2021-09-01 11:26:29 +02:00
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import pygame.transform
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2021-09-13 20:21:11 +02:00
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from GUI.Objects.Screen import Screen
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2021-09-01 11:26:29 +02:00
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from numpy import array as a
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import numpy as np
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2021-09-01 11:26:29 +02:00
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class Scene(Screen):
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object_type = "scene"
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2021-09-01 22:22:18 +02:00
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def __init__(self, width: float, height: float, scene_size: a, bg=(60, 60, 60)):
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super().__init__(width, height, scene_size)
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self.bg = bg
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self.r_objects = [] # resizable Objects
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self.nr_objects = [] # non-rescalable Objects
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self.d_objects = [] # dynamic Objects
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self.c_objects = [] # controllable Objects
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self.i_objects = [] # interactive Objects
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self.l_objects = [] # light Objects
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self.position = a([0, 0])
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self.multiscene = None
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self.mouse_pos = a([0, 0])
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self.clicked = False
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def light_update(self):
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for object_ in self.l_objects:
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object_.update()
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object_.blit(True)
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pygame.display.update()
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def update(self):
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self.s_.fill(self.bg)
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for object_ in self.l_objects:
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object_.update()
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for object_ in self.r_objects:
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object_.blit()
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rs = pygame.transform.scale(self.s_, self.screen_size)
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self.s.blit(rs, [0, 0])
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2021-09-01 17:32:53 +02:00
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for object_ in self.nr_objects:
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object_.blit()
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for object_ in self.d_objects:
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object_.progress()
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for object_ in self.c_objects:
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object_.input(self.mouse_pos, self.clicked)
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pygame.display.update()
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def update_mouse_events(self, mouse_pos, clicked):
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self.mouse_pos = self.inverse_matrix @ a(mouse_pos)
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self.clicked = clicked
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def blit(self):
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self.update()
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self.multiscene.s.blit(self.s, self.multiscene.matrix @ self.position)
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def progress(self):
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pass
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def get_i_objects(self):
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return [[self.i_objects, self.mouse_pos]]
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def get_info_for_light_objects(self, position):
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s = self
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positions = [position]
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matrices = [self.matrix]
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while s.multiscene is not None:
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positions.append(s.position)
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s = s.multiscene
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matrices.append(s.matrix)
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transformed_position = a([0., 0.])
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for p, m in zip(positions, matrices):
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transformed_position += a(m @ p)
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return s.s, transformed_position
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def sort_objects(self, *args):
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for object_ in args:
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for object_tag in object_.object_type.split("_"):
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if object_tag == "r":
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self.r_objects.append(object_)
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elif object_tag == "nr":
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self.nr_objects.append(object_)
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elif object_tag == "d":
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self.d_objects.append(object_)
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elif object_tag == "c":
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self.c_objects.append(object_)
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elif object_tag == "i":
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self.i_objects.append(object_)
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elif object_tag == "l":
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self.l_objects.append(object_)
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elif object_tag in ["scene", "multiscene"]:
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if self.object_type == "multiscene":
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self.subscenes.append(object_)
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else:
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raise ValueError("Scene/Multiscene object encountered in scene.sort_objects()\n"
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"Please use Multiscene for this purpose.")
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