diff src/parpg/bGrease/component/__init__.py @ 92:0f659c7675f6

Changed "import bGrease" to "import parpg.bGrease".
author KarstenBock@gmx.net
date Wed, 21 Sep 2011 16:10:14 +0200
parents 96af64cf3b81
children
line wrap: on
line diff
--- a/src/parpg/bGrease/component/__init__.py	Wed Sep 21 15:43:12 2011 +0200
+++ b/src/parpg/bGrease/component/__init__.py	Wed Sep 21 16:10:14 2011 +0200
@@ -1,149 +1,148 @@
-#############################################################################
-#
-# Copyright (c) 2010 by Casey Duncan and contributors
-# All Rights Reserved.
-#
-# This software is subject to the provisions of the MIT License
-# A copy of the license should accompany this distribution.
-# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
-#
-#############################################################################
-"""Components store all entity data in a given |World|. You can
-think of components as tables with entities as their primary keys. Like
-database tables, components are defined with a "schema" that specifies
-the data fields. Each field in a component has a name and a type.
-
-Component objects themselves have a dict-like interface with entities
-as keys and data records as values. An application will typically 
-interact with components via entity attributes, entity extents or
-by joining them. For more information see:
-
-- :class:`~grease.entity.Entity` class.
-- :class:`~grease.world.EntityExtent` class.
-- :meth:`~grease.world.ComponentParts.join` method of ComponentParts.
-
-See also :ref:`defining custom components in the tutorial <custom-component-example>`.
-"""
-
-__version__ = '$Id$'
-
-__all__ = ('Component', 'ComponentError', 'Position', 'Transform', 'Movement', 
-	'Shape', 'Renderable', 'Collision')
-
-from bGrease.component.general import Component
-from bGrease.geometry import Vec2d, Vec2dArray, Rect
-from bGrease import color
-
-
-class ComponentError(Exception):
-	"""General component error"""
-
-
-class Position(Component):
-	"""Predefined component that stores position and orientation info for 
-	entities.
-
-	Fields:
-
-	- **position** (Vec2d) -- Position vector
-	- **angle** (float) -- Angle, in degrees
-	"""
-
-	def __init__(self):
-		Component.__init__(self, position=Vec2d, angle=float)
-
-
-class Transform(Component):
-	"""Predefined component that stores offset, shear, 
-	rotation and scale info for entity shapes.
-	
-	Fields:
-
-	- **offset** (Vec2d)
-	- **shear** (Vec2d)
-	- **rotation** (float)
-	- **scale** (float, default 1.0)
-	"""
-
-	def __init__(self):
-		Component.__init__(self, offset=Vec2d, shear=Vec2d, rotation=float, scale=float)
-		self.fields['scale'].default = lambda: 1.0
-
-
-class Movement(Component):
-	"""Predefined component that stores velocity, 
-	acceleration and rotation info for entities.
-	
-	Fields:
-
-	- **velocity** (Vec2d) -- Rate of change of entity position
-	- **accel** (Vec2d) -- Rate of change of entity velocity
-	- **rotation** (Vec2d) -- Rate of change of entity angle, in degrees/time
-	"""
-
-	def __init__(self):
-		Component.__init__(self, velocity=Vec2d, accel=Vec2d, rotation=float)
-
-
-class Shape(Component):
-	"""Predefined component that stores shape vertices for entities
-	
-	- **closed** (bool) -- If the shapes is closed implying an edge between
-	  last and first vertices.
-	- **verts** (Vec2dArray) -- Array of vertex points
-	"""
-
-	def __init__(self):
-		Component.__init__(self, closed=int, verts=Vec2dArray)
-		self.fields['closed'].default = lambda: 1
-
-
-class Renderable(Component):
-	"""Predefined component that identifies entities to be 
-	rendered and provides their depth and color.
-	
-	- **depth** (float) -- Drawing depth, can be used to determine z-order
-		  while rendering.
-	- **color** (color.RGBA) -- Color used for entity. The effect of this
-		  field depends on the renderer.
-	"""
-
-	def __init__(self):
-		Component.__init__(self, depth=float, color=color.RGBA)
-		self.fields['color'].default = lambda: color.RGBA(1,1,1,1)
-
-
-class Collision(Component):
-	"""Predefined component that stores collision masks to determine 
-	which entities can collide.
-
-	Fields:
-
-	- **aabb** (Rect) -- The axis-aligned bounding box for the entity.
-		This is used for broad-phase collision detection.
-
-	- **radius** (float) -- The collision radius of the entity, used for narrow-phase
-		collision detection. The exact meaning of this value depends on the collision
-		system in use.
-	
-	- **from_mask** (int) -- A bitmask that determines what entities this object
-		can collide with.
-
-	- **into_mask** (int) -- A bitmask that determines what entities can collide
-		with this object.
-
-	When considering an entity A for collision with entity B, A's ``from_mask`` is
-	bit ANDed with B's ``into_mask``. If the result is nonzero (meaning 1 or more
-	bits is set the same for each) then the collision test is made. Otherwise,
-	the pair cannot collide. 
-
-	The default value for both of these masks is ``0xffffffff``, which means that
-	all entities will collide with each other by default.
