_y)
dx, dy = point_x - self.x, point_y - self.y
if dist == 0:
return 0, 0
inv_dist = 1 / dist
return dx * inv_dist, dy * inv_dist
def get_render_offset(self):
"Return a custom render offset. Override this in subclasses as needed."
return 0, 0, 0
def is_dynamic(self):
"Return True if object is dynamic."
return self.collision_type in CTG_DYNAMIC
def is_entering_state(self, state):
"Return True if object is in given state this frame but not last frame."
return self.state == state and self.last_state != state
def is_exiting_state(self, state):
"Return True if object is in given state last frame but not this frame."
return self.state != state and self.last_state == state
def play_sound(self, sound_name, loops=0, allow_multiple=False):
"Start playing given sound."
# use sound_name as filename if it's not in our filenames dict
sound_filename = self.sound_filenames.get(sound_name, sound_name)
sound_filename = self.world.sounds_dir + sound_filename
self.world.app.al.object_play_sound(self, sound_filename, loops, allow_multiple)
def stop_sound(self, sound_name):
"Stop playing given sound."
sound_filename = self.sound_filenames.get(sound_name, sound_name)
sound_filename = self.world.sounds_dir + sound_filename
self.world.app.al.object_stop_sound(self, sound_filename)
def stop_all_sounds(self):
"Stop all sounds playing on object."
self.world.app.al.object_stop_all_sounds(self)
def enable_collision(self):
"Enable this object's collision."
self.collision_type = self.orig_collision_type
def disable_collision(self):
"Disable this object's collision."
if self.collision_type == CT_NONE:
return
# remember prior collision type
self.orig_collision_type = self.collision_type
self.collision_type = CT_NONE
def started_overlapping(self, other):
"""
Run when object begins overlapping with, but does not collide with,
another object.
"""
pass
def started_colliding(self, other):
"Run when object begins colliding with another object."
self.resolve_collision_momentum(other)
def stopped_colliding(self, other):
"Run when object stops colliding with another object."
if other.name not in self.collision.contacts:
# TODO: understand why this spams when player has a MazePickup
# self.world.app.log("%s stopped colliding with %s but wasn't in its contacts!" % (self.name, other.name))
return
# called from check_finished_contacts
self.collision.contacts.pop(other.name)
def resolve_collision_momentum(self, other):
"Resolve velocities between this object and given other object."
# don't resolve a pair twice
if self in self.world.cl.collisions_this_frame:
return
# determine new direction and velocity
total_vel = self.vel_x + self.vel_y + other.vel_x + other.vel_y
# negative mass = infinite
total_mass = max(0, self.mass) + max(0, other.mass)
if (
other.name not in self.collision.contacts
or self.name not in other.collision.contacts
):
return
# redistribute velocity based on mass we're colliding with
if self.is_dynamic() and self.mass >= 0:
ax = self.collision.contacts[other.name].overlap.x
ay = self.collision.contacts[other.name].overlap.y
a_vel = total_vel * (self.mass / total_mass)
a_vel *= self.bounciness
self.vel_x, self.vel_y = -ax * a_vel, -ay * a_vel
if other.is_dynamic() and other.mass >= 0:
bx = other.collision.contacts[self.name].overlap.x
by = other.collision.contacts[self.name].overlap.y
b_vel = total_vel * (other.mass / total_mass)
b_vel *= other.bounciness
other.vel_x, other.vel_y = -bx * b_vel, -by * b_vel
# mark objects as resolved
self.world.cl.collisions_this_frame.append(self)
self.world.cl.collisions_this_frame.append(other)
def check_finished_contacts(self):
"""
Updates our Collideable's contacts dict for contacts that were
happening last update but not this one, and call stopped_colliding.
