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- ## pygame - Python Game Library
- ## Copyright (C) 2000-2003, 2007 Pete Shinners
- ## (C) 2004 Joe Wreschnig
- ## This library is free software; you can redistribute it and/or
- ## modify it under the terms of the GNU Library General Public
- ## License as published by the Free Software Foundation; either
- ## version 2 of the License, or (at your option) any later version.
- ##
- ## This library 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
- ## Library General Public License for more details.
- ##
- ## You should have received a copy of the GNU Library General Public
- ## License along with this library; if not, write to the Free
- ## Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- ##
- ## Pete Shinners
- ## pete@shinners.org
- """pygame module with basic game object classes
- This module contains several simple classes to be used within games. There
- are the main Sprite class and several Group classes that contain Sprites.
- The use of these classes is entirely optional when using Pygame. The classes
- are fairly lightweight and only provide a starting place for the code
- that is common to most games.
- The Sprite class is intended to be used as a base class for the different
- types of objects in the game. There is also a base Group class that simply
- stores sprites. A game could create new types of Group classes that operate
- on specially customized Sprite instances they contain.
- The basic Sprite class can draw the Sprites it contains to a Surface. The
- Group.draw() method requires that each Sprite have a Surface.image attribute
- and a Surface.rect. The Group.clear() method requires these same attributes
- and can be used to erase all the Sprites with background. There are also
- more advanced Groups: pygame.sprite.RenderUpdates() and
- pygame.sprite.OrderedUpdates().
- Lastly, this module contains several collision functions. These help find
- sprites inside multiple groups that have intersecting bounding rectangles.
- To find the collisions, the Sprites are required to have a Surface.rect
- attribute assigned.
- The groups are designed for high efficiency in removing and adding Sprites
- to them. They also allow cheap testing to see if a Sprite already exists in
- a Group. A given Sprite can exist in any number of groups. A game could use
- some groups to control object rendering, and a completely separate set of
- groups to control interaction or player movement. Instead of adding type
- attributes or bools to a derived Sprite class, consider keeping the
- Sprites inside organized Groups. This will allow for easier lookup later
- in the game.
- Sprites and Groups manage their relationships with the add() and remove()
- methods. These methods can accept a single or multiple group arguments for
- membership. The default initializers for these classes also take a
- single group or list of groups as argments for initial membership. It is safe
- to repeatedly add and remove the same Sprite from a Group.
- While it is possible to design sprite and group classes that don't derive
- from the Sprite and AbstractGroup classes below, it is strongly recommended
- that you extend those when you create a new Sprite or Group class.
- Sprites are not thread safe, so lock them yourself if using threads.
- """
- ##todo
- ## a group that holds only the 'n' most recent elements.
- ## sort of like the GroupSingle class, but holding more
- ## than one sprite
- ##
- ## drawing groups that can 'automatically' store the area
- ## underneath so they can "clear" without needing a background
- ## function. obviously a little slower than normal, but nice
- ## to use in many situations. (also remember it must "clear"
- ## in the reverse order that it draws :])
- ##
- ## the drawing groups should also be able to take a background
- ## function, instead of just a background surface. the function
- ## would take a surface and a rectangle on that surface to erase.
- ##
- ## perhaps more types of collision functions? the current two
- ## should handle just about every need, but perhaps more optimized
- ## specific ones that aren't quite so general but fit into common
- ## specialized cases.
- import pygame
- from pygame import Rect
- from pygame.time import get_ticks
- from operator import truth
- # Python 3 does not have the callable function, but an equivalent can be made
- # with the hasattr function.
- if 'callable' not in dir(__builtins__):
- callable = lambda obj: hasattr(obj, '__call__')
- # Don't depend on pygame.mask if it's not there...
- try:
- from pygame.mask import from_surface
- except:
- pass
- class Sprite(object):
- """simple base class for visible game objects
- pygame.sprite.Sprite(*groups): return Sprite
- The base class for visible game objects. Derived classes will want to
- override the Sprite.update() method and assign Sprite.image and Sprite.rect
- attributes. The initializer can accept any number of Group instances that
- the Sprite will become a member of.
- When subclassing the Sprite class, be sure to call the base initializer
- before adding the Sprite to Groups.
- """
- def __init__(self, *groups):
- self.__g = {} # The groups the sprite is in
- if groups:
- self.add(*groups)
- def add(self, *groups):
- """add the sprite to groups
- Sprite.add(*groups): return None
- Any number of Group instances can be passed as arguments. The
- Sprite will be added to the Groups it is not already a member of.
- """
- has = self.__g.__contains__
- for group in groups:
- if hasattr(group, '_spritegroup'):
- if not has(group):
- group.add_internal(self)
- self.add_internal(group)
- else:
- self.add(*group)
- def remove(self, *groups):
- """remove the sprite from groups
- Sprite.remove(*groups): return None
- Any number of Group instances can be passed as arguments. The Sprite
- will be removed from the Groups it is currently a member of.
- """
- has = self.__g.__contains__
- for group in groups:
- if hasattr(group, '_spritegroup'):
- if has(group):
- group.remove_internal(self)
- self.remove_internal(group)
- else:
- self.remove(*group)
- def add_internal(self, group):
- self.__g[group] = 0
- def remove_internal(self, group):
- del self.__g[group]
- def update(self, *args):
- """method to control sprite behavior
- Sprite.update(*args):
- The default implementation of this method does nothing; it's just a
- convenient "hook" that you can override. This method is called by
- Group.update() with whatever arguments you give it.
- There is no need to use this method if not using the convenience
- method by the same name in the Group class.
- """
- pass
- def kill(self):
- """remove the Sprite from all Groups
- Sprite.kill(): return None
- The Sprite is removed from all the Groups that contain it. This won't
- change anything about the state of the Sprite. It is possible to
- continue to use the Sprite after this method has been called, including
- adding it to Groups.
