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renderer.py
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renderer.py
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#!/usr/bin/env python3
# -*- coding: utf-8 -*-
from math import (floor, ceil)
import pygame
from Box2D.b2 import (world, polygonShape, staticBody, dynamicBody, pi, vec2, queryCallback, AABB)
from creatures import Animatronic
# ======================== CAMERA CLASS ========================
class Camera(queryCallback):
def __init__(self, world, screen, w, h, center=(0,0)):
self.world = world # Box2D World
self.width = w
self.height = h
self.screen = screen # PyGame Screen
self.screen_width = self.screen.get_width()
self.screen_height = self.screen.get_height()
self.HPPM = self.screen_width / self.width # Horizontal pixels per meter
self.VPPM = self.screen_height / self.height # Vertical pixels per meter
self.center = vec2(center)
self.aabb = AABB(lowerBound=self.center - (self.width/2, self.height/2),
upperBound=self.center + (self.width/2, self.height/2))
self.creatures_in_view = set()
self.following = False
self.draw_pole = False
queryCallback.__init__(self)
def ReportFixture(self, fixture):
# Draw fixture
shape = fixture.shape
if isinstance(fixture.userData, Animatronic):
self.creatures_in_view.add(fixture.userData)
elif isinstance(fixture.userData, tuple):
pass
elif fixture.userData == 'ground' and shape.type == 1:
#Ground line
p0 = self.world_to_px(shape.vertices[0])
p1 = self.world_to_px(shape.vertices[1])
px_points = [(p0[0], p0[1]),
(p1[0], p1[1]),
(p1[0], self.screen_height),
(p0[0], self.screen_height)]
pygame.draw.polygon(self.screen, (64, 64, 64, 255), px_points)
else:
if shape.type == 2: # Polygon shape
# Convert vertices local coord to absolute px coord
vertices = [self.world_to_px(fixture.body.transform * v) for v in shape.vertices]
pygame.draw.polygon(self.screen, (160, 160, 160, 255), vertices)
if shape.type == 0: # Circle shape
color = (160, 160, 160, 255)
# TODO: replace with pygame.draw.ellipse()
pygame.draw.circle(self.screen, color,
self.world_to_px(fixture.body.transform * shape.pos),
int(shape.radius * self.HPPM))
# Continue the query by returning True
return True
def world_to_px(self, pos):
""" Reverse height coordinates (up is positive in Box2D) """
return (int((pos[0]-self.center.x)*self.HPPM)+self.screen_width//2,
int(self.screen_height//2 - (pos[1]-self.center.y)*self.VPPM))
def set_center(self, pos):
self.center = pos
#self.following = False
self.updateAABB()
def zoom(self, value):
self.HPPM += self.HPPM * value * 0.04
self.VPPM += self.VPPM * value * 0.04
self.width = self.screen_width / self.HPPM
self.height = self.screen_height / self.VPPM
self.updateAABB()
def draw_creature(self, creature):
main_color = (160, 160, 160)
if hasattr(creature, 'color'):
main_color = creature.color
for b in creature.bodies:
for f in b.fixtures:
color = main_color
if b is creature.bodies[0]:
color = tuple([min(255, int(c*1.08)) for c in color])
if f.shape.type == 2: # Polygons
vertices = [self.world_to_px(f.body.transform * v) for v in f.shape.vertices]
pygame.draw.polygon(self.screen, color, vertices)
elif f.shape.type == 0: # Circles
if isinstance(f.userData, tuple):
color = tuple( [max(0, int(c*0.84)) for c in main_color] )
if self.world.contactListener.sensors[f.userData[0]][f.userData[1]] == True:
color = (0, 185, 0, 255)
# TODO: replace with pygame.draw.ellipse()
pygame.draw.circle(self.screen, color,
self.world_to_px(b.transform * f.shape.pos),
int(f.shape.radius * self.HPPM))
else:
print(f.shape.type)
def move(self, x, y):
self.center[0] += 100 * x / self.HPPM
self.center[1] += 100 * y / self.VPPM
self.updateAABB()
self.following = False
def set_target(self, pos):
self.set_center(self.center + (pos-self.center)/20)
def follow(self, creature):
""" Auto-update self.center on a given Box2D body position """
self.following = True
self.body_to_follow = creature.body
def set_pole(self, x, y):
self.draw_pole = True
self.flag_pos = (x, y)
def updateAABB(self):
self.aabb = AABB(lowerBound=self.center - (self.width/2, self.height/2),
upperBound=self.center + (self.width/2, self.height/2))
def render(self):
""" Render every Box2D bodies on screen's bounding box"""
if self.following and self.body_to_follow:
self.set_target(self.body_to_follow.position)
self.updateAABB()
# render background
self.screen.fill((0, 0, 0))
cam_left = self.center.x - self.width/2
cam_right = self.center.x + self.width/2
meter = ceil(self.HPPM)
for i in range(floor(cam_left), ceil(cam_right)):
px_x = (i-self.center.x+self.width/2) * self.HPPM
if i%2 == 1:
pygame.draw.rect(self.screen, (235, 235, 255, 255),
((px_x, 0), (meter, self.screen_height)))
else:
pygame.draw.rect(self.screen, (225, 225, 245, 255),
((px_x, 0), (meter, self.screen_height)))
if self.draw_pole:
# Draw background flag pole
vertices = [(self.flag_pos[0]+1, self.flag_pos[1]-1),
(self.flag_pos[0]+1.2, self.flag_pos[1]-1),
(self.flag_pos[0]+1.2, self.flag_pos[1]+6),
(self.flag_pos[0]+1, self.flag_pos[1]+6)]
vertices = [self.world_to_px(v) for v in vertices]
pygame.draw.polygon(self.screen, (140, 140, 140), vertices)
# Render Box2D World
self.creatures_in_view.clear()
self.world.QueryAABB(self, self.aabb)
for c in sorted(self.creatures_in_view, key=lambda c: c.id):
self.draw_creature(c)
if self.draw_pole:
# Draw foreground flag pole
vertices = [(self.flag_pos[0]-1, self.flag_pos[1]+5),
(self.flag_pos[0]+1, self.flag_pos[1]+6),
(self.flag_pos[0]+1, self.flag_pos[1]+6-1),
(self.flag_pos[0]-1, self.flag_pos[1]+5-1)]
vertices = [self.world_to_px(v) for v in vertices]
pygame.draw.polygon(self.screen, (180, 180, 180), vertices)
vertices = [(self.flag_pos[0]-1, self.flag_pos[1]-2),
(self.flag_pos[0]-1.25, self.flag_pos[1]-2),
(self.flag_pos[0]-1.25, self.flag_pos[1]+5),
(self.flag_pos[0]-1, self.flag_pos[1]+5)]
vertices = [self.world_to_px(v) for v in vertices]
pygame.draw.polygon(self.screen, (140, 140, 140), vertices)