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shape.py
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shape.py
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import copy
import random
import pygame # Provides what we need to make a game
import sys # Gives us the sys.exit function to close our program
import math # sin,cos,pi
import logging
from pathfinder import PacworldPathFinder
import pacdefs
import pacglobal
from pacsounds import Pacsounds,getPacsound
from pacdisplay import Pacdisplay
from pacsprite import Pacsprite
import colors
import effect
from effect import * # Effect, EFFECT_*
from swirl import Swirl
MAX_SIDES = 10
SIZE_MINIMUM = 10
SIZE_MAXIMUM = 140
DIR_UP = 'u'
DIR_DOWN = 'd'
DIR_LEFT = 'l'
DIR_RIGHT = 'r'
DIRECTIONS = [DIR_UP, DIR_DOWN, DIR_LEFT, DIR_RIGHT]
BURST_EFFECT_NUMFRAMES = 6
ART_TOUCH_JITTER = 15 # time in game frames that re-touching the same art piece will not trigger a re-touch effect
SHAPE_TOUCH_JITTER = 200 # time in game frames that re-touching the same shape will not trigger a re-touch effect
MOVE_HISTORY_SIZE = 5 # number of movements to use to calculating average movement over time to set character angle
AUTO_SWIRL_ACTIVATION_MINTICKS = 5000
AUTO_SWIRL_ACTIVATION_CHANCE = 0.05
AUTO_SWIRL_CHANGE_MINTICKS = 20000
AUTO_SWIRL_CHANGE_CHANCE = 0.02
AUTO_THOUGHT_CREATION_CHANCE = 0.01
MAX_THOUGHTFORM_ID = 2147483647
MAX_THOUGHTFORM_COMPLEXITY = 1000
MIN_THOUGHTFORM_COMPLEXITY = 200
PREFER_ONMAP = 3 # for random destinations, reject up to this many "empty" spaces on each attempt
DANCE_STEPS = 30 # number of steps to complete a single dance
DANCE_PHASE1_MAXFRAMES = 30
DANCE_PHASE2_MAXFRAMES = 30
DANCE_PHASE3_MAXFRAMES = 30
COLORFLASH_FRAMESPEED = 2
COLORFLASH_CYCLES = 3
# The class for Shapes
class Shape(Pacsprite):
def __init__(self, display, themap, shape_size, num_sides = 3):
# Initialize the sprite base class
super(Shape, self).__init__()
self.type = pacdefs.TYPE_CHARACTER
self.map = themap
# Get the display size for working out collisions later
self.display = display
self.colorIdx = 0
self.bgColor = pacglobal.adjustColor(random.choice(colors.COLORWHEEL), -0.25)
self.setColor()
# Get a radius value proportionate to the display size
self.side_length = shape_size
self.num_sides = num_sides
self.outlineWidth = 4
self.angle = 0
# data for helper functs startmove/stopmove for keyboard movement
self.going_in_dir = {} # hash of direction (DIR_* constants) to boolean
for d in DIRECTIONS: self.going_in_dir[d] = False
# data for rotation movement over time
self.turning = None # if set, will be a hash containing the key 'angle'
# Work out a speed
self.setSpeed()
self.autoSpeed = int(random.randint(60,120) * self.linearSpeed/2 / 100)
# cap autonomous movement at half normal speed
# multiplied by a randomizer
# initialize effects
self.effects = {} # dictionary of Effect.EFFECT_TYPE to Effect class
self.swirls = [] # array of swirls the shape has
self.curSwirl = None # array index pointer to "current" swirl
self.swirlRotationAngle_rad = 0 # swirls rotate inside the character
self.swirlRotationAngle_delta_rad = float(random.randint(1,20)) / 360 * 2*math.pi
if(random.randint(0,1) == 0): self.swirlRotationAngle_delta_rad *= -1
#logging.debug("swirlRotationAngle_delta_rad = {0}".format(self.swirlRotationAngle_delta_rad))
# Reset the shape & create the first image
self.reset() # also initializes some location-based variables
# experience variables
self.last_touched_art = {} # hash of art.id to frames
self.last_touched_shapes = {} # hash of shape.id to frames
self.last_moved_frame = 0 # frame of last character movement
self.last_artsearch_position = None # position where we were last time we searched for nearby art
self.map_knowledge = [[None for x in range(self.map.world.cols+1)] for y in range(self.map.world.rows+1)] # hash of y,x indices to: -1=inaccessible, 0=accessible, never been there, 1+=times visited; None=unknown
# AI
self.autonomous = False
self.auto_status = {} # dictionary of key/value pairs for autonomous activity
# initialize subsystems
self.sound = getPacsound()
def debug(self, msg):
if hasattr(self, 'id'): the_id = self.id
else: the_id = '-'
logging.debug("Shape[{0}]:{1}".format(the_id, msg))
def setColor(self):
self.color = colors.COLORWHEEL[self.colorIdx]
self.eye_color = colors.YELLOW
def changeColor(self, delta):
self.colorIdx += delta
if(self.colorIdx >= len(colors.COLORWHEEL)):
self.colorIdx = 0
elif(self.colorIdx < 0):
self.colorIdx = len(colors.COLORWHEEL)-1
self.setColor()
self.makeSprite()
def colorUp(self):
self.changeColor(1)
return True # always successful
def colorDn(self):
self.changeColor(-1)
return True # always successful
def setSpeed(self):
''' sets the shape's speed based on its size '''
self.linearSpeed = int(self.side_length / 8)
self.rotationSpeed = self.linearSpeed
self.debug("linearSpeed is now {0}".format(self.linearSpeed))
def get_swirlpos(self, i):
num_swirls = len(self.swirls)
base_x = int(self.image.get_width()/2)
base_y = int(self.image.get_height()/2)