- """
- for c in self.__g:
- c.remove_internal(self)
- self.__g.clear()
- def groups(self):
- """list of Groups that contain this Sprite
- Sprite.groups(): return group_list
- Returns a list of all the Groups that contain this Sprite.
- """
- return list(self.__g)
- def alive(self):
- """does the sprite belong to any groups
- Sprite.alive(): return bool
- Returns True when the Sprite belongs to one or more Groups.
- """
- return truth(self.__g)
- def __repr__(self):
- return "<%s sprite(in %d groups)>" % (self.__class__.__name__, len(self.__g))
- class DirtySprite(Sprite):
- """a more featureful subclass of Sprite with more attributes
- pygame.sprite.DirtySprite(*groups): return DirtySprite
- Extra DirtySprite attributes with their default values:
- dirty = 1
- If set to 1, it is repainted and then set to 0 again.
- If set to 2, it is always dirty (repainted each frame;
- flag is not reset).
- If set to 0, it is not dirty and therefore not repainted again.
- blendmode = 0
- It's the special_flags argument of Surface.blit; see the blendmodes in
- the Surface.blit documentation
- source_rect = None
- This is the source rect to use. Remember that it is relative to the top
- left corner (0, 0) of self.image.
- visible = 1
- Normally this is 1. If set to 0, it will not be repainted. (If you
- change visible to 1, you must set dirty to 1 for it to be erased from
- the screen.)
- _layer = 0
- 0 is the default value but this is able to be set differently
- when subclassing.
- """
- def __init__(self, *groups):
- self.dirty = 1
- self.blendmode = 0 # pygame 1.8, referred to as special_flags in
- # the documentation of Surface.blit
- self._visible = 1
- self._layer = getattr(self, '_layer', 0) # Default 0 unless
- # initialized differently.
- self.source_rect = None
- Sprite.__init__(self, *groups)
- def _set_visible(self, val):
- """set the visible value (0 or 1) and makes the sprite dirty"""
- self._visible = val
- if self.dirty < 2:
- self.dirty = 1
- def _get_visible(self):
- """return the visible value of that sprite"""
- return self._visible
- visible = property(lambda self: self._get_visible(),
- lambda self, value: self._set_visible(value),
- doc="you can make this sprite disappear without "
- "removing it from the group,\n"
- "assign 0 for invisible and 1 for visible")
- def __repr__(self):
- return "<%s DirtySprite(in %d groups)>" % \
- (self.__class__.__name__, len(self.groups()))
- class AbstractGroup(object):
- """base class for containers of sprites
- AbstractGroup does everything needed to behave as a normal group. You can
- easily subclass a new group class from this or the other groups below if
- you want to add more features.
- Any AbstractGroup-derived sprite groups act like sequences and support
- iteration, len, and so on.
- """
- # dummy val to identify sprite groups, and avoid infinite recursion
- _spritegroup = True
- def __init__(self):
- self.spritedict = {}
- self.lostsprites = []
- def sprites(self):
- """get a list of sprites in the group
- Group.sprite(): return list
- Returns an object that can be looped over with a 'for' loop. (For now,
- it is always a list, but this could change in a future version of
- pygame.) Alternatively, you can get the same information by iterating
- directly over the sprite group, e.g. 'for sprite in group'.
- """
- return list(self.spritedict)
- def add_internal(self, sprite):
- self.spritedict[sprite] = 0
- def remove_internal(self, sprite):
- r = self.spritedict[sprite]
- if r:
- self.lostsprites.append(r)
- del self.spritedict[sprite]
- def has_internal(self, sprite):
- return sprite in self.spritedict
- def copy(self):
- """copy a group with all the same sprites
- Group.copy(): return Group
- Returns a copy of the group that is an instance of the same class
- and has the same sprites in it.
- """
- return self.__class__(self.sprites())
- def __iter__(self):
- return iter(self.sprites())
- def __contains__(self, sprite):
- return self.has(sprite)
- def add(self, *sprites):
- """add sprite(s) to group
- Group.add(sprite, list, group, ...): return None
- Adds a sprite or sequence of sprites to a group.
- """
- for sprite in sprites:
- # It's possible that some sprite is also an iterator.
- # If this is the case, we should add the sprite itself,
- # and not the iterator object.
- if isinstance(sprite, Sprite):
- if not self.has_internal(sprite):
- self.add_internal(sprite)
- sprite.add_internal(self)
- else:
- try:
- # See if sprite is an iterator, like a list or sprite
- # group.
- self.add(*sprite)
- except (TypeError, AttributeError):
- # Not iterable. This is probably a sprite that is not an
- # instance of the Sprite class or is not an instance of a
- # subclass of the Sprite class. Alternately, it could be an
- # old-style sprite group.
- if hasattr(sprite, '_spritegroup'):
- for spr in sprite.sprites():
- if not self.has_internal(spr):
- self.add_internal(spr)
- spr.add_internal(self)
- elif not self.has_internal(sprite):
- self.add_internal(sprite)
- sprite.add_internal(self)
- def remove(self, *sprites):
- """remove sprite(s) from group
- Group.remove(sprite, list, or group, ...): return None
- Removes a sprite or sequence of sprites from a group.
- """
- # This function behaves essentially the same as Group.add. It first
- # tries to handle each argument as an instance of the Sprite class. If
- # that failes, then it tries to handle the argument as an iterable
- # object. If that failes, then it tries to handle the argument as an
- # old-style sprite group. Lastly, if that fails, it assumes that the
- # normal Sprite methods should be used.
