Source code for rubato.struct.gameobject.game_object

"""
A game object is a basic element that holds components, postion, and z_index.
"""
from __future__ import annotations
from typing import List, Dict, Optional, Type, TypeVar

from . import Hitbox, Polygon, Circle, Rectangle, Component
from ... import Game, Vector, Display, DuplicateComponentError, Draw, Color, ImplementationError, 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 center 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. rotation (float): The rotation of the game object in degrees. debug (bool): Whether or not to draw a debug crosshair for the game object. """ 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, *components: Component) -> GameObject: """ Add a component to the game object. Args: components (Component): The component(s) to add. Raises: DuplicateComponentError: Raised when there is already a component of the same type on the game object. Returns: GameObject: This GameObject. """ for component in components: 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): 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.queue_line(p1, p2, Color(0, 255), int(2 * max(1, Display.display_ratio.y))) Draw.queue_line(p3, p4, Color(0, 255), int(2 * max(1, Display.display_ratio.y))) def update(self): all_comps = list(self._components.values()) for comps in all_comps: for comp in comps: comp.private_update() def fixed_update(self): for comps in self._components.values(): for comp in comps: comp.fixed_update()
[docs] def clone(self) -> GameObject: """ Clones the game object. """ new_obj = GameObject( name=f"{self.name} (clone)", pos=self.pos, rotation=self.rotation, z_index=self.z_index, debug=self.debug ) for component in self._components.values(): for comp in component: new_obj.add(comp.clone()) return new_obj