Source code for miniworlds.appearances.background

from typing import Union, Tuple

import miniworlds.worlds.world as world_mod
import miniworlds.appearances.appearance as appearance_mod
import miniworlds.appearances.managers.image_background_manager as image_background_manager
import miniworlds.appearances.managers.transformations_background_manager as transformations_background_manager
import pygame
import miniworlds.worlds.world as world_mod


[docs] class Background(appearance_mod.Appearance): """Background appearance of a world. A background can be color-based or image-based, and each world can hold multiple background appearances that can be switched at runtime. Examples: Add an image background: world = World() world.add_background("images/my_image.png") Add a color background: world = World() world.add_background((255, 0, 0, 255)) """ def __init__(self, world=None): super().__init__() self._fill_color = (150, 150, 150, 255) # for default image self.parent: "world_mod.World" = ( world #: The parent of a Background is the associated world. ) "Background.parent The world to which the background belongs to" # Register image actions which you can be triggered self._grid = False self._grid_color = (255, 0, 255) self.surface = pygame.Surface( (self.world.camera.width, self.world.camera.height) ) self._is_scaled_to_tile = False self._image = pygame.Surface( (self.parent.width, self.parent.height) ) # size set in image()-method self.is_scaled = True self.transformations_manager = ( transformations_background_manager.TransformationsBackgroundManager(self) ) self.image_manager = image_background_manager.ImageBackgroundManager(self)
[docs] def set_dirty(self, value="all", status=1): """Mark the background as dirty and refresh dependent actor visuals.""" super().set_dirty(value, status) self._blit_to_window_surface() if self.world and self.get_manager()._is_display_initialized: for actor in self.world.actors: actor.costume_manager._is_display_initialized = True if actor.costume: actor.costume.set_dirty("all", self.LOAD_NEW_IMAGE)
[docs] def get_manager(self): """Return the owning `BackgroundsManager`.""" return self.world.backgrounds
@property def world(self) -> "world_mod.World": """Owning world of this background.""" return self.parent
[docs] def show_grid(self): """Enable grid rendering for this background.""" self.grid = True
@property def grid(self) -> Union[bool, tuple]: """Whether a grid overlay is shown. Accepts `True`, `False`, or a color tuple to set the grid color. """ return self._grid @grid.setter def grid(self, value): self._grid = value self.set_dirty("all", Background.LOAD_NEW_IMAGE)
[docs] def repaint(self): """Called 1/frame from world""" if self.world and self.world.app and self.world in self.world.app.running_worlds: self.world.actors.clear(self.surface, self.image) repaint_rects = self.world.actors.draw(self.surface) if self.world.camera.screen_topleft[0] != 0 or self.world.camera.screen_topleft[1] != 0: new_repaint_rects = [] for rect in repaint_rects: rect.topleft = ( self.world.camera.screen_topleft[0] + rect.topleft[0], self.world.camera.screen_topleft[1] + rect.topleft[1], ) new_repaint_rects.append(rect) repaint_rects = new_repaint_rects self.world.app.repaint_areas.extend(repaint_rects)
def _after_transformation_pipeline(self) -> None: self.surface = pygame.Surface( (self.world.camera.width, self.world.camera.height) ) self.surface.blit(self.image, self.surface.get_rect()) self._blit_to_window_surface() for actor in self.world.camera.get_actors_in_view(): actor.dirty = 1 def _blit_to_window_surface(self): """Blits background to window surface""" if self.world and self.world.app and self.world in self.world.app.running_worlds: self.world.app.window.surface.blit( self.image, self.world.camera.screen_topleft ) self.world.app.add_display_to_repaint_areas() self.repaint()
[docs] def add_image(self, source: Union[str, Tuple, pygame.Surface]) -> int: """Add an image source and immediately refresh the window surface.""" index = super().add_image(source) self._blit_to_window_surface() return index
def _inner_shape(self) -> tuple: """Return the inner background rectangle shape. Returns: pygame.Rect: Inner shape (Rectangle with size of actor) """ size = (self.parent.camera.width, self.parent.camera.height) return pygame.draw.rect, [pygame.Rect(0, 0, size[0], size[1]), 0] def _outer_shape(self) -> tuple: """Return the outer background rectangle shape. Returns: pygame.Rect: Outer shape (Rectangle with size of actors without filling.) """ size = (self.parent.camera.width, self.parent.camera.height) return pygame.draw.rect, [pygame.Rect(0, 0, size[0], size[1]), self.border]
[docs] def get_rect(self): """Return the cached rect of the rendered background image.""" frame = self.world.frame if self.world else 0 if frame == self._cached_rect[0]: return self._cached_rect[1] rect = self.image.get_rect() self._cached_rect = (frame, rect) return rect