- for sprite in sprites:
- if isinstance(sprite, Sprite):
- if self.has_internal(sprite):
- self.remove_internal(sprite)
- sprite.remove_internal(self)
- else:
- try:
- self.remove(*sprite)
- except (TypeError, AttributeError):
- if hasattr(sprite, '_spritegroup'):
- for spr in sprite.sprites():
- if self.has_internal(spr):
- self.remove_internal(spr)
- spr.remove_internal(self)
- elif self.has_internal(sprite):
- self.remove_internal(sprite)
- sprite.remove_internal(self)
- def has(self, *sprites):
- """ask if group has a sprite or sprites
- Group.has(sprite or group, ...): return bool
- Returns True if the given sprite or sprites are contained in the
- group. Alternatively, you can get the same information using the
- 'in' operator, e.g. 'sprite in group', 'subgroup in group'.
- """
- return_value = False
- for sprite in sprites:
- if isinstance(sprite, Sprite):
- # Check for Sprite instance's membership in this group
- if self.has_internal(sprite):
- return_value = True
- else:
- return False
- else:
- try:
- if self.has(*sprite):
- return_value = True
- else:
- return False
- except (TypeError, AttributeError):
- if hasattr(sprite, '_spritegroup'):
- for spr in sprite.sprites():
- if self.has_internal(spr):
- return_value = True
- else:
- return False
- else:
- if self.has_internal(sprite):
- return_value = True
- else:
- return False
- return return_value
- def update(self, *args):
- """call the update method of every member sprite
- Group.update(*args): return None
- Calls the update method of every member sprite. All arguments that
- were passed to this method are passed to the Sprite update function.
- """
- for s in self.sprites():
- s.update(*args)
- def draw(self, surface):
- """draw all sprites onto the surface
- Group.draw(surface): return None
- Draws all of the member sprites onto the given surface.
- """
- sprites = self.sprites()
- surface_blit = surface.blit
- for spr in sprites:
- self.spritedict[spr] = surface_blit(spr.image, spr.rect)
- self.lostsprites = []
- def clear(self, surface, bgd):
- """erase the previous position of all sprites
- Group.clear(surface, bgd): return None
- Clears the area under every drawn sprite in the group. The bgd
- argument should be Surface which is the same dimensions as the
- screen surface. The bgd could also be a function which accepts
- the given surface and the area to be cleared as arguments.
- """
- if callable(bgd):
- for r in self.lostsprites:
- bgd(surface, r)
- for r in self.spritedict.values():
- if r:
- bgd(surface, r)
- else:
- surface_blit = surface.blit
- for r in self.lostsprites:
- surface_blit(bgd, r, r)
- for r in self.spritedict.values():
- if r:
- surface_blit(bgd, r, r)
- def empty(self):
- """remove all sprites
- Group.empty(): return None
- Removes all the sprites from the group.
- """
- for s in self.sprites():
- self.remove_internal(s)
- s.remove_internal(self)
- def __nonzero__(self):
- return truth(self.sprites())
- def __len__(self):
- """return number of sprites in group
- Group.len(group): return int
- Returns the number of sprites contained in the group.
- """
- return len(self.sprites())
- def __repr__(self):
- return "<%s(%d sprites)>" % (self.__class__.__name__, len(self))
- class Group(AbstractGroup):
- """container class for many Sprites
- pygame.sprite.Group(*sprites): return Group
- A simple container for Sprite objects. This class can be subclassed to
- create containers with more specific behaviors. The constructor takes any
- number of Sprite arguments to add to the Group. The group supports the
- following standard Python operations:
- in test if a Sprite is contained
- len the number of Sprites contained
- bool test if any Sprites are contained
- iter iterate through all the Sprites
- The Sprites in the Group are not ordered, so the Sprites are drawn and
- iterated over in no particular order.
- """
- def __init__(self, *sprites):
- AbstractGroup.__init__(self)
- self.add(*sprites)
- RenderPlain = Group
- RenderClear = Group
- class RenderUpdates(Group):
- """Group class that tracks dirty updates
- pygame.sprite.RenderUpdates(*sprites): return RenderUpdates
- This class is derived from pygame.sprite.Group(). It has an enhanced draw
- method that tracks the changed areas of the screen.
- """
- def draw(self, surface):
- spritedict = self.spritedict
- surface_blit = surface.blit
- dirty = self.lostsprites
- self.lostsprites = []
- dirty_append = dirty.append
- for s in self.sprites():
- r = spritedict[s]
- newrect = surface_blit(s.image, s.rect)
- if r:
- if newrect.colliderect(r):
- dirty_append(newrect.union(r))
- else:
- dirty_append(newrect)
- dirty_append(r)
- else:
- dirty_append(newrect)
- spritedict[s] = newrect
- return dirty
- class OrderedUpdates(RenderUpdates):
- """RenderUpdates class that draws Sprites in order of addition
- pygame.sprite.OrderedUpdates(*spites): return OrderedUpdates
- This class derives from pygame.sprite.RenderUpdates(). It maintains
- the order in which the Sprites were added to the Group for rendering.
- This makes adding and removing Sprites from the Group a little
- slower than regular Groups.
- """
- def __init__(self, *sprites):
- self._spritelist = []
- RenderUpdates.__init__(self, *sprites)
- def sprites(self):
- return list(self._spritelist)
- def add_internal(self, sprite):
- RenderUpdates.add_internal(self, sprite)
- self._spritelist.append(sprite)
- def remove_internal(self, sprite):
- RenderUpdates.remove_internal(self, sprite)
- self._spritelist.remove(sprite)
- class LayeredUpdates(AbstractGroup):
- """LayeredUpdates Group handles layers, which are drawn like OrderedUpdates
- pygame.sprite.LayeredUpdates(*spites, **kwargs): return LayeredUpdates
- This group is fully compatible with pygame.sprite.Sprite.
