from pygame import Surface from physics.PhysicsElementsHandler import PhysicsElementsHandler from sprite.PositionScale import PositionScale from sprite.Sprite import Sprite from ui_elements.UiElement import UiElement class DrawLayers: BACKGROUND = 'background' LEVEL = 'level' OBJECTS = 'objects' PLAYER = 'player' UI = 'ui' DRAW_ORDER = [BACKGROUND, LEVEL, OBJECTS, PLAYER, UI] class SpriteManager: def __init__(self): self.physics_handler = PhysicsElementsHandler() self.physics_handler.add_collision_callback(self.collision_detected) self.layers: dict[str, list[UiElement]] = {} for layer in DrawLayers.DRAW_ORDER: self.layers[layer] = [] def add_sprite(self, layer: str, sprite: UiElement): self.layers[layer].append(sprite) def remove_sprite(self, sprite: UiElement): for layer in self.layers: if sprite in self.layers[layer]: self.layers[layer].remove(sprite) def tick(self, dt: float): self.physics_handler.tick(dt, self.layers) 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) def collision_detected(self, sprite_a: Sprite, sprite_b: Sprite): # print(f"Collision detected between {sprite_a} and {sprite_b}") pass