1 | import math
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2 |
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3 | import pygame
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4 | import pymunk
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5 |
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6 | from nagslang.options import options
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7 |
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8 |
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9 | class Renderer(object):
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10 | def set_game_object(self, game_object):
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11 | self.game_object = game_object
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12 |
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13 | def _render_shape(self, surface):
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14 | shape = self.game_object.get_shape()
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15 | # Less general that pymunk.pygame_util.draw, but also a lot less noisy.
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16 | color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue'])
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17 | # We only explicitly draw Circle and Poly shapes. Everything else we
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18 | # forward to pymunk.
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19 | if isinstance(shape, pymunk.Circle):
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20 | centre = pymunk.pygame_util.to_pygame(shape.body.position, surface)
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21 | radius = int(shape.radius)
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22 | pygame.draw.circle(surface, color, centre, radius, 2)
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23 | elif isinstance(shape, pymunk.Poly):
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24 | # polygon bounding box
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25 | points = [pymunk.pygame_util.to_pygame(p, surface)
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26 | for p in shape.get_vertices()]
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27 | pygame.draw.lines(surface, color, True, points, 2)
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28 | else:
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29 | pymunk.pygame_util.draw(surface, shape)
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30 |
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31 | def render(self, surface):
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32 | if options.debug:
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33 | self._render_shape(surface)
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34 |
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35 | def animate(self):
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36 | # Used by time animatations to advance the clock
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37 | pass
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38 |
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39 |
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40 | def image_pos(image, pos):
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41 | return (pos[0] - image.get_width() / 2,
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42 | pos[1] - image.get_height() / 2)
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43 |
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44 |
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45 | class ImageRenderer(Renderer):
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46 | rotate = True # Set to `False` to suppress image rotation.
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47 |
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48 | def __init__(self, image):
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49 | self._image = image
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50 |
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51 | def get_image(self):
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52 | return self._image
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53 |
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54 | def rotate_image(self, image):
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55 | if not self._rotate:
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56 | return image
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57 | angle = self.game_object.get_render_angle() * 180 / math.pi
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58 | return pygame.transform.rotate(image, angle)
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59 |
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60 | def render_image(self, surface, image):
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61 | image = self.rotate_image(image)
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62 | pos = self.game_object.get_render_position(surface)
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63 | surface.blit(image, image_pos(image, pos))
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64 |
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65 | def render(self, surface):
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66 | self.render_image(surface, self.get_image())
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67 | super(ImageRenderer, self).render(surface)
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68 |
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69 |
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70 | class ImageStateRenderer(ImageRenderer):
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71 | def __init__(self, state_images):
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72 | self._state_images = state_images
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73 |
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74 | def get_image(self):
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75 | return self._state_images[self.game_object.puzzler.get_state()]
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76 |
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77 |
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78 | class TimedAnimatedRenderer(ImageRenderer):
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79 | def __init__(self, images, frame_ticks=1):
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80 | self._images = images
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81 | self._frame_ticks = frame_ticks
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82 | self._frame_tick = 0
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83 | self._frame = 0
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84 |
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85 | def advance_tick(self):
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86 | self._frame_tick += 1
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87 | if self._frame_tick > self._frame_ticks:
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88 | self._frame_tick = 0
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89 | self._frame += 1
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90 | if self._frame >= len(self._images):
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91 | self._frame = 0
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92 |
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93 | def reset(self):
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94 | self._frame_tick = 0
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95 | self._frame = 0
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96 |
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97 | def get_image(self):
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98 | return self._images[self._frame]
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99 |
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100 | def animate(self):
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101 | self.advance_tick()
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102 |
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103 |
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104 | class MovementAnimatedRenderer(TimedAnimatedRenderer):
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105 | def animate(self):
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106 | if self.game_object.is_moving:
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107 | self.advance_tick()
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108 | else:
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109 | self.reset()
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110 |
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111 |
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112 | class RendererSelectionRenderer(Renderer):
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113 | def __init__(self, renderers):
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114 | self._renderers = renderers
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115 |
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116 | def set_game_object(self, game_object):
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117 | self.game_object = game_object
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118 | for renderer in self._renderers.values():
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119 | renderer.set_game_object(game_object)
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120 |
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121 | @property
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122 | def renderer(self):
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123 | return self._renderers[self.select_renderer()]
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124 |
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125 | def render(self, surface):
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126 | return self.renderer.render(surface)
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127 |
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128 | def animate(self):
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129 | return self.renderer.animate()
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130 |
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131 | def select_renderer(self):
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132 | raise NotImplementedError()
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133 |
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134 |
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135 | class FacingSelectionRenderer(RendererSelectionRenderer):
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136 | def __init__(self, renderers):
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137 | for renderer in renderers.values():
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138 | renderer.rotate = False
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139 | super(FacingSelectionRenderer, self).__init__(renderers)
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140 | self._face = 'left'
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141 |
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142 | def _update_facing(self, angle):
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143 | if abs(angle) < math.pi / 2:
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144 | self._face = 'right'
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145 | elif abs(angle) > math.pi / 2:
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146 | self._face = 'left'
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147 |
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148 | def select_renderer(self):
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149 | angle = self.game_object.get_render_angle()
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150 | self._update_facing(angle)
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151 | return self._face
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152 |
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153 |
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154 | class ShapeRenderer(Renderer):
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155 | def render(self, surface):
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156 | self._render_shape(surface)
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157 | super(ShapeRenderer, self).render(surface)
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158 |
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159 |
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160 | class ShapeStateRenderer(ShapeRenderer):
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161 | """Renders the shape in a different colour depending on the state.
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162 |
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163 | Requires the game object it's attached to to have a puzzler.
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164 | """
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165 | def render(self, surface):
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166 | if self.game_object.puzzler.get_state():
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167 | color = pygame.color.THECOLORS['green']
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168 | else:
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169 | color = pygame.color.THECOLORS['red']
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170 |
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171 | self.game_object.get_shape().color = color
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172 | super(ShapeStateRenderer, self).render(surface)
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