- New in pygame 1.8.0
- """
- _init_rect = Rect(0, 0, 0, 0)
- def __init__(self, *sprites, **kwargs):
- """initialize an instance of LayeredUpdates with the given attributes
- You can set the default layer through kwargs using 'default_layer'
- and an integer for the layer. The default layer is 0.
- If the sprite you add has an attribute _layer, then that layer will be
- used. If **kwarg contains 'layer', then the passed sprites will be
- added to that layer (overriding the sprite._layer attribute). If
- neither the sprite nor **kwarg has a 'layer', then the default layer is
- used to add the sprites.
- """
- self._spritelayers = {}
- self._spritelist = []
- AbstractGroup.__init__(self)
- self._default_layer = kwargs.get('default_layer', 0)
- self.add(*sprites, **kwargs)
- def add_internal(self, sprite, layer=None):
- """Do not use this method directly.
- It is used by the group to add a sprite internally.
- """
- self.spritedict[sprite] = self._init_rect
- if layer is None:
- try:
- layer = sprite._layer
- except AttributeError:
- layer = sprite._layer = self._default_layer
- elif hasattr(sprite, '_layer'):
- sprite._layer = layer
- sprites = self._spritelist # speedup
- sprites_layers = self._spritelayers
- sprites_layers[sprite] = layer
- # add the sprite at the right position
- # bisect algorithmus
- leng = len(sprites)
- low = mid = 0
- high = leng - 1
- while low <= high:
- mid = low + (high - low) // 2
- if sprites_layers[sprites[mid]] <= layer:
- low = mid + 1
- else:
- high = mid - 1
- # linear search to find final position
- while mid < leng and sprites_layers[sprites[mid]] <= layer:
- mid += 1
- sprites.insert(mid, sprite)
- def add(self, *sprites, **kwargs):
- """add a sprite or sequence of sprites to a group
- LayeredUpdates.add(*sprites, **kwargs): return None
- If the sprite you add has an attribute _layer, then that layer will be
- used. If **kwarg contains 'layer', then the passed sprites will be
- added to that layer (overriding the sprite._layer attribute). If
- neither the sprite nor **kwarg has a 'layer', then the default layer is
- used to add the sprites.
- """
- if not sprites:
- return
- if 'layer' in kwargs:
- layer = kwargs['layer']
- else:
- layer = None
- for sprite in sprites:
- # It's possible that some sprite is also an iterator.
- # If this is the case, we should add the sprite itself,
- # and not the iterator object.
- if isinstance(sprite, Sprite):
- if not self.has_internal(sprite):
- self.add_internal(sprite, layer)
- sprite.add_internal(self)
- else:
- try:
- # See if sprite is an iterator, like a list or sprite
- # group.
- self.add(*sprite, **kwargs)
- except (TypeError, AttributeError):
- # Not iterable. This is probably a sprite that is not an
- # instance of the Sprite class or is not an instance of a
- # subclass of the Sprite class. Alternately, it could be an
- # old-style sprite group.
- if hasattr(sprite, '_spritegroup'):
- for spr in sprite.sprites():
- if not self.has_internal(spr):
- self.add_internal(spr, layer)
- spr.add_internal(self)
- elif not self.has_internal(sprite):
- self.add_internal(sprite, layer)
- sprite.add_internal(self)
- def remove_internal(self, sprite):
- """Do not use this method directly.
- The group uses it to add a sprite.
- """
- self._spritelist.remove(sprite)
- # these dirty rects are suboptimal for one frame
- r = self.spritedict[sprite]
- if r is not self._init_rect:
- self.lostsprites.append(r) # dirty rect
- if hasattr(sprite, 'rect'):
- self.lostsprites.append(sprite.rect) # dirty rect
- del self.spritedict[sprite]
- del self._spritelayers[sprite]
- def sprites(self):
- """return a ordered list of sprites (first back, last top).
- LayeredUpdates.sprites(): return sprites
- """
- return list(self._spritelist)
- def draw(self, surface):
- """draw all sprites in the right order onto the passed surface
- LayeredUpdates.draw(surface): return Rect_list
- """
- spritedict = self.spritedict
- surface_blit = surface.blit
- dirty = self.lostsprites
- self.lostsprites = []
- dirty_append = dirty.append
- init_rect = self._init_rect
- for spr in self.sprites():
- rec = spritedict[spr]
- newrect = surface_blit(spr.image, spr.rect)
- if rec is init_rect:
- dirty_append(newrect)
- else:
- if newrect.colliderect(rec):
- dirty_append(newrect.union(rec))
- else:
- dirty_append(newrect)
- dirty_append(rec)
- spritedict[spr] = newrect
- return dirty
- def get_sprites_at(self, pos):
- """return a list with all sprites at that position
- LayeredUpdates.get_sprites_at(pos): return colliding_sprites
- Bottom sprites are listed first; the top ones are listed last.
- """
- _sprites = self._spritelist
- rect = Rect(pos, (0, 0))
- colliding_idx = rect.collidelistall(_sprites)
- colliding = [_sprites[i] for i in colliding_idx]
- return colliding
- def get_sprite(self, idx):
- """return the sprite at the index idx from the groups sprites
- LayeredUpdates.get_sprite(idx): return sprite
- Raises IndexOutOfBounds if the idx is not within range.
- """
- return self._spritelist[idx]
- def remove_sprites_of_layer(self, layer_nr):
- """remove all sprites from a layer and return them as a list
- LayeredUpdates.remove_sprites_of_layer(layer_nr): return sprites
- """
- sprites = self.get_sprites_from_layer(layer_nr)
- self.remove(*sprites)
- return sprites
- #---# layer methods
- def layers(self):
- """return a list of unique defined layers defined.
