Mercurial > parpg-source
annotate bGrease/component/__init__.py @ 150:80672955ab70
PARPG now works with, and needs Fife 0.3.3.
author | KarstenBock@gmx.net |
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date | Tue, 11 Oct 2011 14:47:37 +0200 |
parents | e856b604b650 |
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rev | line source |
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1 ############################################################################# |
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2 # |
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3 # Copyright (c) 2010 by Casey Duncan and contributors |
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4 # All Rights Reserved. |
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5 # |
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6 # This software is subject to the provisions of the MIT License |
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7 # A copy of the license should accompany this distribution. |
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8 # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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9 # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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10 # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. |
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11 # |
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12 ############################################################################# |
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13 """Components store all entity data in a given |World|. You can |
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14 think of components as tables with entities as their primary keys. Like |
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15 database tables, components are defined with a "schema" that specifies |
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16 the data fields. Each field in a component has a name and a type. |
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17 |
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18 Component objects themselves have a dict-like interface with entities |
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19 as keys and data records as values. An application will typically |
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20 interact with components via entity attributes, entity extents or |
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21 by joining them. For more information see: |
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22 |
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23 - :class:`~grease.entity.Entity` class. |
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24 - :class:`~grease.world.EntityExtent` class. |
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25 - :meth:`~grease.world.ComponentParts.join` method of ComponentParts. |
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26 |
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27 See also :ref:`defining custom components in the tutorial <custom-component-example>`. |
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28 """ |
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29 |
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30 __version__ = '$Id$' |
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31 |
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32 __all__ = ('Component', 'ComponentError', 'Position', 'Transform', 'Movement', |
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33 'Shape', 'Renderable', 'Collision') |
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34 |
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35 from parpg.bGrease.component.general import Component |
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36 from parpg.bGrease.geometry import Vec2d, Vec2dArray, Rect |
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37 from parpg.bGrease import color |
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38 |
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39 |
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40 class ComponentError(Exception): |
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41 """General component error""" |
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42 |
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43 |
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44 class Position(Component): |
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45 """Predefined component that stores position and orientation info for |
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46 entities. |
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47 |
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48 Fields: |
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49 |
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50 - **position** (Vec2d) -- Position vector |
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51 - **angle** (float) -- Angle, in degrees |
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52 """ |
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53 |
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54 def __init__(self): |
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55 Component.__init__(self, position=Vec2d, angle=float) |
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56 |
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57 |
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58 class Transform(Component): |
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59 """Predefined component that stores offset, shear, |
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60 rotation and scale info for entity shapes. |
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61 |
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62 Fields: |
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63 |
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64 - **offset** (Vec2d) |
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65 - **shear** (Vec2d) |
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66 - **rotation** (float) |
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67 - **scale** (float, default 1.0) |
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68 """ |
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69 |
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70 def __init__(self): |
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71 Component.__init__(self, offset=Vec2d, shear=Vec2d, rotation=float, scale=float) |
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72 self.fields['scale'].default = lambda: 1.0 |
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73 |
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74 |
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75 class Movement(Component): |
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76 """Predefined component that stores velocity, |
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77 acceleration and rotation info for entities. |
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78 |
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79 Fields: |
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80 |
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81 - **velocity** (Vec2d) -- Rate of change of entity position |
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82 - **accel** (Vec2d) -- Rate of change of entity velocity |
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83 - **rotation** (Vec2d) -- Rate of change of entity angle, in degrees/time |
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84 """ |
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85 |
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86 def __init__(self): |
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87 Component.__init__(self, velocity=Vec2d, accel=Vec2d, rotation=float) |
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88 |
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89 |
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90 class Shape(Component): |
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91 """Predefined component that stores shape vertices for entities |
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92 |
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93 - **closed** (bool) -- If the shapes is closed implying an edge between |
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94 last and first vertices. |
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95 - **verts** (Vec2dArray) -- Array of vertex points |
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96 """ |
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97 |
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98 def __init__(self): |
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99 Component.__init__(self, closed=int, verts=Vec2dArray) |
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100 self.fields['closed'].default = lambda: 1 |
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101 |
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102 |
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103 class Renderable(Component): |
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104 """Predefined component that identifies entities to be |
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105 rendered and provides their depth and color. |
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106 |
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107 - **depth** (float) -- Drawing depth, can be used to determine z-order |
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108 while rendering. |
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109 - **color** (color.RGBA) -- Color used for entity. The effect of this |
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110 field depends on the renderer. |
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111 """ |
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112 |
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113 def __init__(self): |
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114 Component.__init__(self, depth=float, color=color.RGBA) |
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115 self.fields['color'].default = lambda: color.RGBA(1,1,1,1) |
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116 |
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117 |
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118 class Collision(Component): |
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119 """Predefined component that stores collision masks to determine |
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120 which entities can collide. |
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121 |
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122 Fields: |
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123 |
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124 - **aabb** (Rect) -- The axis-aligned bounding box for the entity. |
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125 This is used for broad-phase collision detection. |
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126 |
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127 - **radius** (float) -- The collision radius of the entity, used for narrow-phase |
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128 collision detection. The exact meaning of this value depends on the collision |
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129 system in use. |
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130 |
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131 - **from_mask** (int) -- A bitmask that determines what entities this object |
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132 can collide with. |
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133 |
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134 - **into_mask** (int) -- A bitmask that determines what entities can collide |
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135 with this object. |
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136 |
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137 When considering an entity A for collision with entity B, A's ``from_mask`` is |
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138 bit ANDed with B's ``into_mask``. If the result is nonzero (meaning 1 or more |
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139 bits is set the same for each) then the collision test is made. Otherwise, |
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140 the pair cannot collide. |
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141 |
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142 The default value for both of these masks is ``0xffffffff``, which means that |
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143 all entities will collide with each other by default. |
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144 """ |
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145 def __init__(self): |
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146 Component.__init__(self, aabb=Rect, radius=float, from_mask=int, into_mask=int) |
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147 self.fields['into_mask'].default = lambda: 0xffffffff |
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148 self.fields['from_mask'].default = lambda: 0xffffffff |