def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) # batch for efficient drawing self.batch = graphics.Batch() background = graphics.OrderedGroup(0) foreground = graphics.OrderedGroup(1) self.gamelayer = graphics.OrderedGroup(2) toplayer = graphics.OrderedGroup(3) # window size self.size = self.get_size() # start with empty asteroid set self.asteroids = set() # empty explosions set self.explosions = set() # background and moving foreground sprites self.background = physicalobject.ScaledMovingSprite(img=resources.background_image, screensize=self.size, batch=self.batch, group=background) self.debris = load.debris(screensize=self.size, batch=self.batch, group=foreground) self.splashscreen = load.ClickableSprite(hook_function=self.start, img=resources.splashscreen, x = self.size[0] / 2.0, y=self.size[1] / 2.0, batch=self.batch, group=toplayer) # player ship self.player = load.ship(screensize=self.size, batch=self.batch, group=self.gamelayer) self.score = 0 self.lives = LIVES self.started = False self.fps_display = clock.ClockDisplay() # Lives and score labels self.lives_label = text.Label(font_size=20, text="Lives: %d" % self.lives, x=40, y=self.size[1]-40, batch=self.batch, group=toplayer) self.score_label = text.Label(font_size=20, anchor_x='right', text="Score: %d" % self.score, x=self.size[0]-40, y=self.size[1]-40, batch=self.batch, group=toplayer) # update frequency clock.schedule_interval(self.update, 1 / 120) # spawn a new asteroid each second clock.schedule_interval(self.spawn_asteroid, 1) # add event handlers to the ship and splashscreen self.push_handlers(self.player) self.push_handlers(self.splashscreen)
def update_batch(self, batch, group): self._batch, self._group = batch, group shape_group = graphics.OrderedGroup(0, group) text_group = graphics.OrderedGroup(1, group) for e in self.shapes.values(): e.update_batch((batch if self.visible else None), shape_group) for e in self.elements.values(): e.update_batch((batch if self.visible else None), text_group) self._dirty = True
def _init_groups(self, group): if group: self.top_group = TextLayoutGroup(group) self.background_group = graphics.OrderedGroup(0, self.top_group) self.foreground_group = \ TextLayoutForegroundGroup(1, self.top_group) self.foreground_decoration_group = \ TextLayoutForegroundDecorationGroup(2, self.top_group)
def quad(xy, wh, color=[255, 255, 255, 255], batch=None, group=0, blend=False): x, y = xy[0], xy[1] w, h = wh[0], wh[1] verts = ('v2i', (x, y, x + w, y, x + w, y + h, x, y + h)) color = ('c4B', (color * 4)) if batch == None: return pyGra.vertex_list(4, verts, color) if blend: group = CustomGroup(pyGra.OrderedGroup(group)) else: group = genGroup(group) return batch.add(4, GL_QUADS, group, verts, color)
def __init__(self, origin=[0, 0], grid_width=None, grid_height=None, row_block_number=None, col_block_number=None): #self.block_grid_batch = graphics.Batch() self.grid_width = grid_width self.grid_height = grid_height self.blocks_per_row = row_block_number self.blocks_per_col = col_block_number self.row_v = (row_block_number + 1) * 2 self.col_v = (col_block_number + 1) * 2 self.grid_bounds = { 'from': { 'x': origin[0], 'y': origin[1] }, 'to': { 'x': origin[0] + grid_width, 'y': origin[1] + grid_height }, 'block': { 'width': grid_width // row_block_number, 'height': grid_height // col_block_number } } self.grid_background_vertex_list = [] self.row_line_group = graphics.OrderedGroup(1) self.col_line_group = graphics.OrderedGroup(1) self.block_panel_group = graphics.OrderedGroup(0) self.grid_background_group = graphics.OrderedGroup(2) self.line_group = graphics.OrderedGroup(2) self.row_line_vertices = [] self.col_line_vertices = [] self.block_vertices = [] self.row_markers = [] self.col_markers = [] self.row_line_colors = [] self.col_line_colors = [] self.block_colors = [] self.block_panels = {} self.grid_set = False self.block_set = False self.block_vertex_list = None self.zero_color = np.array([0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0], dtype='int16') self.active_blocks = set() self.update_loaded = False
