Implemented framework for player controller and input handling
parent
da20414611
commit
65c8a17543
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@ -1,19 +1,18 @@
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import random
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import random
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import pygame
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import pygame
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from pygame.font import Font
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from level.LevelManager import LevelManager
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from level.LevelManager import LevelManager
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from physics.SpriteManager import SpriteManager, DrawLayers
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from physics.SpriteManager import SpriteManager, DrawLayers
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from physics.TickData import TickData
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from sprite.DynamicSprite import DynamicSprite
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from sprite.DynamicSprite import DynamicSprite
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from sprite.PositionScale import PositionScale
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from sprite.PositionScale import PositionScale
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from sprite.SpritesheetManager import SpritesheetManager
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from sprite.SpritesheetManager import SpritesheetManager
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from physics.PhysicsElementsHandler import PhysicsElementsHandler
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from sprite.Sprite import Sprite
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from sprite.Sprite import Sprite
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from sprite.StaticSprite import StaticSprite
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from sprite.StaticSprite import StaticSprite
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.KeyEvent import KeyEvent
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from ui_elements.TextLabel import TextLabel
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from ui_elements.TextLabel import TextLabel
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from ui_elements.UiElement import UiElement
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what_to_run = 'physics'
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what_to_run = 'physics'
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@ -70,32 +69,19 @@ elif what_to_run == 'physics':
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while True:
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while True:
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clock.tick(frame_rate)
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clock.tick(frame_rate)
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skip = False
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skip = True
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for event in pygame.event.get():
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pygame_events: list[pygame.event.Event] = pygame.event.get()
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key_events: list[KeyEvent] = KeyEvent.create_events(pygame_events)
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click_events: list[ClickEvent] = ClickEvent.create_events(pygame_events, screen_transform)
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for event in pygame_events:
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if event.type == pygame.QUIT:
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if event.type == pygame.QUIT:
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pygame.quit()
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pygame.quit()
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quit()
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quit()
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elif event.type == pygame.KEYDOWN:
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if event.key == pygame.K_RIGHT:
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for key_event in key_events:
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if key_event.is_keymap_down(KeyEvent.KEY_RIGHT):
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skip = False
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skip = False
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elif event.type == pygame.MOUSEBUTTONUP:
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screen_pos = pygame.mouse.get_pos()
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world_pos = UiElement.transform_screen_to_world(screen_pos, screen_transform)
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click_event = ClickEvent(world_pos, screen_pos, event)
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if event.button == 1:
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test_dyn_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
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test_dyn_sprite.position_scale = PositionScale(world_pos, (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_dyn_sprite)
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elif event.button == 3:
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test_dyn_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
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test_dyn_sprite.position_scale = PositionScale(world_pos, (1, 1))
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sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_dyn_sprite)
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elif event.button == 2:
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for element in sprite_manager.find_elements_at_position(world_pos):
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sprite_manager.remove_ui_element(element)
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element.click(click_event)
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if skip:
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if skip:
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continue
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continue
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@ -104,7 +90,7 @@ elif what_to_run == 'physics':
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text_1.set_text(f"Frame: {counter}")
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text_1.set_text(f"Frame: {counter}")
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screen.fill((0, 0, 0))
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screen.fill((0, 0, 0))
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sprite_manager.tick(apply_frame_rate(1))
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sprite_manager.tick(TickData(apply_frame_rate(1), pygame_events, key_events, click_events, screen_transform))
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sprite_manager.draw(screen, screen_transform)
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sprite_manager.draw(screen, screen_transform)
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pygame.display.update()
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pygame.display.update()
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@ -1,5 +1,6 @@
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from typing import Optional
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from typing import Optional
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from physics.TickData import TickData
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from sprite.DynamicSprite import DynamicSprite
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from sprite.DynamicSprite import DynamicSprite
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from sprite.Sprite import Sprite
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from sprite.Sprite import Sprite
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from sprite.StaticSprite import StaticSprite
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from sprite.StaticSprite import StaticSprite
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@ -19,11 +20,11 @@ class PhysicsElementsHandler:
