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 | def __init__(self, image):
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47 | self._image = image
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48 |
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49 | def get_image(self):
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50 | return self._image
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51 |
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52 | def rotate_image(self, image):
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53 | angle = self.game_object.get_render_angle() * 180 / math.pi
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54 | return pygame.transform.rotate(image, angle)
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55 |
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56 | def render_image(self, surface, image):
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57 | image = self.rotate_image(image)
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58 | pos = self.game_object.get_render_position(surface)
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59 | surface.blit(image, image_pos(image, pos))
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60 |
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61 | def render(self, surface):
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62 | self.render_image(surface, self.get_image())
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63 | super(ImageRenderer, self).render(surface)
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64 |
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65 |
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66 | class ImageStateRenderer(ImageRenderer):
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67 | def __init__(self, state_images):
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68 | self._state_images = state_images
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69 |
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70 | def get_image(self):
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71 | return self._state_images[self.game_object.puzzler.get_state()]
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72 |
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73 |
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74 | class FacingImageRenderer(ImageRenderer):
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75 | def __init__(self, left_image, right_image):
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76 | self._images = {
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77 | 'left': left_image,
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78 | 'right': right_image,
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79 | }
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80 | self._face = 'left'
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81 |
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82 | def _update_facing(self, angle):
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83 | if abs(angle) < math.pi / 2:
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84 | self._face = 'right'
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85 | elif abs(angle) > math.pi / 2:
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86 | self._face = 'left'
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87 |
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88 | def rotate_image(self, image):
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89 | # Facing images don't get rotated.
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90 | return image
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91 |
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92 | def get_facing_image(self):
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93 | return self._images[self._face]
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94 |
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95 | def get_image(self):
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96 | angle = self.game_object.get_render_angle()
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97 | self._update_facing(angle)
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98 | return self.get_facing_image()
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99 |
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100 |
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101 | class AnimatedFacingImageRenderer(FacingImageRenderer):
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102 | def __init__(self, left_images, right_images):
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103 | self._images = {
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104 | 'left': left_images,
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105 | 'right': right_images,
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106 | }
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107 | self._frame = 0
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108 | self._moving = False
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109 | self._face = 'left'
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110 |
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111 | def get_facing_image(self):
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112 | if self._frame >= len(self._images[self._face]):
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113 | self._frame = 0
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114 | return self._images[self._face][self._frame]
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115 |
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116 | def animate(self):
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117 | if self._moving:
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118 | self._frame += 1
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119 | else:
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120 | self._frame = 0
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121 |
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122 | def start(self):
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123 | self._moving = True
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124 |
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125 | def stop(self):
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126 | self._moving = False
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127 |
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128 |
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129 | class TimedAnimatedRenderer(ImageRenderer):
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130 |
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131 | def __init__(self, images):
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132 | self._images = images
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133 | self._frame = 0
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134 | self._image = None
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135 |
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136 | def get_image(self):
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137 | if self._frame > len(self._imaages):
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138 | self._frame = 0
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139 | return self._images[self._frame]
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140 |
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141 | def animate(self):
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142 | self._frame += 1
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143 |
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144 |
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145 | class ShapeRenderer(Renderer):
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146 | def render(self, surface):
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147 | self._render_shape(surface)
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148 | super(ShapeRenderer, self).render(surface)
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149 |
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150 |
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151 | class ShapeStateRenderer(ShapeRenderer):
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152 | """Renders the shape in a different colour depending on the state.
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153 |
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154 | Requires the game object it's attached to to have a puzzler.
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155 | """
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156 | def render(self, surface):
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157 | if self.game_object.puzzler.get_state():
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158 | color = pygame.color.THECOLORS['green']
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159 | else:
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160 | color = pygame.color.THECOLORS['red']
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161 |
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162 | self.game_object.get_shape().color = color
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163 | super(ShapeStateRenderer, self).render(surface)
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