"""
# put stopped-colliding objects in a list to process after checks
finished = []
# keep separate list of names of objects no longer present
destroyed = []
for obj_name, contact in self.collision.contacts.items():
if contact.timestamp < self.world.cl.ticks:
# object might have been destroyed
obj = self.world.objects.get(obj_name, None)
if obj:
finished.append(obj)
else:
destroyed.append(obj_name)
for obj_name in destroyed:
self.collision.contacts.pop(obj_name)
for obj in finished:
self.stopped_colliding(obj)
obj.stopped_colliding(self)
def get_contacting_objects(self):
"Return list of all objects we're currently contacting."
return [self.world.objects[obj] for obj in self.collision.contacts]
def get_collisions(self):
"Return list of all overlapping shapes our shapes should collide with."
overlaps = []
for shape in self.collision.shapes:
for other in self.world.cl.dynamic_shapes:
if other.go is self:
continue
if not other.go.should_collide():
continue
if not self.can_collide_with(other.go):
continue
if not other.go.can_collide_with(self):
continue
overlaps.append(shape.get_overlap(other))
for other in shape.get_overlapping_static_shapes():
overlaps.append(other)
return overlaps
def is_overlapping(self, other):
"Return True if we overlap with other object's collision"
return other.name in self.collision.contacts
def are_bounds_overlapping(self, other):
"Return True if we overlap with other object's Art's bounds"
left, top, right, bottom = self.get_edges()
for x, y in [(left, top), (right, top), (right, bottom), (left, bottom)]:
if other.is_point_inside(x, y):
return True
return False
def get_tile_at_point(self, point_x, point_y):
"Return x,y tile coord for given worldspace point"
left, top, right, bottom = self.get_edges()
x = (point_x - left) / self.art.quad_width
x = math.floor(x)
y = (point_y - top) / self.art.quad_height
y = math.ceil(-y)
return x, y
def get_tiles_overlapping_box(
self, box_left, box_top, box_right, box_bottom, log=False
):
"Returns x,y coords for each tile overlapping given box"
if self.collision_shape_type != CST_TILE:
return []
left, top = self.get_tile_at_point(box_left, box_top)
right, bottom = self.get_tile_at_point(box_right, box_bottom)
if bottom < top:
top, bottom = bottom, top
# stay in bounds
left = max(0, left)
right = min(right, self.art.width - 1)
top = max(1, top)
bottom = min(bottom, self.art.height)
tiles = []
# account for range start being inclusive, end being exclusive
for x in range(left, right + 1):
for y in range(top - 1, bottom):
tiles.append((x, y))
return tiles
def overlapped(self, other, overlap):
"""
Called by CollisionLord when two objects overlap.
returns: bool "overlap allowed", bool "collision starting"
"""
started = other.name not in self.collision.contacts
# create or update contact info: (overlap, timestamp)
self.collision.contacts[other.name] = Contact(overlap, self.world.cl.ticks)
can_collide = self.can_collide_with(other)
if not can_collide and started:
self.started_overlapping(other)
return can_collide, started
def get_tile_loc(self, tile_x, tile_y, tile_center=True):
"Return top left / center of current Art's tile in world coordinates"
left, top, right, bottom = self.get_edges()
x = left
x += self.art.quad_width * tile_x
y = top
y -= self.art.quad_height * tile_y
if tile_center:
x += self.art.quad_width / 2
y -= self.art.quad_height / 2
return x, y
def get_layer_z(self, layer_name):
"Return Z of layer with given name"
return self.z + self.art.layers_z[self.art.layer_names.index(layer_name)]
def get_all_art(self):
"Return a list of all Art used by this object"
return list(self.arts.keys())
def start_animating(self):
"Start animation playback."
self.renderable.start_animating()
def stop_animating(self):
"Pause animation playback on current frame."
self.renderable.stop_animating()
def set_object_property(self, prop_name, new_value):
"Set property by given name to given value."
