class RenderingLayer(common.Loggable, serialize.Serializable): """A layer on which to render things This is the abstract version of the layer. Create subclasses of this to do useful things. """ my_properties = ( serialize.S('name', '', 'the name of the layer'), serialize.I('order', 0, 'the order to render (0=low)'), serialize.B('active', True, 'whether this layer is active'), ) def __init__(self, name, order): """Initialise the Layer""" super(RenderingLayer, self).__init__() self.name = name self.order = order self.surface = None self.active = True def setSurface(self, surface): """Set our surface""" self.surface = surface def getSurface(self): """Return the surface""" return self.surface def initSurface(self, renderer): """Create the surface that we need to draw on""" raise NotImplementedError def getNiceName(self): """Return the nice name for this layer""" return '<Layer %d: %s - order %d>' % (id(self), self.name, self.order) ### Serializing ### def init(self): """Initialise from serialized state""" ### Rendering ### def clearSurface(self): """Clear our surface""" raise NotImplementedError def render(self, surface): """Render to a surface""" raise NotImplementedError
class GeneralStore(serialize.Serializable): """Stores things""" my_properties = ( serialize.S('base_path', '', 'the base location to find files'), serialize.L('raw_items', [], 'the items we have registered'), ) def __init__(self): """Initialize the store""" self.items = {} self.raw_items = [] self.base_path = '' def init(self): """Initialise from serialized form""" self.items = {} old_items, self.raw_items = self.raw_items, [] for item in old_items: self.registerItem(*item) def setPath(self, path): """Set our base path to locate images""" if not os.path.isdir(path): raise BadPath('The path %s is not a directory' % path) self.base_path = path def _resolveFilename(self, name): """Return the name to a file""" if os.path.isfile(name): return name else: return os.path.join(self.base_path, name) def registerItem(self, name, *args, **kw): """Register an item""" # # Make sure we only register once if name in self.items: raise DuplicateItem('The item named "%s" is already registered' % name) # return self._registerItem(name, *args, **kw) def getItems(self): """Return all the items""" return self.items.values() def getItemDefinitions(self): """Return all the item definitions""" return self.raw_items def clearItems(self): """Clear all the items""" self.items = {} self.raw_items = [] def removeItem(self, name): """Remove the named item""" try: del(self.items[name]) except KeyError: raise UnknownItem('The item "%s" was not in the collection' % name) self.raw_items = [item for item in self.raw_items if item[0] != name] def getNames(self): """Return the names of all the items""" return self.items.keys() def getItem(self, name): """Return an item""" try: return self.items[name] except KeyError: raise UnknownItem('The item called "%s" could not be found' % name)
class Engine(common.Loggable, serialize.Serializable, common.EventAware): """The main Serge engine The engine manages a set of worlds and allows a single :doc:`world`, the current world, to be automatically updated on a certain time frequency. """ my_properties = ( serialize.L('_worlds', [], 'the worlds in this engine'), serialize.O('renderer', None, 'the renderer for this engine'), serialize.O('sprites', None, 'the sprite registry'), serialize.S('_current_world_name', '', 'the name of the current world'), serialize.L('_recent_worlds', [], 'the list of worlds recently visited'), serialize.B('fullscreen', False, 'whether to display in full screen or not'), ) def __init__(self, width=640, height=480, title='Serge', backcolour=(0,0,0), icon=None, fullscreen=False): """Initialise the engine :param width: width of the screen :param height: height of the screen """ self.title = title self.fullscreen = fullscreen self.addLogger() self.initEvents() self.log.info('Starting serge engine (v%s)' % common.version) SetCurrentEngine(self) super(Engine, self).__init__() self.clearWorlds() self.renderer = render.Renderer(width, height, title, backcolour, icon, fullscreen) self.sprites = visual.Register self._stop_requested = False self._current_world_name = '' self._builder = None self._keyboard = input.Keyboard() self._mouse = input.Mouse(self) self._stats = EngineStats() self._recent_worlds = [] def init(self): """Initialise ourself""" self.addLogger() self.log.info('Initializing serge engine (v%s)' % common.version) SetCurrentEngine(self) # # Prepare all the worlds for world in self._worlds.values(): world.init() self._current_world = None self._snapshots_enabled = True self._snapshot_count = 0 # # Recover the sprite registry from our own self.sprites.init() visual.Register = self.sprites self.setCurrentWorldByName(self._current_world_name) # self.renderer.init() # self._builder = None self._keyboard = input.Keyboard() self._mouse = input.Mouse(self) def addWorld(self, world): """Add a world to the engine :param world: the