X-Git-Url: https://git.ctpug.org.za/?a=blobdiff_plain;f=koperkapel%2Fscenes%2Fbase.py;h=14998034ce7557a883bb14ee478f5c6e67bab647;hb=0a4ee2b80d2af7627366380919dbe6d5204e2999;hp=6bb7f5584347e7c6f39e20e509c37fe3c5789286;hpb=e14b3fe596763b16ad52b0504e93012063c49f07;p=koperkapel.git diff --git a/koperkapel/scenes/base.py b/koperkapel/scenes/base.py index 6bb7f55..1499803 100644 --- a/koperkapel/scenes/base.py +++ b/koperkapel/scenes/base.py @@ -1,11 +1,234 @@ """ Scene utilities. """ +import functools + + +def apply_events(f): + """ Decorator that applies events to an engine. """ + @functools.wraps(f) + def wrap(self, *args, **kw): + events = f(self, *args, **kw) + self._apply_events(events) + return wrap + + +class Engine: + """ A holder for game state & scene management. + """ + + def __init__(self, app, scene, world): + self._app = app + self._scene = scene + self._world = world + self._update_vehicle = False + + def _apply_events(self, events): + if not events: + return + for ev in events: + ev.apply(self) + + def change_scene(self, scene): + self._apply_events(self._scene.exit(self._world.proxy())) + self._scene = scene + self._apply_events(self._scene.enter(self._world.proxy())) + + def change_world(self, *args, **kw): + self._world.apply_event(*args, **kw) + + def quit_game(self): + from pgzero.game import exit + exit() + + def move_screen(self, offset): + self._scene.move_screen(offset) + + def add_roach(self): + self._world.add_new_roach() + + @apply_events + def update(self, dt): + return self._scene.update(self._world.proxy(), self, dt) + + def draw(self): + self._scene.draw(self._app.screen) + + @apply_events + def on_mouse_down(self, pos, button): + return self._scene.on_mouse_down(pos, button) + + @apply_events + def on_mouse_up(self, pos, button): + return self._scene.on_mouse_up(pos, button) + + @apply_events + def on_key_down(self, key, mod, unicode): + return self._scene.on_key_down(key, mod, unicode) + + @apply_events + def on_key_up(self, key, mod): + return self._scene.on_key_up(key, mod) + + @apply_events + def on_music_end(self): + return self._scene.on_music_end() + + +class Event: + """ Base class for events. """ + + ENGINE_METHOD = "unknown_event" + + def __init__(self, *args, **kw): + self._args = args + self._kw = kw + + def apply(self, engine): + getattr(engine, self.ENGINE_METHOD)(*self._args, **self._kw) + + +class ChangeSceneEvent(Event): + """ Change to a new scene. """ + + ENGINE_METHOD = "change_scene" + + +class WorldEvent(Event): + """ Be a hero. Change the world. """ + + ENGINE_METHOD = "change_world" + + +class QuitEvent(Event): + """ Quit the game. """ + + ENGINE_METHOD = "quit_game" + + +class MoveViewportEvent(Event): + """ Change to a new scene. """ + + ENGINE_METHOD = "move_screen" + +class AddRoachEvent(Event): + """ Change to a new scene. """ + + ENGINE_METHOD = "add_roach" + + +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: + """ 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._ordered_layers = [] + self._layers = {} + self.add_layer("default", 0) + + def __getattr__(self, name): + return self._layers[name] + + def add_layer(self, name, level): + layer = self._layers[name] = Layer(name) + self._ordered_layers.append((level, name)) + self._ordered_layers.sort() + return layer + + def add(self, actor, layer="default"): + return self._layers[layer].add(actor) + + def remove(self, actor, layer="default"): + return self._layers[layer].remove(actor) + + def draw(self, screen): + for lvl, name in self._ordered_layers: + for actor in self._layers[name]: + # actor.draw doesn't allow blitting to anything other than + # the game scene + screen.blit(actor._surf, actor.topleft) + + +def defer_to_update(f): + """ Defers a function until the next update run. """ + @functools.wraps(f) + def wrapper(self, *args, **kw): + self._deferred_updates.append((f, args, kw)) + return wrapper + class Scene: """ Base class for scenes. """ - def update(self, dt): + def __init__(self): + self.actors = Actors() + self.viewport = (0, 0) + self._deferred_updates = [] + + def move_screen(self, offset): + 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] + + def enter(self, world): pass + def exit(self, world): + pass + + def update(self, world, engine, dt): + deferred_updates, self._deferred_updates = self._deferred_updates, [] + for f, args, kw in deferred_updates: + f(self, world, *args, **kw) + def draw(self, screen): + screen.clear() + self.actors.draw(screen) + + def on_mouse_down(self, pos, button): + pass + + def on_mouse_up(self, pos, button): + pass + + def on_key_down(self, key, mod, unicode): + pass + + def on_key_up(self, key, mod): + pass + + def on_music_end(self): pass