if not hasattr(self, prop_name):
return
if prop_name in self.set_methods:
method = getattr(self, self.set_methods[prop_name])
method(new_value)
else:
setattr(self, prop_name, new_value)
def get_art_for_state(self, state=None):
"Return Art (and 'flip X' bool) that best represents current state"
# use current state if none specified
state = self.state if state is None else state
art_state_name = "%s_%s" % (self.art_src, self.state)
# simple case: no facing, just state
if not self.facing_changes_art:
# return art for current state, use default if not available
if art_state_name in self.arts:
return self.arts[art_state_name], False
else:
default_name = "%s_%s" % (self.art_src, self.state or DEFAULT_STATE)
# assert(default_name in self.arts
# don't assert - if base+state name available, use that
if default_name in self.arts:
return self.arts[default_name], False
else:
# self.app.log('%s: Art with name %s not available, using %s' % (self.name, default_name, self.art_src))
return self.arts[self.art_src], False
# more complex case: art determined by both state and facing
facing_suffix = FACINGS[self.facing]
# first see if anim exists for this exact state, skip subsequent logic
exact_name = "%s_%s" % (art_state_name, facing_suffix)
if exact_name in self.arts:
return self.arts[exact_name], False
# see what anims are available and try to choose best for facing
has_state = False
for anim in self.arts:
if anim.startswith(art_state_name):
has_state = True
break
# if NO anims for current state, fall back to default
if not has_state:
default_name = "%s_%s" % (self.art_src, DEFAULT_STATE)
art_state_name = default_name
front_name = "%s_%s" % (art_state_name, FACINGS[GOF_FRONT])
left_name = "%s_%s" % (art_state_name, FACINGS[GOF_LEFT])
right_name = "%s_%s" % (art_state_name, FACINGS[GOF_RIGHT])
back_name = "%s_%s" % (art_state_name, FACINGS[GOF_BACK])
has_front = front_name in self.arts
has_left = left_name in self.arts
has_right = right_name in self.arts
has_sides = has_left or has_right
# throw an error if nothing basic is available
# assert(has_front or has_sides)
if not has_front and not has_sides:
return self.arts[self.art_src], False
# if left/right opposite available, flip it
if self.facing == GOF_LEFT and has_right:
return self.arts[right_name], True
elif self.facing == GOF_RIGHT and has_left:
return self.arts[left_name], True
# if left or right but neither, use front
elif self.facing in [GOF_LEFT, GOF_RIGHT] and not has_sides:
return self.arts[front_name], False
# if no front but sides, use either
elif self.facing == GOF_FRONT and has_sides:
if has_right:
return self.arts[right_name], False
elif has_left:
return self.arts[left_name], False
# if no back, use sides or, as last resort, front
elif self.facing == GOF_BACK and has_sides:
if has_right:
return self.arts[right_name], False
elif has_left:
return self.arts[left_name], False
else:
return self.arts[front_name], False
# fall-through: keep using current art
return self.art, False
def set_art(self, new_art, start_animating=True):
"Set object to use new given Art (passed by reference)."
if new_art is self.art:
return
self.art = new_art
self.renderable.set_art(self.art)
self.bounds_renderable.set_art(self.art)
if self.collision_shape_type == CST_TILE:
self.collision.create_shapes()
if (start_animating or self.animating) and new_art.frames > 1:
self.renderable.start_animating()
def set_art_src(self, new_art_filename):
"Set object to use new given Art (passed by filename)"
if self.art_src == new_art_filename:
return
new_art = self.app.load_art(new_art_filename)
if not new_art:
return
self.art_src = new_art_filename
# reset arts dict
self.arts = {}
self.load_arts()
self.set_art(new_art)
def set_loc(self, x, y, z=None):
"Set this object's location."
self.x, self.y = x, y
self.z = z or 0
def reset_last_loc(self):
'Reset "last location" values used for updating state and fast_move'
self.last_x, self.last_y, self.last_z = self.x, self.y, self.z
def set_scale(self, x, y, z):
"Set this object's scale."
