self._viewport = (self._viewport[0] + offset[0],
self._viewport[1] + offset[1])
+ def calc_offset(self, x, y):
+ """Return a position offset by the viewport"""
+ return x - self._viewport[0], y - self._viewport[1]
+
@apply_events
def update(self, dt):
- return self._scene.update(self._world.proxy(), dt)
+ return self._scene.update(self._world.proxy(), self, dt)
def draw(self):
self._scene.draw(self._app.screen, self._viewport)
ENGINE_METHOD = "move_screen"
+class Layer:
+ """ A single layer of actors. """
+
+ def __init__(self, name):
+ self.name = name
+ self.actors = []
+
+ def __iter__(self):
+ return iter(self.actors)
+
+ def __getitem__(self, i):
+ return self.actors[i]
+
+ def __len__(self):
+ return len(self.actors)
+
+ def add(self, actor):
+ self.actors.append(actor)
+ return actor
+
+ def clear(self):
+ self.actors.clear()
+
+ def remove(self, actor):
+ self.actors.remove(actor)
+ return actor
+
+
class Actors:
- """ A list of actors.
+ """ Layers of actors.
Actors may be rendered in different layers. Layers with lower levels
are rendered lower than layers with higher ones.
"""
def __init__(self):
- self._layer_order = []
+ self._ordered_layers = []
self._layers = {}
self.add_layer("default", 0)
+ def __getattr__(self, name):
+ return self._layers[name]
+
def add_layer(self, name, level):
- self._layer_order.append((level, name))
- self._layer_order.sort()
- self._layers[name] = []
+ layer = self._layers[name] = Layer(name)
+ self._ordered_layers.append((level, name))
+ self._ordered_layers.sort()
+ return layer
def add(self, actor, layer="default"):
- self._layers[layer].append(actor)
- return actor
+ return self._layers[layer].add(actor)
def remove(self, actor, layer="default"):
- self._layers[layer].remove(actor)
- return actor
+ return self._layers[layer].remove(actor)
def draw(self, screen):
- for lvl, layer in self._layer_order:
- for actor in self._layers[layer]:
+ for lvl, name in self._ordered_layers:
+ for actor in self._layers[name]:
actor.draw() # TODO: allow an option screen to be passed in
def exit(self, world):
pass
- def update(self, world, dt):
+ def update(self, world, engine, dt):
pass
def draw(self, screen, viewport):