world instance to add """ if world.name in self._worlds: raise DuplicateWorld('A world named "%s" already exists' % world.name) if world in self._worlds.values(): raise DuplicateWorld('This world (named "%s") already exists' % world.name) self._worlds[world.name] = world world.setEngine(self) def removeWorld(self, world): """Remove a world from the engine :param world: the world instance to remove """ self.removeWorldNamed(world.name) def removeWorldNamed(self, name): """Remove a world with a given name :param name: the name of the world to remove """ try: del(self._worlds[name]) except KeyError: raise WorldNotFound('No world named "%s" in the worlds collection' % name) def clearWorlds(self): """Clear all the worlds""" self._worlds = {} self._current_world = None def getWorld(self, name): """Return the named world :param name: the name of the world to return """ try: return self._worlds[name] except KeyError: raise WorldNotFound('No world named "%s" in the worlds collection' % name) def getWorlds(self): """Return all the worlds""" return self._worlds.values() def getCurrentWorld(self): """Return the currently selected world""" if self._current_world: return self._current_world else: raise NoCurrentWorld('There is no current world') def setCurrentWorld(self, world): """Set the current world :param world: the world to set as the current world """ self.setCurrentWorldByName(world.name) def setCurrentWorldByName(self, name): """Set the current world to the one with the given name :param name: the name of the world to set as the current world """ self.log.info('Setting current world to %s' % name) if self._current_world_name: self._recent_worlds.append(self._current_world_name) new_world = self.getWorld(name) # # Send activation and deactivation callbacks to worlds to allow them to do # any housekeeping if new_world != self._current_world: if self._current_world: self._current_world.deactivateWorld() new_world.activateWorld() # self._current_world = new_world self._current_world_name = name return new_world def goBackToPreviousWorld(self, obj=None, arg=None): """Return to the world we were in before this one The arguments are never used and are just here to allow you to use this method as an event callback. """ try: name = self._recent_worlds.pop() except IndexError: raise WorldNotFound('There are no previous worlds') self.setCurrentWorldByName(name) # We will have pushed the current world onto the stack, which we don't want # so take it off again self._recent_worlds.pop() def updateWorld(self, interval): """Update the current world""" if self._current_world: self._current_world.updateWorld(interval) else: raise NoCurrentWorld('Cannot update when there is no current world') def run(self, fps, endat=None): """Run the updates at the specified frames per second until the optional endtime :param fps: the target frames per second (integer) :param endat: a time to stop the engine at (long), eg time.time()+60 to run for a minute """ self.log.info('Engine starting (requested fps=%d)' % fps) clock = pygame.time.Clock() self._stop_requested = False while True: # # Watch for ending conditions if self._stop_requested or (endat and time.time() >= endat): break # # Main render activity try: # # Pause clock.tick(fps) # # Do the update for our actors interval = clock.get_time() if self._current_world: self.updateWorld(interval) # # Do builder work if needed if self._builder: self._builder.updateBuilder(interval) # # Events that may have happened self._handleEvents() # Inputs self._mouse.update(interval) self._keyboard.update(interval) pygame.event.clear() # Sound sound.Music.update(interval) sound.Sounds.update(interval) if self._current_world: self.processEvents() # # Get ready to render self._stats.beforeRender() self.renderer.preRender() # # Render the active world if self._current_world: self._current_world.renderTo(self.renderer, interval) # # Render the builder if needed if self._builder: self._builder.renderTo(self.renderer, interval) # # And render all of our layers self.renderer.render() self.processEvent((events.E_AFTER_RENDER, self)) self._stats.afterRender() # # Show the screen pygame.display.flip() self._stats.recordFrame() # except NotImplementedError, err: self.log.error('Failed in main loop: %s' % err) # self.log.info('Engine stopping') self.processEvent((events.E_AFTER_STOP, self)) self.log.info('Engine info: %s' % (self._stats,))
