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path: root/devtools/Dave's Test Kit/Scene.py
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-rw-r--r--devtools/Dave's Test Kit/Scene.py191
1 files changed, 94 insertions, 97 deletions
diff --git a/devtools/Dave's Test Kit/Scene.py b/devtools/Dave's Test Kit/Scene.py
index 13827d3..7aec48c 100644
--- a/devtools/Dave's Test Kit/Scene.py
+++ b/devtools/Dave's Test Kit/Scene.py
@@ -34,17 +34,17 @@ class Scene(pygame.sprite.RenderUpdates):
def calcSize(self):
- highestX = 0
- highestY = 0
+ 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
+ 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
+ self.xSize = highestX - self.xPos
+ self.ySize = highestY - self.yPos
def addObject(self, newDrawableObject):
RenderUpdates.add_internal(self, newDrawableObject)
@@ -52,151 +52,148 @@ class Scene(pygame.sprite.RenderUpdates):
def addObjects(self, newDrawableObjects):
for sprite in newDrawableObjects:
- RenderUpdates.add_internal(self, sprite)
- self._spritelist.append([sprite, sprite.getXPos(), sprite.getYPos()])
+ 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
+ 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)
+ 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]
+ if index < len(self._spritelist):
+ return self._spritelist[index][0]
def getListSize(self):
- return len(self._spritelist)
+ return len(self._spritelist)
def getList(self):
- return list(self._spritelist)
+ return list(self._spritelist)
def moveObjects(self):
- cnt = 0
- while cnt < len(self._spritelist):
+ cnt = 0
+ while cnt < len(self._spritelist):
- self._spritelist[cnt][0].move()
- cnt += 1
+ self._spritelist[cnt][0].move()
+ cnt += 1
- self.calcPosition()
- self.calcSize()
- self.setRelativePositions()
+ self.calcPosition()
+ self.calcSize()
+ self.setRelativePositions()
def moveScene(self, xNudge = 0, yNudge = 0):
- cnt = 0
- while cnt < len(self._spritelist):
+ cnt = 0
+ while cnt < len(self._spritelist):
- self._spritelist[cnt][0].nudge(xNudge, yNudge)
- cnt += 1
+ self._spritelist[cnt][0].nudge(xNudge, yNudge)
+ cnt += 1
- self.calcPosition()
+ self.calcPosition()
def setPosition(self, newXPos = None, newYPos = None):
- if newXPos != None: self.xPos = newXPos
- if newYPos != None: self.yPos = newYPos
+ if newXPos != None: self.xPos = newXPos
+ if newYPos != None: self.yPos = newYPos
- cnt = 0
- while cnt < len(self._spritelist):
+ 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
+ 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
+ return self.xPos
def getYPos(self):
- return self.yPos
+ return self.yPos
def getXSize(self):
- return self.xSize
+ return self.xSize
def getYSize(self):
- return self.ySize
+ 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
+ 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()
+ self.calcPosition()
+ self.calcSize()
- xScale = 1
- yScale = 1
+ xScale = 1
+ yScale = 1
- if newXSize != None: xScale = (newXSize * 1.0)/self.xSize
- if newYSize != None: yScale = (newYSize * 1.0)/self.ySize
+ 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
+ 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()
+ self.calcPosition()
+ self.calcSize()
+ self.setPosition()
def update(self, t):
- for s in self._spritelist: s[0].update(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:
+ 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):
+ else:
+ if newrect.colliderect(r):
dirty_append(newrect.union(r))
- else:
- dirty_append(newrect)
- dirty_append(r)
- spritedict[s[0]] = newrect
- return dirty
+ 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
+ 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)):
- cnt = 0
- while cnt < len(self._spritelist):
-
- self._spritelist[cnt][0].nextFrame()
- cnt += 1
+ self._spritelist[cnt][0].nextFrame()