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def remove_collision_callback(self, callback):
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def remove_collision_callback(self, callback):
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self.collision_callbacks.remove(callback)
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self.collision_callbacks.remove(callback)
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def tick(self, dt: float, layers: dict[str, list[UiElement]]):
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def tick(self, tick_data: TickData, layers: dict[str, list[UiElement]]):
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sprites = []
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sprites = []
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for layer in layers:
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for layer in layers:
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for sprite in layers[layer]:
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for sprite in layers[layer]:
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sprite.tick(dt)
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sprite.tick(tick_data)
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if isinstance(sprite, Sprite):
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if isinstance(sprite, Sprite):
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sprites.append(sprite)
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sprites.append(sprite)
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@ -44,7 +45,7 @@ class PhysicsElementsHandler:
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sorted_dynamic_sprites = sorted(dynamic_sprites, key=lambda spr: spr.position_scale.position[1])
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sorted_dynamic_sprites = sorted(dynamic_sprites, key=lambda spr: spr.position_scale.position[1])
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for sprite in sorted_dynamic_sprites:
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for sprite in sorted_dynamic_sprites:
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collides_with = self.attempt_move(dt, sprite, colliders, MOTION_STEPS)
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collides_with = self.attempt_move(tick_data.dt, sprite, colliders, MOTION_STEPS)
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if collides_with is not None:
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if collides_with is not None:
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for callback in self.collision_callbacks:
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for callback in self.collision_callbacks:
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callback(sprite, collides_with)
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callback(sprite, collides_with)
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from typing import Optional
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from typing import Optional
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import pygame
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from pygame import Surface
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from pygame import Surface
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from physics.PhysicsElementsHandler import PhysicsElementsHandler
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from physics.PhysicsElementsHandler import PhysicsElementsHandler
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from physics.TickData import TickData
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from sprite.PositionScale import PositionScale
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from sprite.PositionScale import PositionScale
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from sprite.Sprite import Sprite
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from sprite.Sprite import Sprite
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from ui_elements.UiElement import UiElement
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from ui_elements.UiElement import UiElement
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@ -35,8 +37,8 @@ class SpriteManager:
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if sprite in self.layers[layer]:
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if sprite in self.layers[layer]:
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self.layers[layer].remove(sprite)
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self.layers[layer].remove(sprite)
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def tick(self, dt: float):
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def tick(self, tick_data: TickData):
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self.physics_handler.tick(dt, self.layers)
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self.physics_handler.tick(tick_data, self.layers)
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def draw(self, screen: Surface, screen_transform: PositionScale):
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def draw(self, screen: Surface, screen_transform: PositionScale):
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for layer in DrawLayers.DRAW_ORDER:
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for layer in DrawLayers.DRAW_ORDER:
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import pygame
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from sprite.PositionScale import PositionScale
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.KeyEvent import KeyEvent
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class TickData:
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def __init__(self, dt: float, pygame_events: list[pygame.event.Event], key_events: list[KeyEvent],
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click_events: list[ClickEvent], screen_transform: PositionScale):
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self.dt = dt
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self.pygame_events = pygame_events
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self.key_events = key_events
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self.click_events = click_events
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self.screen_transform = screen_transform
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@staticmethod
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def empty():
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pass
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from ui_elements.ClickEvent import ClickEvent
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from ui_elements.KeyEvent import KeyEvent
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class ElementController:
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def __init__(self):
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pass
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def handle_input(self, dt: float, key_events: list[KeyEvent], click_events: list[ClickEvent]):
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pass
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from physics.controllers.ElementController import ElementController
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class PlayerController(ElementController):
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pass
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import pygame
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import sys
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from sprite.Sprite import Sprite
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from sprite.Spritesheet import Spritesheet
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from sprite.Spritesheet import Spritesheet
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from sprite.StaticSprite import StaticSprite
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from sprite.StaticSprite import StaticSprite
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from physics.TickData import TickData
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sys.path.append('./sprite')
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class DynamicSprite(StaticSprite):
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class DynamicSprite(StaticSprite):
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# up, right, down, left
