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import pyglet
"""Camera class for easy scrolling and zooming.
A simple example of a Camera class that can be used to easily scroll and
zoom when rendering. For example, you might have a playfield that needs
to scroll and/or zoom, and a GUI layer that will remain static. For that
scenario, you can create two Camera instances. You can optionally set
the minimum allowed zoom, maximum allowed zoom, and scrolling speed::
world_camera = Camera(scroll_speed=5, min_zoom=1, max_zoom=4)
gui_camera = Camera()
After creating Camera instances, the zoom can be easily updated. It will
clamp to the `max_zoom` parameter (default of 4)::
world_camera.zoom += 1
The scrolling can be set in two different ways. Directly with the
`Camera.position attribute, which can be set with a tuple of absolute
x, y values::
world_camera.position = 50, 0
Or, it can be updated incrementally with the `Camera.move(x, y)` method.
This will update the camera position by multiplying the passed vector by
the `Camera.scroll_speed` parameter, which can be set on instantiation.
world_camera.move(1, 0)
# If the world_camera.scroll_speed is "5", this will move the camera
# by 5 pixels right on the x axis.
During your `Window.on_draw` event, you can set the Camera, and draw the
appropriate objects. For convenience, the Camera class can act as a context
manager, allowing easy use of "with"::
@window.event
def on_draw():
window.clear()
# Draw your world scene using the world camera
with world_camera:
batch.draw()
# Can also be written as:
# camera.begin()
# batch.draw()
# camera.end()
# Draw your GUI elements with the GUI camera.
with gui_camera:
label.draw()
"""
class Camera:
""" A simple 2D camera that contains the speed and offset."""
def __init__(self, window: pyglet.window.Window, scroll_speed=1, min_zoom=1, max_zoom=4):
assert min_zoom <= max_zoom, "Minimum zoom must not be greater than maximum zoom"
self._window = window
self.scroll_speed = scroll_speed
self.max_zoom = max_zoom
self.min_zoom = min_zoom
self.offset_x = 0
self.offset_y = 0
self._zoom = max(min(1, self.max_zoom), self.min_zoom)
@property
def zoom(self):
return self._zoom
@zoom.setter
def zoom(self, value):
""" Here we set zoom, clamp value to minimum of min_zoom and max of max_zoom."""
self._zoom = max(min(value, self.max_zoom), self.min_zoom)
@property
def position(self):
"""Query the current offset."""
return self.offset_x, self.offset_y
@position.setter
def position(self, value):
"""Set the scroll offset directly."""
self.offset_x, self.offset_y = value
def move(self, axis_x, axis_y):
""" Move axis direction with scroll_speed.
Example: Move left -> move(-1, 0)
"""
self.offset_x += self.scroll_speed * axis_x
self.offset_y += self.scroll_speed * axis_y
def begin(self):
# Set the current camera offset so you can draw your scene.
# Translate using the offset.
view_matrix = self._window.view.translate((-self.offset_x * self._zoom, -self.offset_y * self._zoom, 0))
# Scale by zoom level.
view_matrix = view_matrix.scale((self._zoom, self._zoom, 1))
self._window.view = view_matrix
def end(self):
# Since this is a matrix, you will need to reverse the translate after rendering otherwise
# it will multiply the current offset every draw update pushing it further and further away.
# Reverse scale, since that was the last transform.
view_matrix = self._window.view.scale((1 / self._zoom, 1 / self._zoom, 1))
# Reverse translate.
view_matrix = view_matrix.translate((self.offset_x * self._zoom, self.offset_y * self._zoom, 0))
self._window.view = view_matrix
def __enter__(self):
self.begin()
def __exit__(self, exception_type, exception_value, traceback):
self.end()
class CenteredCamera(Camera):
"""A simple 2D camera class. 0, 0 will be the center of the screen, as opposed to the bottom left."""
def begin(self):
x = -self._window.width // 2 / self._zoom + self.offset_x
y = -self._window.height // 2 / self._zoom + self.offset_y
view_matrix = self._window.view.translate((-x * self._zoom, -y * self._zoom, 0))
view_matrix = view_matrix.scale((self._zoom, self._zoom, 1))
self._window.view = view_matrix
def end(self):
x = -self._window.width // 2 / self._zoom + self.offset_x
y = -self._window.height // 2 / self._zoom + self.offset_y
view_matrix = self._window.view.scale((1 / self._zoom, 1 / self._zoom, 1))
view_matrix = view_matrix.translate((x * self._zoom, y * self._zoom, 0))
self._window.view = view_matrix
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