comparison tools/area_editor.py @ 99:67f8b06a433d

more pep8 cleanup
author Neil Muller <drnlmuller@gmail.com>
date Mon, 02 Sep 2013 11:54:13 +0200
parents a9b564c38bef
children dde91f8c4335
comparison
equal deleted inserted replaced
98:93256a0987a2 99:67f8b06a433d
40 return (pos[0], self.y - pos[1]) 40 return (pos[0], self.y - pos[1])
41 41
42 def add_point(self, poly_index, pos): 42 def add_point(self, poly_index, pos):
43 self.polygons.setdefault(poly_index, []) 43 self.polygons.setdefault(poly_index, [])
44 if not self.polygons[poly_index]: 44 if not self.polygons[poly_index]:
45 self.polygons[poly_index].append( 45 point = self.point_to_pymunk(self.round_point(pos))
46 self.point_to_pymunk(self.round_point(pos))) 46 self.polygons[poly_index].append(point)
47 else: 47 else:
48 add_pos = self.fix_angle(poly_index, pos) 48 add_pos = self.fix_angle(poly_index, pos)
49 self.polygons[poly_index].append(add_pos) 49 self.polygons[poly_index].append(add_pos)
50 50
51 def fix_angle(self, index, pos): 51 def fix_angle(self, index, pos):
87 pointlist = [self.point_to_pygame(p) for p in polygon] 87 pointlist = [self.point_to_pygame(p) for p in polygon]
88 pygame.draw.lines(self._surface, color, False, pointlist, 2) 88 pygame.draw.lines(self._surface, color, False, pointlist, 2)
89 if index == mouse_poly and mouse_pos: 89 if index == mouse_poly and mouse_pos:
90 endpoint = self.fix_angle(index, mouse_pos) 90 endpoint = self.fix_angle(index, mouse_pos)
91 pygame.draw.line(self._surface, color, 91 pygame.draw.line(self._surface, color,
92 self.point_to_pygame(polygon[-1]), 92 self.point_to_pygame(polygon[-1]),
93 self.point_to_pygame(endpoint)) 93 self.point_to_pygame(endpoint))
94 surface_area = pygame.rect.Rect(topleft, SCREEN) 94 surface_area = pygame.rect.Rect(topleft, SCREEN)
95 surface.blit(self._surface, (0, 0), surface_area) 95 surface.blit(self._surface, (0, 0), surface_area)
96 96
97 97
98 class Editor(object): 98 class Editor(object):
123 # We have an active polygon 123 # We have an active polygon
124 mouse_pos = self._level_coordinates(self.mouse_pos) 124 mouse_pos = self._level_coordinates(self.mouse_pos)
125 else: 125 else:
126 mouse_pos = None 126 mouse_pos = None
127 self.level.draw(self.surface, self.pos, mouse_pos, 127 self.level.draw(self.surface, self.pos, mouse_pos,
128 self.cur_poly, self.filled_mode) 128 self.cur_poly, self.filled_mode)
129 129
130 def _level_coordinates(self, pos): 130 def _level_coordinates(self, pos):
131 # Move positions to level values 131 # Move positions to level values
132 if not pos: 132 if not pos:
133 return (0, 0) 133 return (0, 0)
183 else: 183 else:
184 print 'Not all polygons closed, so not filling' 184 print 'Not all polygons closed, so not filling'
185 elif ev.type == pgl.MOUSEBUTTONDOWN and self.cur_poly: 185 elif ev.type == pgl.MOUSEBUTTONDOWN and self.cur_poly:
186 # Add a point 186 # Add a point
187 self.level.add_point(self.cur_poly, 187 self.level.add_point(self.cur_poly,
188 self._level_coordinates(ev.pos)) 188 self._level_coordinates(ev.pos))
189 elif ev.type == pgl.MOUSEMOTION: 189 elif ev.type == pgl.MOUSEMOTION:
190 self.mouse_pos = ev.pos 190 self.mouse_pos = ev.pos
191 self.draw() 191 self.draw()
192 pygame.display.flip() 192 pygame.display.flip()
193 clock.tick(FPS) 193 clock.tick(FPS)