class RenderingLayer(common.Loggable, serialize.Serializable, common.EventAware): """A layer on which to render things This is the abstract version of the layer. Create subclasses of this to do useful things. """ my_properties = ( serialize.S('name', '', 'the name of the layer'), serialize.I('order', 0, 'the order to render (0=low)'), serialize.B('active', True, 'whether this layer is active'), serialize.B('static', False, 'whether this layer is static with respect to the camera'), ) def __init__(self, name, order): """Initialise the Layer""" super(RenderingLayer, self).__init__() self.initEvents() self.name = name self.order = order self.surface = None self.active = True self.static = False def setSurface(self, surface): """Set our surface""" self.surface = surface def getSurface(self): """Return the surface""" return self.surface def initSurface(self, renderer): """Create the surface that we need to draw on""" raise NotImplementedError def getNiceName(self): """Return the nice name for this layer""" return '<Layer %d: %s - order %d>' % (id(self), self.name, self.order) def setStatic(self, static): """Determine whether this layer is static with respect to camera movements or not""" self.static = static ### Serializing ### def init(self): """Initialise from serialized state""" self.initEvents() ### Rendering ### def clearSurface(self): """Clear our surface""" raise NotImplementedError def preRender(self): """Called before the layer has anything rendered to""" self.processEvent((events.E_BEFORE_RENDER, self)) def render(self, surface): """Render to a surface""" raise NotImplementedError def postRender(self): """Called after the layer has has had everything rendered on it""" self.processEvent((events.E_AFTER_RENDER, self))
class Renderer(common.Loggable, serialize.Serializable, common.EventAware): """The main rendering component""" my_properties = ( serialize.L('layers', [], 'the layers we render to'), serialize.I('width', 640, 'the width of the screen'), serialize.I('height', 480, 'the height of the screen'), serialize.S('title', 'Serge', 'the title of the main window'), serialize.L('backcolour', (0,0,0), 'the background colour'), serialize.O('camera', None, 'the camera for this renderer'), serialize.O('icon', None, 'the icon for the main window'), serialize.B('fullscreen', False, 'whether to display in full screen or not'), ) def __init__(self, width=640, height=480, title='Serge', backcolour=(0,0,0), icon=None, fullscreen=False): """Initialise the Renderer""" self.addLogger() self.initEvents() self.width = width self.height = height self.title = title self.layers = [] self.backcolour = backcolour self.fullscreen = fullscreen self.camera = camera.Camera() self.camera.setSpatial(0, 0, self.width, self.height) self.icon = icon self.init() ### Serializing ### def init(self): """Initialise from serialized state""" self.addLogger() self.initEvents() self._sort_needed = False pygame.display.set_caption(self.title) # # Tried the following with flags but no impact pygame.FULLSCREEN|pygame.HWSURFACE|pygame.DOUBLEBUF flags = pygame.FULLSCREEN if self.fullscreen else 0 self.surface = pygame.display.set_mode((self.width, self.height), flags ) for layer in self.layers: layer.setSurface(pygame.Surface((self.width, self.height), pygame.SRCALPHA, 32)) layer.init() self.camera.init() self.camera.resizeTo(self.width, self.height) if self.icon: pygame.display.set_icon(visual.Register.getItem(self.icon).raw_image) ### Layers ### def addLayer(self, layer): """Add a layer to the rendering""" self.log.info('Adding layer "%s" at %d' % (layer.name, layer.order)) if layer in self.layers: raise DuplicateLayer('The layer %s is already in the renderer' % layer) else: self.layers.append(layer) self._sort_needed = True self.resetSurfaces() return layer def getLayer(self, name): """Return the named layer""" for layer in self.layers: if layer.name == name: return layer else: raise UnknownLayer('No layer with name "%s" was found' % (name,)) def getLayerBefore(self, layer): """Return the layer before the specified one in terms of rendering order""" for test_layer in reversed(self.getLayers()): if test_layer.order < layer.order: return test_layer else: raise NoLayer('There is no layer before %s' % layer.getNiceName()) def resetSurfaces(self): """Recreate the surfaces for our layers When layers are added we sometimes need to reset the layers, for instance, virtual layers need to be shifted around so that they have the right order. """ self._sortLayers() for layer in self.getLayers(): layer.initSurface(self) def getLayers(self): """Return all the layers""" return self.layers def removeLayer(self, layer): """Remove the layer from the rendering""" try: self.layers.remove(layer) except ValueError: raise UnknownLayer('The layer %s was not found' % layer.getNiceName()) def removeLayerNamed(self, name): """Remove the layer with the specific name""" layer = self.getLayer(name) self.removeLayer(layer) def clearLayers(self): """Clear all the layers""" self.layers = [] def _sortLayers(self): """Sort the layers into the right order""" self.layers.sort(lambda l1, l2 : cmp(l1.order, l2.order)) self._sort_needed = False def orderActors(self, actors): """Return the list of actors sorted by who should be processed first to correctly render The actors are checked to see which layer they reside on and then this is used to order the returned list. """ # # Make a lookup table to quickly find layers layers = dict([(layer.name, layer.order) for layer in self.getLayers()]) actor_list = [(layers.get(actor.getLayerName(), 0), actor) for actor in actors] actor_list.sort() # return [actor for _, actor in actor_list] ### Rendering ### def clearSurface(self): """Clear the surface""" self.surface.fill(self.backcolour) def preRender(self): """Prepare for new rendering""" self.clearSurface() for layer in self.getLayers(): if layer.active: layer.clearSurface() layer.preRender() def render(self): """Render all the layers""" # # Post rendering events for layer in self.layers: if layer.active: layer.postRender() # # Put layers in the right order if self._sort_needed: self._sortLayers() # # Render all layers for layer in self.layers: if layer.active: layer.render(self.surface) # self.processEvent((events.E_AFTER_RENDER, self)) def getSurface(self): """Return the overall surface""" return self.surface ### Camera stuff ### def setCamera(self, camera): """Set our camera""" self.camera = camera def getCamera(self): """Return our camera""" return self.camera def getScreenSize(self): """Returns the screen size""" return (self.width, self.height)
class Actor(common.Loggable, geometry.Rectangle, common.EventAware): """Represents an actor""" my_properties = ( serialize.S('tag', 'actor', 'the actor\'s tag'), serialize.S('name', '', 'the actor\'s name'), serialize.B('active', True, 'whether the actor is active'), serialize.B('visible', True, 'whether the actor is visible'), serialize.S('sprite', '', 'the name of our sprite'), serialize.S('layer', '', 'the name of the layer we render to'), serialize.I('rendering_order', 0, 'the order to use for rendering to the screen (lower is earlier)'), serialize.O('physical_conditions', '', 'the physical conditions for this object'), serialize.F('angle', 0.0, 'the angle for the actor'), serialize.O('lock', None, 'a lock object you can place to prevent an actor moving'), ) def __init__(self, tag, name=''): """Initialise the actor""" self.addLogger() self.initEvents() super(Actor, self).__init__() # Whether we respond to updates or not self.active = True self.visible = True # Class based tag to locate the actor by self.tag = tag # Unique name to locate by self.name = name # Our sprite self.sprite = '' self._visual = None # The layer we render to self.layer = '' # The order to render to the screen in (lower is earlier) self.rendering_order = 0 # Our zoom factor self.zoom = 1.0 # Physics parameters - None means no physics self.physical_conditions = None # Angle self.angle = 0.0 # Properties to lock an actor so it cannot be moved self.lock = None def init(self): """Initialize from serialized form""" self.addLogger() self.initEvents() self.log.info('Initializing actor %s:%s:%s' % (self, self.tag, self.name)) super(Actor, self).init() if self.sprite: self.setSpriteName(self.sprite) else: self._visual = None self.setLayerName(self.layer) self.zoom = 1.0 def getNiceName(self): """Return a nice name for this actor""" if self.name: name_part = '%s (%s)' % (self.name, self.tag) else: name_part = self.tag return '%s [%s] <%s>' % (self.__class__.__name__, name_part, hex(id(self))) def setSpriteName(self, name): """Set the sprite for this actor""" if name != self.sprite: self.visual = visual.Register.getItem(name).getCopy() # # Make sure to re-apply the zoom if self.zoom != 1.0: self.visual.scaleBy(self.zoom) self.sprite = name @property def visual(self): return self._visual @visual.setter def visual(self, value): """Set the visual item for this actor""" self._visual = value self._resetVisual() def _resetVisual(self): """Reset the visual item on the center point""" # # Adjust our location so that we are positioned and sized appropriately cx, cy, _, _ = self.getSpatialCentered() self.setSpatialCentered(cx, cy, self._visual.width, self._visual.height) # # Here is a hack - sometimes the visual width changes and we want to update our width # so we let the visual know about us so it can update our width. This is almost # certainly the wrong thing to do, but we have some tests in there so hopefully # the right thing becomes obvious later! self._visual._actor_parent = self def getSpriteName(self): """Return our sprite""" return self.sprite def setLayerName(self, name): """Set the layer that we render to""" self.layer = name def getLayerName(self): """Return our layer name""" return self.layer def setRenderingOrder(self, order): """Sets the order to render to the screen You can set this to adjust when objects are rendered even within a layer. A lower number means that an actor will be rendered earlier - which means it will be behind others. The default is 0, so you should set this to higher than 1000 if you want an actor to appear in front of other objects that have not been explicitly set. """ self.rendering_order = order def getRenderingOrder(self): """Return the rendering order""" return self.rendering_order def renderTo(self, renderer, interval): """Render this actor to the given renderer""" if self._visual and self.layer: layer = renderer.getLayer(self.layer) camera = renderer.camera if layer.static: coords = self.getOrigin() elif camera.canSee(self): coords = camera.getRelativeLocation(self) else: return # Cannot see me self._visual.renderTo(interval, layer.getSurface(), coords) def updateActor(self, interval, world): """Update the actor status""" def removedFromWorld(self, world): """Called when we are being removed from the world""" self.processEvent((events.E_REMOVED_FROM_WORLD, self)) def addedToWorld(self, world): """Called when we are being added to the world""" self.processEvent((events.E_ADDED_TO_WORLD, self)) def setZoom(self, zoom): """Zoom in on this actor""" if self._visual: self._visual.scaleBy(zoom/self.zoom) self.setSpatialCentered(self.x, self.y, self._visual.width, self._visual.height) self.zoom = zoom def setAngle(self, angle, sync_physical=False, override_lock=False): """Set the angle for the visual""" if self.lock and not override_lock: raise PositionLocked('Cannot rotate: %s' % self.lock.reason) if self._visual: self._visual.setAngle(angle) self._resetVisual() if sync_physical and self.physical_conditions: self.physical_conditions.body.angle = math.radians(-angle) self.angle = angle def getAngle(self): """Return the angle for the actor""" return self.angle ### Physics ### def setPhysical(self, physical_conditions): """Set the physical conditions""" # # Watch for if this object already has a shape if self.physical_conditions and self.physical_conditions.body: self.physical_conditions.updateFrom(physical_conditions) else: # # Check if we should be using the size of the visual element if physical_conditions.visual_size: if self.visual is None: raise physical.InvalidDimensions( 'No visual element set for actor %s but visual_size requested' % self.getNiceName()) else: if physical_conditions.visual_size == geometry.CIRCLE: # Circle physical_conditions.setGeometry(radius=self.visual.radius) elif physical_conditions.visual_size == geometry.RECTANGLE: # Rectangle physical_conditions.setGeometry(width=self.visual.width, height=self.visual.height) else: raise physical.InvalidDimensions('Visual size setting (%s) is not recognized' % physical_conditions.visual_size) # self.physical_conditions = physical_conditions def getPhysical(self): """Return the physical conditions""" return self.physical_conditions def syncPhysics(self, spatial_only=False): """Sync physics when the actors physical properties have been changed""" if self.physical_conditions: #self.log.debug('Syncing physics for %s to %s, %s' % (self.getNiceName(), self.x, self.y)) self.physical_conditions.body.position = self.x, self.y if not spatial_only: self.physical_conditions.body.velocity = self.physical_conditions.velocity # Remap x, y properties to allow syncing with the physics engine def move(self, x, y): """Move by a certain amount""" super(Actor, self).move(x, y) self.syncPhysics(spatial_only=True) def moveTo(self, x, y, no_sync=False, override_lock=False): """Move the center of this actor to the given location, unless it is locked You can override the lock by passing True to override lock. """ if self.lock and not override_lock: raise PositionLocked('The actor is locked in place: %s' % self.lock.reason) else: super(Actor, self).moveTo(x, y, override_lock=override_lock) if not no_sync: self.syncPhysics(spatial_only=True)
class World(common.Loggable, serialize.Serializable, common.EventAware): """The main world object The :doc:`engine` will control main worlds. Each world has a number of :doc:`zone` which contain :doc:`actor`. """ my_properties = ( serialize.S('name', '', 'the name of this world'), serialize.L('zones', set(), 'the zones in this world'), serialize.L('unzoned_actors', set(), 'the actors not in any zone in this world'), ) def __init__(self, name): """Initialise the World""" self.addLogger() self.initEvents() self.name = name self.engine = None self.zones = set() self.unzoned_actors = set( ) # Actors get put here if then end up in no zone self.event_handlers = {} self.init() ### Serializing ### def init(self): """Initialise from serialized state""" self.addLogger() self.initEvents() self.log.info('Initializing world %s' % self.name) super(World, self).__init__() self.engine = None # # This list is used to order the processing of actors in rendering. The # flag is used to tell us when we need to resort them self._sorted_actors = [] self._actors_need_resorting = False self._scheduled_deletions = set() # # Now process actors for zone in self.zones: zone.init() for actor in self.unzoned_actors: actor.init() ### Zones ### def addZone(self, zone): """Add a zone to the world""" if zone in self.zones: raise DuplicateZone('The zone %s is already in the world' % zone) else: self.zones.add(zone) self._actors_need_resorting = True def clearZones(self): """Remove all the zones""" self.zones = set() ### Main ### def updateWorld(self, interval): """Update the objects in the world""" for zone in self.zones: if zone.active: zone.updateZone(interval, self) # # Process any scheduled actor deletions while self._scheduled_deletions: try: self.removeActor(self._scheduled_deletions.pop()) except UnknownActor: # Ok, the actor