"""
A game object is a basic element that holds components, postion, and z_index.
"""
from __future__ import annotations
from typing import List, Dict, TYPE_CHECKING, Optional, Type, TypeVar
from . import Hitbox, Polygon, Circle, Rectangle, Component
from .. import Game, Vector, Display, DuplicateComponentError, Draw, Color, ImplementationError
if TYPE_CHECKING:
from . import Camera
T = TypeVar("T")
[docs]class GameObject:
"""
The base game object class.
Args:
name: The name of the game object. Defaults to "".
pos: The position of the game object. Defaults to Vector(0, 0).
rotation: The rotation of the game object. Defaults to 0.
z_index: The z-index of the game object. Defaults to 0.
debug: Whether or not to draw the hitbox of the game object. Defaults to False.
Attributes:
name (str): The name of the game object. Will default to:
"Game Object {number in group}"
pos (Vector): The current position of the game object.
z_index (int): The z_index of the game object.
components (List[Component]): All the components attached to this
game object.
rotation (float): The rotation of the game object in degrees.
"""
def __init__(
self, name: str = "", pos: Vector = Vector(), rotation: float = 0, z_index: int = 0, debug: bool = False
):
self.name: str = name
self.pos: Vector = pos
self.debug: bool = debug
self.z_index: int = z_index
self._components: Dict[type, List[Component]] = {}
self.rotation: float = rotation
[docs] def add(self, component: Component) -> GameObject:
"""
Add a component to the game object.
Args:
component (Component): The component to add.
Raises:
DuplicateComponentError: Raised when there is already a component of the same type on the game object.
Returns:
GameObject: The current game object
"""
comp_type = type(component)
try:
if component.singular and comp_type in self._components:
raise DuplicateComponentError(
f"There is already a component of type {comp_type} on the game object {self.name}"
)
except AttributeError as err:
raise ImplementationError("The component does not have a singular attribute. You most likely overrode the"
"__init__ method of the component without calling super().__init__().") from err
if isinstance(component, Hitbox):
component._pos = lambda: self.pos # pylint: disable=protected-access
comp_type = Hitbox
if comp_type not in self._components:
self._components[comp_type] = []
self._components[comp_type].append(component)
component.gameobj = self
return self
[docs] def remove(self, comp_type: Type[T]):
"""
Removes a component from the game object.
Args:
comp_type: The type of the component to remove.
Raises:
Warning: The component was not in the game object and nothing was removed.
"""
if comp_type in self._components:
del self._components[comp_type][0]
if not self._components[comp_type]:
del self._components[comp_type]
else:
raise Warning(
f"The component of type {comp_type} is not in the game object {self.name} and was not removed."
)
[docs] def remove_all(self, comp_type: Type[T]):
"""
Removes all components of a type from the game object.
Args:
comp_type: The type of the component to remove.
Raises:
Warning: The components were not in the game object and nothing was removed.
"""
if comp_type in self._components:
del self._components[comp_type]
else:
raise Warning(
f"The components of type {comp_type} are not in the game object {self.name} and were not removed."
)
[docs] def get(self, comp_type: Type[T]) -> Optional[T]:
"""
Gets a component from the game object.
Args:
comp_type: The type of the component to search for.
Returns:
The component if it was found or None if it wasn't.
"""
if comp_type in (Rectangle, Polygon, Circle):
comp_type = Hitbox
if comp_type in self._components:
return self._components[comp_type][0]
return None
[docs] def get_all(self, comp_type: Type[T]) -> List[T]:
"""
Gets all the components of a type from the game object.
Args:
comp_type: The type of component to search for.
Returns:
A list containing all the components of that type. If no components were found, the
list is empty.
"""
if comp_type in (Rectangle, Polygon, Circle):
comp_type = Hitbox
if comp_type in self._components:
return self._components[comp_type]
return []
[docs] def delete(self):
"""
Deletes and frees everything from the game object. This is called when you remove it from a group or scene.
Warning:
Calling this will render the gameobject useless in the future.
"""
for comps in self._components.values():
for comp in comps:
comp.delete()
def draw(self, camera: Camera):
for comps in self._components.values():
for comp in comps:
comp.draw(camera)
if self.debug or Game.debug:
rotated_x = Vector(int(camera.scale(10)), 0).rotate(self.rotation)
rotated_y = Vector(0, int(camera.scale(10))).rotate(self.rotation)
p1 = (camera.transform(self.pos) + rotated_x).to_int()
p2 = (camera.transform(self.pos) - rotated_x).to_int()
p3 = (camera.transform(self.pos) + rotated_y).to_int()
p4 = (camera.transform(self.pos) - rotated_y).to_int()
Draw.line(p1, p2, Color(0, 255), int(2 * max(1, Display.display_ratio.y)))
Draw.line(p3, p4, Color(0, 255), int(2 * max(1, Display.display_ratio.y)))
def update(self):
for comps in self._components.values():
for comp in comps:
comp.private_update()
def fixed_update(self):
for comps in self._components.values():
for comp in comps:
comp.fixed_update()