if num_swirls == 1:
return (base_x,base_y)
else:
SWIRL_ROTATE_RADIUS = max(4, int(self.side_length / 8))
theta = 2 * math.pi * float(i) / float(num_swirls)
theta = theta + self.swirlRotationAngle_rad;
if(theta > 2*math.pi): theta -= 2*math.pi
if(theta < 0): theta += 2*math.pi
x = int(SWIRL_ROTATE_RADIUS * math.cos(theta))
y = int(SWIRL_ROTATE_RADIUS * math.sin(theta))
return (base_x + x, base_y + y)
def getCenter(self):
return self.center
def calcMapTopLeft(self):
"""calculates and returns the (x,y) tuple for the top-left of this shape on the map"""
x = self.center[0] - int(self.rect.width/2)
y = self.center[1] - int(self.rect.height/2)
self.mapTopLeft = (x,y)
return self.mapTopLeft
def getMapTopLeft(self):
"""returns an (x,y) tuple for the top-left of this shape on the map"""
return self.mapTopLeft
def makeSprite(self):
# Create an image for the sprite
self.image = pygame.Surface((self.side_length, self.side_length))
self.image.fill(colors.BLACK)
self.image.set_colorkey(colors.BLACK, pygame.RLEACCEL) # set the background to transparent
if(self.num_sides == 1):
# dot
radius = self.outlineWidth + self.outlineWidth
center = int(float(self.side_length) / 2)
pygame.draw.circle(self.image, self.color, (center,center), radius, 0)
pygame.draw.line(self.image, (63,63,63), (center,center), (self.side_length, center), 1)
elif(self.num_sides == 2):
# a single line
y = int(float(self.side_length) / 2)
pygame.draw.line(self.image, self.color, (0, y), (self.side_length, y), self.outlineWidth)
elif(self.num_sides > MAX_SIDES):
radius = int(float(self.side_length) / 2)
# fill with BG color first
pygame.draw.circle(self.image, self.bgColor, (radius,radius), radius, 0)
# then draw the outline
pygame.draw.circle(self.image, self.color, (radius,radius), radius, self.outlineWidth)
else:
pointlist = []
for i in range(self.num_sides):
r = int(float(self.side_length-self.outlineWidth)/2)
theta = 2 * math.pi * float(i) / float(self.num_sides)
x = r + int(r * math.cos(theta))
y = r + int(r * math.sin(theta))
pointlist.append((x,y))
# fill with BG color first
pygame.draw.polygon(self.image, self.bgColor, pointlist, 0)
# then draw the outline
pygame.draw.polygon(self.image, self.color, pointlist, self.outlineWidth)
# add the swirls
for i,swirl in enumerate(self.swirls):
swirlpos = self.get_swirlpos(i)
swirl.draw(self.image, swirlpos, i == self.curSwirl)
# draw the "eye" direction indicator
radius = self.outlineWidth + self.outlineWidth
center = int(float(self.side_length) / 2)
pygame.draw.circle(self.image, self.eye_color, (self.side_length-radius, center), radius, self.outlineWidth)
# add DEBUG info if enabled
if pacdefs.DEBUG_SHAPE_SHOWID and hasattr(self, 'id'):
font = pygame.font.Font(None, 26)
textBitmap = font.render(str(self.id), True, colors.PINK)
self.image.blit(textBitmap, (int(self.image.get_width()/2), int(self.image.get_height()/2)))
# save the old sprite location before generating new rect
oldrectpos = None
if hasattr(self, 'rect'):
oldrectpos = self.rect.center
# rotate image, if applicable
if(self.angle != 0):
self.image = pygame.transform.rotate(self.image, self.angle)
# create a mask for the sprite (for collision detection)
self.mask = pygame.mask.from_surface(self.image)
# draw any effects
for effect in self.effects.values():
effect.draw(self.image, shape = self)
# Create the sprites rectangle from the image, maintaining rect position if set
#pygame.draw.rect(self.image, (255,0,0), self.image.get_rect(), 3) # DEBUG RED BORDER
self.rect = self.image.get_rect()
if oldrectpos != None:
self.rect.center = oldrectpos
self.calcMapTopLeft()
self.dirty_sprite = False
def topLeftToCenter(self, xy):
return [xy[0] + int(self.rect.width/2), xy[1] + int(self.rect.height/2)]
def reset(self):
# put us in a random square
startPos = None
while(startPos is None):
startRow = random.randint(0, self.map.world.rows-1)
startCol = random.randint(0, self.map.world.cols-1)
startPos = (startCol, startRow)
# make sure the initial square is accessible
initial_square = self.map.world.grid[startRow][startCol]
if initial_square is None or initial_square.type == pacdefs.TYPE_ROCK: startPos = None
# reset sprite
self.angle = 0
# Start the shape directly in the centre of the screen
self.center = self.map.gridToScreenCoordCenter(startPos)
self.makeSprite()
self.screenTopLeft = list(self.getMapTopLeft())
# reset other attributes as well
self.updatePosition()
self.moveHistory = [list(self.getCenter())] # must happen after self.rect is set in makeSprite()
def update(self, ticks):
# check for on-going movement (for kb input)
if self.going_in_dir[DIR_DOWN]:
self.moveDown()
elif self.going_in_dir[DIR_UP]:
self.moveUp()
# once for each axis
if self.going_in_dir[DIR_LEFT]:
self.moveLeft()
elif self.going_in_dir[DIR_RIGHT]:
self.moveRight()
# angle changes...
# check for on-going rotation
if self.turning != None:
#print("self.turning from {0} to {1}".format(self.angle, self.turning['angle']))
if self.angle == self.turning['angle']: # we're there!
