Inital commit

Straight up fucked everything up so the history is gone. My bad.
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2025-06-19 18:13:13 +00:00
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README.md Normal file
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# GameUtils
A set of utilities to make the game development process less painful (despite the organisation name) and more unified.

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__init__.py Normal file
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import pygame
import time
# Oclaim, I know we talked about putting everything
# in __init__.py and how it's a bad thing, and I
# will move things at some point, but as of right now,
# I'm still unsure exactly how I'm supposed to
# separate all of this.
class AnimationHandler(pygame.Surface):
"""
TODO: Write documentation on this, it takes in a
webp file, and handles drawing it to the screen in
a way that doesn't rely on frame counters.
"""
def __init__(self, animationPath):
pass
class AnimatedObject:
"""
"""
def __init__(self, baseFrame):
"""
Args:
baseFrame: A still image that gets displayed when no other animation is playing.
"""
self._currentAnim = None
self._animStart = None
self._animations = {}
#self.baseFrame = pygame.image.load(baseFrame)
def getFrame(self) -> pygame.Surface:
"""
Gets the current frame based on which animation is playing, and the current time.
Returns:
pygame.Surface: The current frame
"""
def addAnimation(self, animation: AnimationHandler, animationID: str):
"""
Adds an animation to the object.
Args:
animation (AnimationHandler): The actual animation.
animationID (str): The ID that's later used to play the animation.
"""
self.animations.update({animationID: animation})
def playAnim(self, animationID: str):
"""
Plays an animation.
Args:
animationID (str): The animation ID to play.
"""
self._animStart = time.perf_counter()
self._currentAnim = self._animations[animationID]
def get_view(self):
print(f'get_view called')
return super().get_view()
def get_buffer(self):
print(f'get_buffer called')
return super().get_buffer()
def copy(self):
print(f'copy called')
return super().copy()
def centre(surface: pygame.Surface, rect: tuple[int, int, int, int]) -> pygame.Surface:
"""
Centres a surface within a given rectangle.
Args:
surface: The surface to be centred.
rect: The rectangle the surface will be centred in.
Returns:
pygame.Surface
"""
pass
class Game:
def __init__(self):
pass
def update(self):
pass
def onEvent(self, event):
pass
def close(self):
pass
if __name__ == '__main__':
screen = pygame.display.set_mode((500, 500))
anim = AnimatedObject('')
screen.blit(anim.getFrame(), (0, 0))
pygame.quit()

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pyproject.toml Normal file
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[build-system]
requires = ["setuptools>=42", "wheel"]
build-backend = "setuptools.build_meta"
[project]
name = "gameUtils"
version = "0.0.1.dev0"
description = "A set of utilities to make the game development process less painful (despite the organisation name) and more unified."
authors = [{ name = "Brosef" }]
dependencies = ["pygame-ce"]