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# up, right, down, left
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self.touches_bounding = (False, False, False, False)
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self.touches_bounding = (False, False, False, False)
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def tick(self, tick_data: TickData):
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super().tick(tick_data)
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deceleration_horizontal = 0
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if abs(self.motion[0]) > 0:
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if self.touches_bounding[2]:
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deceleration_horizontal = self.deceleration_horizontal_ground
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else:
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deceleration_horizontal = self.deceleration_horizontal_air
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self.motion = (
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self.motion[0] - deceleration_horizontal * self.motion[0] * tick_data.dt,
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self.motion[1] + self.gravity * tick_data.dt
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)
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def set_touches_bottom(self, value: bool):
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def set_touches_bottom(self, value: bool):
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self.touches_bounding = (self.touches_bounding[0], self.touches_bounding[1], value, self.touches_bounding[3])
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self.touches_bounding = (self.touches_bounding[0], self.touches_bounding[1], value, self.touches_bounding[3])
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def reset_touches(self):
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def reset_touches(self):
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self.touches_bounding = (False, False, False, False)
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self.touches_bounding = (False, False, False, False)
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def tick(self, dt: float):
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super().tick(dt)
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deceleration_horizontal = 0
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if abs(self.motion[0]) > 0:
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if self.touches_bounding[2]:
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deceleration_horizontal = self.deceleration_horizontal_ground
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else:
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deceleration_horizontal = self.deceleration_horizontal_air
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self.motion = (
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self.motion[0] - deceleration_horizontal * self.motion[0] * dt,
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self.motion[1] + self.gravity * dt
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)
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import pygame
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import pygame
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import sys
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from physics.TickData import TickData
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from sprite.BoundingBox import BoundingBox
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from sprite.BoundingBox import BoundingBox
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from sprite.PositionScale import PositionScale
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from sprite.PositionScale import PositionScale
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from sprite.Spritesheet import Spritesheet
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from sprite.Spritesheet import Spritesheet
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from ui_elements.UiElement import UiElement
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from ui_elements.UiElement import UiElement
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sys.path.append('./sprite')
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class Sprite(UiElement):
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class Sprite(UiElement):
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def __init__(self, spritesheet: Spritesheet):
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def __init__(self, spritesheet: Spritesheet):
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self.is_collider = True
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self.is_collider = True
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def tick(self, dt: float):
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def tick(self, tick_data: TickData):
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animation = self.spritesheet.animations[self.animation_state]
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animation = self.spritesheet.animations[self.animation_state]
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if self.animated:
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if self.animated:
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self.animation_delay += dt
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self.animation_delay += tick_data.dt
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while self.animation_delay >= animation['delays'][self.animation_frame % len(animation['delays'])]:
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while self.animation_delay >= animation['delays'][self.animation_frame % len(animation['delays'])]:
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self.animation_delay -= animation['delays'][self.animation_frame % len(animation['delays'])]
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self.animation_delay -= animation['delays'][self.animation_frame % len(animation['delays'])]
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if state in self.spritesheet.animations:
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if state in self.spritesheet.animations:
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self.animation_state = state
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self.animation_state = state
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self.animation_delay = 0
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self.animation_delay = 0
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self.tick(0)
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self.tick(TickData(0, [], [], [], PositionScale()))
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def set_animation_frame(self, frame: int):
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def set_animation_frame(self, frame: int):
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self.animation_frame = frame
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self.animation_frame = frame
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self.tick(0)
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self.tick(TickData(0, [], [], [], PositionScale()))
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def render_sprite_image(self) -> pygame.Surface:
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def render_sprite_image(self) -> pygame.Surface:
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return self.image
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return self.image
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import json
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import json
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import sys
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from sprite.Spritesheet import Spritesheet
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from sprite.Spritesheet import Spritesheet
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sys.path.append('./sprite')
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# This class is used to load named sprite sheets from the img folder.
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# This class is used to load named sprite sheets from the img folder.