must have been removed directly pass def setEngine(self, engine): """Set the engine that we are owned by""" self.engine = engine def getEngine(self): """Return the engine that we are owned by""" return self.engine def findActorsByTag(self, tag): """Return all the actors in all zones based on the tag""" results = actor.ActorCollection() for z in self.zones: results.extend(z.findActorsByTag(tag)) return results def findActorByName(self, name): """Return the actor with the give name in all zones""" for z in self.zones: try: return z.findActorByName(name) except zone.ActorNotFound: pass else: raise zone.ActorNotFound( 'Unable to find actor named "%s" in any zone' % name) def findActorsAt(self, x, y): """Return the actors at a certain location""" actors = actor.ActorCollection() test = geometry.Point(x, y) for the_actor in self.getActors(): if test.isInside(the_actor): actors.append(the_actor) return actors def getActors(self): """Return all the actors""" actors = actor.ActorCollection(self.unzoned_actors) for z in self.zones: actors.extend(z.getActors()) return actors def rezoneActors(self): """Move actors to the right zone based on their spatial location""" # # Start with a list of actors to find homes for based on any that # were not in any zones at all moved = self.unzoned_actors self.unzoned_actors = set() # # Find all the actors that are no longer in the right zone # and remove them from their current zone for z in self.zones: for actor in z.actors.copy(): if not actor.isOverlapping(z): z.removeActor(actor) moved.add(actor) # # Now find the place for the moved actors for actor in moved: self.addActor(actor) def clearActors(self): """Clear all the actors""" self.clearActorsExceptTags([]) def clearActorsExceptTags(self, tags): """Clear all actors except the ones with a tag in the list of tags""" for actor in self.getActors(): if actor.tag not in tags: try: self.removeActor(actor) except UnknownActor: # Can be called if a composite actor removes their own children pass for actor in list(self.unzoned_actors): if actor.tag not in tags: self.unzoned_actors.remove(actor) def clearActorsWithTags(self, tags): """Clear all actors with a tag in the list of tags""" for actor in self.getActors(): if actor.tag in tags: try: self.removeActor(actor) except UnknownActor: # Can be called if a composite actor removes their own children pass for actor in list(self.unzoned_actors): if actor.tag not in tags: self.unzoned_actors.remove(actor) def addActor(self, actor): """Add an actor to the world""" # self.log.debug('Adding %s to world %s' % (actor.getNiceName(), self.name)) # # Make sure the actor isn't already here if self.hasActor(actor): raise DuplicateActor('The actor %s is already in the world' % actor.getNiceName()) # # Try to put the actor in the right zone for z in self.zones: if z.wouldContain(actor): z.addActor(actor) break else: # The actor is not in any zones, store for later self.unzoned_actors.add(actor) # # Tell the actor about it actor.addedToWorld(self) # self._actors_need_resorting = True # return actor def removeActor(self, actor): """Remove the actor from the world""" self.log.debug('Removing "%s" actor (%s)' % (actor.tag, actor.getNiceName())) # self._actors_need_resorting = True # # Try to remove from zones for z in self.zones: if z.hasActor(actor): z.removeActor(actor) break else: # # We didn't find it in the zone - maybe in the unzoned if actor in self.unzoned_actors: self.unzoned_actors.remove(actor) else: raise UnknownActor('The actor %s was not found in the world' % actor) # # Tell the actor about it actor.removedFromWorld(self) def scheduleActorRemoval(self, actor): """Remove an actor at the end of the next update for the world This method can be used to safely remove an actor from the world during the execution of the world update. It can sometimes be useful to do this when inside logic that is iterating over actors or inside the updateWorld event loop. """ self._scheduled_deletions.add(actor) def hasActor(self, actor): """Return True if this actor is in the world""" # # Try to remove from zones for z in self.zones: if z.hasActor(actor): return True # # We didn't find it in the zone - maybe in the un-zoned return actor in self.unzoned_actors def requestResortActors(self): """Request that actors are resorted the next time we render Call this if you have adjusted the rendering order of actors """ self._actors_need_resorting = True def renderTo(self, renderer, interval): """Render all of our actors in active zones""" # # Watch out in case we need to reorder our actors if self._actors_need_resorting: self.log.debug('Sorting actors now') self._sorted_actors = renderer.orderActors(self.getActors()) self._actors_need_resorting = False # camera = renderer.getCamera() self.processEvent((events.E_BEFORE_RENDER, self)) # # Render all of the actors for actor in self._sorted_actors: if actor.active and actor.visible: profiler.PROFILER.start(actor, 'renderActor') try: actor.renderTo(renderer, interval) except Exception, err: self.log.error('Failed rendering "%s" actor "%s": %s' % (actor.tag, actor, err)) raise profiler.PROFILER.end() # self.processEvent((events.E_AFTER_RENDER, self))
