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path: root/devtools/Dave's Test Kit/Scene.py
blob: 7aec48c415385b449f2046bd3c32f7c8800e1a0c (plain)
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import pygame
from pygame.sprite import RenderUpdates

class Scene(pygame.sprite.RenderUpdates):

    def __init__(self, sprites):

       self._spritelist = []
       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
       
       cnt = 0
       while cnt < len(self._spritelist):
           if self._spritelist[cnt][0].getXPos() < lowestX: lowestX = self._spritelist[cnt][0].getXPos()
           if self._spritelist[cnt][0].getYPos() < lowestY: lowestY = self._spritelist[cnt][0].getYPos()
           cnt += 1

       self.xPos = lowestX
       self.yPos = lowestY

    def calcSize(self):
    
        highestX = 0
        highestY = 0
       
        cnt = 0
        while cnt < len(self._spritelist):
            if (self._spritelist[cnt][0].getXPos() + self._spritelist[cnt][0].getXSize()) > highestX: highestX = self._spritelist[cnt][0].getXPos() + self._spritelist[cnt][0].getXSize()
            if (self._spritelist[cnt][0].getYPos() + self._spritelist[cnt][0].getYSize()) > highestY: highestY = self._spritelist[cnt][0].getYPos() + self._spritelist[cnt][0].getYSize()
            cnt += 1

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

    def addObject(self, newDrawableObject):
        RenderUpdates.add_internal(self, newDrawableObject)
        self._spritelist.append([newDrawableObject, newDrawableObject.getXPos(), newDrawableObject.getYPos()])

    def addObjects(self, newDrawableObjects):
        for sprite in newDrawableObjects:
            RenderUpdates.add_internal(self, sprite)
            self._spritelist.append([sprite, sprite.getXPos(), sprite.getYPos()])

    def setRelativePositions(self):

        cnt = 0
        while cnt < len(self._spritelist):
            self._spritelist[cnt][1] = self._spritelist[cnt][0].getXPos() - self.xPos
            self._spritelist[cnt][2] = self._spritelist[cnt][0].getYPos() - self.yPos
            cnt += 1

    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):

        cnt = 0
        while cnt < len(self._spritelist):

            self._spritelist[cnt][0].move()
            cnt += 1

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

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

        cnt = 0
        while cnt < len(self._spritelist):

            self._spritelist[cnt][0].nudge(xNudge, yNudge)
            cnt += 1

        self.calcPosition()

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

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

        cnt = 0
        while cnt < len(self._spritelist):

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

    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):

        cnt = 0
        while cnt < len(self._spritelist):
            self._spritelist[cnt][0].scale(newXSize, newYSize)
            cnt += 1

    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

        cnt = 0
        while cnt < len(self._spritelist):
            self._spritelist[cnt][0].scale(xScale * self._spritelist[cnt][0].getXSize(), yScale * self._spritelist[cnt][0].getYSize())
            self._spritelist[cnt][1] = xScale * self._spritelist[cnt][1]
            self._spritelist[cnt][2] = yScale * self._spritelist[cnt][2]
            cnt += 1

        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 cnt in range(len(self._spritelist)):

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