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Gameobject.py
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230 lines (172 loc) · 5.57 KB
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import Holder
import gc
class GameObject:
def __init__(self, location = (0,0), angle=0):
self.components = []
self.self_updated_components = []
self.quick_updated_components = []
self.late_updated_components = []
self.tag = []
self.quick_updated_components.append(Transform(self ,location[0], location[1], angle))
def add_tag(self, tag):
self.tag.append(tag)
def has_tag(self, tag):
return tag in self.tag
def add_standard_component(self, component):
self.components.append(component)
def add_self_updated_component(self, component):
self.self_updated_components.append(component)
def add_quick_updated_component(self, component):
self.quick_updated_components.append(component)
def add_late_updated_component(self, component):
self.late_updated_components.append(component)
def has_component(self, component_type):
return self.get_component(component_type) is not None
def get_component(self, component_type):
for component in self.components:
if isinstance(component, component_type):
return component
for component in self.self_updated_components:
if isinstance(component, component_type):
return component
for component in self.quick_updated_components:
if isinstance(component, component_type):
return component
for component in self.late_updated_components:
if isinstance(component, component_type):
return component
return None
def update(self):
for component in self.quick_updated_components:
component.update()
for component in self.components:
component.update()
for component in self.late_updated_components:
component.update()
def boot_up(self):
"""
Use when the scene active
"""
for component in self.quick_updated_components:
component.boot_up()
for component in self.components:
component.boot_up()
for component in self.late_updated_components:
component.boot_up()
def delete(self):
"""Delete GameObject"""
for component in self.quick_updated_components:
component.delete()
for component in self.components:
component.delete()
for component in self.late_updated_components:
component.delete()
del self
#print("deleted : ", gc.collect())
def requires_active(func): #must add @requires_active to component update() for effect
def wrapper(self, *args, **kwargs):
if not self.active:
return # Ne fait rien si le composant est désactivé
return func(self, *args, **kwargs)
return wrapper
class Component:
"""
Composant de base, permet de retrouver le Gameobject.
:param parent: Gameobject du component
"""
def __init__(self, parent, active = False):
self._parent = parent
self._active = active
@property
def parent(self):
return self._parent
@property
def active(self):
return self._active
@active.setter
def active(self, value):
self._active = value
def update(self):
pass #Permet les composants sans update()
def boot_up(self):
"""
Fonction lancer lorsque que la scene ou se situe le composant s'active
"""
pass #Permet les composants sans boot_up()
def delete(self):
pass
#Position
class Transform(Component):
"""
Composant obligatoire de position de l'objet
:param angle: L'angle en radian
"""
def __init__(self, parent, x, y, angle = 0):
super().__init__(parent)
self.position = [x, y]
self.angle = angle
@property
def x(self):
return self.position[0]
@property
def y(self):
return self.position[1]
@x.setter
def x(self, value):
self.position[0] = value
@y.setter
def y(self, value):
self.position[1] = value
class Velocity(Component):
"""
Composant de vitesse de l'objet
:param x: vitesse en x
:param y: vitesse en y
:param ax: acceleration en x
:param ay: acceleration en y
"""
def __init__(self, parent, x=0, y=0, ax=0, ay=0):
super().__init__(parent)
self.velocity = [x, y]
self.acceleration = [ax,ay]
@property
def x(self):
return self.velocity[0]
@property
def y(self):
return self.velocity[1]
@x.setter
def x(self, value):
self.velocity[0] = value
@y.setter
def y(self, value):
self.velocity[1] = value
@property
def ax(self):
return self.acceleration[0]
@property
def ay(self):
return self.acceleration[1]
@ax.setter
def ax(self, value):
self.acceleration[0] = value
@ay.setter
def ay(self, value):
self.acceleration[1] = value
def update(self):
delta_time = Holder.Game.delta_time
self.x += self.ax * delta_time
self.y += self.ay * delta_time
self.acceleration = [0,0]
class Cooldown:
def __init__(self, cooldown, start_ready = True):
self.reset_time = Holder.Game.time
self.cooldown = cooldown
self.ready = start_ready
def is_ready(self):
if Holder.Game.time >= self.reset_time + self.cooldown:
self.ready = True
return self.ready
def reset(self):
self.reset_time = Holder.Game.time
self.ready = False