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components.py
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237 lines (181 loc) · 6.49 KB
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from ezsgame import *
from concurrent.futures import ThreadPoolExecutor
class Label(Component):
"""
A label components is a text centered in the object
"""
def __init__(self, text: str, font_size: int = 20, color: str = "white") -> None:
self.text = text
self.font_size = font_size
self.color = color
self._signal_name = f"label_draw_{id(self)}"
def draw(self):
self.text_obj.draw()
def mount(self, object: Object):
self.object = object
self.text_obj = Text(
self.text,
Pos("center", "center"),
self.font_size,
color=self.color,
parent=self.object,
)
def enable(self):
self.object.on_draw.add(self._signal_name, self.draw)
def disable(self):
self.object.on_draw.remove(self._signal_name)
def remove(self):
pass
class Selectable(Component):
"""
A selectable component is an object that can be selected
When hovered -> chances color and plays a sound
When clicked -> gets selected
"""
def __init__(
self,
hover_color: str = "green",
hover_sound: str = r"./assets/hover.mp3",
select_sound: str = r"./assets/click.mp3",
on_select: Callable = lambda: None,
) -> None:
self.on_select = on_select
self.hover_color = hover_color
self.hover_sound = Sound(hover_sound)
self.select_sound = Sound(select_sound)
self.is_hovered = False
# signals
self._hover_signal_name = f"selectable_hover_{id(self)}"
self._click_signal_name = f"selectable_select_{id(self)}"
def mount(self, object: Object):
self.object = object
self.original_color = object.styles.color
def enable(self) -> None:
@add_event("hover", self.object, eid=self._hover_signal_name)
def hover():
if self.is_hovered:
return
self.object.styles.color = "green"
self.object.styles.resolve(self.object.parent.size)
self.hover_sound.play()
self.is_hovered = True
@add_event("unhover", self.object, eid=self._hover_signal_name)
def unhover():
if not self.is_hovered:
return
self.is_hovered = False
self.object.styles.color = self.original_color
self.object.styles.resolve(self.object.parent.size)
@add_event("click", self.object, eid=self._click_signal_name)
def select():
self.select_sound.play()
self.on_select()
def disable(self) -> None:
remove_event(self._hover_signal_name)
remove_event(self._click_signal_name)
class DetectNear(Component):
"""
When an object enter near the collision of this object, it will call the callback
"""
def __init__(self, callback: Callable[[Object], None]) -> None:
self.callback = callback
self._event_name = f"detect_near_{id(self)}"
def mount(self, object: Object):
self.object = object
def enable(self):
# Set up
@on_event("update", self._event_name)
def check_for_collision():
for obj in World.objects:
if obj != self.object and is_colliding(self.object, obj):
self.callback(obj)
def disable(self):
remove_event(self._event_name)
def remove(self):
self.disable()
class DialogueBox(Component):
"""
A dialogue box component that displays text in a box
"""
def __init__(self, text: str | None = None, font_size: int = 20, color: str = "white", pace: int = 1) -> None:
self.enabled = True
self.lines = text.split("\n") if text else []
self.current_line = 0
self.font_size = font_size
self.color = color
# Lines per second
self.pace = pace
self._signal_name = f"dialogue_box_draw_{id(self)}"
self._interval_event_name = f"dialogue_box_update_{id(self)}"
self._time_since_last_line = 0
# dummy object to hold the text
self.text_obj = Text("", Pos(0, 0), 0)
def __repr__(self):
return f"DialogueBox(lines={self.lines}, current_line={self.current_line}, font_size={self.font_size}, color={self.color}, pace={self.pace})"
def __str__(self):
return self.__repr__()
def push(self, lines: list[str]):
"""
Set the text of the dialogue box and reset the state
"""
self.lines = lines
self.current_line = 0
self._time_since_last_line = 0
if not self.enabled:
print("Enabling DialogueBox")
self.enable()
def reset(self):
"""
Reset the dialogue box to its initial state
"""
self.lines = []
self.current_line = 0
if self.enabled:
self.disable()
def update_text(self):
print(
"Current line:",
self.lines[self.current_line] if self.lines else "No lines",
)
# Update existing text object if it exists instead of creating a new one
if self.text_obj in World.objects:
self.text_obj.text.set(
self.lines[self.current_line] if self.lines else ""
)
self.text_obj.pos = (
self.object.pos + Pos(0, self.object.size.y + 20)
)
else:
self.text_obj = Text(
self.lines[self.current_line] if self.lines else "",
# Below the object
self.object.pos + Pos(0, self.object.size.y + 20),
self.font_size,
color=self.color,
parent=self.object,
z_index=2,
)
World.add(self.text_obj)
def mount(self, object: Object):
self.object = object
def enable(self):
# If there are no lines, do not enable the dialogue box
if not self.lines:
self.disable()
return
self.enabled = True
self.update_text()
World.add(self.text_obj)
self.current_line -= 1 # So first line also get's time
@add_interval(self.pace, self._interval_event_name)
def every_pace():
self.current_line += 1
if self.current_line >= len(self.lines):
self.reset()
return
self.update_text()
def disable(self):
self.enabled = False
World.remove(self.text_obj)
def remove(self):
self.disable()