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 | from nagslang.widgets.text import LabelWidget
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8 |
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9 |
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10 | class Renderer(object):
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11 | def set_game_object(self, game_object):
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12 | self.game_object = game_object
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13 |
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14 | def _render_shape(self, surface):
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15 | shape = self.game_object.get_shape()
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16 | # Less general that pymunk.pygame_util.draw, but also a lot less noisy.
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17 | color = getattr(shape, 'color', pygame.color.THECOLORS['lightblue'])
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18 | # We only explicitly draw Circle and Poly shapes. Everything else we
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19 | # forward to pymunk.
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20 | if isinstance(shape, pymunk.Circle):
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21 | centre = pymunk.pygame_util.to_pygame(shape.body.position, surface)
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22 | radius = int(shape.radius)
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23 | pygame.draw.circle(surface, color, centre, radius, 2)
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24 | elif isinstance(shape, pymunk.Poly):
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25 | # polygon bounding box
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26 | points = [pymunk.pygame_util.to_pygame(p, surface)
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27 | for p in shape.get_vertices()]
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28 | pygame.draw.lines(surface, color, True, points, 2)
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29 | else:
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30 | pymunk.pygame_util.draw(surface, shape)
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31 |
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32 | def render(self, surface):
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33 | if options.debug:
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34 | self._render_shape(surface)
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35 |
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36 | def animate(self):
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37 | # Used by time animatations to advance the clock
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38 | pass
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39 |
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40 |
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41 | class NullRenderer(Renderer):
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42 | def render(self, surface):
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43 | pass
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44 |
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45 |
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46 | def image_pos(image, pos):
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47 | return (pos[0] - image.get_width() / 2,
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48 | pos[1] - image.get_height() / 2)
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49 |
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50 |
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51 | class ImageRenderer(Renderer):
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52 | def __init__(self, image):
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53 | self._image = image
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54 |
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55 | def get_image(self):
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56 | return self._image
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57 |
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58 | def rotate_image(self, image):
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59 | angle = self.game_object.get_render_angle() * 180 / math.pi
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60 | return pygame.transform.rotate(image, angle)
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61 |
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62 | def render_image(self, surface, image):
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63 | image = self.rotate_image(image)
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64 | pos = self.game_object.get_render_position(surface)
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65 | surface.blit(image, image_pos(image, pos))
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66 |
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67 | def render(self, surface):
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68 | self.render_image(surface, self.get_image())
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69 | super(ImageRenderer, self).render(surface)
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70 |
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71 |
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72 | class ImageStateRenderer(ImageRenderer):
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73 | def __init__(self, state_images):
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74 | self._state_images = state_images
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75 |
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76 | def get_image(self):
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77 | return self._state_images[self.game_object.puzzler.get_state()]
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78 |
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79 |
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80 | class TimedAnimatedRenderer(ImageRenderer):
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81 | def __init__(self, images, frame_ticks=1):
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82 | self._images = images
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83 | self._frame_ticks = frame_ticks
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84 | self._frame_tick = 0
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85 | self._frame = 0
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86 |
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87 | def advance_tick(self):
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88 | self._frame_tick += 1
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89 | if self._frame_tick > self._frame_ticks:
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90 | self._frame_tick = 0
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91 | self._frame += 1
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92 | if self._frame >= len(self._images):
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93 | self._frame = 0
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94 |
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95 | def reset(self):
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96 | self._frame_tick = 0
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97 | self._frame = 0
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98 |
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99 | def get_image(self):
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100 | return self._images[self._frame]
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101 |
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102 | def animate(self):
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103 | self.advance_tick()
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104 |
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105 |
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106 | class MovementAnimatedRenderer(TimedAnimatedRenderer):
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107 | def animate(self):
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108 | if self.game_object.is_moving:
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109 | self.advance_tick()
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110 | else:
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111 | self.reset()
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112 |
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113 |
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114 | class RendererSelectionRenderer(Renderer):
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115 | def __init__(self, renderers):
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116 | self._renderers = renderers
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117 |
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118 | def set_game_object(self, game_object):
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119 | self.game_object = game_object
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120 | for renderer in self._renderers.values():
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121 | renderer.set_game_object(game_object)
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122 |
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123 | @property
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124 | def renderer(self):
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125 | return self._renderers[self.select_renderer()]
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126 |
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127 | def render(self, surface):
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128 | return self.renderer.render(surface)
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129 |
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130 | def animate(self):
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131 | return self.renderer.animate()
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132 |
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133 | def select_renderer(self):
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134 | raise NotImplementedError()
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135 |
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136 |
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137 | class FacingSelectionRenderer(RendererSelectionRenderer):
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138 | def select_renderer(self):
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139 | return self.game_object.get_facing_direction()
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140 |
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141 |
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142 | class ShapeRenderer(Renderer):
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143 | def render(self, surface):
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144 | self._render_shape(surface)
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145 | super(ShapeRenderer, self).render(surface)
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146 |
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147 |
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148 | class ShapeStateRenderer(ShapeRenderer):
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149 | """Renders the shape in a different colour depending on the state.
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150 |
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151 | Requires the game object it's attached to to have a puzzler.
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152 | """
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153 | def render(self, surface):
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154 | if self.game_object.puzzler.get_state():
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155 | color = pygame.color.THECOLORS['green']
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156 | else:
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157 | color = pygame.color.THECOLORS['red']
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158 |
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159 | self.game_object.get_shape().color = color
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160 | super(ShapeStateRenderer, self).render(surface)
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161 |
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162 |
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163 | class Overlay(object):
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164 | def set_game_object(self, game_object):
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165 | self.game_object = game_object
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166 |
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167 | def render(self, surface, display_offset):
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168 | pass
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169 |
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170 | def is_visible(self):
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171 | return self.game_object.puzzler.get_state()
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172 |
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173 |
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174 | class TextOverlay(Overlay):
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175 | def __init__(self, text):
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176 | self.text = text
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177 | self.widget = LabelWidget((20, 20), self.text)
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178 |
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179 | def render(self, surface, display_offset):
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180 | x, y = 20, 20
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181 | if display_offset[0] < 0:
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182 | x += abs(display_offset[0])
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183 | if display_offset[1] < 0:
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184 | y += abs(display_offset[1])
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185 | self.widget.rect.topleft = (x, y)
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186 | self.widget.draw(surface)
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