class TextLayout(object): '''Lay out and display documents. This class is intended for displaying documents that do not change regularly -- any change will cost some time to lay out the complete document again and regenerate all vertex lists. The benefit of this class is that texture state is shared between all layouts of this class. The time to draw one `TextLayout` may be roughly the same as the time to draw one `IncrementalTextLayout`; but drawing ten `TextLayout` objects in one batch is much faster than drawing ten incremental or scrollable text layouts. `Label` and `HTMLLabel` provide a convenient interface to this class. :Ivariables: `content_width` : int Calculated width of the text in the layout. This may overflow the desired width if word-wrapping failed. `content_height` : int Calculated height of the text in the layout. `top_group` : `Group` Top-level rendering group. `background_group` : `Group` Rendering group for background color. `foreground_group` : `Group` Rendering group for glyphs. `foreground_decoration_group` : `Group` Rendering group for glyph underlines. ''' _document = None _vertex_lists = () _boxes = () top_group = TextLayoutGroup() background_group = graphics.OrderedGroup(0, top_group) foreground_group = TextLayoutForegroundGroup(1, top_group) foreground_decoration_group = \ TextLayoutForegroundDecorationGroup(2, top_group) _update_enabled = True _own_batch = False _origin_layout = False # Lay out relative to origin? Otherwise to box. def __init__(self, document, col_width, width=None, height=None, dpi=None, batch=None, group=None): '''Create a text layout. :Parameters: `document` : `AbstractDocument` Document to display. `col_width` : int Fixed column width for glyphs `width` : int Width of the layout in pixels, or None `height` : int Height of the layout in pixels, or None `dpi` : float Font resolution; defaults to 96. `batch` : `Batch` Optional graphics batch to add this layout to. `group` : `Group` Optional rendering group to parent all groups this text layout uses. Note that layouts with different rendered simultaneously in a batch. ''' self.content_width = 0 self.content_height = 0 self.groups = {} self._init_groups(group) self._col_width = col_width if batch is None: batch = graphics.Batch() self._own_batch = True self.batch = batch self._width = width if height is not None: self._height = height if dpi is None: dpi = 96 self._dpi = dpi self.document = document def _parse_distance(self, distance): if distance is None: return None return _parse_distance(distance, self._dpi) def begin_update(self): '''Indicate that a number of changes to the layout or document are about to occur. Changes to the layout or document between calls to `begin_update` and `end_update` do not trigger any costly relayout of text. Relayout of all changes is performed when `end_update` is called. Note that between the `begin_update` and `end_update` calls, values such as `content_width` and `content_height` are undefined (i.e., they may or may not be updated to reflect the latest changes). ''' self._update_enabled = False def end_update(self): '''Perform pending layout changes since `begin_update`. See `begin_update`. ''' self._update_enabled = True self._update() dpi = property(lambda self: self._dpi, doc='''Get DPI used by this layout. Read-only. :type: float ''') def delete(self): '''Remove this layout from its batch. ''' for vertex_list in self._vertex_lists: vertex_list.delete() self._vertex_lists = [] for box in self._boxes: box.delete(self) def draw(self): '''Draw this text layout. Note that this method performs very badly if a batch was supplied to the constructor. If you add this layout to a batch, you should ideally use only the batch's draw method. ''' if self._own_batch: self.batch.draw() else: self.batch.draw_subset(self._vertex_lists) def _init_groups(self, group): if group: self.top_group = TextLayoutGroup(group) self.background_group = graphics.OrderedGroup(0, self.top_group) self.foreground_group = \ TextLayoutForegroundGroup(1, self.top_group) self.foreground_decoration_group = \ TextLayoutForegroundDecorationGroup(2, self.top_group) # Otherwise class groups are (re)used. def _get_document(self): return self._document def _set_document(self, document): if self._document: self._document.remove_handlers(self) self._uninit_document() document.push_handlers(self) self._document = document self._init_document() document = property( _get_document, _set_document, '''Document to display. For `IncrementalTextLayout` it is far more efficient to modify a document in-place than to replace the document instance on the layout. :type: `AbstractDocument` ''') def _get_lines(self): len_text = len(self._document.text) glyphs = self._get_glyphs() owner_runs = runlist.RunList(len_text, None) self._get_owner_runs(owner_runs, glyphs, 