- LayeredUpdates.layers(): return layers
- """
- return sorted(set(self._spritelayers.values()))
- def change_layer(self, sprite, new_layer):
- """change the layer of the sprite
- LayeredUpdates.change_layer(sprite, new_layer): return None
- The sprite must have been added to the renderer already. This is not
- checked.
- """
- sprites = self._spritelist # speedup
- sprites_layers = self._spritelayers # speedup
- sprites.remove(sprite)
- sprites_layers.pop(sprite)
- # add the sprite at the right position
- # bisect algorithmus
- leng = len(sprites)
- low = mid = 0
- high = leng - 1
- while low <= high:
- mid = low + (high - low) // 2
- if sprites_layers[sprites[mid]] <= new_layer:
- low = mid + 1
- else:
- high = mid - 1
- # linear search to find final position
- while mid < leng and sprites_layers[sprites[mid]] <= new_layer:
- mid += 1
- sprites.insert(mid, sprite)
- if hasattr(sprite, 'layer'):
- sprite.layer = new_layer
- # add layer info
- sprites_layers[sprite] = new_layer
- def get_layer_of_sprite(self, sprite):
- """return the layer that sprite is currently in
- If the sprite is not found, then it will return the default layer.
- """
- return self._spritelayers.get(sprite, self._default_layer)
- def get_top_layer(self):
- """return the top layer
- LayeredUpdates.get_top_layer(): return layer
- """
- return self._spritelayers[self._spritelist[-1]]
- def get_bottom_layer(self):
- """return the bottom layer
- LayeredUpdates.get_bottom_layer(): return layer
- """
- return self._spritelayers[self._spritelist[0]]
- def move_to_front(self, sprite):
- """bring the sprite to front layer
- LayeredUpdates.move_to_front(sprite): return None
- Brings the sprite to front by changing the sprite layer to the top-most
- layer. The sprite is added at the end of the list of sprites in that
- top-most layer.
- """
- self.change_layer(sprite, self.get_top_layer())
- def move_to_back(self, sprite):
- """move the sprite to the bottom layer
- LayeredUpdates.move_to_back(sprite): return None
- Moves the sprite to the bottom layer by moving it to a new layer below
- the current bottom layer.
- """
- self.change_layer(sprite, self.get_bottom_layer() - 1)
- def get_top_sprite(self):
- """return the topmost sprite
- LayeredUpdates.get_top_sprite(): return Sprite
- """
- return self._spritelist[-1]
- def get_sprites_from_layer(self, layer):
- """return all sprites from a layer ordered as they where added
- LayeredUpdates.get_sprites_from_layer(layer): return sprites
- Returns all sprites from a layer. The sprites are ordered in the
- sequence that they where added. (The sprites are not removed from the
- layer.
- """
- sprites = []
- sprites_append = sprites.append
- sprite_layers = self._spritelayers
- for spr in self._spritelist:
- if sprite_layers[spr] == layer:
- sprites_append(spr)
- elif sprite_layers[spr] > layer:# break after because no other will
- # follow with same layer
- break
- return sprites
- def switch_layer(self, layer1_nr, layer2_nr):
- """switch the sprites from layer1_nr to layer2_nr
- LayeredUpdates.switch_layer(layer1_nr, layer2_nr): return None
- The layers number must exist. This method does not check for the
- existence of the given layers.
- """
- sprites1 = self.remove_sprites_of_layer(layer1_nr)
- for spr in self.get_sprites_from_layer(layer2_nr):
- self.change_layer(spr, layer1_nr)
- self.add(layer=layer2_nr, *sprites1)
- class LayeredDirty(LayeredUpdates):
- """LayeredDirty Group is for DirtySprites; subclasses LayeredUpdates
- pygame.sprite.LayeredDirty(*spites, **kwargs): return LayeredDirty
- This group requires pygame.sprite.DirtySprite or any sprite that
- has the following attributes:
- image, rect, dirty, visible, blendmode (see doc of DirtySprite).
- It uses the dirty flag technique and is therefore faster than
- pygame.sprite.RenderUpdates if you have many static sprites. It
- also switches automatically between dirty rect updating and full
- screen drawing, so you do no have to worry which would be faster.
- As with the pygame.sprite.Group, you can specify some additional attributes
- through kwargs:
- _use_update: True/False (default is False)
- _default_layer: default layer where the sprites without a layer are
- added
- _time_threshold: treshold time for switching between dirty rect mode
- and fullscreen mode; defaults to updating at 80 frames per second,
- which is equal to 1000.0 / 80.0
- New in pygame 1.8.0
- """
- def __init__(self, *sprites, **kwargs):
- """initialize group.
- pygame.sprite.LayeredDirty(*spites, **kwargs): return LayeredDirty
- You can specify some additional attributes through kwargs:
- _use_update: True/False (default is False)
- _default_layer: default layer where the sprites without a layer are
- added
- _time_threshold: treshold time for switching between dirty rect
- mode and fullscreen mode; defaults to updating at 80 frames per
- second, which is equal to 1000.0 / 80.0
- """
- LayeredUpdates.__init__(self, *sprites, **kwargs)
- self._clip = None
- self._use_update = False
- self._time_threshold = 1000.0 / 80.0 # 1000.0 / fps
- self._bgd = None
- for key, val in kwargs.items():
- if key in ['_use_update', '_time_threshold', '_default_layer']:
- if hasattr(self, key):
- setattr(self, key, val)
- def add_internal(self, sprite, layer=None):
- """Do not use this method directly.
- It is used by the group to add a sprite internally.