# stop rotating
self.turning = None
else: # move closer to the target angle
#logging.debug("shape #{0} is rotating towards {1}, currently at {2}".format(self.id, self.turning['angle'], self.angle))
minAngle = min(self.angle, self.turning['angle'])
maxAngle = max(self.angle, self.turning['angle'])
a = maxAngle - minAngle
b = 360 + minAngle - maxAngle
angleDiff = min(a, b)
if angleDiff < self.rotationSpeed: # if we're close enough (within one rotation), just set it
self.angle = self.turning['angle']
else:
# need to change center and angle at the same time, if possible
oldrect = self.rect
if (self.turning['angle']-self.angle+360) % 360 > 180:
dir = -1
else:
dir = 1
#logging.debug("turning: cur={4}, goal={5}; dir={2}".format(a,b,dir,None, self.angle,self.turning['angle']))
#logging.debug("angle diff options {0} or {1}; cur={4}, goal={5}; dir={2}".format(a,b,dir,None, self.angle,self.turning['angle']))
#logging.debug("new angle set by turning")
if not self.changeAngle(dir * self.rotationSpeed):
# if the angle change was unsuccessful/blocked, cancel the operation
self.turning = None
# if the rect got resized we'll need to move the center to match
if self.rect != oldrect:
# attempt to move the mapcenter by the change in rect size
dx = self.rect.left - oldrect.left
dy = self.rect.top - oldrect.top
if (dx != 0 or dy != 0):
# move the center to match the new angle, if possible
moved = self.move(dx, dy)
#logging.debug("moving by ({0},{1}): success={2}".format(dx,dy,moved))
self.recordMove()
# no on-going rotation, what about movement?
elif self.moveHistory[-1] != list(self.getCenter()) and not self.in_dance():
# check movement during this update cycle and update angle appropriately
newAngle = None
oldestPosition = self.moveHistory[0]
dx = -1* (oldestPosition[0] - self.getCenter()[0])
dy = oldestPosition[1] - self.getCenter()[1]
GRAPHIC_BASE_ANGLE = 90
if(dx == 0):
if(dy > 0): newAngle = GRAPHIC_BASE_ANGLE
else: newAngle = 180+GRAPHIC_BASE_ANGLE
elif(dy == 0):
if(dx > 0): newAngle = 270+GRAPHIC_BASE_ANGLE
else: newAngle = 90+GRAPHIC_BASE_ANGLE
else:
# atan2 returns an angle in radians
theta = math.atan2(float(dy), float(dx))
#logging.debug("newAngle theta={0}".format(theta))
# 2*pi rad = 360 deg
# (pi * theta) * 2 / 360 = deg
#deg = theta * 180 / math.pi
newAngle = theta / (2 * math.pi) * 360
#print "DEBUG: Shape.update(): self.theta={0}, deg={1}".format(theta, newDeg)
#logging.debug("mapCenter={1}, dx={2}, dy={3}; newAngle={4}".format(None, self.getMapTopLeft(), dx, dy, newAngle))
# record move history for future angle calculation
self.recordMove()
if newAngle != None:
#print("setting angle in update to {0}".format(newAngle))
self.setAngle(newAngle) # should happen after the object position is updated for movement so that collision detection test is accurate
#logging.debug("new angle set by movement")
# end checks for ongoing rotation or movement
# color flash
if self.in_colorflash() and self.auto_status['colorflash']['last_update_frame'] + COLORFLASH_FRAMESPEED < pacglobal.get_frames():
if self.colorIdx == self.auto_status['colorflash']['orig_colorIdx']:
self.auto_status['colorflash']['cyclecount'] += 1
if(self.auto_status['colorflash']['cyclecount'] == COLORFLASH_CYCLES):
del self.auto_status['colorflash']
if 'colorflash' in self.auto_status.keys():
self.changeColor(1)
self.auto_status['colorflash']['last_update_frame'] = pacglobal.get_frames()