self.scale_x, self.scale_y, self.scale_z = x, y, z
self.renderable.scale_x = self.scale_x
self.renderable.scale_y = self.scale_y
self.renderable.reset_size()
def _set_scale_x(self, new_x):
self.set_scale(new_x, self.scale_y, self.scale_z)
def _set_scale_y(self, new_y):
self.set_scale(self.scale_x, new_y, self.scale_z)
def _set_col_radius(self, new_radius):
self.col_radius = new_radius
self.collision.shapes[0].radius = new_radius
def _set_col_width(self, new_width):
self.col_width = new_width
self.collision.shapes[0].halfwidth = new_width / 2
def _set_col_height(self, new_height):
self.col_height = new_height
self.collision.shapes[0].halfheight = new_height / 2
def _set_alpha(self, new_alpha):
self.renderable.alpha = self.alpha = new_alpha
def allow_move(self, dx, dy):
"Return True only if this object is allowed to move based on input."
return True
def allow_move_x(self, dx):
"Return True if given movement in X axis is allowed."
return True
def allow_move_y(self, dy):
"Return True if given movement in Y axis is allowed."
return True
def move(self, dir_x, dir_y):
"""
Input player/sim-initiated velocity. Given value is multiplied by
acceleration in get_acceleration.
"""
# don't handle moves while game paused
# (add override flag if this becomes necessary)
if self.world.paused:
return
# check allow_move first
if not self.allow_move(dir_x, dir_y):
return
if self.allow_move_x(dir_x):
self.move_x += dir_x
if self.allow_move_y(dir_y):
self.move_y += dir_y
def is_on_ground(self):
"""
Return True if object is "on the ground". Subclasses define custom
logic here.
"""
return True
def get_friction(self):
"Return friction that should be applied for object's current context."
return self.ground_friction if self.is_on_ground() else self.air_friction
def is_affected_by_gravity(self):
"Return True if object should be affected by gravity."
return False
def get_gravity(self):
"Return x,y,z force of gravity for object's current context."
return self.world.gravity_x, self.world.gravity_y, self.world.gravity_z
def get_acceleration(self, vel_x, vel_y, vel_z):
"""
Return x,y,z acceleration values for object's current context.
"""
force_x = self.move_x * self.move_accel_x
force_y = self.move_y * self.move_accel_y
force_z = 0
if self.is_affected_by_gravity():
grav_x, grav_y, grav_z = self.get_gravity()
force_x += grav_x * self.mass
force_y += grav_y * self.mass
force_z += grav_z * self.mass
# friction / drag
friction = self.get_friction()
speed = math.sqrt(vel_x**2 + vel_y**2 + vel_z**2)
force_x -= friction * self.mass * vel_x
force_y -= friction * self.mass * vel_y
force_z -= friction * self.mass * vel_z
# divide force by mass to get acceleration
accel_x = force_x / self.mass
accel_y = force_y / self.mass
accel_z = force_z / self.mass
# zero out acceleration beneath a threshold
# TODO: determine if this should be made tunable
return vector.cut_xyz(accel_x, accel_y, accel_z, 0.01)
def apply_move(self):
"""
Apply current acceleration / velocity to position using Verlet
integration with half-step velocity estimation.
"""
accel_x, accel_y, accel_z = self.get_acceleration(
self.vel_x, self.vel_y, self.vel_z
)
timestep = self.world.app.timestep / 1000
hsvel_x = self.vel_x + 0.5 * timestep * accel_x
hsvel_y = self.vel_y + 0.5 * timestep * accel_y
hsvel_z = self.vel_z + 0.5 * timestep * accel_z
self.x += hsvel_x * timestep
self.y += hsvel_y * timestep
self.z += hsvel_z * timestep
accel_x, accel_y, accel_z = self.get_acceleration(hsvel_x, hsvel_y, hsvel_z)
self.vel_x = hsvel_x + 0.5 * timestep * accel_x
self.vel_y = hsvel_y + 0.5 * timestep * accel_y
self.vel_z = hsvel_z + 0.5 * timestep * accel_z
self.vel_x, self.vel_y, self.vel_z = vector.cut_xyz(
self.vel_x, self.vel_y, self.vel_z, self.stop_velocity
)
def moved_this_frame(self):
"Return True if object changed locations this frame."
delta = math.sqrt(
abs(self.last_x - self.x) ** 2
+ abs(self.last_y - self.y) ** 2
+ abs(self.last_z - self.z) ** 2
)
return delta > self.stop_velocity
def warped_recently(self):
"Return True if object warped during last update."
return self.world.updates - self.last_warp_update <= 0
def handle_key_down(self, key, shift_pressed, alt_pressed, ctrl_pressed):
"""
Handle "key pressed" event, with keyboard mods passed in.