- """
- # check if all needed attributes are set
- if not hasattr(sprite, 'dirty'):
- raise AttributeError()
- if not hasattr(sprite, 'visible'):
- raise AttributeError()
- if not hasattr(sprite, 'blendmode'):
- raise AttributeError()
- if not isinstance(sprite, DirtySprite):
- raise TypeError()
- if sprite.dirty == 0: # set it dirty if it is not
- sprite.dirty = 1
- LayeredUpdates.add_internal(self, sprite, layer)
- def draw(self, surface, bgd=None):
- """draw all sprites in the right order onto the given surface
- LayeredDirty.draw(surface, bgd=None): return Rect_list
- You can pass the background too. If a self.bgd is already set to some
- value that is not None, then the bgd argument has no effect.
- """
- # speedups
- _orig_clip = surface.get_clip()
- _clip = self._clip
- if _clip is None:
- _clip = _orig_clip
- _surf = surface
- _sprites = self._spritelist
- _old_rect = self.spritedict
- _update = self.lostsprites
- _update_append = _update.append
- _ret = None
- _surf_blit = _surf.blit
- _rect = Rect
- if bgd is not None:
- self._bgd = bgd
- _bgd = self._bgd
- init_rect = self._init_rect
- _surf.set_clip(_clip)
- # -------
- # 0. decide whether to render with update or flip
- start_time = get_ticks()
- if self._use_update: # dirty rects mode
- # 1. find dirty area on screen and put the rects into _update
- # still not happy with that part
- for spr in _sprites:
- if 0 < spr.dirty:
- # chose the right rect
- if spr.source_rect:
- _union_rect = _rect(spr.rect.topleft,
- spr.source_rect.size)
- else:
- _union_rect = _rect(spr.rect)
- _union_rect_collidelist = _union_rect.collidelist
- _union_rect_union_ip = _union_rect.union_ip
- i = _union_rect_collidelist(_update)
- while -1 < i:
- _union_rect_union_ip(_update[i])
- del _update[i]
- i = _union_rect_collidelist(_update)
- _update_append(_union_rect.clip(_clip))
- if _old_rect[spr] is not init_rect:
- _union_rect = _rect(_old_rect[spr])
- _union_rect_collidelist = _union_rect.collidelist
- _union_rect_union_ip = _union_rect.union_ip
- i = _union_rect_collidelist(_update)
- while -1 < i:
- _union_rect_union_ip(_update[i])
- del _update[i]
- i = _union_rect_collidelist(_update)
- _update_append(_union_rect.clip(_clip))
- # can it be done better? because that is an O(n**2) algorithm in
- # worst case
- # clear using background
- if _bgd is not None:
- for rec in _update:
- _surf_blit(_bgd, rec, rec)
- # 2. draw
- for spr in _sprites:
- if 1 > spr.dirty:
- if spr._visible:
- # sprite not dirty; blit only the intersecting part
- if spr.source_rect is not None:
- # For possible future speed up, source_rect's data
- # can be prefetched outside of this loop.
- _spr_rect = _rect(spr.rect.topleft,
- spr.source_rect.size)
- rect_offset_x = spr.source_rect[0] - _spr_rect[0]
- rect_offset_y = spr.source_rect[1] - _spr_rect[1]
- else:
- _spr_rect = spr.rect
- rect_offset_x = -_spr_rect[0]
- rect_offset_y = -_spr_rect[1]
- _spr_rect_clip = _spr_rect.clip
- for idx in _spr_rect.collidelistall(_update):
- # clip
- clip = _spr_rect_clip(_update[idx])
- _surf_blit(spr.image,
- clip,
- (clip[0] + rect_offset_x,
- clip[1] + rect_offset_y,
- clip[2],
- clip[3]),
- spr.blendmode)
- else: # dirty sprite
- if spr._visible:
- _old_rect[spr] = _surf_blit(spr.image,
- spr.rect,
- spr.source_rect,
- spr.blendmode)
- if spr.dirty == 1:
- spr.dirty = 0
- _ret = list(_update)
- else: # flip, full screen mode
- if _bgd is not None:
- _surf_blit(_bgd, (0, 0))
- for spr in _sprites:
- if spr._visible:
- _old_rect[spr] = _surf_blit(spr.image,
- spr.rect,
- spr.source_rect,
- spr.blendmode)
- _ret = [_rect(_clip)] # return only the part of the screen changed
- # timing for switching modes
- # How may a good threshold be found? It depends on the hardware.
- end_time = get_ticks()
- if end_time-start_time > self._time_threshold:
- self._use_update = False
- else:
- self._use_update = True
- ## # debug
- ## print " check: using dirty rects:", self._use_update
- # emtpy dirty rects list
- _update[:] = []
- # -------
- # restore original clip
- _surf.set_clip(_orig_clip)
- return _ret
- def clear(self, surface, bgd):
- """use to set background
- Group.clear(surface, bgd): return None
- """
- self._bgd = bgd
- def repaint_rect(self, screen_rect):
- """repaint the given area
- LayeredDirty.repaint_rect(screen_rect): return None
- screen_rect is in screen coordinates.
- """
- if self._clip:
- self.lostsprites.append(screen_rect.clip(self._clip))
- else:
- self.lostsprites.append(Rect(screen_rect))
- def set_clip(self, screen_rect=None):
- """clip the area where to draw; pass None (default) to reset the clip
- LayeredDirty.set_clip(screen_rect=None): return None
- """
- if screen_rect is None:
- self._clip = pygame.display.get_surface().get_rect()
- else:
- self._clip = screen_rect
- self._use_update = False
- def get_clip(self):
- """get the area where drawing will occur
- LayeredDirty.get_clip(): return Rect
- """
- return self._clip
- def change_layer(self, sprite, new_layer):
- """change the layer of the sprite
- LayeredUpdates.change_layer(sprite, new_layer): return None
- The sprite must have been added to the renderer already. This is not
- checked.