class Engine(common.Loggable, serialize.Serializable): """The main Serge engine The engine essentially manages a set of world and allows a single world, the current world, to be automatically updated on a certain time frequency. """ my_properties = ( serialize.L('_worlds', [], 'the worlds in this engine'), serialize.O('renderer', None, 'the renderer for this engine'), serialize.O('sprites', None, 'the sprite registry'), serialize.S('_current_world_name', '', 'the name of the current world'), ) def __init__(self, width=640, height=480, title='Serge', backcolour=(0, 0, 0), icon=None): """Initialise the engine""" self.addLogger() self.log.info('Starting serge engine (v%s)' % common.version) SetCurrentEngine(self) super(Engine, self).__init__() self.clearWorlds() self.renderer = render.Renderer(width, height, title, backcolour, icon) self.sprites = visual.Register self._stop_requested = False self._current_world_name = '' self._builder = None self._keyboard = input.Keyboard() self._mouse = input.Mouse(self) self._stats = EngineStats() def init(self): """Initialise ourself""" self.addLogger() self.log.info('Initializing serge engine (v%s)' % common.version) SetCurrentEngine(self) # # Prepare all the worlds for world in self._worlds.values(): world.init() self._current_world = None self._snapshots_enabled = True self._snapshot_count = 0 # # Recover the sprite registry from our own self.sprites.init() visual.Register = self.sprites self.setCurrentWorldByName(self._current_world_name) # self.renderer.init() # self._builder = None self._keyboard = input.Keyboard() self._mouse = input.Mouse(self) def addWorld(self, world): """Add a world to the engine""" if world.name in self._worlds: raise DuplicateWorld('A world named "%s" already exists' % world.name) if world in self._worlds.values(): raise DuplicateWorld('This world (named "%s") already exists' % world.name) self._worlds[world.name] = world world.setEngine(self) def removeWorld(self, world): """Remove a world""" self.removeWorldNamed(world.name) def removeWorldNamed(self, name): """Remove a world with a given name""" try: del (self._worlds[name]) except KeyError: raise WorldNotFound( 'No world named "%s" in the worlds collection' % name) def clearWorlds(self): """Clear all the worlds""" self._worlds = {} self._current_world = None def getWorld(self, name): """Return the named world""" try: return self._worlds[name] except KeyError: raise WorldNotFound( 'No world named "%s" in the worlds collection' % name) def getWorlds(self): """Return all the worlds""" return self._worlds.values() def getCurrentWorld(self): """Return the current world""" if self._current_world: return self._current_world else: raise NoCurrentWorld('There is no current world') def setCurrentWorld(self, world): """Set the current world""" self.setCurrentWorldByName(world.name) def setCurrentWorldByName(self, name): """Set the current world to the one with the given name""" new_world = self.getWorld(name) # # Send activation and deactivation callbacks to worlds to allow them to do # any housekeeping if new_world != self._current_world: if self._current_world: self._current_world.deactivateWorld() new_world.activateWorld() # self._current_world = new_world self._current_world_name = name return new_world def updateWorld(self, interval): """Update the current world""" if self._current_world: self._current_world.updateWorld(interval) else: raise NoCurrentWorld( 'Cannot update when there is no current world') def run(self, fps, endat=None): """Run the updates at the specified frames per second until the optional endtime""" clock = pygame.time.Clock() self._stop_requested = False while True: # # Watch for ending conditions if self._stop_requested or (endat and time.time() >= endat): break # # Main render activity try: # # Pause clock.tick(fps) # # Do the update for our actors interval = clock.get_time() if self._current_world: self.updateWorld(interval) # # Do builder work if needed if self._builder: self._builder.updateBuilder(interval) # # Events that may have happened self._handleEvents() self._mouse.update(interval) self._keyboard.update(interval) if self._current_world: self.processEvents() # # Get ready to render self._stats.beforeRender() self.renderer.preRender() # # Render the active world if self._current_world: self._current_world.renderTo(self.renderer, interval) # # Render the builder if needed if self._builder: self._builder.renderTo(self.renderer, interval) # # And render all of our layers self.renderer.render() self._stats.afterRender() # # Show the screen pygame.display.flip() self._stats.recordFrame() # except NotImplementedError, err: self.log.error('Failed in main loop: %s' % err) # self.log.info('Engine stopping') self.log.info('Engine info: %s' % (self._stats, ))
