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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):
cnt = 0
while cnt < len(self._spritelist):
self._spritelist[cnt][0].nextFrame()
cnt += 1
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