Screen to world coordinate translation and click listeners

main
Yan Wittmann 2023-03-26 11:13:34 +02:00
parent 975948f068
commit f1709229c5
5 changed files with 97 additions and 18 deletions

View File

@ -11,9 +11,11 @@ from sprite.SpritesheetManager import SpritesheetManager
from physics.PhysicsElementsHandler import PhysicsElementsHandler
from sprite.Sprite import Sprite
from sprite.StaticSprite import StaticSprite
from ui_elements.ClickEvent import ClickEvent
from ui_elements.TextLabel import TextLabel
from ui_elements.UiElement import UiElement
what_to_run = 'level'
what_to_run = 'physics'
def apply_frame_rate(number: float):
@ -49,20 +51,20 @@ elif what_to_run == 'physics':
test_1_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
test_1_sprite.position_scale = PositionScale((10, -100), (1, 1))
sprite_manager.add_sprite(DrawLayers.OBJECTS, test_1_sprite)
sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_1_sprite)
test_3_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
test_3_sprite.position_scale = PositionScale((130, 100), (1, 1))
test_3_sprite.motion = (-9, -10)
sprite_manager.add_sprite(DrawLayers.OBJECTS, test_3_sprite)
sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_3_sprite)
test_2_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
test_2_sprite.position_scale = PositionScale((10, 80), (1, 1))
sprite_manager.add_sprite(DrawLayers.OBJECTS, test_2_sprite)
sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_2_sprite)
text_1 = TextLabel("Frame: 0", 10, 110, 50, alignment="left")
text_1.position_scale.scale = (0.1, 0.1)
sprite_manager.add_sprite(DrawLayers.UI, text_1)
sprite_manager.add_ui_element(DrawLayers.UI, text_1)
counter = 0
while True:
@ -76,6 +78,24 @@ elif what_to_run == 'physics':
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RIGHT:
skip = False
elif event.type == pygame.MOUSEBUTTONUP:
screen_pos = pygame.mouse.get_pos()
world_pos = UiElement.transform_screen_to_world(screen_pos, screen_transform)
click_event = ClickEvent(world_pos, screen_pos, event)
if event.button == 1:
test_dyn_sprite = DynamicSprite(spritesheet_manager.get_sheet("test_1"))
test_dyn_sprite.position_scale = PositionScale(world_pos, (1, 1))
sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_dyn_sprite)
elif event.button == 3:
test_dyn_sprite = StaticSprite(spritesheet_manager.get_sheet("test_1"))
test_dyn_sprite.position_scale = PositionScale(world_pos, (1, 1))
sprite_manager.add_ui_element(DrawLayers.OBJECTS, test_dyn_sprite)
elif event.button == 2:
for element in sprite_manager.find_elements_at_position(world_pos):
sprite_manager.remove_ui_element(element)
element.click(click_event)
if skip:
continue

View File

@ -1,3 +1,5 @@
from typing import Optional
from pygame import Surface
from physics.PhysicsElementsHandler import PhysicsElementsHandler
@ -25,10 +27,10 @@ class SpriteManager:
for layer in DrawLayers.DRAW_ORDER:
self.layers[layer] = []
def add_sprite(self, layer: str, sprite: UiElement):
def add_ui_element(self, layer: str, sprite: UiElement):
self.layers[layer].append(sprite)
def remove_sprite(self, sprite: UiElement):
def remove_ui_element(self, sprite: UiElement):
for layer in self.layers:
if sprite in self.layers[layer]:
self.layers[layer].remove(sprite)
@ -41,6 +43,17 @@ class SpriteManager:
for sprite in self.layers[layer]:
sprite.draw(screen, screen_transform)
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
def collision_detected(self, sprite_a: Sprite, sprite_b: Sprite):
# print(f"Collision detected between {sprite_a} and {sprite_b}")
pass

View File

@ -1,4 +1,3 @@
class BoundingBox:
def __init__(self, x, y, width, height):
self.x = x
@ -12,5 +11,8 @@ class BoundingBox:
def get_position(self):
return self.x, self.y
def contains_point(self, position: tuple[float, float]):
return self.x <= position[0] <= self.x + self.width and self.y <= position[1] <= self.y + self.height
def __str__(self):
return f"({self.x}, {self.y}, {self.width}, {self.height})"

View File

@ -0,0 +1,11 @@
from pygame.event import Event
class ClickEvent:
def __init__(self, world_position: tuple[float, float], screen_position: tuple[float, float], event: Event):
self.world_position = world_position
self.screen_position = screen_position
self.event = event
def __str__(self):
return f"ClickEvent(world_position={self.world_position}, screen_position={self.screen_position})"

View File

@ -4,6 +4,7 @@ from typing import Optional
import pygame
from pygame import Surface
from sprite.BoundingBox import BoundingBox
from sprite.PositionScale import PositionScale
@ -11,14 +12,29 @@ class UiElement:
def __init__(self):
self.position_scale = PositionScale()
self.visible = True
self.click_listeners = []
def add_click_listener(self, listener):
self.click_listeners.append(listener)
def remove_click_listener(self, listener):
self.click_listeners.remove(listener)
def click(self, click_event):
for listener in self.click_listeners:
listener(self, click_event)
@abc.abstractmethod
def tick(self, dt: float):
return
pass
@abc.abstractmethod
def render_sprite_image(self) -> Optional[Surface]:
return None
pass
@abc.abstractmethod
def get_bounding_box(self) -> BoundingBox:
pass
def draw(self, screen: pygame.Surface, screen_transform: PositionScale):
if not self.visible:
@ -27,20 +43,37 @@ class UiElement:
image = self.render_sprite_image()
if image is not None:
target_position = UiElement.transform_world_to_screen(self.position_scale.position, screen_transform)
screen_scale = screen_transform.scale
screen_position = screen_transform.position
object_scale = self.position_scale.scale
object_position = self.position_scale.position
target_position = ((object_position[0] + screen_position[0]) * screen_scale[0],
(object_position[1] + screen_position[1]) * screen_scale[1])
target_size = (int(screen_scale[0] * object_scale[0] * image.get_width()),
int(screen_scale[1] * object_scale[1] * image.get_height()))
target_image = self.get_scaled_image(image, target_size)
target_image = UiElement.get_scaled_image(image, target_size)
screen.blit(target_image, target_position)
def get_scaled_image(self, image, resize):
@staticmethod
def get_scaled_image(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