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class SpritesheetManager:
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class SpritesheetManager:
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import pygame
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import sys
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from sprite.Sprite import Sprite
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from sprite.Sprite import Sprite
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from sprite.Spritesheet import Spritesheet
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from sprite.Spritesheet import Spritesheet
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sys.path.append('./sprite')
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class StaticSprite(Sprite):
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class StaticSprite(Sprite):
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def __init__(self, spritesheet: Spritesheet):
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def __init__(self, spritesheet: Spritesheet):
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import pygame
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from pygame.event import Event
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from pygame.event import Event
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from sprite.PositionScale import PositionScale
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from ui_elements import CoordinateTransform
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class ClickEvent:
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class ClickEvent:
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CLICK_LEFT = 1
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CLICK_MIDDLE = 2
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CLICK_RIGHT = 3
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def __init__(self, world_position: tuple[float, float], screen_position: tuple[float, float], event: Event):
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def __init__(self, world_position: tuple[float, float], screen_position: tuple[float, float], event: Event):
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self.world_position = world_position
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self.world_position = world_position
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self.screen_position = screen_position
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self.screen_position = screen_position
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self.event = event
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self.event = event
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def __str__(self):
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def is_click_down(self, button: int) -> bool:
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return f"ClickEvent(world_position={self.world_position}, screen_position={self.screen_position})"
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return self.event.type == pygame.MOUSEBUTTONDOWN and self.event.button == button
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def is_click_up(self, button: int) -> bool:
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return self.event.type == pygame.MOUSEBUTTONUP and self.event.button == button
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@staticmethod
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def create_events(event: list[Event], screen_transform: PositionScale) -> list['ClickEvent']:
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return [
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ClickEvent(CoordinateTransform.transform_screen_to_world(pygame.mouse.get_pos(), screen_transform),
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pygame.mouse.get_pos(),
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e)
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for e in event
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if e.type == pygame.MOUSEBUTTONDOWN or e.type == pygame.MOUSEBUTTONUP
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]
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from sprite.PositionScale import PositionScale
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def transform_screen_to_world(convert_position: tuple, screen_transform: PositionScale):
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screen_scale = screen_transform.scale
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screen_position = screen_transform.position
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object_position = (convert_position[0] / screen_scale[0] - screen_position[0],
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convert_position[1] / screen_scale[1] - screen_position[1])
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return object_position
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def transform_world_to_screen(convert_position: tuple, screen_transform: PositionScale):
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screen_scale = screen_transform.scale
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screen_position = screen_transform.position