- """
- LayeredUpdates.change_layer(self, sprite, new_layer)
- if sprite.dirty == 0:
- sprite.dirty = 1
- def set_timing_treshold(self, time_ms):
- """set the treshold in milliseconds
- set_timing_treshold(time_ms): return None
- Defaults to 1000.0 / 80.0. This means that the screen will be painted
- using the flip method rather than the update method if the update
- method is taking so long to update the screen that the frame rate falls
- below 80 frames per second.
- """
- self._time_threshold = time_ms
- class GroupSingle(AbstractGroup):
- """A group container that holds a single most recent item.
- This class works just like a regular group, but it only keeps a single
- sprite in the group. Whatever sprite has been added to the group last will
- be the only sprite in the group.
- You can access its one sprite as the .sprite attribute. Assigning to this
- attribute will properly remove the old sprite and then add the new one.
- """
- def __init__(self, sprite=None):
- AbstractGroup.__init__(self)
- self.__sprite = None
- if sprite is not None:
- self.add(sprite)
- def copy(self):
- return GroupSingle(self.__sprite)
- def sprites(self):
- if self.__sprite is not None:
- return [self.__sprite]
- else:
- return []
- def add_internal(self, sprite):
- if self.__sprite is not None:
- self.__sprite.remove_internal(self)
- self.remove_internal(self.__sprite)
- self.__sprite = sprite
- def __nonzero__(self):
- return self.__sprite is not None
- def _get_sprite(self):
- return self.__sprite
- def _set_sprite(self, sprite):
- self.add_internal(sprite)
- sprite.add_internal(self)
- return sprite
- sprite = property(_get_sprite,
- _set_sprite,
- None,
- "The sprite contained in this group")
- def remove_internal(self, sprite):
- if sprite is self.__sprite:
- self.__sprite = None
- if sprite in self.spritedict:
- AbstractGroup.remove_internal(self, sprite)
- def has_internal(self, sprite):
- return self.__sprite is sprite
- # Optimizations...
- def __contains__(self, sprite):
- return self.__sprite is sprite
- # Some different collision detection functions that could be used.
- def collide_rect(left, right):
- """collision detection between two sprites, using rects.
- pygame.sprite.collide_rect(left, right): return bool
- Tests for collision between two sprites. Uses the pygame.Rect colliderect
- function to calculate the collision. It is intended to be passed as a
- collided callback function to the *collide functions. Sprites must have
- "rect" attributes.
- New in pygame 1.8.0
- """
- return left.rect.colliderect(right.rect)
- class collide_rect_ratio:
- """A callable class that checks for collisions using scaled rects
- The class checks for collisions between two sprites using a scaled version
- of the sprites' rects. Is created with a ratio; the instance is then
- intended to be passed as a collided callback function to the *collide
- functions.
- New in pygame 1.8.1
- """
- def __init__(self, ratio):
- """create a new collide_rect_ratio callable
- Ratio is expected to be a floating point value used to scale
- the underlying sprite rect before checking for collisions.
- """
- self.ratio = ratio
- def __call__(self, left, right):
- """detect collision between two sprites using scaled rects
- pygame.sprite.collide_rect_ratio(ratio)(left, right): return bool
- Tests for collision between two sprites. Uses the pygame.Rect
- colliderect function to calculate the collision after scaling the rects
- by the stored ratio. Sprites must have "rect" attributes.
- """
- ratio = self.ratio
- leftrect = left.rect
- width = leftrect.width
- height = leftrect.height
- leftrect = leftrect.inflate(width * ratio - width,
- height * ratio - height)
- rightrect = right.rect
- width = rightrect.width
- height = rightrect.height
- rightrect = rightrect.inflate(width * ratio - width,
- height * ratio - height)
- return leftrect.colliderect(rightrect)
- def collide_circle(left, right):
- """detect collision between two sprites using circles
- pygame.sprite.collide_circle(left, right): return bool
- Tests for collision between two sprites by testing whether two circles
- centered on the sprites overlap. If the sprites have a "radius" attribute,
- then that radius is used to create the circle; otherwise, a circle is
- created that is big enough to completely enclose the sprite's rect as
- given by the "rect" attribute. This function is intended to be passed as
- a collided callback function to the *collide functions. Sprites must have a
- "rect" and an optional "radius" attribute.
- New in pygame 1.8.0
- """
- xdistance = left.rect.centerx - right.rect.centerx
- ydistance = left.rect.centery - right.rect.centery
- distancesquared = xdistance ** 2 + ydistance ** 2
- if hasattr(left, 'radius'):
- leftradius = left.radius
- else:
- leftrect = left.rect
- # approximating the radius of a square by using half of the diagonal,
- # might give false positives (especially if its a long small rect)
- leftradius = 0.5 * ((leftrect.width ** 2 + leftrect.height ** 2) ** 0.5)
- # store the radius on the sprite for next time
- setattr(left, 'radius', leftradius)
- if hasattr(right, 'radius'):
- rightradius = right.radius
- else:
- rightrect = right.rect
- # approximating the radius of a square by using half of the diagonal
- # might give false positives (especially if its a long small rect)
- rightradius = 0.5 * ((rightrect.width ** 2 + rightrect.height ** 2) ** 0.5)
- # store the radius on the sprite for next time
- setattr(right, 'radius', rightradius)
- return distancesquared <= (leftradius + rightradius) ** 2
- class collide_circle_ratio(object):
- """detect collision between two sprites using scaled circles
- This callable class checks for collisions between two sprites using a
- scaled version of a sprite's radius. It is created with a ratio as the
- argument to the constructor. The instance is then intended to be passed as
- a collided callback function to the *collide functions.
- New in pygame 1.8.1
- """
- def __init__(self, ratio):
- """creates a new collide_circle_ratio callable instance
- The given ratio is expected to be a floating point value used to scale
- the underlying sprite radius before checking for collisions.
