Shofel2_T124_python/venv/lib/python3.10/site-packages/asciimatics/paths.py

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2024-05-25 16:45:07 +00:00
"""
This module provides `Paths` to create animation effects with Sprites. For more details see
http://asciimatics.readthedocs.io/en/latest/animation.html
"""
from __future__ import division
from __future__ import absolute_import
from __future__ import print_function
from __future__ import unicode_literals
from future.utils import with_metaclass
from abc import ABCMeta, abstractmethod
from builtins import object
from builtins import range
def _spline(t, p0, p1, p2, p3):
"""
Catmull-Rom cubic spline to interpolate 4 given points.
:param t: Time index through the spline (must be 0-1).
:param p0: The previous point in the curve (for continuity).
:param p1: The first point to interpolate.
:param p2: The second point to interpolate.
:param p3: The last point to interpolate.
"""
return (
t * ((2 - t) * t - 1) * p0 +
(t * t * (3 * t - 5) + 2) * p1 +
t * ((4 - 3 * t) * t + 1) * p2 +
(t - 1) * t * t * p3) / 2
class _AbstractPath(with_metaclass(ABCMeta, object)):
"""
Class to represent the motion of a Sprite.
The Screen will reset() the Path before iterating through each position
using next_pos() and checking whether it has reached the end using
is_finished().
"""
def __init__(self):
"""
To define a Path, use the methods to jump to a location, wait or move
between points.
"""
self._steps = []
self._index = None
self._rec_x = 0
self._rec_y = 0
@abstractmethod
def reset(self):
"""
Reset the Path for use next time.
"""
@abstractmethod
def next_pos(self):
"""
:return: The next position tuple (x, y) for the Sprite on this path.
"""
@abstractmethod
def is_finished(self):
"""
:return: Whether this path has got to the end.
"""
class Path(_AbstractPath):
"""
Class to record and play back the motion of a Sprite.
The Screen will reset() the Path before iterating through each position
using next_pos() and checking whether it has reached the end using
is_finished().
"""
def __init__(self):
"""
To define a Path, use the methods to jump to a location, wait or move
between points.
"""
super(Path, self).__init__()
self._steps = []
self._index = 0
self._rec_x = 0
self._rec_y = 0
self.reset()
def reset(self):
"""
Reset the Path for use next time.
"""
self._index = 0
def next_pos(self):
"""
:return: The next position tuple (x, y) for the Sprite on this path.
"""
result = None
if self._index <= len(self._steps):
result = self._steps[self._index]
self._index += 1
return result
def is_finished(self):
"""
:return: Whether this path has got to the end.
"""
return self._index >= len(self._steps)
def _add_step(self, pos):
"""
Add a step to the end of the current recorded path.
:param pos: The position tuple (x, y) to add to the list.
"""
self._steps.append(pos)
self._rec_x = pos[0]
self._rec_y = pos[1]
def wait(self, delay):
"""
Wait at the current location for the specified number of iterations.
:param delay: The time to wait (in animation frames).
"""
for _ in range(0, delay):
self._add_step((self._rec_x, self._rec_y))
def jump_to(self, x, y):
"""
Jump straight to the newly specified location - i.e. teleport there and
don't create a path to get there.
:param x: X coord for the end position.
:param y: Y coord for the end position.
"""
self._add_step((x, y))
def move_straight_to(self, x, y, steps):
"""
Move straight to the newly specified location - i.e. create a straight
line Path from the current location to the specified point.
:param x: X coord for the end position.
:param y: Y coord for the end position.
:param steps: How many steps to take for the move.
"""
start_x = self._rec_x
start_y = self._rec_y
for i in range(1, steps + 1):
self._add_step((
int(start_x + (x - start_x) / float(steps) * i),
int(start_y + (y - start_y) / float(steps) * i)))
def move_round_to(self, points, steps):
"""
Follow a path pre-defined by a set of at least 4 points. This Path will
interpolate the points into a curve and follow that curve.
:param points: The list of points that defines the path.
:param steps: The number of steps to take to follow the path.
"""
# Spline interpolation needs a before and after point for the curve.
# Duplicate the first and last points to handle this. We also need
# to move from the current position to the first specified point.
points.insert(0, (self._rec_x, self._rec_y))
points.insert(0, (self._rec_x, self._rec_y))
points.append(points[-1])
# Convert the points into an interpolated set of more detailed points.
steps_per_spline = steps // (len(points) - 3)
for j in range(1, len(points) - 2):
for t in range(1, steps_per_spline + 1):
y = _spline(float(t) / steps_per_spline,
float(points[j - 1][1]),
float(points[j][1]),
float(points[j + 1][1]),
float(points[j + 2][1]))
x = int(points[j][0] + ((points[j + 1][0] - points[j][0]) *
float(t) / steps_per_spline))
self._add_step((x, int(y)))
class DynamicPath(with_metaclass(ABCMeta, _AbstractPath)):
"""
Class to create a dynamic path that reacts to events
The Screen will reset() the Path before iterating through each position
using next_pos() and checking whether it has reached the end using
is_finished().
"""
def __init__(self, screen, x, y):
"""
To implement a DynamicPath, override the :py:meth:`.process_event()`
method to react to any user input.
"""
super(DynamicPath, self).__init__()
self._screen = screen
self._x = self._start_x = x
self._y = self._start_y = y
self.reset()
def reset(self):
"""
Reset the Path for use next time.
"""
self._x = self._start_x
self._y = self._start_y
def next_pos(self):
"""
:return: The next position tuple (x, y) for the Sprite on this path.
"""
return self._x, self._y
def is_finished(self):
"""
:return: Whether this path has got to the end.
"""
return False
@abstractmethod
def process_event(self, event):
"""
Process any mouse event.
:param event: The event that was triggered.
:returns: None if the Effect processed the event, else the original
event.
"""