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object_position = (int((convert_position[0] + screen_position[0]) * screen_scale[0]),
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(int(convert_position[1] + screen_position[1]) * screen_scale[1]))
|
||||||
|
|
||||||
|
return object_position
|
|
@ -0,0 +1,31 @@
|
||||||
|
import pygame
|
||||||
|
from pygame.event import Event
|
||||||
|
|
||||||
|
|
||||||
|
class KeyEvent:
|
||||||
|
KEY_LEFT: list[int] = [pygame.K_LEFT, pygame.K_a]
|
||||||
|
KEY_RIGHT: list[int] = [pygame.K_RIGHT, pygame.K_d]
|
||||||
|
KEY_UP: list[int] = [pygame.K_UP, pygame.K_w]
|
||||||
|
KEY_DOWN: list[int] = [pygame.K_DOWN, pygame.K_s]
|
||||||
|
KEY_SPACE: list[int] = [pygame.K_SPACE]
|
||||||
|
KEY_ESCAPE: list[int] = [pygame.K_ESCAPE]
|
||||||
|
KEY_ENTER: list[int] = [pygame.K_RETURN, pygame.K_KP_ENTER]
|
||||||
|
|
||||||
|
def __init__(self, event: Event):
|
||||||
|
self.event = event
|
||||||
|
|
||||||
|
def is_key_down(self, key: int) -> bool:
|
||||||
|
return self.event.type == pygame.KEYDOWN and self.event.key == key
|
||||||
|
|
||||||
|
def is_key_up(self, key: int) -> bool:
|
||||||
|
return self.event.type == pygame.KEYUP and self.event.key == key
|
||||||
|
|
||||||
|
def is_keymap_down(self, keys: list[int]) -> bool:
|
||||||
|
return self.event.type == pygame.KEYDOWN and self.event.key in keys
|
||||||
|
|
||||||
|
def is_keymap_up(self, keys: list[int]) -> bool:
|
||||||
|
return self.event.type == pygame.KEYUP and self.event.key in keys
|
||||||
|
|
||||||
|
@staticmethod
|
||||||
|
def create_events(event: list[Event]) -> list['KeyEvent']:
|
||||||
|
return [KeyEvent(e) for e in event if e.type == pygame.KEYDOWN or e.type == pygame.KEYUP]
|
|
@ -2,13 +2,14 @@ import pygame
|
||||||
from pygame import Surface, Rect
|
from pygame import Surface, Rect
|
||||||
from pygame.font import Font
|
from pygame.font import Font
|
||||||
|
|
||||||
|
from physics.TickData import TickData
|
||||||
from sprite.BoundingBox import BoundingBox
|
from sprite.BoundingBox import BoundingBox
|
||||||
from sprite.PositionScale import PositionScale
|
from sprite.PositionScale import PositionScale
|
||||||
from ui_elements.UiElement import UiElement
|
from ui_elements.UiElement import UiElement
|
||||||
|
|
||||||
|
|
||||||
class TextLabel(UiElement):
|
class TextLabel(UiElement):
|
||||||
def tick(self, dt: float):
|
def tick(self, tick_data: TickData):
|
||||||
pass
|
pass
|
||||||
|
|
||||||
def __init__(self, text: str, x_position: float, y_position: float, font_size: int, alignment: str = "left"):
|
def __init__(self, text: str, x_position: float, y_position: float, font_size: int, alignment: str = "left"):
|
||||||
|
|
|
@ -6,6 +6,8 @@ from pygame import Surface
|
||||||
|
|
||||||
from sprite.BoundingBox import BoundingBox
|
from sprite.BoundingBox import BoundingBox
|
||||||
from sprite.PositionScale import PositionScale
|
from sprite.PositionScale import PositionScale
|
||||||
|
from physics.TickData import TickData
|
||||||
|
from ui_elements import CoordinateTransform
|
||||||
|
|
||||||
|
|
||||||
class UiElement:
|
class UiElement:
|
||||||
|
@ -25,7 +27,7 @@ class UiElement:
|
||||||
listener(self, click_event)
|
listener(self, click_event)
|
||||||
|
|
||||||
@abc.abstractmethod
|
@abc.abstractmethod
|
||||||
def tick(self, dt: float):
|
def tick(self, tick_data: TickData):
|
||||||
pass
|
pass
|
||||||
|
|
||||||
@abc.abstractmethod
|
@abc.abstractmethod
|
||||||
|
@ -43,7 +45,7 @@ class UiElement:
|
||||||
image = self.render_sprite_image()
|
image = self.render_sprite_image()
|
||||||
|
|
||||||
if image is not None:
|
if image is not None:
|
||||||
target_position = UiElement.transform_world_to_screen(self.position_scale.position, screen_transform)
|
target_position = CoordinateTransform.transform_world_to_screen(self.position_scale.position, screen_transform)
|
||||||
|
|
||||||
screen_scale = screen_transform.scale
|
screen_scale = screen_transform.scale
|
||||||
object_scale = self.position_scale.scale
|
object_scale = self.position_scale.scale
|
||||||
|
@ -57,23 +59,3 @@ class UiElement:
|
||||||
@staticmethod
|
@staticmethod
|
||||||
def get_scaled_image(image, resize):
|
def get_scaled_image(image, resize):
|
||||||
return pygame.transform.scale(image, resize)
|
return pygame.transform.scale(image, resize)
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def transform_screen_to_world(convert_position: tuple, screen_transform: PositionScale):
|
|
||||||
screen_scale = screen_transform.scale
|
|
||||||
screen_position = screen_transform.position
|
|
||||||
|
|
||||||
object_position = (convert_position[0] / screen_scale[0] - screen_position[0],
|
|
||||||
convert_position[1] / screen_scale[1] - screen_position[1])
|
|
||||||
|
|
||||||
return object_position
|
|
||||||
|
|
||||||
@staticmethod
|
|
||||||
def transform_world_to_screen(convert_position: tuple, screen_transform: PositionScale):
|
|
||||||
screen_scale = screen_transform.scale
|
|
||||||
screen_position = screen_transform.position
|
|
||||||
|
|
||||||
object_position = (int((convert_position[0] + screen_position[0]) * screen_scale[0]),
|
|
||||||
(int(convert_position[1] + screen_position[1]) * screen_scale[1]))
|
|
||||||
|
|
||||||
return object_position
|
|
||||||
|
|
Loading…
Reference in New Issue