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Sourcecode: castle-combat version File versions  Download package


import pygame
from pygame.locals import *
from Numeric import *
import os

debug = False

screen_updates = []
screen_undraws = []
block_size = 20
field_size = array((40, 30))
#data_path = "../data"
data_path = "data"

###### Exceptions ######

class ActionNotPossible(Exception): pass

class ActionIrrelevant(ActionNotPossible): pass
class AreaNotSecured(ActionNotPossible): pass
class FieldNotEmpty(ActionNotPossible): pass
class NoBlockAvailable(ActionNotPossible): pass

###### Events #####


###### Graphics functions ######

def load_image(name, colorkey=None, alpha=False):
      fullname = os.path.join(data_path, 'gfx', name)
            image = pygame.image.load(fullname)
      except pygame.error, message:
            print 'Cannot load image:', name
            raise SystemExit, message
      if alpha:
            image = image.convert_alpha()
            image = image.convert()
      if colorkey is not None:
            if colorkey is -1:
                  colorkey = image.get_at((0,0))
            image.set_colorkey(colorkey, RLEACCEL)
      return image

def blit(source, pos=(0,0), source_rect=None, centered=False):
      if centered:
            pos = (pos[0] - source.get_width()/2, pos[1] - source.get_height()/2)
      if source_rect:
            screen_updates.append( screen.blit(source, pos, source_rect) )
            screen_updates.append( screen.blit(source, pos) )

def backbuffer_blit(source, pos=(0,0), source_rect=None):
      blit(source, pos, source_rect)
      if source_rect:
            backbuffer.blit(source, pos, source_rect)
            backbuffer.blit(source, pos)

def update():
      global screen_updates
      global screen_undraws
      pygame.display.update(screen_updates + screen_undraws)
      # This is what the user sees, now begin undrawing
      for x in screen_updates:
            screen.blit(backbuffer, x, x)
      screen_undraws = screen_updates
      screen_updates = []
def colorize(surface, color):
      '''Returns a new colored surface'''
      if surface.get_flags() & SRCALPHA:
            surface = surface.convert_alpha()
            surface = surface.convert()
      pixel_array = pygame.surfarray.pixels3d(surface)
      #pixel_array = pixel_array * color
      #pixel_array /= 255
      #pygame.surfarray.blit_array(surface, pixel_array)
      col = array(color, UInt8)
      for line in pixel_array:
            for pixel in line:
                  for i in (0,1,2):
                        if pixel[i]:
                              pixel[i] = (int(pixel[i]) * col[i]) / 255
      return surface
def multiply_alpha(surface, factor):
      '''Returns a new surface, with all alpha values multiplied by factor'''
      if surface.get_flags() & SRCALPHA:
            surface = surface.convert_alpha()
            surface = surface.convert()

      alpha = pygame.surfarray.pixels_alpha(surface)
      divide(alpha, array(factor).astype(UInt8), alpha)
      #multiply(alpha, array(factor), alpha)
      return surface

###### Auto-Reloder ######
import weakref, inspect

class MetaInstanceTracker(type):
    def __new__(cls, name, bases, ns):
        t = super(MetaInstanceTracker, cls).__new__(cls, name, bases, ns)
        t.__instance_refs__ = []
        return t
    def __instances__(self):
        instances = [(r, r()) for r in self.__instance_refs__]
        instances = filter(lambda (x,y): y is not None, instances)
        self.__instance_refs__ = [r for (r, o) in instances]
        return [o for (r, o) in instances]
    def __call__(self, *args, **kw):
        instance = super(MetaInstanceTracker, self).__call__(*args, **kw)
        return instance

