CampBuddy/Camp.Buddy v2.2.1/Camp_Buddy-2.2.1-pc/renpy/display/particle.py
2025-03-03 23:00:33 +01:00

605 lines
18 KiB
Python

# Copyright 2004-2019 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# This code supports sprite and particle animation.
from __future__ import print_function
from renpy.display.render import render, BLIT
import renpy.display
import random
class SpriteCache(renpy.object.Object):
"""
This stores information about a displayble, including the identity
of the displayable, and when it was first displayed. It is also
responsible for caching the displayable surface, so it doesn't
need to be re-rendered.
"""
# Private Fields:
#
# child - The child displayable.
#
# st - The shown time when this was first displayed, or None if it hasn't
# been rendered.
#
# render - The render of child.
#
# If true, then the render is simple enough it can just be appended to
# the manager's render's children list.
class Sprite(renpy.object.Object):
"""
:doc: sprites class
This represents a sprite that is managed by the SpriteManager. It contains
fields that control the placement of the sprite on the screen. Sprites
should not be created directly. Instead, they should be created by
calling :meth:`SpriteManager.create`.
The fields of a sprite object are:
`x`, `y`
The x and y coordinates of the upper-left corner of the sprite,
relative to the SpriteManager.
`zorder`
An integer that's used to control the order of this sprite in the
relative to the other sprites in the SpriteManager. The larger the
number is, the closer to the viewer the sprite is.
`events`
If True, then events are passed to child. If False, the default,
the children ignore events (and hence don't spend time processing
them).
The methods of a Sprite object are:
"""
# Fields:
#
# child - the displayable that is the child of this sprite.
# cache - the SpriteCache of child.
# live - True if this sprite is still alive.
# manager - A reference to the SpriteManager.
def set_child(self, d):
"""
:doc: sprites method
Changes the Displayable associated with this sprite to `d`.
"""
id_d = id(d)
sc = self.manager.displayable_map.get(id_d, None)
if sc is None:
d = renpy.easy.displayable(d)
sc = SpriteCache()
sc.render = None
sc.child = d
sc.st = None
if d._duplicatable:
sc.child_copy = d._duplicate(None)
sc.child_copy._unique()
else:
sc.child_copy = d
self.manager.displayable_map[id_d] = sc
self.cache = sc
def destroy(self):
"""
:doc: sprites method
Destroys this sprite, preventing it from being displayed and
removing it from the SpriteManager.
"""
self.manager.dead_child = True
self.live = False
self.events = False
class SpriteManager(renpy.display.core.Displayable):
"""
:doc: sprites class
This displayable manages a collection of sprites, and displays
them at the fastest speed possible.
"""
def __init__(self, update=None, event=None, predict=None, ignore_time=False, **properties):
"""
`update`
If not None, a function that is called each time a sprite
is rendered by this sprite manager. It is called with one
argument, the time in seconds since this sprite manager
was first displayed. It is expected to return the number
of seconds until the function is called again, and the
SpriteManager is rendered again.
`event`
If not None, a function that is called when an event occurs.
It takes as arguments:
* A pygame event object.
* The x coordinate of the event.
* The y coordinate of the event.
* The time since the sprite manager was first shown.
If it returns a non-None value, the interaction ends, and
that value is returned.
`predict`
If not None, a function that returns a list of
displayables. These displayables are predicted when the
sprite manager is.
`ignore_time`
If True, then time is ignored when rendering displayables. This
should be used when the sprite manager is used with a relatively
small pool of images, and those images do not change over time.
This should only be used with a small number of displayables, as
it will keep all displayables used in memory for the life of the
SpriteManager.
After being rendered once (before the `update` function is called),
SpriteManagers have the following fields:
`width`, `height`
The width and height of this SpriteManager, in pixels.
SpriteManagers have the following methods:
"""
super(SpriteManager, self).__init__(self, **properties)
self.update_function = update
self.event_function = event
self.predict_function = predict
self.ignore_time = ignore_time
# A map from a displayable to the SpriteDisplayable object
# representing that displayable.
self.displayable_map = { }
# A list of children of this displayable, in zorder. (When sorted.)
# This is a list of Sprites.
self.children = [ ]
# True if at least one child has been killed.
self.dead_child = False
# True if at least one child responds to events.
self.events = False
# The width and height.
self.width = None
self.height = None
def create(self, d):
"""
:doc: sprites method
Creates a new Sprite for the displayable `d`, and adds it to this
SpriteManager.