# advance dancing!
if self.in_dance():
frames = pacglobal.get_frames()
center = self.auto_status['dancing']['center']
startAngleDeg = self.auto_status['dancing']['startAngleDeg']
curStep = self.auto_status['dancing']['step']
radius = self.auto_status['dancing']['radius']
dir = self.auto_status['dancing']['direction']
if (self.auto_status['dancing']['phase'] == 1) and ((self.turning is None and self.auto_status['dancing']['partner'].turning is None) or ((frames - self.auto_status['dancing']['startFrames']) > DANCE_PHASE1_MAXFRAMES)):
# "turn to center" is complete
# move on to phase 2
self.auto_status['dancing']['phase'] = 2
phase2_maxframes = DANCE_PHASE1_MAXFRAMES + (DANCE_PHASE2_MAXFRAMES * self.auto_status['dancing']['numcycles'])
if self.auto_status['dancing']['phase'] == 2:
# move to next position in dance
curAngleDeg = int((startAngleDeg + dir*360*curStep/DANCE_STEPS) % 360)
curAngleRad = math.radians(curAngleDeg)
dx = int(math.cos(curAngleRad)*radius)
dy = int(math.sin(curAngleRad)*radius)
newx = center[0]+dx
newy = center[1]+dy
mycenter = self.getCenter()
self.move(newx - mycenter[0], newy - mycenter[1])
# continue looking at center
dx = mycenter[0] - center[0]
dy = mycenter[1] - center[1]
facingAngle = int(math.degrees(math.atan2(dy, dx)))
self.setAngle(180-facingAngle)
#self.debug("shape touch phase {}: step {}; dancing cur angle={}; relativePos={}; moving to newpos={}; facingAngle={}".format(self.auto_status['dancing']['phase'], curStep, curAngleDeg, (dx,dy), (newx,newy), facingAngle))
# advance to next step
curStep += 1
self.auto_status['dancing']['step'] = curStep
if((curStep > DANCE_STEPS) or ((frames - self.auto_status['dancing']['startFrames']) > phase2_maxframes)):
# one rotation of dance is complete
self.auto_status['dancing']['curcycle'] += 1
self.auto_status['dancing']['step'] = curStep = 0
if(self.auto_status['dancing']['curcycle'] > self.auto_status['dancing']['numcycles']):
# move on to phase 3
self.auto_status['dancing']['phase'] = 3
self.animateToAngle(self.auto_status['dancing']['origAngle'])
phase3_maxframes = phase2_maxframes + DANCE_PHASE3_MAXFRAMES
if (self.auto_status['dancing']['phase'] == 3) and (self.turning is None or ((frames - self.auto_status['dancing']['startFrames']) > phase3_maxframes)):
# "return to original angle" is complete
# adjust bgColor towards partner
self.bgColor = pacglobal.blendColor(self.bgColor, self.auto_status['dancing']['partner'].bgColor, 0.2)
self.auto_status['dancing'] = None # stop dancing
# advance self play, if enabled
if self.autonomous:
self.autoUpdate(ticks)
if len(self.swirls) > 1: # rotate swirls inside the character
self.swirlRotationAngle_rad = (self.swirlRotationAngle_rad + self.swirlRotationAngle_delta_rad)
#logging.debug("new angle: {0}".format(self.swirlRotationAngle_rad))
if(self.swirlRotationAngle_rad > 2*math.pi): self.swirlRotationAngle_rad -= 2*math.pi
if(self.swirlRotationAngle_rad < 0): self.swirlRotationAngle_rad += 2*math.pi
#logging.debug("rotating swirls to new angle: {0}".format(self.swirlRotationAngle_rad))
self.dirty_sprite = True
# check for and update sprite animations
for effect_key in list(self.effects.keys()):
if not self.effects[effect_key].update(ticks):
del self.effects[effect_key]
self.dirty_sprite = True
if(self.dirty_sprite): self.makeSprite()
# end of update()
def in_move(self):
return 'movement_destination' in self.auto_status.keys() and self.auto_status['movement_destination'] != None
def in_head(self):
return 'thoughtform_id' in self.auto_status.keys() and self.auto_status['thoughtform_id'] != None
def in_dance(self):
return 'dancing' in self.auto_status.keys() and self.auto_status['dancing'] != None
def in_colorflash(self):
return 'colorflash' in self.auto_status.keys() and self.auto_status['colorflash'] != None
def spawnThoughtform(self, ticks):
self.auto_status['thoughtform_id'] = random.randint(0, MAX_THOUGHTFORM_ID)
self.auto_status['thoughtform_complexity'] = random.randint(0, (MAX_THOUGHTFORM_COMPLEXITY-MIN_THOUGHTFORM_COMPLEXITY)) + MIN_THOUGHTFORM_COMPLEXITY
self.auto_status['thoughtform_starttick'] = ticks
self.debug("spawning thoughtform[#{1}, c={2}] at {0}".format(ticks, self.auto_status['thoughtform_id'], self.auto_status['thoughtform_complexity']))
def autoUpdate(self, ticks):
"""this is the master update routine for the NPC AI"""
# possible random activities:
swirl_activation_chance = AUTO_SWIRL_ACTIVATION_CHANCE
if self.in_dance():
# ignore everything else while dancing
return
# ACTIVITY: change swirls
if len(self.swirls) > 0 and \
('last-swirl-change' not in self.auto_status.keys() or self.auto_status['last-swirl-change'] + AUTO_SWIRL_CHANGE_MINTICKS < ticks) \
and random.random() < AUTO_SWIRL_CHANGE_CHANCE:
if(random.randint(0,1) == 0):
self.trySwirlLeft()
else:
self.trySwirlRight()
self.auto_status['last-swirl-change'] = ticks
swirl_activation_chance = 0.5 # if we've just changed swirls, there's a high chance that we'll immediately activate it
# ACTIVITY: activate a swirl
if len(self.swirls) > 0 and \
('last-swirl-activation' not in self.auto_status.keys() or self.auto_status['last-swirl-activation'] + AUTO_SWIRL_ACTIVATION_MINTICKS < ticks) \
and random.random() < swirl_activation_chance:
#logging.debug("[Shape {1}] self-activating current swirl at {0}".format(ticks, self.id))
self.activateSwirl(random.randint(0,1) == 0)
self.auto_status['last-swirl-activation'] = ticks
# ACTIVITY: stop to think
# TODO: modify probability based on interesting things in environment
if self.in_head():
if self.auto_status['thoughtform_starttick'] + self.auto_status['thoughtform_complexity'] * 3 < ticks:
self.debug("Thoughtform {0} has expired at {1}.".format(self.auto_status['thoughtform_id'], ticks))
del self.auto_status['thoughtform_id']
del self.auto_status['thoughtform_complexity']
del self.auto_status['thoughtform_starttick']
if 'thoughtform_target' in self.auto_status: del self.auto_status['thoughtform_target']
else:
# still in an ongoing thought
if self.turning is None and 'thoughtform_target' in self.auto_status: # and we're not currently turning
self.faceTo(self.auto_status['thoughtform_target']) # make sure we turn to face the object we're considering
elif not self.in_head() and random.random() < AUTO_THOUGHT_CREATION_CHANCE:
self.spawnThoughtform(ticks)
# turn to look at something nearby
object_of_interest = None
# close people first
radius = 2
while(object_of_interest is None and radius <= 6):
nearby_shapes = self.map.nearShapes(self.getCenter(), self.map.character_size * radius, self)
if len(nearby_shapes) > 0:
object_of_interest = nearby_shapes[0]
radius += 2
# then art, if no nearby people found
if object_of_interest is None:
nearby_art = self.art_onscreen()
if len(nearby_art) > 0:
object_of_interest = random.choice(nearby_art)
if object_of_interest is not None:
self.debug("Found a nearby object of interest, turning to face...")