GO subclasses can do stuff here if their handle_key_events=True
"""
pass
def handle_key_up(self, key, shift_pressed, alt_pressed, ctrl_pressed):
"""
Handle "key released" event, with keyboard mods passed in.
GO subclasses can do stuff here if their handle_key_events=True
"""
pass
def clicked(self, button, mouse_x, mouse_y):
"""
Handle mouse button down event, with button # and
click location (in world coordinates) passed in.
GO subclasses can do stuff here if their handle_mouse_events=True
"""
pass
def unclicked(self, button, mouse_x, mouse_y):
"""
Handle mouse button up event, with button # and
click location (in world coordinates) passed in.
GO subclasses can do stuff here if their handle_mouse_events=True
"""
pass
def hovered(self, mouse_x, mouse_y):
"""
Handle mouse hover (fires when object -starts- being hovered).
GO subclasses can do stuff here if their handle_mouse_events=True
"""
pass
def unhovered(self, mouse_x, mouse_y):
"""
Handle mouse unhover.
GO subclasses can do stuff here if their handle_mouse_events=True
"""
pass
def mouse_wheeled(self, wheel_y):
"""
Handle mouse wheel movement.
GO subclasses can do stuff here if their handle_mouse_events=True
"""
pass
def set_timer_function(
self,
timer_name,
timer_function,
delay_min,
delay_max=0,
repeats=-1,
slot=TIMER_PRE_UPDATE,
):
"""
Run given function in X seconds or every X seconds Y times.
If max is given, next execution will be between min and max time.
if repeat is -1, run indefinitely.
"Slot" determines whether function will run in pre_update, update, or
post_update.
"""
timer = GameObjectTimerFunction(
self, timer_name, timer_function, delay_min, delay_max, repeats, slot
)
# add to slot-appropriate dict
d = [
self.timer_functions_pre_update,
self.timer_functions_update,
self.timer_functions_post_update,
][slot]
d[timer_name] = timer
def stop_timer_function(self, timer_name):
"Stop currently running timer function with given name."
timer = (
self.timer_functions_pre_update.get(timer_name, None)
or self.timer_functions_update.get(timer_name, None)
or self.timer_functions_post_update.get(timer_name, None)
)
if not timer:
self.app.log(
"Timer named %s not found on object %s" % (timer_name, self.name)
)
d = [
self.timer_functions_pre_update,
self.timer_functions_update,
self.timer_functions_post_update,
][timer.slot]
d.pop(timer_name)
def update_state(self):
"Update object state based on current context, eg movement."
if (
self.state_changes_art
and self.stand_if_not_moving
and not self.moved_this_frame()
):
self.state = DEFAULT_STATE
def update_facing(self):
"Update object facing based on current context, eg movement."
dx, dy = self.x - self.last_x, self.y - self.last_y
if dx == 0 and dy == 0:
return
# TODO: flag for "side view only" objects
if abs(dy) > abs(dx):
self.facing = GOF_BACK if dy >= 0 else GOF_FRONT
else:
self.facing = GOF_RIGHT if dx >= 0 else GOF_LEFT
def update_state_sounds(self):
"Stop and play looping sounds appropriate to current/recent states."
for state, sound in self.looping_state_sounds.items():
if self.is_entering_state(state):
self.play_sound(sound, loops=-1)
elif self.is_exiting_state(state):
self.stop_sound(sound)
def frame_begin(self):
"Run at start of game loop iteration, before input/update/render."
