summer update

This commit is contained in:
bendtherules
2014-07-07 18:18:56 -07:00
parent d1f4cc61cc
commit 0cf8b29572
58 changed files with 9282 additions and 766 deletions
+422
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import pygame
import sprite_types
import inspect
import base
from utils import remove_from_list
class Img(object):
map_class = "Img"
def __init__(self, center=(None, None), file_name_or_obj=None, namehint="", collision_shape=None, container_obj=None):
if not (len(center) == 2):
raise TypeError("Center must be (x,y)")
x = center[0]
y = center[1]
if not container_obj:
if (x is None) or (y is None):
raise TypeError("Center=(x,y) must be provided")
else:
self.container_obj = None
self.center = (x, y)
else:
self.container_obj = container_obj # Use weakrefs
if (file_name_or_obj is None):
raise TypeError(
"file_name_or_obj must be filename, file_obj or surface")
if not isinstance(file_name_or_obj, pygame.Surface):
if namehint == "":
self.surf = pygame.image.load(file_name_or_obj)
else:
self.surf = pygame.image.load(file_name_or_obj, namehint)
else:
# From surface
# Todo: Some param for caching
self._surf = file_name_or_obj
if collision_shape:
self._col_shape = collision_shape
else:
self._col_shape = self.bbox
@property
def col_shape(self):
return self._col_shape
@col_shape.setter
def col_shape(self, value):
self._col_shape = value
def sync_col_shape(self):
self.col_shape.center = self.center
@property
def center(self):
if self.container_obj:
return (self.container_obj.x, self.container_obj.y)
else:
return self._center
@center.setter
def center(self, val):
if self.container_obj:
self.container_obj.x, self.container_obj.y = val
else:
self._center = val
self.sync_col_shape()
@classmethod
def from_container_obj(cls, container_obj, file_name_or_obj, namehint=""):
return cls(file_name_or_obj=file_name_or_obj, namehint=namehint, container_obj=container_obj)
@classmethod
def from_surface(cls, center, surf):
return cls(center=center, file_name_or_obj=surf)
@property
def surf(self):
return self._surf
@surf.setter
def surf(self, value):
if isinstance(value, pygame.Surface):
self._surf = value
else:
return TypeError("surf can only be set to anther pygame.Surface")
@property
def center_x(self):
return self.center[0]
@property
def center_y(self):
return self.center[1]
@center_x.setter
def center_x(self, new_x):
self.center[0] = new_x
@center_y.setter
def center_y(self, new_y):
self.center[1] = new_y
@property
def x(self):
return self.center_x
@x.setter
def x(self, val):
self.center_x = val
@property
def y(self):
return self.center_y
@y.setter
def y(self, val):
self.center_y = val
@property
def bbox(self):
'''Returns sprite_types.Rect copy of bounding box'''
surf_rect = self.get_rect()
return sprite_types.Rect.from_rect(surf_rect)
def get_rect(self):
'''Returns pygame.Rect copy of bounding box'''
return self.surf.get_rect(center=self.center)
def get_surface(self):
''' Returns a copy of internal surface '''
return self.surf.copy()
def __repr__(self):
return "{0.__class__}( center={0.center}, size={0.size})".format(self)
def __copy__(self):
return self.__cls__.from_surface(self.center, self.surf.copy())
def save_to_disk(self, filename):
pygame.image.save(self.get_surface(), filename)
return True
@property
def size(self):
return self.surf.get_size()
@size.setter
def size(self, value):
raise NotImplementedError(
"Setting size is ambiguous, so not implemented")
@property
def width(self):
return self.get_width()
@width.setter
def width(self, value):
raise NotImplementedError(
"Setting width is ambiguous, so not implemented")
@property
def height(self):
return self.get_height()
@height.setter
def height(self, value):
raise NotImplementedError(
"Setting height is ambiguous, so not implemented")
@property
def w(self):
return self.width
@w.setter
def w(self, value):
self.width = value
@property
def h(self):
return self.height
@h.setter
def h(self, value):
self.height = value
