# coding: utf-8 import io import os import typing import ntpath import pyglet from PIL import Image import cocos from cocos import collision_model from cocos import euclid from synergine2.config import Config from synergine2.simulation import Subject from synergine2_cocos2d.animation import AnimatedInterface from synergine2_cocos2d.util import PathManager class Actor(AnimatedInterface, cocos.sprite.Sprite): animation_image_paths = {} # type: typing.Dict[str, typing.List[str]] def __init__( self, image_path: str, subject: Subject, position=(0, 0), rotation=0, scale=1, opacity=255, color=(255, 255, 255), anchor=None, properties: dict=None, config: Config=None, **kwargs ): # Note: Parameter required, but we want to modify little as possible parent init assert config, "Config is a required parameter" self.config = config self.path_manager = PathManager(config.resolve('global.include_path.graphics')) default_image_path = self.build_default_image( subject.id, self.path_manager.path(image_path), ) image = pyglet.image.load(os.path.abspath(default_image_path)) self.animation_images = {} # type: typing.Dict[str, typing.List[pyglet.image.TextureRegion]] # nopep8 super().__init__( image, position, rotation, scale, opacity, color, anchor, **kwargs ) self.subject = subject self.cshape = None # type: collision_model.AARectShape self.update_cshape() self.build_animation_images(subject.id) self.current_image = image self.need_update_cshape = False self.properties = properties or {} self._freeze = False def build_default_image(self, subject_id: int, base_image_path: str) -> str: cache_dir = self.config.resolve('global.cache_dir_path') with open(base_image_path, 'rb') as base_image_file: base_image = Image.open(base_image_file) for default_appliable_image in self.get_default_appliable_images(): base_image.paste( default_appliable_image, (0, 0), default_appliable_image, ) # FIXME NOW: nom des image utilise au dessus final_name = '_'.join([ str(subject_id), ntpath.basename(base_image_path), ]) final_path = os.path.join(cache_dir, final_name) base_image.save(final_path) return final_path def get_default_appliable_images(self) -> typing.List[Image.Image]: return [] def get_animation_appliable_images( self, animation_name: str, animation_position: int, ) -> typing.List[Image.Image]: return [] def freeze(self) -> None: """ Set object to freeze mode: No visual modification can be done anymore """ self._freeze = True def stop_actions(self, action_types: typing.Tuple[typing.Type[cocos.actions.Action], ...]) -> None: for action in self.actions: if isinstance(action, action_types): self.remove_action(action) def update_cshape(self) -> None: self.cshape = collision_model.AARectShape( euclid.Vector2(self.position[0], self.position[1]), self.width // 2, self.height // 2, ) self.need_update_cshape = False def update_position(self, new_position: euclid.Vector2) -> None: if self._freeze: return self.position = new_position self.cshape.center = new_position # Note: if remove: strange behaviour: drag change actor position with anomaly def build_animation_images(self, subject_id: int) -> None: """ Fill self.animation_images with self.animation_image_paths :return: None """ cache_dir = self.config.resolve('global.cache_dir_path') for animation_name, animation_image_paths in self.animation_image_paths.items(): self.animation_images[animation_name] = [] for i, animation_image_path in enumerate(animation_image_paths): final_image_path = self.path_manager.path(animation_image_path) final_image = Image.open(final_image_path) # NOW: recup les image a paste en fonction du mode et de la weapon for appliable_image in self.get_animation_appliable_images( animation_name, i, ): final_image.paste( appliable_image, (0, 0), appliable_image, ) # FIXME NOW: nom des image utilise au dessus final_name = '_'.join([ str(subject_id), ntpath.basename(final_image_path), ]) final_path = os.path.join(cache_dir, final_name) final_image.save(final_path) self.animation_images[animation_name].append( pyglet.image.load( final_path, ) ) def get_images_for_animation(self, animation_name: str) -> typing.List[pyglet.image.TextureRegion]: return self.animation_images.get(animation_name) def get_inanimate_image(self) -> pyglet.image.TextureRegion: return self.current_image def update_image(self, new_image: pyglet.image.TextureRegion): if self._freeze: return self.image = new_image self.image_anchor = new_image.width // 2, new_image.height // 2