sep-pm-platformer/project/physics/SpriteManager.py

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from typing import Optional
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from pygame import Surface
from physics.PhysicsElementsHandler import PhysicsElementsHandler
from physics.TickData import TickData
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from sprite.PositionScale import PositionScale
from sprite.Sprite import Sprite
from ui_elements.UiElement import UiElement
class DrawLayers:
BACKGROUND = 'background'
LEVEL = 'level'
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OBJECTS_BACK = 'objects_back'
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OBJECTS = 'objects'
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OBJECTS_FRONT = 'objects_front'
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PLAYER = 'player'
UI = 'ui'
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DRAW_ORDER = [BACKGROUND, LEVEL, OBJECTS_BACK, OBJECTS, OBJECTS_FRONT, PLAYER, UI]
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class SpriteManager:
def __init__(self):
self.physics_handler = PhysicsElementsHandler()
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self.physics_handler.add_collision_callback(self.collision_detected)
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self.layers: dict[str, list[UiElement]] = {}
for layer in DrawLayers.DRAW_ORDER:
self.layers[layer] = []
def add_ui_element(self, layer: str, sprite: UiElement):
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self.layers[layer].append(sprite)
def remove_ui_element(self, sprite: UiElement):
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for layer in self.layers:
if sprite in self.layers[layer]:
self.layers[layer].remove(sprite)
def tick(self, tick_data: TickData):
self.physics_handler.tick(tick_data, self.layers)
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def draw(self, screen: Surface, screen_transform: PositionScale):
for layer in DrawLayers.DRAW_ORDER:
for sprite in self.layers[layer]:
sprite.draw(screen, screen_transform)
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def find_elements_at_position(self, position: tuple[float, float]) -> list[UiElement]:
elements = []
for layer in DrawLayers.DRAW_ORDER:
for sprite in self.layers[layer]:
bounding_box = sprite.get_bounding_box()
if bounding_box is not None and bounding_box.contains_point(position):
elements.append(sprite)
return elements
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def collision_detected(self, sprite_a: Sprite, sprite_b: Sprite):
pass
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def find_sprite_by_uuid(self, uuid: str) -> Optional[UiElement]:
for layer in DrawLayers.DRAW_ORDER:
for sprite in self.layers[layer]:
if sprite.uuid == uuid:
return sprite
return None