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camera.py
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73 lines (58 loc) · 2.27 KB
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# -*- coding: utf-8 -*-
"""
CopyLeft 2021 Michael Rouves
This file is part of Pygame-DoodleJump.
Pygame-DoodleJump is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Pygame-DoodleJump is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Pygame-DoodleJump. If not, see <https://www.gnu.org/licenses/>.
"""
from pygame import Rect
from pygame.sprite import Sprite
from singleton import Singleton
import settings as config
class Camera(Singleton):
"""
A class to represent the camera.
Manages level position scrolling.
Can be access via Singleton: Camera.instance.
(Check Singleton design pattern for more info)
"""
# constructor called on new instance: Camera()
def __init__(self, lerp=5,width=config.XWIN, height=config.YWIN):
self.state = Rect(0, 0, width, height)
self.lerp = lerp
self.center = height//2
self.maxheight = self.center
def reset(self) -> None:
" Called only when game restarts (after player death)."
self.state.y = 0
self.maxheight = self.center
def apply_rect(self,rect:Rect) -> Rect:
""" Transforms given rect relative to camera position.
:param rect pygame.Rect: the rect to transform
"""
return rect.move((0,-self.state.topleft[1]))
def apply(self, target:Sprite) -> Rect:
""" Returns new target render position based on current camera position.
:param target Sprite: a sprite that wants to get its render position.
"""
return self.apply_rect(target.rect)
def update(self, target:Rect) -> None:
""" Scrolls up to maxheight reached by player.
Should be called each frame.
:param target pygame.Rect: the target position to follow.
"""
# updating maxheight
if(target.y<self.maxheight):
self.lastheight = self.maxheight
self.maxheight = target.y
# calculate scrolling speed required
speed = ((self.state.y+self.center)-self.maxheight)/self.lerp
self.state.y-=speed