Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
path: root/devtools/CompleteTestKit/animObj/Scene.py
blob: d2e50a9b92b3d2f764b07eaebfb1031dda2bff70 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
import pygame
from pygame.sprite import RenderUpdates

class Scene(pygame.sprite.RenderUpdates):

    def __init__(self, sprites):

       self._spritelist = [[sprites, sprites.getXPos(), sprites.getYPos()]]
       #self._spritelist.append([sprites, sprites.getXPos(), sprites.getYPos()])
       RenderUpdates.__init__(self, sprites)

       self.xPos = 0
       self.yPos = 0
       self.xSize = 0
       self.ySize = 0
       
       self.calcPosition()
       self.calcSize()
       self.setRelativePositions()

    def calcPosition(self):
    
       lowestX = 9000
       lowestY = 9000

       for i in range(len(self._spritelist)):
           if self._spritelist[i][0].getXPos() < lowestX: lowestX = self._spritelist[i][0].getXPos()
           if self._spritelist[i][0].getYPos() < lowestY: lowestY = self._spritelist[i][0].getYPos()

       self.xPos = lowestX
       self.yPos = lowestY

    def calcSize(self):
    
       highestX = 0
       highestY = 0
       
       for i in range(len(self._spritelist)):
           if (self._spritelist[i][0].getXPos() + self._spritelist[i][0].getXSize()) > highestX: highestX = self._spritelist[i][0].getXPos() + self._spritelist[i][0].getXSize()
           if (self._spritelist[i][0].getYPos() + self._spritelist[i][0].getYSize()) > highestY: highestY = self._spritelist[i][0].getYPos() + self._spritelist[i][0].getYSize()

       self.xSize = highestX - self.xPos
       self.ySize = highestY - self.yPos

    def addObject(self, newDrawableObject):
        RenderUpdates.add_internal(self, newDrawableObject)
        self._spritelist.insert(len(self._spritelist) - 1, [newDrawableObject, newDrawableObject.getXPos(), newDrawableObject.getYPos()])

    def addObjects(self, newDrawableObjects):
        for sprite in newDrawableObjects:
           RenderUpdates.add_internal(self, sprite)
           self._spritelist.insert(len(self._spritelist) - 1, [sprite, sprite.getXPos(), sprite.getYPos()])

    def setRelativePositions(self):

       for i in range(len(self._spritelist)):
           self._spritelist[i][1] = self._spritelist[i][0].getXPos() - self.xPos
           self._spritelist[i][2] = self._spritelist[i][0].getYPos() - self.yPos

    def removeObject(self, sprite):

       for i in self._spritelist:
           if i[0] == sprite:
               self._spritelist.remove(i)
               break
       RenderUpdates.remove_internal(self, sprite)

    def getObject(self, index):

       if index < len(self._spritelist):
          return  self._spritelist[index][0]

    def getListSize(self):

       return len(self._spritelist)

    def getList(self):

       return list(self._spritelist)

    def moveObjects(self):

       for i in range(len(self._spritelist)):
          self._spritelist[i][0].move()

       self.calcPosition()
       self.calcSize()
       self.setRelativePositions()

    def moveScene(self, xNudge = 0, yNudge = 0):

       
       for i in range(len(self._spritelist)):

          self._spritelist[i][0].nudge(xNudge, yNudge)
          

       self.calcPosition()

    def setPosition(self, newXPos = None, newYPos = None):

       if newXPos != None: self.xPos = newXPos
       if newYPos != None: self.yPos = newYPos

       for i in range(len(self._spritelist)):

          self._spritelist[i][0].setPosition(self.xPos + self._spritelist[i][1], self.yPos + self._spritelist[i][2])

    def getXPos(self):
       return self.xPos

    def getYPos(self):
       return self.yPos

    def getXSize(self):
       return self.xSize

    def getYSize(self):
       return self.ySize

    def scaleObjects(self, newXSize = None, newYSize = None):

       
       for i in range(len(self._spritelist)):
           self._spritelist[i][0].scale(newXSize, newYSize)

    def scaleScene(self, newXSize = None, newYSize = None):

       self.calcPosition()
       self.calcSize()

       xScale = 1
       yScale = 1

       if newXSize != None: xScale = (newXSize * 1.0)/self.xSize
       if newYSize != None: yScale = (newYSize * 1.0)/self.ySize
       
       for i in range(len(self._spritelist)):
           self._spritelist[i][0].scale(xScale * self._spritelist[iaw][0].getXSize(), yScale * self._spritelist[i][0].getYSize())
           self._spritelist[i][1] = xScale * self._spritelist[i][1]
           self._spritelist[i][2] = yScale * self._spritelist[i][2]

       self.calcPosition()
       self.calcSize()
       self.setPosition()

    def update(self, t):
    
       for s in self._spritelist: s[0].update(t);

    def draw(self, surface):
       spritedict = self.spritedict
       surface_blit = surface.blit
       dirty = self.lostsprites
       self.lostsprites = []
       dirty_append = dirty.append
       for s in self._spritelist:
           r = spritedict[s[0]]
           newrect = surface_blit(s[0].image, s[0].rect)
           if r is 0:
               dirty_append(newrect)
           else:
               if newrect.colliderect(r):
                   dirty_append(newrect.union(r))
               else:
                   dirty_append(newrect)
                   dirty_append(r)
           spritedict[s[0]] = newrect
       return dirty
       
    def drawEntireScene(self, surface):
       spritedict = self.spritedict
       surface_blit = surface.blit
       dirty = self.lostsprites
       self.lostsprites = []
       dirty_append = dirty.append
       for s in self._spritelist:
           dirty_append(spritedict[s[0]])
           dirty_append(surface_blit(s[0].image, s[0].rect))
       return dirty

    def nextFrame(self):

       for i in range(len(self._spritelist)):

          self._spritelist[i][0].nextFrame()