"""
s = Sprite()
s.x = 0
s.y = 0
s.zorder = 0
s.live = True
s.manager = self
s.events = False
s.set_child(d)
self.children.append(s)
return s
def predict_one(self):
if self.predict_function is not None:
for i in self.predict_function():
renpy.display.predict.displayable(i)
def redraw(self, delay=0):
"""
:doc: sprites method
Causes this SpriteManager to be redrawn in `delay` seconds.
"""
renpy.display.render.redraw(self, delay)
def render(self, width, height, st, at):
self.width = width
self.height = height
if self.update_function is not None:
redraw = self.update_function(st)
if redraw is not None:
renpy.display.render.redraw(self, redraw)
if not self.ignore_time:
self.displayable_map.clear()
if self.dead_child:
self.children = [ i for i in self.children if i.live ]
self.children.sort(key=lambda sc: sc.zorder)
caches = [ ]
rv = renpy.display.render.Render(width, height)
events = False
for i in self.children:
events |= i.events
cache = i.cache
r = i.cache.render
if cache.render is None:
if cache.st is None:
cache.st = st
cst = st - cache.st
cache.render = r = render(cache.child_copy, width, height, cst, cst)
cache.fast = (r.operation == BLIT) and (r.forward is None) and (r.alpha == 1.0) and (r.over == 1.0)
rv.depends_on(r)
caches.append(cache)
if cache.fast:
for child, xo, yo, _focus, _main in r.children:
rv.children.append((child,
xo + i.x,
yo + i.y,
False,
False))
else:
rv.subpixel_blit(r, (i.x, i.y))
for i in caches:
i.render = None
return rv
def event(self, ev, x, y, st):
for i in xrange(len(self.children) -1, -1, -1):
s = self.children[i]
if s.events:
rv = s.cache.child.event(ev, x - s.x, y - s.y, st - s.cache.st)
if rv is not None:
return rv
if self.event_function is not None:
return self.event_function(ev, x, y, st)
else:
return None
def visit(self):
rv = [ ]
try:
if self.predict_function:
pl = self.predict_function()
for i in pl:
i = renpy.easy.displayable(i)
rv.append(i)
except:
pass
return rv
def destroy_all(self):
self.children = [ ]
class Particles(renpy.display.core.Displayable, renpy.python.NoRollback):
"""
Supports particle motion, using the old API.
"""
__version__ = 1
nosave = [ 'particles' ]
def after_upgrade(self, version):
if version < 1:
self.sm = SpriteManager(update=self.update_callback, predict=self.predict_callback)
def after_setstate(self):
self.particles = None
def __init__(self, factory, **properties):
"""
@param factory: A factory object.
"""
super(Particles, self).__init__(**properties)
self.sm = SpriteManager(update=self.update_callback, predict=self.predict_callback)
self.factory = factory
self.particles = None
def update_callback(self, st):
particles = self.particles
if st == 0 or particles is None:
self.sm.destroy_all()
particles = [ ]
add_parts = self.factory.create(particles, st)
new_particles = [ ]
for sprite, p in particles:
update = p.update(st)
if update is None:
sprite.destroy()
continue
x, y, _t, d = update
if d is not sprite.cache.child:
sprite.set_child(d)
sprite.x = x
sprite.y = y
new_particles.append((sprite, p))
if add_parts:
for p in add_parts:
update = p.update(st)
if update is None:
continue
x, y, _t, d = update
if d is None:
continue
sprite = self.sm.create(d)
sprite.x = x
sprite.y = y
new_particles.append((sprite, p))
self.particles = new_particles
return 0
def predict_callback(self):
return self.factory.predict()
def render(self, w, h, st, at):
return renpy.display.render.render(self.sm, w, h, st, at)
class SnowBlossomFactory(renpy.python.NoRollback):
rotate = False
def __setstate__(self, state):
self.start = 0
vars(self).update(state)
self.init()
def __init__(self, image, count, xspeed, yspeed, border, start, fast, rotate=False):
self.image = renpy.easy.displayable(image)
self.count = count
self.xspeed = xspeed
self.yspeed = yspeed
self.border = border
self.start = start
self.fast = fast
self.rotate = rotate
self.init()
def init(self):
self.starts = [ random.uniform(0, self.start) for _i in xrange(0, self.count) ] # W0201
self.starts.append(self.start)
self.starts.sort()
def create(self, particles, st):
def ranged(n):
if isinstance(n, tuple):
return random.uniform(n[0], n[1])
else:
return n
if (st == 0) and not particles and self.fast:
rv = [ ]
for _i in xrange(0, self.count):
rv.append(SnowBlossomParticle(self.image,
ranged(self.xspeed),
ranged(self.yspeed),
self.border,
st,
random.uniform(0, 100),
fast=True,
rotate=self.rotate))
return rv
if particles is None or len(particles) < self.count:
# Check to see if we have a particle ready to start. If not,
# don't start it.
if particles and st < self.starts[len(particles)]:
return None
return [ SnowBlossomParticle(self.image,
ranged(self.xspeed),
ranged(self.yspeed),
self.border,
st,
random.uniform(0, 100),
fast=False,
rotate=self.rotate) ]
def predict(self):
return [ self.image ]
class SnowBlossomParticle(renpy.python.NoRollback):
def __init__(self, image, xspeed, yspeed, border, start, offset, fast, rotate):
# safety.
if yspeed == 0:
yspeed = 1
self.image = image
self.xspeed = xspeed
self.yspeed = yspeed
self.border = border
self.start = start
self.offset = offset
self.rotate = rotate
if not rotate:
sh = renpy.config.screen_height
sw = renpy.config.screen_width
else:
sw = renpy.config.screen_height
sh = renpy.config.screen_width
if self.yspeed > 0:
self.ystart = -border
else:
self.ystart = sh + border
travel_time = (2.0 * border + sh) / abs(yspeed)
xdist = xspeed * travel_time
x0 = min(-xdist, 0)
x1 = max(sw + xdist, sw)
self.xstart = random.uniform(x0, x1)
if fast:
self.ystart = random.uniform(-border, sh + border)
self.xstart = random.uniform(0, sw)
def update(self, st):
to = st - self.start
xpos = self.xstart + to * self.xspeed
ypos = self.ystart + to * self.yspeed
if not self.rotate:
sh = renpy.config.screen_height
else:
sh = renpy.config.screen_width
if ypos > sh + self.border:
return None
if ypos < -self.border:
return None
if not self.rotate:
return int(xpos), int(ypos), to + self.offset, self.image
else:
return int(ypos), int(xpos), to + self.offset, self.image
def SnowBlossom(d,
count=10,
border=50,
xspeed=(20, 50),
yspeed=(100, 200),
start=0,
fast=False,
horizontal=False):
"""
:doc: sprites_extra
The snowblossom effect moves multiple instances of a sprite up,
down, left or right on the screen. When a sprite leaves the screen, it
is returned to the start.
`d`
The displayable to use for the sprites.
`border`
The size of the border of the screen. The sprite is considered to be
on the screen until it clears the border, ensuring that sprites do
not disappear abruptly.
`xspeed`, `yspeed`
The speed at which the sprites move, in the horizontal and vertical
directions, respectively. These can be a single number or a tuple of
two numbers. In the latter case, each particle is assigned a random
speed between the two numbers. The speeds can be positive or negative,
as long as the second number in a tuple is larger than the first.
`start`
The delay, in seconds, before each particle is added. This can be
allows the particles to start at the top of the screen, while not
looking like a "wave" effect.
`fast`
If true, particles start in the center of the screen, rather than
only at the edges.
`horizontal`
If true, particles appear on the left or right side of the screen,
rather than the top or bottom.
"""
# If going horizontal, swap the xspeed and the yspeed.
if horizontal:
xspeed, yspeed = yspeed, xspeed
return Particles(SnowBlossomFactory(image=d,
count=count,
border=border,
xspeed=xspeed,
yspeed=yspeed,
start=start,
fast=fast,
rotate=horizontal))