# Surface methods not provided, apply on self.surf
def blit(self, surface, (x, y)=(None, None), clip_rect=None):
if (x, y) == (None, None):
(x, y) = self.center
# pygame.Rect does this, which is used in clear_rect
x, y = int(x), int(y)
if clip_rect:
# Set clip region
surface.set_clip(clip_rect)
surface.blit(self.surf, self.bbox.topleft)
if clip_rect:
# Remove clip region
surface.set_clip(None)
def draw(self):
tmp_dirty_sprite = {
"sprite": self,
# later shape may be used for matching insted of sprites, as sprite
# may be subclassed, changing "sprite" obj
"shape": "Img",
"bbox": self.get_rect(),
"config": {
"center": self.center,
"file_name_or_obj": self.surf
}
}
for tmp_old_sprite in self.container_obj.list_rendered_sprite:
# if any of them is eqv. to new dirty sprite, mark old one as
# still_valid
if tmp_old_sprite == tmp_dirty_sprite:
# puts "still_valid" entry in the old_dirty_sprite_dict
# quite good approach, wont match with anything again
# but "still_valid" should be removed, before next step (tick), to allow
# checks later
tmp_old_sprite["still_valid"] = True
break
else:
# i.e. if no match found, list it as dirty sprite
self.container_obj.list_dirty_sprite.append(tmp_dirty_sprite)
# collide func
def collide(self, other_obj, moved_center=(None, None), from_container_obj=False):
''' Collision handler for any type of obj'''
if not hasattr(other_obj, "__class__"):
raise AttributeError(
"other_obj must be a class or instance")
# Handle instances
if isinstance(other_obj, sprite_types.Circle):
return self.collide_circle(other_obj, moved_center, from_container_obj)
elif isinstance(other_obj, sprite_types.Rect):
return self.collide_rect(other_obj, moved_center, from_container_obj)
elif isinstance(other_obj, Img):
# Todo: add img collision
return self.collide_img(other_obj, moved_center, from_container_obj)
else:
pass
# Handle classes
if inspect.isclass(other_obj):
if issubclass(other_obj, sprite_types.Circle):
return self.collide_list_circle(other_obj.list_instance, moved_center, from_container_obj)
elif issubclass(other_obj, sprite_types.Rect):
return self.collide_list_rect(other_obj.list_instance, moved_center, from_container_obj)
elif issubclass(other_obj, Img):
# Todo: add img collision
return self.collide_list_img(other_obj.list_instance, moved_center, from_container_obj)
else:
pass
# Handle fun_Game and fun_Class or their instances
if isinstance(other_obj, base.fun_Game) or (inspect.isclass(other_obj) and issubclass(other_obj, base.fun_Game)):
def instance_collide(other_obj):
return self.collide(other_obj.sprite, moved_center, from_container_obj=True)
to_return = other_obj.for_all_instance(
instance_collide, flatten="level-class")
remove_from_list(to_return, self.container_obj)
remove_from_list(to_return, None, recursive=True)
remove_from_list(to_return, False, recursive=True)
return to_return
if inspect.isclass(other_obj) and issubclass(other_obj, base.fun_Class):
def instance_collide(other_obj):
return self.collide(other_obj.sprite, moved_center, from_container_obj=True)
to_return = other_obj.for_all_instance(
instance_collide, flatten=False)
remove_from_list(to_return, self.container_obj)
remove_from_list(to_return, None, recursive=True)
remove_from_list(to_return, False, recursive=True)
return to_return
if isinstance(other_obj, base.fun_Class):
other_obj_sprite = other_obj.sprite
to_return = self.collide(
other_obj_sprite, moved_center, from_container_obj=True)
# doesnt return list, so prev. case operations not done
return to_return
def collide_img(self, another_img, moved_center=(None, None), from_container_obj=False):
''' Checks if this img intersects with another_img. '''
does_collide = self.collide(
another_img.col_shape, moved_center, from_container_obj=False)
if does_collide:
if from_container_obj:
to_return = another_img.container_obj
else:
to_return = another_img
else:
to_return = False
return to_return
def collide_list_img(self, list_img, moved_center=(None, None), from_container_obj=False):
list_collided_img = []
for each_img in list_img:
if self.collide_img(each_img, moved_center, from_container_obj):
# Collide_img itself takes container_obj into account, so no
# need of post-processing
list_collided_img.append(each_img)
else: # else of the for loop
return False
return list_collided_img
def collide_circle(self, another_circle, moved_center=(None, None), from_container_obj=False):
''' Checks if this circle intersects with another_circle. '''
if not (len(moved_center) == 2):
raise AttributeError("moved_center must be of the form (x,y)")
_center = self.center
moved_center = list(moved_center)
if moved_center[0] is None:
moved_center[0] = _center[0]
if moved_center[1] is None:
moved_center[1] = _center[1]
# temporarily move self to moved_center and shift back later
self.center = moved_center
does_collide = another_circle.collide_img(self)
self.center = _center
if does_collide:
if from_container_obj:
to_return = another_circle.container_obj
else:
to_return = another_circle
else:
to_return = False
return to_return
def collide_point(self, (point_x, point_y)):
''' Checks if (point_x, point_y) is inside this circle. '''
does_collide = self.col_shape.collide_point((point_x, point_y))
if does_collide:
return True
else:
return False
def collide_list_circle(self, list_circle, moved_center=(None, None), from_container_obj=False):
''' Returns list of circles in list_circle which intersects with this circle. '''
list_collided_circle = []
for circle in list_circle:
if self.collide_circle(circle, moved_center, from_container_obj):
# Collide_circle itself takes container_obj into account, so no
# need of post-processing
list_collided_circle.append(circle)
else: # else of the for loop
return False
return list_collided_circle
def collide_list_any_circle(self, list_circle, moved_center=(None, None), from_container_obj=False):
''' Checks if this circle intersects with any of the circles in circle_list. '''
for circle in list_circle:
if self.collide_circle(circle, moved_center, from_container_obj):
return True
else: # else of the for loop
return False
def collide_list_all_circle(self, list_circle, moved_center=(None, None), from_container_obj=False):
''' Checks if this circle intersects with all of the circles in circle_list. '''
for circle in list_circle:
if not self.collide_circle(circle, moved_center, from_container_obj):
return False
else: # else of the for loop
return True
def collide_rect(self, another_rect, moved_center=(None, None), from_container_obj=False):
''' Checks if this circle collides with another_rect. '''
if not (len(moved_center) == 2):
print "moved_center must be of the form (x,y)"
_center = self.center
moved_center = list(moved_center)
if moved_center[0] is None:
moved_center[0] = _center[0]
if moved_center[1] is None:
moved_center[1] = _center[1]
self.center = moved_center
does_collide = another_rect.collide_img(self)
self.center = _center
if does_collide:
if from_container_obj:
to_return = another_rect.container_obj
else:
to_return = another_rect
else:
to_return = False
return to_return
def collide_list_rect(self, list_rect, moved_center=(None, None), from_container_obj=False):
''' Returns list of rect in list_rect which intersects with this circle. '''
list_collided_rect = []
for rect in list_rect:
if self.collide_rect(rect, moved_center, from_container_obj):
list_collided_rect.append(rect)
else: # else of the for loop
return False
return list_collided_rect
def collide_list_any_rect(self, list_rect, moved_center=(None, None), from_container_obj=False):
''' Returns True if collides with any of the rect in the list. '''
for temp_rect in list_rect:
if self.collide_rect(self, temp_rect, moved_center, from_container_obj):
return True
else:
return False
def collide_list_all_rect(self, list_rect, moved_center=(None, None), from_container_obj=False):
''' Returns True if collides with all the rect in the list. '''
for temp_rect in list_rect:
if not self.collide_rect(self, temp_rect, moved_center, from_container_obj):
return False
else:
return True