self.move_x, self.move_y = 0, 0
self.last_x, self.last_y, self.last_z = self.x, self.y, self.z
# if we're just entering stand state, play any sound for it
if self.last_state is None:
self.update_state_sounds()
self.last_state = self.state
def frame_update(self):
"Run once per frame, after input + simulation update and before render."
if not self.art.updated_this_tick:
self.art.update()
# update art based on state (and possibly facing too)
if self.state_changes_art:
new_art, flip_x = self.get_art_for_state()
self.set_art(new_art)
self.flip_x = flip_x
def pre_update(self):
"Run before any objects have updated this simulation tick."
pass
def post_update(self):
"Run after all objects have updated this simulation tick."
pass
def fast_move(self):
"""
Subdivide object's move this frame into steps to avoid tunneling.
Only called for objects with fast_move_steps >0.
"""
final_x, final_y = self.x, self.y
dx, dy = self.x - self.last_x, self.y - self.last_y
total_move_dist = math.sqrt(dx**2 + dy**2)
if total_move_dist == 0:
return
# get movement normal
inv_dist = 1 / total_move_dist
dir_x, dir_y = dx * inv_dist, dy * inv_dist
if self.collision_shape_type == CST_CIRCLE:
step_dist = self.col_radius * 2
elif self.collision_shape_type == CST_AABB:
# get size in axis object is moving in
step_x, step_y = self.col_width * dir_x, self.col_height * dir_y
step_dist = math.sqrt(step_x**2 + step_y**2)
step_dist /= self.fast_move_steps
# if object isn't moving fast enough, don't step
if total_move_dist <= step_dist:
return
steps = int(total_move_dist / step_dist)
# start stepping from beginning of this frame's move distance
self.x, self.y = self.last_x, self.last_y
for i in range(steps):
self.x += dir_x * step_dist
self.y += dir_y * step_dist
collisions = self.get_collisions()
# if overlapping just leave as-is, collision update will resolve
if len(collisions) > 0:
return
# ran through all steps without a hit, set back to final position
self.x, self.y = final_x, final_y
def get_time_since_last_update(self):
"Return time (in milliseconds) since end of this object's last update."
return self.world.get_elapsed_time() - self.last_update_end
def update(self):
"""
Apply movement/physics, update state and facing, keep our Collideable's
location locked to us. Self-destroy if a timer is up or we've fallen
out of the world.
"""
if 0 < self.destroy_time <= self.world.get_elapsed_time():
self.destroy()
# don't apply physics to selected objects being dragged
if self.physics_move and self.name not in self.world.drag_objects:
self.apply_move()
if self.fast_move_steps > 0:
self.fast_move()
self.update_state()
self.update_state_sounds()
if self.facing_changes_art:
self.update_facing()
# update collision shape before CollisionLord resolves any collisions
self.collision.update()
if (
abs(self.x) > self.kill_distance_from_origin
or abs(self.y) > self.kill_distance_from_origin
):
self.app.log(
"%s reached %s from origin, destroying."
% (self.name, self.kill_distance_from_origin)
)
self.destroy()
def update_renderables(self):
"""
Keep our Renderable's location locked to us, and update any debug
Renderables (collision, bounds etc) similarly.
"""
# even if debug viz are off, update once on init to set correct state
if self.show_origin or self in self.world.selected_objects:
self.origin_renderable.update()
if (
self.show_bounds
or self in self.world.selected_objects
or (self is self.world.hovered_focus_object and self.selectable)
):
self.bounds_renderable.update()
if self.show_collision and self.is_dynamic():
self.collision.update_renderables()
if self.visible:
self.renderable.update()
def get_debug_text(self):
"Subclass logic can return a string to display in debug line."
return None
def should_collide(self):
"Return True if this object should collide in current context."
return self.collision_type != CT_NONE and self.is_in_current_room()
def can_collide_with(self, other):
"Return True if this object is allowed to collide with given object."
for ncc_name in self.noncolliding_classes:
if isinstance(other, self.world.classes[ncc_name]):
return False
return True
def is_in_room(self, room):
"Return True if this object is in the given (by reference) Room."
return len(self.rooms) == 0 or room.name in self.rooms
def is_in_current_room(self):
"Return True if this object is in the world's currently active Room."
return len(self.rooms) == 0 or (
self.world.current_room and self.world.current_room.name in self.rooms
)
def room_entered(self, room, old_room):
"Run when a room we're in is entered."
pass
def room_exited(self, room, new_room):
"Run when a room we're in is exited."
pass
def render_debug(self):
"Render debug lines, eg origin/bounds/collision."
