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EntityFactory.py
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EntityFactory.py
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import json
from math import radians
from cymunk import PinJoint
class EntityFactory():
ROTATE_MOD = 1000
def __init__(self, gameworld, physics, **kwargs):
self.gameworld = gameworld
self.physics = physics
self.reload_entity_data()
def reload_entity_data(self):
with open('resources/entities.json') as j_file:
data = json.load(j_file)
self.entity_data = data['entities']
def create_entity_at(self, name, x, y, rot=0):
# Find a match for "name" within entity_data
for ent in self.entity_data:
if ent['name'] == name:
new_ent_data = self.get_entity_data(ent)
if 'cymunk_physics' in new_ent_data[0]:
new_ent_data[0]['cymunk_physics']['position'] = (x, y)
new_ent_data[0]['position'] = (x, y)
if 'rotate' in new_ent_data[0]:
new_ent_data[0]['rotate'] = radians(rot)
if 'rotate_renderer' in new_ent_data[0]:
new_ent_data[0]['rotate_renderer']['rotate'] = radians(rot)
if 'cymunk_physics' in new_ent_data[0]:
new_ent_data[0]['cymunk_physics']['angle'] = radians(rot)
if 'attach' in new_ent_data[0]:
attach = new_ent_data[0].pop('attach')
ids = self.gameworld.init_entity(new_ent_data[0], new_ent_data[1])
ids2 = self.create_entity_at(attach['entity'],
x,
y + attach['distance'])
rotator = self.gameworld.entities[ids]
rotated = self.gameworld.entities[ids2]
# Get started rotating
direction = -1 if attach['direction'] == 'cw' else 1
body = rotated.cymunk_physics.body
force = new_ent_data[0]['cymunk_physics']['angular_velocity']
body.apply_impulse((direction * self.ROTATE_MOD * force, 0), (-10, 0))
constraint = PinJoint(rotator.cymunk_physics.body,
rotated.cymunk_physics.body,
(0, 0),
(0, 0))
self.physics.space.add_constraint(constraint)
return ids
if 'membrane' in new_ent_data[0]:
membrane = new_ent_data[0].pop('membrane')
# Change their collision group to 2
shapes = new_ent_data[0]['cymunk_physics']['col_shapes']
for shape in shapes:
shape['collision_type'] = 2
return self.gameworld.init_entity(new_ent_data[0], new_ent_data[1])
else:
return False
def get_entity_data(self, entity):
c_data = {}
for comp in entity['components']:
# dict.update() appends a dict to another dict
c_data.update(self.get_component_data(comp))
c_order = []
if 'position' in c_data:
c_order.append('position')
if 'rotate' in c_data:
c_order.append('rotate')
if 'attractor' in c_data:
c_order.append('attractor')
if 'rotate_renderer' in c_data:
c_order.append('rotate_renderer')
# if 'mid_renderer' in c_data:
# c_order.append('mid_renderer')
# if 'bg_renderer' in c_data:
# c_order.append('bg_renderer')
if 'animation' in c_data:
c_order.append('animation')
if 'charge' in c_data:
c_order.append('charge')
if 'cymunk_physics' in c_data:
c_order.append('cymunk_physics')
if 'pole_changer' in c_data:
c_order.append('pole_changer')
if 'finish' in c_data:
c_order.append('finish')
return [c_data, c_order]
# TODO could be a lookup instead of if branches
def get_component_data(self, component_data):
if component_data['type'] == 'render':
c_dict = {'rotate_renderer': {'texture': component_data['texture'],
'size': (component_data['size_x'],
component_data['size_y']),
'model_key': component_data['texture'].encode('utf-8'),
'render': True}}
elif component_data['type'] == 'attractor':
c_dict = {'attractor': {'drawn': False,
'to_change': False,
'shapes': [],
'outline': None,
'fill': None,
'rotate': None}}
elif component_data['type'] == 'rotate':
c_dict = {'rotate': component_data['rotation']}
elif component_data['type'] == 'velocity':
c_dict = {'velocity': {'x': component_data['x'],
'y': component_data['y']}}
elif component_data['type'] == 'position':
c_dict = {'position': (component_data['x'],
component_data['y'])}
elif component_data['type'] == 'charge':
c_dict = {'charge': {'charge': component_data['charge'].encode('utf-8'),
'skip': False,
'strength': component_data['strength'],
'drawn': False,
'ellipse': None}}
elif component_data['type'] == 'animation':
c_dict = {'animation': {'name': component_data['animation'],
'loop': component_data['looped']}}
elif component_data['type'] == 'physics':
col_shapes = []
for circle in component_data['circles']:
col_shapes.append({'shape_type': 'circle',
'elasticity': 0.6,
'collision_type': 1,
'shape_info': {'inner_radius': 0,
'outer_radius': circle['radius'],
'mass': component_data['mass'],
'offset': (circle['offset_x'],
circle['offset_y'])},
'friction': 1.0})
for seg in component_data['segments']:
col_shapes.append({'shape_type': 'segment',
'elasticity': 0.6,
'collision_type': 1,
'shape_info': {'a': (seg['ax'], seg['ay']),
'b': (seg['bx'], seg['by']),
'mass': component_data['mass'],
'radius': seg['radius']},
'friction': 1.0})
if 'angular_velocity' in component_data:
ang_vel = component_data['angular_velocity']
else:
ang_vel = 0
if component_data['moment'] == 'inf':
mom = float('inf')
else:
mom = component_data['moment']
c_dict = {'cymunk_physics': {'main_shape': component_data['shape'],
'velocity': (0, 0),
'position': (0, 0),
'angle': 0,
'angular_velocity': ang_vel,
'vel_limit': 1000,
'ang_vel_limit': radians(45),
'mass': component_data['mass'],
'moment': mom,
'col_shapes': col_shapes}}
elif component_data['type'] == 'attach':
c_dict = {'attach': {'entity': component_data['entity'],
'distance': component_data['distance'],
'direction': component_data['direction']}}
elif component_data['type'] == 'finish':
c_dict = {'finish': {'size': (component_data['size_x'],
component_data['size_y'])}}
elif component_data['type'] == 'pole_changer':
c_dict = {'pole_changer': {'size': (component_data['size_x'],
component_data['size_y']),
'to': component_data['to'],
'rect': None}}
elif component_data['type'] == 'membrane':
c_dict = {'charge': {'charge': component_data['pole'].encode('utf-8'),
'skip': True,
'strength': 1,
'drawn': False,
'ellipse': None}}
membrane_dict = {'membrane': None}
c_dict.update(membrane_dict)
else:
return {}
return c_dict
def get_entity_names(self):
names = []
for ent in self.entity_data:
names.append(ent['name'])
return names