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 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 PhysicalConditions(serialize.Serializable): """Represents physical parameters of an object This includes the mass, velocity, force applied, acceleration and the physical dimensions. """ my_properties = ( serialize.F('mass', 0.0, 'the mass of the object'), serialize.L('velocity', (0.0,0.0), 'the velocity of the object'), serialize.L('force', (0.0,0.0), 'the force on the object'), serialize.F('radius', 0.0, 'the radius of the object'), serialize.F('width', 0.0, 'the width of the object'), serialize.F('height', 0.0, 'the height of the object'), serialize.F('friction', 0.1, 'the friction the object'), serialize.F('elasticity', 1.0, 'the elasticity of the object'), serialize.I('layers', 0, 'the collision layers that we are in'), serialize.I('group', 0, 'the collision group that we are in'), serialize.B('fixed', False, 'whether the object is fixed in place'), serialize.B('update_angle', False, 'whether the rotation of the body should propagate to the actors visual'), serialize.B('visual_size', False, 'whether to set the size based on the visual element of our parent actor'), ) def __init__(self, mass=0.0, radius=0.0, velocity=(0.0, 0.0), force=(0.0, 0.0), width=0.0, height=0.0, fixed=False, friction=0.1, elasticity=1.0, group=0, layers=-1, update_angle=False, visual_size=False): """Initialise the conditions""" self.body = None if not mass and not fixed: raise InvalidMass('Mass must be specified unless the object is fixed in place') self.mass = mass if not fixed else pymunk.inf self.velocity = velocity self.force = force self.fixed = fixed self.friction = friction self.elasticity = elasticity self.update_angle = update_angle self.visual_size = visual_size self.group = group self.layers = layers self.space = None if not visual_size: self.setGeometry(radius, width, height) def init(self): """Initialize from serialized form""" super(PhysicalConditions, self).init() self.setGeometry(self.radius, self.width, self.height) self._createPhysicsObject() def setGeometry(self, radius=None, width=None, height=None): """Set the geometry You must specify either the radius or the width and height """ # # Reality check if radius and (width or height): raise InvalidDimensions('Must specify radius or width & height, not both') elif not radius and not (width and height): raise InvalidDimensions('Must specify width & height') # if radius: self.geometry_type = 'circle' else: self.geometry_type = 'rectangle' self.radius = radius self.width = width self.height = height self._createPhysicsObject() def _createPhysicsObject(self): """Return a new physics object""" if self.geometry_type == 'circle': inertia = pymunk.moment_for_circle(self.mass, 0, self.radius, (0,0)) else: inertia = pymunk.moment_for_box(self.mass, self.width, self.height) # body = pymunk.Body(self.mass, inertia) body.velocity = self.velocity body.force = self.force # if self.geometry_type == 'circle': shape = pymunk.Circle(body, self.radius, (0,0)) else: #shape = pymunk.Poly(body, [(0, 0), (self.width, 0), # (self.width, self.height), (0, self.height)]) w2, h2 = self.width/2, self.height/2 shape = pymunk.Poly(body, [(-w2,-h2), (+w2, -h2), (+w2, +h2), (-w2, +h2)]) # shape.elasticity = self.elasticity shape.collision_type = 2 shape.group = self.group shape.layers = self.layers shape.friction = self.friction self.shape = shape self.body = body def updateFrom(self, physical_conditions): """Update the properties and our physics object""" self.velocity = physical_conditions.velocity self.force = physical_conditions.force self.body.velocity = self.velocity self.body.force = self.force