0, len_text) lines = [ line for line in self._flow_glyphs(glyphs, owner_runs, 0, len_text) ] self.content_width = 0 self._flow_lines(lines, 0, len(lines)) return lines def _update(self): if not self._update_enabled: return for _vertex_list in self._vertex_lists: _vertex_list.delete() for box in self._boxes: box.delete(self) self._vertex_lists = [] self._boxes = [] self.groups.clear() if not self._document or not self._document.text: return lines = self._get_lines() colors_iter = self._document.get_style_runs('color') background_iter = self._document.get_style_runs('background_color') if self._origin_layout: left = top = 0 else: left = self._get_left() top = self._get_top(lines) context = _StaticLayoutContext(self, self._document, colors_iter, background_iter) for line in lines: self._create_vertex_lists(left + line.x, top + line.y, line.start, line.boxes, context) def _get_left(self): width = self.content_width if self._anchor_x == 'left': return self._x elif self._anchor_x == 'center': return self._x - width // 2 elif self._anchor_x == 'right': return self._x - width else: assert False, 'Invalid anchor_x' def _get_top(self, lines): if self._height is None: height = self.content_height offset = 0 else: height = self._height if self._content_valign == 'top': offset = 0 elif self._content_valign == 'bottom': offset = max(0, self._height - self.content_height) elif self._content_valign == 'center': offset = max(0, self._height - self.content_height) // 2 else: assert False, 'Invalid content_valign' if self._anchor_y == 'top': return self._y - offset elif self._anchor_y == 'baseline': return self._y + lines[0].ascent - offset elif self._anchor_y == 'bottom': return self._y + height - offset elif self._anchor_y == 'center': if len(lines) == 1 and self._height is None: # This "looks" more centered than considering all of the # descent. line = lines[0] return self._y + line.ascent // 2 - line.descent // 4 else: return self._y + height // 2 - offset else: assert False, 'Invalid anchor_y' def _init_document(self): self._update() def _uninit_document(self): pass def on_insert_text(self, start, text): '''Event handler for `AbstractDocument.on_insert_text`. The event handler is bound by the text layout; there is no need for applications to interact with this method. ''' self._init_document() def on_delete_text(self, start, end): '''Event handler for `AbstractDocument.on_delete_text`. The event handler is bound by the text layout; there is no need for applications to interact with this method. ''' self._init_document() def on_style_text(self, start, end, attributes): '''Event handler for `AbstractDocument.on_style_text`. The event handler is bound by the text layout; there is no need for applications to interact with this method. ''' self._init_document() def _get_glyphs(self): glyphs = [] runs = runlist.ZipRunIterator( (self._document.get_font_runs(dpi=self._dpi), self._document.get_element_runs())) text = self._document.text for start, end, (font, element) in runs.ranges(0, len(text)): if element: ee = _InlineElementBox(element) ee.char_width = -1 glyphs.append(ee) else: f_glyphs = font.get_glyphs(text[start:end]) for i in range(start, end): f_glyphs[i - start].char_width = char_width(text[i]) glyphs.extend(f_glyphs) return glyphs def _get_owner_runs(self, owner_runs, glyphs, start, end): owner = glyphs[start].owner run_start = start # TODO avoid glyph slice on non-incremental for i, glyph in enumerate(glyphs[start:end]): if owner != glyph.owner: owner_runs.set_run(run_start, i + start, owner) owner = glyph.owner run_start = i + start owner_runs.set_run(run_start, end, owner) def _flow_glyphs(self, glyphs, owner_runs, start, end): # TODO change flow generator on self, avoiding this conditional. for line in self._flow_glyphs_single_line(glyphs, owner_runs, start, end): yield line def _flow_glyphs_single_line(self, glyphs, owner_runs, start, end): owner_iterator = owner_runs.get_run_iterator().ranges(start, end) font_iterator = self.document.get_font_runs(dpi=self._dpi) kern_iterator = runlist.FilteredRunIterator( self.document.get_style_runs('kerning'), lambda value: value is not None, 0) line = _Line(start) font = font_iterator[0] for start, end, owner in owner_iterator: font = font_iterator[start] width = 0 owner_glyphs = [] for kern_start, kern_end, kern in kern_iterator.ranges(start, end): gs = glyphs[kern_start:kern_end] # width += sum([g.advance for g in gs]) width += sum([ _get_glyph_advance(self._col_width, glyph) for glyph in gs ]) width += kern * (kern_end - kern_start) owner_glyphs.extend(zip([kern] * (kern_end - kern_start), gs)) if owner is None: # Assume glyphs are already boxes. for kern, glyph in owner_glyphs: line.add_box(glyph) else: line.add_box( _GlyphBox(owner, font, owner_glyphs, width, self._col_width)) if not line.boxes: line.ascent = font.ascent line.descent = font.descent line.paragraph_begin = line.paragraph_end = True yield line def _flow_lines(self, lines, start, end): margin_top_iterator = runlist.FilteredRunIterator( self._document.get_style_runs('margin_top'), lambda value: value is not None, 0) margin_bottom_iterator = runlist.FilteredRunIterator( self._document.get_style_runs('margin_bottom'), lambda value: value is not None, 0) line_spacing_iterator = self._document.get_style_runs('line_spacing') leading_iterator = runlist.FilteredRunIterator( self._document.get_style_runs('leading'), lambda value: value is not None, 0) if start == 0: y = 0 else: line = lines[start - 1] line_spacing = \ self._parse_distance(line_spacing_iterator[line.start]) leading = \ self._parse_distance(leading_iterator[line.start]) y = line.y if line_spacing is None: y += line.descent if line.paragraph_end: y -= self._parse_distance(margin_bottom_iterator[line.start]) line_index = start for line in lines[start:]: if line.paragraph_begin: y -= self._parse_distance(margin_top_iterator[line.start]) line_spacing = \ self._parse_distance(line_spacing_iterator[line.start]) leading = self._parse_distance(leading_iterator[line.start]) else: y -= leading if line_spacing is None: y -= line.ascent else: y -= line_spacing if line.align == 'left' or line.width > self.width: line.x = line.margin_left elif line.align == 'center': line.x = (self.width - line.margin_left - line.margin_right - line.width) // 2 + line.margin_left elif line.align == 'right': line.x = self.width - line.margin_right - line.width self.content_width = max(self.content_width, line.width + line.margin_left) if line.y == y and line_index >= end: # Early exit: all invalidated lines have been reflowed and the # next line has no change (therefore subsequent lines do not # need to be changed). break line.y = y if line_spacing is None: y += line.descent if line.paragraph_end: y -= self._parse_distance(margin_bottom_iterator[line.start]) line_index += 1 else: self.content_height = -y return line_index def _create_vertex_lists(self, x, y, i, boxes, context): for box in boxes: box.place(self, i, x, y, context) x += box.advance i += box.length _x = 0 def _set_x(self, x): if self._boxes: self._x = x self._update() else: dx = x - self._x l_dx = lambda x: int(x + dx) for vertex_list in self._vertex_lists: vertices = vertex_list.vertices[:] vertices[::2] = list(map(l_dx, vertices[::2])) vertex_list.vertices[:] = vertices self._x = x def _get_x(self): return self._x x = property(_get_x, _set_x, doc='''X coordinate of the layout. See also `anchor_x`. :type: int ''') _y = 0 def _set_y(self, y): if self._boxes: self._y = y self._update() else: dy = y - self._y l_dy = lambda y: int(y + dy) for vertex_list in self._vertex_lists: vertices = vertex_list.vertices[:] vertices[1::2] = list(map(l_dy, vertices[1::2])) vertex_list.vertices[:] = vertices self._y = y def _get_y(self): return self._y y = property(_get_y, _set_y, doc='''Y coordinate of the layout. See also `anchor_y`. :type: int ''') _width = None def _set_width(self, width): self._width = width self._update() def _get_width(self): return self._width width = property(_get_width, _set_width, doc='''Width of the layout. This property has no effect if `multiline` is False or `wrap_lines` is False. :type: int ''') _height = None def _set_height(self, height): self._height = height self._update() def _get_height(self): return self._height height = property(_get_height, _set_height, doc='''Height of the layout. :type: int ''') _anchor_x = 'left' def _set_anchor_x(self, anchor_x): self._anchor_x = anchor_x self._update() def _get_anchor_x(self): return self._anchor_x anchor_x = property(_get_anchor_x, _set_anchor_x, doc='''Horizontal anchor alignment. This property determines the meaning of the `x` coordinate. It is one of the enumerants: ``"left"`` (default) The X coordinate gives the position of the left edge of the layout. ``"center"`` The X coordinate gives the position of the center of