# only show debug stuff if in edit mode
if not self.world.app.ui.is_game_edit_ui_visible():
return
if self.show_origin or self in self.world.selected_objects:
self.origin_renderable.render()
if (
self.show_bounds
or self in self.world.selected_objects
or (self.selectable and self is self.world.hovered_focus_object)
):
self.bounds_renderable.render()
if self.show_collision and self.collision_type != CT_NONE:
self.collision.render()
def render(self, layer, z_override=None):
# print('GameObject %s layer %s has Z %s' % (self.art.filename, layer, self.art.layers_z[layer]))
self.renderable.render(layer, z_override)
def get_dict(self):
"""
Return a dict serializing this object's state that
GameWorld.save_to_file can dump to JSON. Only properties defined in
this object's "serialized" list are stored. Direct object references
are not safe to serialize, use only primitive types like strings.
"""
d = {"class_name": type(self).__name__}
# serialize whatever other vars are declared in self.serialized
for prop_name in self.serialized:
if hasattr(self, prop_name):
d[prop_name] = getattr(self, prop_name)
return d
def reset_in_place(self):
"Run GameWorld.reset_object_in_place on this object."
self.world.reset_object_in_place(self)
def set_destroy_timer(self, destroy_in_seconds):
"Set object to destroy itself given number of seconds from now."
self.destroy_time = self.world.get_elapsed_time() + destroy_in_seconds * 1000
def destroy(self):
self.stop_all_sounds()
# remove rooms' references to us
for room in self.rooms.values():
if self.name in room.objects:
room.objects.pop(self.name)
self.rooms = {}
if self in self.world.selected_objects:
self.world.selected_objects.remove(self)
if self.spawner:
if (
hasattr(self.spawner, "spawned_objects")
and self in self.spawner.spawned_objects
):
self.spawner.spawned_objects.remove(self)
self.origin_renderable.destroy()
self.bounds_renderable.destroy()
self.collision.destroy()
for attachment in self.attachments:
attachment.destroy()
self.renderable.destroy()
self.should_destroy = True
class GameObjectTimerFunction:
"""
Object that manages a function's execution schedule for a GameObject.
Use GameObject.set_timer_function to create these.
"""
def __init__(self, go, name, function, delay_min, delay_max, repeats, slot):
self.go = go
"GameObject using this timer"
self.name = name
"This timer's name"
self.function = function
"GO function to run"
self.delay_min = delay_min
"Delay before next execution"
self.delay_max = delay_max
"If specified, next execution will be between min and max"
self.repeats = repeats
"# of times to repeat. -1 = infinite"
self.slot = slot
"Execute before, during, or after object's update"
self.next_update = self.go.world.get_elapsed_time()
self.runs = 0
self._set_next_time()
def _set_next_time(self):
"Compute and set this timer's next update time"
# if no max delay, just use min, else rand(min, max)
if not self.delay_max or self.delay_max == 0:
delay = self.delay_min
else:
delay = random.random() * (self.delay_max - self.delay_min)
delay += self.delay_min
self.next_update += int(delay * 1000)
def update(self):
"Check timer, running function as needed"
if self.go.world.get_elapsed_time() < self.next_update:
return
# TODO: if function needs to run multiple times, do that and update appropriately
self._execute()
# remove timer if it's executed enough already
if self.repeats != -1 and self.runs > self.repeats:
self.go.stop_timer_function(self.name)
else:
self._set_next_time()
def _execute(self):
# pass our object into our function
self.function()
self.runs += 1