-	"""
-	def __init__(self):
-		Component.__init__(self, aabb=Rect, radius=float, from_mask=int, into_mask=int)
-		self.fields['into_mask'].default = lambda: 0xffffffff
-		self.fields['from_mask'].default = lambda: 0xffffffff
-
+#############################################################################
+#
+# Copyright (c) 2010 by Casey Duncan and contributors
+# All Rights Reserved.
+#
+# This software is subject to the provisions of the MIT License
+# A copy of the license should accompany this distribution.
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+#
+#############################################################################
+"""Components store all entity data in a given |World|. You can
+think of components as tables with entities as their primary keys. Like
+database tables, components are defined with a "schema" that specifies
+the data fields. Each field in a component has a name and a type.
+
+Component objects themselves have a dict-like interface with entities
+as keys and data records as values. An application will typically 
+interact with components via entity attributes, entity extents or
+by joining them. For more information see:
+
+- :class:`~grease.entity.Entity` class.
+- :class:`~grease.world.EntityExtent` class.
+- :meth:`~grease.world.ComponentParts.join` method of ComponentParts.
+
+See also :ref:`defining custom components in the tutorial <custom-component-example>`.
+"""
+
+__version__ = '$Id$'
+
+__all__ = ('Component', 'ComponentError', 'Position', 'Transform', 'Movement', 
+           'Shape', 'Renderable', 'Collision')
+
+from parpg.bGrease.component.general import Component
+from parpg.bGrease.geometry import Vec2d, Vec2dArray, Rect
+from parpg.bGrease import color
+
+
+class ComponentError(Exception):
+        """General component error"""
+
+
+class Position(Component):
+        """Predefined component that stores position and orientation info for 
+        entities.
+
+        Fields:
+
+        - **position** (Vec2d) -- Position vector
+        - **angle** (float) -- Angle, in degrees
+        """
+
+        def __init__(self):
+                Component.__init__(self, position=Vec2d, angle=float)
+
+
+class Transform(Component):
+        """Predefined component that stores offset, shear, 
+        rotation and scale info for entity shapes.
+
+        Fields:
+
+        - **offset** (Vec2d)
+        - **shear** (Vec2d)
+        - **rotation** (float)
+        - **scale** (float, default 1.0)
+        """
+
+        def __init__(self):
+                Component.__init__(self, offset=Vec2d, shear=Vec2d, rotation=float, scale=float)
+                self.fields['scale'].default = lambda: 1.0
+
+
+class Movement(Component):
+        """Predefined component that stores velocity, 
+        acceleration and rotation info for entities.
+
+        Fields:
+
+        - **velocity** (Vec2d) -- Rate of change of entity position
+        - **accel** (Vec2d) -- Rate of change of entity velocity
+        - **rotation** (Vec2d) -- Rate of change of entity angle, in degrees/time
+        """
+
+        def __init__(self):
+                Component.__init__(self, velocity=Vec2d, accel=Vec2d, rotation=float)
+
+
+class Shape(Component):
+        """Predefined component that stores shape vertices for entities
+
+        - **closed** (bool) -- If the shapes is closed implying an edge between
+          last and first vertices.
+        - **verts** (Vec2dArray) -- Array of vertex points
+        """
+
+        def __init__(self):
+                Component.__init__(self, closed=int, verts=Vec2dArray)
+                self.fields['closed'].default = lambda: 1
+
+
+class Renderable(Component):
+        """Predefined component that identifies entities to be 
+        rendered and provides their depth and color.
+
+        - **depth** (float) -- Drawing depth, can be used to determine z-order
+        	  while rendering.
+        - **color** (color.RGBA) -- Color used for entity. The effect of this
+        	  field depends on the renderer.
+        """
+
+        def __init__(self):
+                Component.__init__(self, depth=float, color=color.RGBA)
+                self.fields['color'].default = lambda: color.RGBA(1,1,1,1)
+
+
+class Collision(Component):
+        """Predefined component that stores collision masks to determine 
+        which entities can collide.
+
+        Fields:
+
+        - **aabb** (Rect) -- The axis-aligned bounding box for the entity.
+        	This is used for broad-phase collision detection.
+
+        - **radius** (float) -- The collision radius of the entity, used for narrow-phase
+        	collision detection. The exact meaning of this value depends on the collision
+        	system in use.
+
+        - **from_mask** (int) -- A bitmask that determines what entities this object
+        	can collide with.
+
+        - **into_mask** (int) -- A bitmask that determines what entities can collide
+        	with this object.
+
+        When considering an entity A for collision with entity B, A's ``from_mask`` is
+        bit ANDed with B's ``into_mask``. If the result is nonzero (meaning 1 or more
+        bits is set the same for each) then the collision test is made. Otherwise,
+        the pair cannot collide. 
+
+        The default value for both of these masks is ``0xffffffff``, which means that
+        all entities will collide with each other by default.
+        """
+        def __init__(self):
+                Component.__init__(self, aabb=Rect, radius=float, from_mask=int, into_mask=int)
+                self.fields['into_mask'].default = lambda: 0xffffffff
+                self.fields['from_mask'].default = lambda: 0xffffffff