class InstanceTracker:
    __metaclass__ = MetaInstanceTracker

class MetaAutoReloader(MetaInstanceTracker):
    def __new__(cls, name, bases, ns):
        new_class = super(MetaAutoReloader, cls).__new__(
            cls, name, bases, ns)
        f = inspect.currentframe().f_back
        for d in [f.f_locals, f.f_globals]:
            if d.has_key(name):
                old_class = d[name]
                for instance in old_class.__instances__():
                # this section only works in 2.3
                for subcls in old_class.__subclasses__():
                    newbases = ()
                    for base in subcls.__bases__:
                        if base is old_class:
                            newbases += (new_class,)
                            newbases += (base,)
                    subcls.__bases__ = newbases
        return new_class

class AutoReloader:
    __metaclass__ = MetaAutoReloader
    def change_class(self, new_class):
        self.__class__ = new_class

###### Misc ######

class Borg:
      _shared_state = {}
      def __init__(self):
            self.__dict__ = self._shared_state

class Signal:

      def __init__(self):
            self.callbacks_by_priority = {} 

      def connect(self, callback, priority=0):
            except KeyError:
                  self.callbacks_by_priority[priority] = []

      def disconnect(self, callback):
            for prio in self.callbacks_by_priority.keys():
      def emit(self, *args, **kwargs):
            keys = self.callbacks_by_priority.keys()
            for key in keys:
                  for callback in self.callbacks_by_priority[key]:
                        callback(*args, **kwargs)
def init():
      global screen
      flags = 0
      import config
      if config.conf.fullscreen:
            flags |= pygame.FULLSCREEN
      screen = pygame.display.set_mode((800, 600), flags)
      global backbuffer
      global font
      font = pygame.font.Font(os.path.join(data_path, 'colourba.ttf'), 34)
      global small_font
      small_font = pygame.font.Font(os.path.join(data_path, 'colourba.ttf'), 24)

def info(string):
      from widget import WidgetState
      class InfoState(WidgetState):
      state = InfoState()
      from widget import Label
      Label(string, (None, None)).draw()

def coords(stop):
      i = indices(stop)
      return zip(i[0].flat, i[1].flat)

def bound(var, lower, upper):
      return max( min(var, upper), lower)

def is_in_bounds(pos):
      return list(pos) == [bound(pos[i], 1, field_size[i]-1) for i in (0,1)]

def in_bounds(pos):
      return [bound(pos[i], 1, field_size[i]-1) for i in (0,1)]

def flood_fill(fill_map, pos, source, destination):
      """Simple flood fill algorithm"""

      # stop recursion, if this field is already filled
      if fill_map[pos] != source or pos[1] < 0 or pos[1] >= fill_map.shape[1] - 1:

      y = pos[1]
      # expand horizontally
      left = pos[0]
      while left > 0 and fill_map[left-1][y] == source:
            left -= 1
      right = pos[0]
      while right < fill_map.shape[0]-1 and fill_map[right+1][y] == source:
            right += 1
      fill_map[left:right+1, y] = destination
      assert source != destination
      assert fill_map[pos] != source, str(pos) + " " + str((left, right+1, y))

      # recurse
      for x in range(left, right+1):
            flood_fill(fill_map, (x, y-1), source, destination)
            flood_fill(fill_map, (x, y+1), source, destination)

def flood_fill2(fill_map, pos, source, destination):
      """Special flood fill algorithm
      Optimized for enclosed territory calculation.
      - Fills diagonally
      - Works only if the algorithm doesn't reach the edges"""

      # stop recursion, if this field is already filled
      if fill_map[pos] != source:

      y = pos[1]
      # expand horizontally
      left = pos[0]
      while fill_map[left-1, y] == source:
            left -= 1
      right = pos[0]
      while fill_map[right+1, y] == source:
            right += 1
      fill_map[left:right+1, y] = destination
      #assert source != destination
      #assert fill_map[pos] != source, str(pos) + " " + str((left, right+1, y))

      # recurse
      for x in range(left-1, right+2):
            flood_fill2(fill_map, (x, y-1), source, destination)
            flood_fill2(fill_map, (x, y+1), source, destination)

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