self.faceTo(object_of_interest)
self.auto_status['thoughtform_target'] = object_of_interest
# ACTIVITY: move in a direction
# if we're already moving to a known destination, carry on
elif self.in_move():
# move along the path
# destination in X,Y coords is the next point in the path
nextnodeGridYX = self.auto_status['movement_path'][self.auto_status['movement_path_curidx']]
destGridLeftTopXY = self.map.gridToScreenCoord((nextnodeGridYX[1], nextnodeGridYX[0]))
# adjust dest to center shape on dest grid square
xoffset = (self.map.grid_cellwidth) / 2
yoffset = (self.map.grid_cellheight) / 2
destXY = (destGridLeftTopXY[0] + xoffset, destGridLeftTopXY[1] + yoffset)
dest_distance = self.map.world.map_distance(self.getCenter(), list(destXY))
#logging.debug("moving from {0} towards destination at {1} (based on destTopLeft of {2} adjusted by offset {5}) via node {3}, distance to target is {4}".format(self.getCenter(), destXY, destGridLeftTopXY, nextnodeGridYX, dest_distance, (xoffset, yoffset)))
self.moveTowards(destXY)
# if we're at the node (or close enough), move to the next node
if dest_distance < pacdefs.WALL_LINE_WIDTH + self.linearSpeed:
self.debug("reached node {0}, moving to next node in path (out of {1} total nodes)".format(self.auto_status['movement_path_curidx'], len(self.auto_status['movement_path'])))
# if we're at our destination, clear the destination & path
self.auto_status['movement_path_curidx'] += 1
if self.auto_status['movement_path_curidx'] == len(self.auto_status['movement_path']):
self.debug("reached destination, clearing path")
# if we just finished "wandering", then stop and have a think
if type(self.auto_status['movement_destination']) is str:
self.spawnThoughtform(ticks)
del self.auto_status['movement_destination']
del self.auto_status['movement_path']
del self.auto_status['movement_path_curidx']
elif(self.last_artsearch_position != list(self.getCenter())): # if we have moved since the last look, or have never looked
# else, look for a new destination
# if something interesting is onscreen
self.last_artsearch_position = list(self.getCenter())
self.debug("Searching for nearby art...")
art_on_screen = self.art_onscreen()
random.shuffle(art_on_screen)
for art in art_on_screen:
# if artpiece is on the screen,
# and we haven't seen it yet
if art.id in self.last_touched_art.keys(): continue # skip arts that we've already seen
# then look for a path from current pos to artpiece
start = self.get_gridCoordsYX()
goal = (art.top, art.left) # grid square of art piece; NOTE: pathfinder takes (y,x) coordinates
self.debug("[FORMAT (y,x)] looking for path from {0} to {1}".format(start, goal))
pf = PacworldPathFinder.getInstance()
path = list(pf.compute_path(start, goal))
if(path): # if we can get to it, set our destination
if(len(path) > 1): # but only if it's more than 1 step away
self.debug("setting destination as art {0}, via path: {1}".format(art,path))
self.auto_status['movement_destination'] = art
self.auto_status['movement_path'] = path
self.auto_status['movement_path_curidx'] = 1 # destination starts at node 1 since node 0 is starting point
break
else:
# no path is possible, mark this destination as inaccessible
self.last_touched_art[art.id] = None # adding the key to the dictionary marks this as "seen"
# if we finish the for loop, there is no art on screen
else:
# ACTIVITY: go to a random accessible square on screen,
# with preference for unvisited squares
# and preference for non-empty squares
# wander around the map - use an exploratory algorithm ?
num_empty_rejections = 0
destination = None
while(destination is None):
path = None
#get random destination on screen
winRect = self.getWindowRect() # left, top, right, bottom
grid_minx = int(winRect[0] / self.map.grid_cellwidth)
grid_miny = int(winRect[1] / self.map.grid_cellheight)
grid_maxx = int((winRect[0]+winRect[2]) / self.map.grid_cellwidth)
grid_maxy = int((winRect[1]+winRect[3]) / self.map.grid_cellheight)
destx = random.randint(grid_minx,grid_maxx)
desty = random.randint(grid_miny,grid_maxy)
dest_square = self.map.world.grid[desty][destx]
# don't try and wander into the rocks
if dest_square is not None and dest_square.type == pacdefs.TYPE_ROCK:
destination = None
continue
#self.debug("testing grid spot: {0},{1} (x,y)".format(destx, desty))
destination = str(destx)+','+str(desty)
if(self.map_knowledge[desty][destx] is None):
# reject up to PREFER_ONMAP "empty" spaces to enforce preference for populated spaces
if self.map.world.grid[desty][destx] is None and num_empty_rejections < PREFER_ONMAP:
num_empty_rejections += 1
destination = None
continue
# try and compute path to destination if not already known...
start = self.get_gridCoordsYX()
goal = (desty, destx) # NOTE: pathfinder takes (y,x) coordinates
pf = PacworldPathFinder.getInstance()
path = list(pf.compute_path(start, goal))
# keep track of visited (and inaccessible) squares in the grid...
if(path): # if we can get to it, set our destination
self.map_knowledge[desty][destx] = 0
else:
self.map_knowledge[desty][destx] = -1
#self.debug("grid spot: {0},{1} (x,y) is INACCESSIBLE".format(destx, desty))
# destination is INaccessible
destination = None
elif(self.map_knowledge[desty][destx] == -1):
# known destination, but inaccessible, try again...
destination = None
# good destination, not inaccessible...
#TODO: create preference for unvisited squares
# go to destination....
self.debug("wandering to grid spot: {0},{1} (x,y)".format(destx, desty))
if(path is None):
# going to previously computed destination
start = self.get_gridCoordsYX()
goal = (desty, destx) # NOTE: pathfinder takes (y,x) coordinates
pf = PacworldPathFinder.getInstance()
path = list(pf.compute_path(start, goal))
if(len(path) > 1): # if len(path) <= 1 then we're already there
self.auto_status['movement_path'] = path
self.auto_status['movement_path_curidx'] = 1 # destination starts at node 1 since node 0 is starting point
self.auto_status['movement_destination'] = destination
#TODO: update self.map_knowledge when we get to a grid square there
# end of autoUpdate()
def recordMove(self):
self.moveHistory.append(list(self.getCenter()))
if(len(self.moveHistory) > MOVE_HISTORY_SIZE):
self.moveHistory.pop(0) # remove front element
def animateToAngle(self, newAngle):
self.turning = {
'angle' : newAngle
}
def get_gridCoordsYX(self):
return self.gridCoordsYX
def getCurrentWorldGridSquare(self):
gridCoordsYX = self.get_gridCoordsYX()
return self.map.world.grid[gridCoordsYX[0]][gridCoordsYX[1]]
def updatePosition(self):
"""place the shape's sprite on the screen based on it's current position on the map"""
"""updates screenTopLeft and sprite.rect's position"""
#### make sure that when the shape gets close to the map border, the screen doesn't go outside of the map
mapCenter = self.getCenter()
self.screenCenter = list(mapCenter)
if mapCenter[0] < self.display.getDisplaySize()[0]/2:
self.screenCenter[0] = mapCenter[0]
elif mapCenter[0] > self.map.mapSize[0]-self.display.getDisplaySize()[0]/2:
self.screenCenter[0] = self.display.getDisplaySize()[0] - (self.map.mapSize[0]-mapCenter[0])
else:
self.screenCenter[0] = self.display.getDisplaySize()[0]/2
if mapCenter[1] < self.display.getDisplaySize()[1]/2:
self.screenCenter[1] = mapCenter[1]
elif mapCenter[1] > self.map.mapSize[1]-self.display.getDisplaySize()[1]/2:
self.screenCenter[1] = self.display.getDisplaySize()[1] - (self.map.mapSize[1]-mapCenter[1])
else:
self.screenCenter[1] = self.display.getDisplaySize()[1]/2
self.rect.centery = self.screenCenter[1]
self.rect.centerx = self.screenCenter[0]
#logging.debug("rect is: {0}".format(self.rect))
# calculate gridCoords also since
gridY = int(self.center[1] / self.map.grid_cellheight)
gridX = int(self.center[0] / self.map.grid_cellwidth)
#self.debug("in grid square {0},{1} (X,Y)".format(gridX, gridY))
self.gridCoordsYX = (gridY,gridX)
def draw(self, surface):
if self.map.player.shape == self:
surface.blit(self.image, self.rect.topleft)
else:
windowRect = self.map.player.shape.getWindowRect()
mapTopLeft = self.getMapTopLeft()
screenx = mapTopLeft[0] - windowRect.left
screeny = mapTopLeft[1] - windowRect.top
surface.blit(self.image, (screenx,screeny))
# end of Shape.draw()
"""return a float between 0 and 1 based on how close this shape is to the player"""
def soundProximity(self):
windowRect = self.map.player.shape.getWindowRect()
if self==self.map.player.shape: soundvolume = 1.0
elif self.onScreen(windowRect): soundvolume = pacdefs.ONSCREEN_SOUND_PERCENT
elif self.nearScreen(windowRect): soundvolume = pacdefs.NEARBY_SOUND_PERCENT
else: soundvolume = 0
return soundvolume
def playerError(self):
"""provide feedback to user that something went wrong"""
# only follow through with this signal if triggered by the player's current shape, and shape is NOT autonomous
if self.map.player.shape == self and not self.autonomous:
self.sound.play('error')
else:
logging.debug("PlayerError suppressed")
def receiveSwirl(self, swirl):
for myswirl in self.swirls:
if(swirl.look == myswirl.look):
self.debug("this shape already has this swirl type")
return
self.swirls.append(swirl)
self.curSwirl = len(self.swirls) - 1 # change current to the new one
self.debug("got a new swirl effect type {0}, total {1} swirls now".format(swirl.effect_type, len(self.swirls)))
self.makeSprite()
self.sound.play('get', self.soundProximity())
def activateSwirl(self, dir_up = True):
# checks to make sure we do have at least one swirl
if self.curSwirl == None or len(self.swirls) == 0: return False
self.swirls[self.curSwirl].activate(self, dir_up)
return True
def tryAsk(self):
self.debug("tryAsk")
#TODO
self.sound.play('ask', self.soundProximity())
def tryGive(self):
self.debug("tryGive")
# checks to make sure we do have at least one swirl
if self.curSwirl == None or len(self.swirls) == 0: return False
# check for nearby shapes
nearby_shapes = self.map.nearShapes(self.getCenter(), self.map.character_size * 1.5, self)
if len(nearby_shapes) > 0:
#logging.debug("Shapes near to S#{0}: {1}".format(self.id, nearby_shapes))
#TODO: be choosy about which shape to give to - is there one in front (closer to my eye?)
