Mercurial > nagslang
view nagslang/render.py @ 207:42e8993c31fd
Break out Renderers
author | Stefano Rivera <stefano@rivera.za.net> |
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date | Tue, 03 Sep 2013 23:33:44 +0200 |
parents | |
children | d98daba73055 |
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import math import pygame import pymunk from nagslang.options import options class Renderer(object): def set_game_object(self, game_object): self.game_object = game_object def _render_shape(self, surface): shape = self.game_object.get_shape() # Less general that pymunk.pygame_util.draw, but also a lot less noisy. color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue']) # We only explicitly draw Circle and Poly shapes. Everything else we # forward to pymunk. if isinstance(shape, pymunk.Circle): centre = pymunk.pygame_util.to_pygame(shape.body.position, surface) radius = int(shape.radius) pygame.draw.circle(surface, color, centre, radius, 2) elif isinstance(shape, pymunk.Poly): # polygon bounding box points = [pymunk.pygame_util.to_pygame(p, surface) for p in shape.get_vertices()] pygame.draw.lines(surface, color, True, points, 2) else: pymunk.pygame_util.draw(surface, shape) def render(self, surface): if options.debug: self._render_shape(surface) def animate(self): # Used by time animatations to advance the clock pass def image_pos(image, pos): return (pos[0] - image.get_width() / 2, pos[1] - image.get_height() / 2) class ImageRenderer(Renderer): def __init__(self, image): self._image = image def get_image(self): return self._image def rotate_image(self, image): angle = self.game_object.get_render_angle() * 180 / math.pi return pygame.transform.rotate(image, angle) def render_image(self, surface, image): image = self.rotate_image(image) pos = self.game_object.get_render_position(surface) surface.blit(image, image_pos(image, pos)) def render(self, surface): self.render_image(surface, self.get_image()) super(ImageRenderer, self).render(surface) class ImageStateRenderer(ImageRenderer): def __init__(self, state_images): self._state_images = state_images def get_image(self): return self._state_images[self.game_object.puzzler.get_state()] class FacingImageRenderer(ImageRenderer): def __init__(self, left_image, right_image): self._images = { 'left': left_image, 'right': right_image, } self._face = 'left' def _update_facing(self, angle): if abs(angle) < math.pi / 2: self._face = 'right' elif abs(angle) > math.pi / 2: self._face = 'left' def rotate_image(self, image): # Facing images don't get rotated. return image def get_facing_image(self): return self._images[self._face] def get_image(self): angle = self.game_object.get_render_angle() self._update_facing(angle) return self.get_facing_image() class AnimatedFacingImageRenderer(FacingImageRenderer): def __init__(self, left_images, right_images): self._images = { 'left': left_images, 'right': right_images, } self._frame = 0 self._moving = False self._face = 'left' def get_facing_image(self): if self._frame >= len(self._images[self._face]): self._frame = 0 return self._images[self._face][self._frame] def animate(self): if self._moving: self._frame += 1 else: self._frame = 0 def start(self): self._moving = True def stop(self): self._moving = False class TimedAnimatedRenderer(ImageRenderer): def __init__(self, images): self._images = images self._frame = 0 self._image = None def get_image(self): if self._frame > len(self._imaages): self._frame = 0 return self._images[self._frame] def animate(self): self._frame += 1 class ShapeRenderer(Renderer): def render(self, surface): self._render_shape(surface) super(ShapeRenderer, self).render(surface) class ShapeStateRenderer(ShapeRenderer): """Renders the shape in a different colour depending on the state. Requires the game object it's attached to to have a puzzler. """ def render(self, surface): if self.game_object.puzzler.get_state(): color = pygame.color.THECOLORS['green'] else: color = pygame.color.THECOLORS['red'] self.game_object.get_shape().color = color super(ShapeStateRenderer, self).render(surface)