- When the ratio is ratio=1.0, then it behaves exactly like the
- collide_circle method.
- """
- self.ratio = ratio
- def __call__(self, left, right):
- """detect collision between two sprites using scaled circles
- pygame.sprite.collide_circle_radio(ratio)(left, right): return bool
- Tests for collision between two sprites by testing whether two circles
- centered on the sprites overlap after scaling the circle's radius by
- the stored ratio. If the sprites have a "radius" attribute, that is
- used to create the circle; otherwise, a circle is created that is big
- enough to completely enclose the sprite's rect as given by the "rect"
- attribute. Intended to be passed as a collided callback function to the
- *collide functions. Sprites must have a "rect" and an optional "radius"
- attribute.
- """
- ratio = self.ratio
- xdistance = left.rect.centerx - right.rect.centerx
- ydistance = left.rect.centery - right.rect.centery
- distancesquared = xdistance ** 2 + ydistance ** 2
- if hasattr(left, "radius"):
- leftradius = left.radius * ratio
- else:
- leftrect = left.rect
- leftradius = ratio * 0.5 * ((leftrect.width ** 2 + leftrect.height ** 2) ** 0.5)
- # store the radius on the sprite for next time
- setattr(left, 'radius', leftradius)
- if hasattr(right, "radius"):
- rightradius = right.radius * ratio
- else:
- rightrect = right.rect
- rightradius = ratio * 0.5 * ((rightrect.width ** 2 + rightrect.height ** 2) ** 0.5)
- # store the radius on the sprite for next time
- setattr(right, 'radius', rightradius)
- return distancesquared <= (leftradius + rightradius) ** 2
- def collide_mask(left, right):
- """collision detection between two sprites, using masks.
- pygame.sprite.collide_mask(SpriteLeft, SpriteRight): bool
- Tests for collision between two sprites by testing if their bitmasks
- overlap. If the sprites have a "mask" attribute, that is used as the mask;
- otherwise, a mask is created from the sprite image. Intended to be passed
- as a collided callback function to the *collide functions. Sprites must
- have a "rect" and an optional "mask" attribute.
- New in pygame 1.8.0
- """
- xoffset = right.rect[0] - left.rect[0]
- yoffset = right.rect[1] - left.rect[1]
- try:
- leftmask = left.mask
- except AttributeError:
- leftmask = from_surface(left.image)
- try:
- rightmask = right.mask
- except AttributeError:
- rightmask = from_surface(right.image)
- return leftmask.overlap(rightmask, (xoffset, yoffset))
- def spritecollide(sprite, group, dokill, collided=None):
- """find Sprites in a Group that intersect another Sprite
- pygame.sprite.spritecollide(sprite, group, dokill, collided=None):
- return Sprite_list
- Return a list containing all Sprites in a Group that intersect with another
- Sprite. Intersection is determined by comparing the Sprite.rect attribute
- of each Sprite.
- The dokill argument is a bool. If set to True, all Sprites that collide
- will be removed from the Group.
- The collided argument is a callback function used to calculate if two
- sprites are colliding. it should take two sprites as values, and return a
- bool value indicating if they are colliding. If collided is not passed, all
- sprites must have a "rect" value, which is a rectangle of the sprite area,
- which will be used to calculate the collision.
- """
- if dokill:
- crashed = []
- append = crashed.append
- if collided:
- for s in group.sprites():
- if collided(sprite, s):
- s.kill()
- append(s)
- else:
- spritecollide = sprite.rect.colliderect
- for s in group.sprites():
- if spritecollide(s.rect):
- s.kill()
- append(s)
- return crashed
- elif collided:
- return [s for s in group if collided(sprite, s)]
- else:
- spritecollide = sprite.rect.colliderect
- return [s for s in group if spritecollide(s.rect)]
- def groupcollide(groupa, groupb, dokilla, dokillb, collided=None):
- """detect collision between a group and another group
- pygame.sprite.groupcollide(groupa, groupb, dokilla, dokillb):
- return dict
- Given two groups, this will find the intersections between all sprites in
- each group. It returns a dictionary of all sprites in the first group that
- collide. The value for each item in the dictionary is a list of the sprites
- in the second group it collides with. The two dokill arguments control if
- the sprites from either group will be automatically removed from all
- groups. Collided is a callback function used to calculate if two sprites
- are colliding. it should take two sprites as values, and return a bool
- value indicating if they are colliding. If collided is not passed, all
- sprites must have a "rect" value, which is a rectangle of the sprite area
- that will be used to calculate the collision.
- """
- crashed = {}
- SC = spritecollide
- if dokilla:
- for s in groupa.sprites():
- c = SC(s, groupb, dokillb, collided)
- if c:
- crashed[s] = c
- s.kill()
- else:
- for s in groupa:
- c = SC(s, groupb, dokillb, collided)
- if c:
- crashed[s] = c
- return crashed
- def spritecollideany(sprite, group, collided=None):
- """finds any sprites in a group that collide with the given sprite
- pygame.sprite.spritecollideany(sprite, group): return sprite
- Given a sprite and a group of sprites, this will return return any single
- sprite that collides with with the given sprite. If there are no
- collisions, then this returns None.
- If you don't need all the features of the spritecollide function, this
- function will be a bit quicker.
- Collided is a callback function used to calculate if two sprites are
- colliding. It should take two sprites as values and return a bool value
- indicating if they are colliding. If collided is not passed, then all
- sprites must have a "rect" value, which is a rectangle of the sprite area,
- which will be used to calculate the collision.
- """
- if collided:
- for s in group:
- if collided(sprite, s):
- return s
- else:
- # Special case old behaviour for speed.
- spritecollide = sprite.rect.colliderect
- for s in group:
- if spritecollide(s.rect):
- return s
- return None
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