Source code for miniworlds.appearances.costume
from typing import Union
import pygame
import miniworlds.appearances.appearance as appear
import miniworlds.appearances.managers.transformations_costume_manager as transformations_costume_manager
import miniworlds.worlds.world as world
[docs]
class Costume(appear.Appearance):
"""A costume contains one or multiple images
Every actor has a costume which defines the "look" of the actor.
You can switch the images in a costume to animate the actor.
A costume is created if you add an image to an actor with actor.add_image(path_to_image)
"""
def __init__(self, actor):
super().__init__()
self.parent = actor #: the parent of a costume is the associated actor.
self.actor = self.parent
self.info_overlay = False
self.is_rotatable = False
self.fill_color = None
self.border_color = None
self.transformations_manager = (
transformations_costume_manager.TransformationsCostumeManager(self)
)
@property
def world(self) -> "world.World":
return self.parent.world
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def after_init(self):
# Called in metaclass
self._set_default_color_values()
super().after_init()
def _set_default_color_values(self):
self._set_actor_default_values()
self._set_world_default_values()
def _set_actor_default_values(self):
self._info_overlay = False
self._is_rotatable = True
self.fill_color = (255, 0, 255, 255)
self.border_color = (100, 100, 255)
def _set_world_default_values(self):
if self.actor.world.default_fill_color:
self.fill_color = self.world.default_fill_color
if self.actor.world.default_is_filled:
self._is_filled = self.world.default_is_filled
if self.actor.world.default_stroke_color:
self.border_color = self.world.default_stroke_color
if self.actor.world.default_border_color:
self.border_color = self.world.default_border_color
if self.actor.world.default_border:
self.border = self.actor.world.default_border
@property
def info_overlay(self):
"""Shows info overlay (Rectangle around the actor and Direction marker)"""
return self._info_overlay
@info_overlay.setter
def info_overlay(self, value):
self._info_overlay = value
self.set_dirty("all", Costume.RELOAD_ACTUAL_IMAGE)
[docs]
def set_image(self, source: Union[int, "appear.Appearance, tuple"]) -> bool:
"""
:param source: index, Appearance or color.
:return: True if image exists
"""
return super().set_image(source)
def _inner_shape(self) -> tuple:
"""Returns inner shape of costume
Returns:
pygame.Rect: Inner shape (Rectangle with size of actor)
"""
size = self.parent.position_manager.get_size()
return pygame.draw.rect, [pygame.Rect(0, 0, size[0], size[1]), 0]
def _outer_shape(self) -> tuple:
"""Returns outer shape of costume
Returns:
pygame.Rect: Outer shape (Rectangle with size of actors without filling.)
"""
size = self.parent.position_manager.get_size()
return pygame.draw.rect, [pygame.Rect(0, 0, size[0], size[1]), self.border]
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def rotated(self):
if self.world.camera.is_actor_repainted(self.actor):
self.set_dirty("rotate", self.RELOAD_ACTUAL_IMAGE)
[docs]
def origin_changed(self):
if self.world.camera.is_actor_repainted(self.actor):
self.set_dirty("origin_changed", self.RELOAD_ACTUAL_IMAGE)
[docs]
def resized(self):
self.set_dirty("scale", self.RELOAD_ACTUAL_IMAGE)
[docs]
def visibility_changed(self):
if self.world.camera.is_actor_repainted(self.actor):
self.set_dirty("all", self.RELOAD_ACTUAL_IMAGE)
[docs]
def set_dirty(self, value="all", status=1):
super().set_dirty(value, status)
if (
hasattr(self, "actor")
and self.actor
and self.actor.collision_type == "mask"
):
self.actor.mask = pygame.mask.from_surface(self.actor.image, threshold=100)