receiver = nearby_shapes[0]
self.debug("giving swirl to Shape #{0}...".format(receiver.id))
receiver.faceTo(self)
self.map.startEffect(effect.TRANSFER_EFFECT,
{ EFFECT_SOURCE:self,
EFFECT_TARGET:receiver,
EFFECT_ONCOMPLETE: lambda: receiver.receiveSwirl(self.copySwirl())
})
self.sound.play('give', self.soundProximity())
def copySwirl(self):
if self.curSwirl == None or len(self.swirls) == 0: return False
cur_swirl = self.swirls[self.curSwirl]
return copy.copy(cur_swirl)
def trySwirlRight(self):
if self.curSwirl == None: return # checks to make sure we do have at least one swirl
self.curSwirl = ((self.curSwirl + 1) % len(self.swirls))
#logging.debug("trySwirlRight: new curSwirl = {0}".format(self.curSwirl))
self.makeSprite()
def trySwirlLeft(self):
if self.curSwirl == None: return # checks to make sure we do have at least one swirl
self.curSwirl = ((self.curSwirl - 1) % len(self.swirls))
#logging.debug("trySwirlLeft: new curSwirl = {0}".format(self.curSwirl))
self.makeSprite()
def touchArt(self, art):
#logging.debug("shape #{0} is touching art #{1}".format(self.id, art.id))
frames = pacglobal.get_frames()
# check the last time we touched this art
if art.id in self.last_touched_art.keys():
last_touched = self.last_touched_art[art.id]
self.last_touched_art[art.id] = frames
#logging.debug("art was touched at {0}, now={1}, last move at {2}".format(last_touched, frames, self.last_moved_frame))
if self.last_moved_frame == last_touched:
#logging.debug("still mid-touch")
return False
if last_touched is not None and last_touched <= frames - 1 and last_touched + ART_TOUCH_JITTER > frames:
self.debug("art was touched too recently - at {0}".format(last_touched))
return False
else:
self.last_touched_art[art.id] = frames
# trigger the art-touch event!
self.debug("touching art #{0} - triggering event!".format(art.id))
self.map.startEffect(effect.TRANSFER_EFFECT,
{ EFFECT_SOURCE:art,
EFFECT_TARGET:self,
EFFECT_ONCOMPLETE: lambda: self.receiveSwirl(art.getSwirl())
})
def touchShape(self, shape):
if shape.in_dance(): return # don't touch other shapes while they're dancing
frames = pacglobal.get_frames()
# check the last time we touched this shape
if shape.id in self.last_touched_shapes.keys():
last_touched = self.last_touched_shapes[shape.id]
self.last_touched_shapes[shape.id] = frames
if self.last_moved_frame == last_touched:
return False
if last_touched <= frames - 1 and last_touched + SHAPE_TOUCH_JITTER > frames:
#self.debug("shape touched too recently - at {0} ticks".format(last_touched))
return False
else:
self.last_touched_shapes[shape.id] = frames
if shape.num_sides == self.num_sides:
# trigger the shape-touch event!
self.debug("triggering shape touching from #{0} to {1} at {2} ticks".format(self.id, shape.id, frames))
direction = random.choice([-1, 1])
self.danceWith(shape, direction)
shape.danceWith(self, direction)
if self.colorIdx == shape.colorIdx and self.color != colors.WHITE:
# trigger a colorflash
self.colorFlash()
shape.colorFlash()
def colorFlash(self):
"""cycle through all the colors"""
if 'colorflash' in self.auto_status.keys():
# don't start another colorflash if one is already in progress
return
self.auto_status['colorflash'] = {
'orig_colorIdx': self.colorIdx,
'last_update_frame': pacglobal.get_frames(),
'cyclecount': 0,
}
self.changeColor(1)
def danceWith(self, partner, direction):
"""initiate dance animation with partner shape"""
# Phase 1: turn to "center"
# phase 2: dance around in a circle
# phase 3: turn back to pre-dance angle
frames = pacglobal.get_frames()
self.last_touched_shapes[partner.id] = frames
self.stopAllMovement()
center = pacglobal.centerBetween(self.getCenter(), partner.getCenter())
self.debug("shape touch init me={}, partner={}, ctr={}".format(self.getCenter(), partner.getCenter(), center))
#pygame.draw.circle(self.map.image, (255,0,0), center, 4, 2)
#pygame.draw.line(self.map.image, (255,0,0), self.getCenter(), partner.getCenter(), 1)
dx = self.getCenter()[0] - center[0]
dy = self.getCenter()[1] - center[1]
startAngleDeg = int(math.degrees(math.atan2(dy, dx)))
#self.debug("shape touch dancing radius = {0}, center = {2}, startAngle = {1} degrees".format(radius, startAngleDeg, center))
if(self.colorIdx == partner.colorIdx): numcycles = 2 # extra long dance if we have the same color
else: numcycles = 1
self.auto_status['dancing'] = {
'partner': partner,
'phase': 1,
'center': center,
'direction': direction,
'radius': int(self.side_length/2),
'startAngleDeg': startAngleDeg,
'step': 0,
'origAngle': self.angle,
'startFrames': pacglobal.get_frames(),
'curcycle': 1,
'numcycles': numcycles,
}
self.debug("shape touch beginning dance: " + str(self.auto_status['dancing']))
# begin phase 1: turn to "center"
self.faceToPoint(center)
def move(self, dx, dy):
# Move each axis separately. Note that this checks for collisions both times.
movedx = movedy = False
if dx != 0:
movedx = self.move_single_axis(dx, 0)
if dy != 0:
movedy = self.move_single_axis(0, dy)
if (movedx or movedy) and not self.in_dance():
# check for other map effects that happen based on movement
self.map.checkTriggers(self)
self.checkShapeCollisions()
self.last_moved_frame = pacglobal.get_frames()
return movedx or movedy
def move_single_axis(self, dx, dy):
# save initial positions
startpos = list(self.getCenter())
# Move the rect
#logging.debug("Shape.move_single_axis({0}, {1})".format(dx, dy))
self.center[0] += int(dx)
self.center[1] += int(dy)
# if there's a collision, un-do the move
if self.map.wallCollision(self):
#logging.debug("move aborted due to collision")
self.center = startpos
self.calcMapTopLeft()
return False
else:
#logging.debug("shape moved to %s from %s", self.center, startpos)
self.updatePosition()
return True
def getMaxSpeed(self):
"""get shape's current max speed"""
if self.autonomous:
maxspeed = self.autoSpeed
else:
maxspeed = self.linearSpeed
# modify speed based on terrain
current_gridspace = self.getCurrentWorldGridSquare()
if current_gridspace is None:
maxspeed = round(maxspeed/2) # halve speed if on a "blank" space
return maxspeed
def moveTowards(self, destination):
(destx, desty) = destination
dx = destx - self.getCenter()[0]
maxspeed = self.getMaxSpeed()
if(dx < -maxspeed): dx = -maxspeed
elif(dx > maxspeed): dx = maxspeed
dy = desty - self.getCenter()[1]
if(dy < -maxspeed): dy = -maxspeed
elif(dy > maxspeed): dy = maxspeed
self.move(dx, dy)
def moveUp(self):
self.move(0, -self.getMaxSpeed())
def moveDown(self):
self.move(0, self.getMaxSpeed())
def moveLeft(self):
self.move(-self.getMaxSpeed(), 0)
def moveRight(self):
self.move(self.getMaxSpeed(), 0)
def startMove(self, direction):
self.going_in_dir[direction] = True
def stopMove(self, direction):
self.going_in_dir[direction] = False
def stopAllMovement(self):
for direction in DIRECTIONS:
self.stopMove(direction)
def moveFwd(self):
# Move in the direction we're pointing
theta = 2 * math.pi * ((float(self.angle)+90)%360 / 360)
dy = math.cos(theta)
dx = math.sin(theta)
#print "DEBUG: angle={0}, dx={1}, dy={2}".format(theta, dx, dy)
#print "DEBUG: Shape.moveFwd(): old mapCenter={0}".format(self.center)
self.move(dx * self.getMaxSpeed(), dy * self.getMaxSpeed())
#print "DEBUG: Shape.moveFwd(): new mapCenter={0}".format(self.center)
def moveBack(self):
# Move away from the direction we're pointing
theta = 2 * math.pi * ((float(self.angle)+90)%360 / 360)
dy = math.cos(theta)
dx = math.sin(theta)
self.move(dx * -self.getMaxSpeed(), dy * -self.getMaxSpeed())
''' a wrapper for sizeUp/sizeDown changes that checks collisions'''
def changeSize(self, newsize):
oldsize = self.side_length
self.debug("old size="+str(oldsize))
if newsize > SIZE_MAXIMUM: newsize = SIZE_MAXIMUM
if(newsize < SIZE_MINIMUM): newsize = SIZE_MINIMUM
self.side_length = newsize
self.makeSprite() # re-create the sprite with new attributes
if self.map.wallCollision(self): # attribute changed due to collision, restore old values
self.side_length = oldsize
self.makeSprite()
self.playerError() # provide user feedback for failure
return False
else:
self.debug("new size="+str(newsize))
self.setSpeed()
return True
def sizeUp(self):