class Actor(common.Loggable, geometry.Rectangle, common.EventAware): """Represents an actor""" my_properties = ( serialize.S('tag', 'actor', 'the actor\'s tag'), serialize.S('name', '', 'the actor\'s name'), serialize.B('active', True, 'whether the actor is active'), serialize.S('sprite', '', 'the name of our sprite'), serialize.S('layer', '', 'the name of the layer we render to'), serialize.O('physical_conditions', '', 'the physical conditions for this object'), serialize.F('angle', 0.0, 'the angle for the actor'), ) def __init__(self, tag, name=''): """Initialise the actor""" self.addLogger() self.initEvents() super(Actor, self).__init__() # Whether we respond to updates or not self.active = True # Class based tag to locate the actor by self.tag = tag # Unique name to locate by self.name = name # Our sprite self.sprite = '' self._visual = None # The layer we render to self.layer = '' # Our zoom factor self.zoom = 1.0 # Physics parameters - None means no physics self.physical_conditions = None # Angle self.angle = 0.0 def init(self): """Initialize from serialized form""" self.addLogger() self.initEvents() self.log.info('Initializing actor %s:%s:%s' % (self, self.tag, self.name)) super(Actor, self).init() if self.sprite: self.setSpriteName(self.sprite) else: self._visual = None self.setLayerName(self.layer) self.zoom = 1.0 def getNiceName(self): """Return a nice name for this actor""" if self.name: name_part = '%s (%s)' % (self.name, self.tag) else: name_part = self.tag return '%s [%s] <%s>' % (self.__class__.__name__, name_part, id(self)) def setSpriteName(self, name): """Set the sprite for this actor""" self.visual = visual.Register.getItem(name).getCopy() self.sprite = name @property def visual(self): return self._visual @visual.setter def visual(self, value): """Set the visual item for this actor""" self._visual = value self._resetVisual() def _resetVisual(self): """Reset the visual item on the center point""" # # Adjust our location so that we are positioned and sized appropriately cx, cy, _, _ = self.getSpatialCentered() self.setSpatialCentered(cx, cy, self._visual.width, self._visual.height) # # Here is a hack - sometimes the visual width changes and we want to update our width # so we let the visual know about us so it can update our width. This is almost # certainly the wrong thing to do, but we have some tests in there so hopefully # the right thing becomes obvious later! self._visual._actor_parent = self def getSpriteName(self): """Return our sprite""" return self.sprite def setAsText(self, text_object): """Set some text as our visual""" self.visual = text_object def setText(self, text): """Set the actual text""" self._visual.setText(text) def setLayerName(self, name): """Set the layer that we render to""" self.layer = name def getLayerName(self): """Return our layer name""" return self.layer def renderTo(self, renderer, interval): """Render ourself to the given renderer""" if self._visual: coords = renderer.camera.getRelativeLocation(self) if self.layer: self._visual.renderTo(interval, renderer.getLayer(self.layer).getSurface(), coords) def updateActor(self, interval, world): """Update the actor status""" def removedFromWorld(self, world): """Called when we are being removed from the world""" self.processEvent((events.E_REMOVED_FROM_WORLD, self)) def addedToWorld(self, world): """Called when we are being added to the world""" self.processEvent((events.E_ADDED_TO_WORLD, self)) def setZoom(self, zoom): """Zoom in on this actor""" if self._visual: self._visual.scaleBy(zoom/self.zoom) self.zoom = zoom def setAngle(self, angle, sync_physical=False): """Set the angle for the visual""" if self._visual: self._visual.setAngle(angle) self._resetVisual() if sync_physical and self.physical_conditions: self.physical_conditions.body.angle = math.radians(-angle) self.angle = angle def getAngle(self): """Return the angle for the actor""" return self.angle ### Physics ### def setPhysical(self, physical_conditions): """Set the physical conditions""" # # Watch for if this object already has a shape if self.physical_conditions and self.physical_conditions.body: self.physical_conditions.updateFrom(physical_conditions) else: self.physical_conditions = physical_conditions def getPhysical(self): """Return the physical conditions""" return self.physical_conditions def syncPhysics(self, spatial_only=False): """Sync physics when the actors physical properties have been changed""" if self.physical_conditions: #self.log.debug('Syncing physics for %s to %s, %s' % (self.getNiceName(), self.x, self.y)) self.physical_conditions.shape.body.position = self.x, self.y if not spatial_only: self.physical_conditions.shape.body.velocity = self.physical_conditions.velocity # Remap x, y properties to allow syncing with the physics engine def move(self, x, y): """Move by a certain amount""" super(Actor, self).move(x, y) self.syncPhysics(spatial_only=True) def moveTo(self, x, y, no_sync=False): """Move to a certain place""" super(Actor, self).moveTo(x, y) if not no_sync: self.syncPhysics(spatial_only=True)