the layout. ``"right"`` The X coordinate gives the position of the right edge of the layout. For the purposes of calculating the position resulting from this alignment, the width of the layout is taken to be `width` if `multiline` is True and `wrap_lines` is True, otherwise `content_width`. :type: str ''') _anchor_y = 'bottom' def _set_anchor_y(self, anchor_y): self._anchor_y = anchor_y self._update() def _get_anchor_y(self): return self._anchor_y anchor_y = property(_get_anchor_y, _set_anchor_y, doc='''Vertical anchor alignment. This property determines the meaning of the `y` coordinate. It is one of the enumerants: ``"top"`` The Y coordinate gives the position of the top edge of the layout. ``"center"`` The Y coordinate gives the position of the center of the layout. ``"baseline"`` The Y coordinate gives the position of the baseline of the first line of text in the layout. ``"bottom"`` (default) The Y coordinate gives the position of the bottom edge of the layout. For the purposes of calculating the position resulting from this alignment, the height of the layout is taken to be the smaller of `height` and `content_height`. See also `content_valign`. :type: str ''') _content_valign = 'top' def _set_content_valign(self, content_valign): self._content_valign = content_valign self._update() def _get_content_valign(self): return self._content_valign content_valign = property(_get_content_valign, _set_content_valign, doc='''Vertical alignment of content within larger layout box. This property determines how content is positioned within the layout box when ``content_height`` is less than ``height``. It is one of the enumerants: ``top`` (default) Content is aligned to the top of the layout box. ``center`` Content is centered vertically within the layout box. ``bottom`` Content is aligned to the bottom of the layout box. This property has no effect when ``content_height`` is greater than ``height`` (in which case the content is aligned to the top) or when ``height`` is ``None`` (in which case there is no vertical layout box dimension). :type: str ''')
class GuiObject: """ Basic gui object class (labels, guicomponents). :ivar x: x coord :ivar y: y coord :ivar w: width :ivar h: height :ivar visible: if the gui object is drawn """ og0 = _graphics.OrderedGroup(0) og1 = _graphics.OrderedGroup(1) og2 = _graphics.OrderedGroup(2) def __init__(self, parent, name, x, y, width, height, visible=True): """ Gui object constructor. :type x: float :param x: x coord :type y: float :param y: y coord :type width: float :param width: width :type height: float :param height: height :type batch: pyglet.graphics.Batch :param batch: the window's batch :type visible: bool :param visible: if the gui object is drawn """ self.parent = parent self._batch = parent._batch self.name = name self.x = x self.y = y self.w = width self.h = height self.visible = visible def set_pos(self, x, y): """ Sets the gui object's position :type x: int :param x: x :type y: int :param y: y """ self.x = x self.y = y def set_size(self, width, height): """ Sets the gui object's dimensions :param int width: width :param int height: height :return: """ self.w = width self.h = height def set_visible(self, visible): """ Sets the gui object's visible attribute. If True, renders the gui object. If False, unrenders the gui object. :type visible: bool :param visible: visible """ self.visible = visible if visible: self.render() def on(self): """ Sets visible to True """ self.set_visible(True) def off(self): """ Sets visible to False """ self.set_visible(False) def render(self): """ Renders the gui object. Should clear and re-add its vertex lists. Should be overridden. """ pass
def genGroup(group=0): return pyGra.OrderedGroup(group)
UI['Field']['position'][1], UI['Field']['position'][0] + UI['Field']['size'][0], UI['Field']['position'][1] + UI['Field']['size'][1], UI['Field']['position'][0], UI['Field']['position'][1] + UI['Field']['size'][1], ])) def update(dt): for obj in object_list: obj.decision(grid, 0) obj.move() batch_actors = graphics.Batch() foreground = graphics.OrderedGroup(1) grid = {} grid['size'] = grid_size grid['resolution'] = UI['Grid']['resolution'] for x in range(0, grid_size[0]): grid[x] = {} for y in range(0, grid_size[1]): grid[x][y] = { 'position': [ int(x * UI['Grid']['step'][0] + UI['Field']['position'][0]), int(y * UI['Grid']['step'][1] + UI['Field']['position'][1]) ] } grid[x][y]['contains'] = []