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#! /usr/bin/env python
# Rayito objects
# Copyright (C) 2011 Gabriel Eirea
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# Contact information:
# Gabriel Eirea geirea@gmail.com
# Ceibal Jam http://ceibaljam.org
import pygame
class RtoObject():
""" Class for rayito objects.
position: (x, y) of upper-left corner in pixels
layer: layer number, high is up, low is down
"""
def __init__(self, position, layer = 0):
self._position = [position[0], position[1]]
self._layer = layer
self._visible = False
self._moving = False
self._velocity = (0, 0)
self._last_update = 0
def hide(self):
self._visible = False
def show(self):
self._visible = True
def move_to(self, newpos):
self._position = [newpos[0], newpos[1]]
def move_by(self, relpos):
self._position[0] += relpos[0]
self._position[1] += relpos[1]
def change_layer(self, new_layer):
self._layer = new_layer
def get_layer(self):
return self._layer
def move_start(self, vel):
# vel should be in pixels per millisecond
self._moving = True
self._velocity = vel
def move_stop(self):
self._moving = False
def update(self, time):
pixels_x = int(self._velocity[0]*(time - self._last_update))
pixels_y = int(self._velocity[1]*(time - self._last_update))
if self._moving:
self._position[0] += pixels_x
self._position[1] += pixels_y
self._last_update = time
self.update_specific(time)
def update_specific(self, time):
pass
def render(self, screen):
pass
def is_pressed(self, pos):
return False
class RtoImage(RtoObject):
""" Class for rayito images.
image: pygame surface with the image
position: (x, y) of upper-left corner in pixels
layer: layer number, high is up, low is down
"""
def __init__(self, image, position, layer = 0):
RtoObject.__init__(self, position, layer)
self._image = image
def scale_to(self, target_size):
w = self._image.get_width()
h = self._image.get_height()
center = (self._position[0]+int(w/2), self._position[1]+int(h/2))
tmp = pygame.transform.scale(self._image, target_size)
wtmp = tmp.get_width()
htmp = tmp.get_height()
self._position = [center[0]-int(wtmp/2), center[1]-int(htmp/2)]
self._image = tmp
del tmp
def scale_by(self, ratio):
w = self._image.get_width()
h = self._image.get_height()
center = (self._position[0]+int(w/2), self._position[1]+int(h/2))
tmp = pygame.transform.scale(self._image,
(int(self._image.get_width()*ratio),
int(self._image.get_height()*ratio)))
wtmp = tmp.get_width()
htmp = tmp.get_height()
self._position = [center[0]-int(wtmp/2), center[1]-int(htmp/2)]
self._image = tmp
del tmp
def flip_hor(self):
tmp = pygame.transform.flip(self._image, True, False)
self._image = tmp
del tmp
def flip_ver(self):
tmp = pygame.transform.scale(self._image, False, True)
self._image = tmp
del tmp
def rotate(self, angle):
w = self._image.get_width()
h = self._image.get_height()
center = (self._position[0]+int(w/2), self._position[1]+int(h/2))
tmp = pygame.transform.rotate(self._image, angle)
wtmp = tmp.get_width()
htmp = tmp.get_height()
self._position = [center[0]-int(wtmp/2), center[1]-int(htmp/2)]
self._image = tmp
del tmp
def render(self, screen):
if self._visible:
screen.blit(self._image,self._position)
class RtoDialog(RtoObject):
"""Class for rayito dialogs
text: list with text to display;
each element can have \n to separate lines
font: pygame font to use
bg_color: background color (R, G, B)
fg_color: text color (R, G, B)
position: (x, y) of upper-left corner in pixels
layer: layer number, high is up, low is down
"""
def __init__(self, text, font, bg_color, fg_color, position, layer = 0):
RtoObject.__init__(self, position, layer)
self._font = font
self._text = text
self._ntexts = len(text)
self._current_text = 0
self._bg_color = bg_color
self._fg_color = fg_color
# compute size
self._width = 0
self._height = 0
for t in self._text:
lines = t.split("\n")
lh = 0
for l in lines:
(w, h) = self._font.size(l)
if w > self._width:
self._width = w
lh += h
if lh > self._height:
self._height = lh
self._width += 10
self._height += 10
# create empty background
self._bg = pygame.Surface((self._width, self._height))
self._bg.fill(self._bg_color)
# render first line of text
self.next_text()
def next_text(self):
if self._current_text == self._ntexts:
self.hide()
return False
self._image = self._bg.copy()
yline = 5
for l in self._text[self._current_text].split("\n"):
text_img = self._font.render(l, 1, self._fg_color)
textrect = text_img.get_rect()
textrect.left = 5
textrect.top = yline
self._image.blit(text_img, textrect)
yline += self._font.get_height()
self._current_text += 1
return True
def render(self, screen):
if self._visible:
screen.blit(self._image, self._position)
def restart(self):
self._current_text = 0
self.next_text()
class RtoButton(RtoObject):
"""Class for rayito buttons
text: text to display; can have \n to separate lines
font: pygame font to use
bg_color: background color (R, G, B)
fg_color: text color (R, G, B)
position: (x, y) of upper-left corner in pixels
layer: layer number, high is up, low is down
"""
def __init__(self, text, font, bg_color, fg_color, position, layer = 0):
RtoObject.__init__(self, position, layer)
self._font = font
self._text = text
self._bg_color = bg_color
self._fg_color = fg_color
# compute size
self._width = 0
self._height = 0
lines = self._text.split("\n")
for l in lines:
(w, h) = self._font.size(l)
if w > self._width:
self._width = w
self._height += h
self._width += 10
self._height += 10
# create empty background
self._image = pygame.Surface((self._width, self._height))
self._image.fill(self._bg_color)
yline = 5
for l in self._text.split("\n"):
text_img = self._font.render(l, 1, self._fg_color)
textrect = text_img.get_rect()
textrect.left = 5
textrect.top = yline
self._image.blit(text_img, textrect)
yline += h
def render(self, screen):
if self._visible:
screen.blit(self._image, self._position)
def is_pressed(self, pos):
if pos[0] > self._position[0] \
and pos[0] < self._position[0] + self._width \
and pos[1] > self._position[1] \
and pos[1] < self._position[1] + self._height:
return True
else:
return False
class RtoSprite(RtoObject):
"""Class for rayito sprites.
images: list with sprite images (each one a pygame surface)
frames: list with image# for every frame
next_frames: list with next frame from current one
dxs: list with dx for current frame (in pixels)
dys: list with dy for current frame (in pixels)
position: (x, y) of upper-left corner in pixels
layer: layer number, high is up, low is down
"""
def __init__(self, images, frames, next_frames, dxs, dys,
position, layer = 0):
RtoObject.__init__(self, position, layer)
self._images = images
self._frames = frames
self._next_frames = next_frames
self._dxs = dxs
self._dys = dys
self._frame = 0
self._image = self._images[self._frames[self._frame]]
def update_specific(self, time):
self._position[0] += self._dxs[self._frame]
self._position[1] += self._dys[self._frame]
self._frame = self._next_frames[self._frame]
self._image = self._images[self._frames[self._frame]]
self._last_update = time
def render(self, screen):
screen.blit(self._image, self._position)
def update_frame(self, fr):
self._frame = fr
class RtoSound():
"""Class for rayito sounds.
sound: pygame.mixer.Sound object
volume: volume (between 0 and 1)
"""
def __init__(self, sound, volume = 1):
self._sound = sound
self._volume = volume
def play(self):
self._sound.play()
def set_volume(self, vol):
if vol >= 0 and vol <= 1:
self._sound.set_volume(vol)
def update(self, time):
pass
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