# Copyright (C) 2012-2017 Julie Marchant <onpon4@riseup.net>
#
# This file is part of the Pygame SGE.
#
# The Pygame SGE is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# The Pygame SGE 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 Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public License
# along with the Pygame SGE. If not, see <http://www.gnu.org/licenses/>.
"""
This module provides classes related to the graphical display.
"""
from __future__ import division
from __future__ import absolute_import
from __future__ import print_function
from __future__ import unicode_literals
import math
import os
import sys
import traceback
import warnings
import pygame
import six
import sge
from sge import gfx, r
from sge.r import (
_check_color, _scale, _get_blend_flags, _screen_blend, _set_mode,
_handle_music, _get_dot_sprite, _get_line_sprite, _get_rectangle_sprite,
_get_ellipse_sprite, _get_circle_sprite, _get_polygon_sprite, bl_update,
bl_get_image, o_update, o_detect_collisions, o_update_collision_lists,
o_update_object_areas, o_is_other, o_get_origin_offset, o_set_speed,
s_get_image, s_get_precise_mask, s_from_text, tg_blit,
r_get_rectangle_object_areas, r_set_object_areas, r_update_fade,
r_update_dissolve, r_update_pixelate, r_update_wipe_left,
r_update_wipe_right, r_update_wipe_up, r_update_wipe_down,
r_update_wipe_upleft, r_update_wipe_upright, r_update_wipe_downleft,
r_update_wipe_downright, r_update_wipe_matrix, r_update_iris_in,
r_update_iris_out, v_limit)
__all__ = ["Game", "Room", "View", "Object"]
[docs]class Game(object):
"""
This class handles most parts of the game which operate on a global
scale, such as global game events. Before anything else is done
with the SGE, an object either of this class or of a class derived
from it must be created.
When an object of this class is created, it is automatically
assigned to :data:`sge.game`.
.. note::
This class is designed to be used as a singleton. Do not create
multiple :class:`sge.dsp.Game` objects. Doing so is unsupported
and may cause errors.
.. attribute:: width
The width of the game's display.
.. attribute:: height
The height of the game's display.
.. attribute:: fullscreen
Whether or not the game should be in fullscreen mode.
.. attribute:: scale
A number indicating a fixed scale factor (e.g. ``1`` for no
scaling, ``2`` for doubled size). If set to :const:`None` or
``0``, scaling is automatic (causes the game to fit the window or
screen).
If a fixed scale factor is defined and the game is in fullscreen
mode, the scale factor multiplied by :attr:`width` and
:attr:`height` is used to suggest what resolution to use.
.. attribute:: scale_proportional
If set to :const:`True`, scaling is always proportional. If set
to :const:`False`, the image will be distorted to completely fill
the game window or screen. This has no effect unless
:attr:`scale` is :const:`None` or ``0``.
.. attribute:: scale_method
A string indicating the type of scaling method to use. Can be
one of the following:
- ``"noblur"`` -- Request a non-blurry scale method, generally
optimal for pixel art.
- ``"smooth"`` -- Request a smooth scale method, generally
optimal for images other than pixel art.
Alternatively, this attribute can be set to one of the values in
:data:`sge.SCALE_METHODS` to request an exact scale method to
use.
The value of this attribute is only a request. If this value is
either an unsupported value or :const:`None`, the fastest
available scale method is chosen.
.. attribute:: fps
The rate the game should run in frames per second.
.. note::
This is only the maximum; if the computer is not fast enough,
the game may run more slowly.
.. attribute:: delta
Whether or not delta timing should be used. Delta timing affects
object speeds, animation rates, and alarms.
.. attribute:: delta_min
Delta timing can cause the game to be choppy. This attribute
limits this by pretending that the frame rate is never lower than
this amount, resulting in the game slowing down like normal if it
is.
.. attribute:: delta_max
Indicates a higher frame rate cap than :attr:`fps` to allow the
game to reach by using delta timing to slow object speeds,
animation rates, and alarms down. If set to :const:`None`, this
feature is disabled and the game will not be permitted to run
faster than :attr:`fps`.
This attribute has no effect unless :attr:`delta` is
:const:`True`.
.. attribute:: grab_input
Whether or not all input should be forcibly grabbed by the game.
If this is :const:`True` and :attr:`sge.mouse.visible` is
:const:`False`, the mouse will be in relative mode. Otherwise,
the mouse will be in absolute mode.
.. attribute:: window_text
The text for the OS to display as the window title, e.g. in the
frame of the window. If set to :const:`None`, the SGE chooses
the text.
.. attribute:: window_icon
The path to the image file to use as the window icon. If set
to :const:`None`, the SGE chooses the icon. If the file
specified does not exist, :exc:`OSError` is raised.
.. attribute:: collision_events_enabled
Whether or not collision events should be executed. Setting this
to :const:`False` will improve performence if collision events
are not needed.
.. attribute:: alarms
A dictionary containing the global alarms of the game. Each
value decreases by 1 each frame (adjusted for delta timing if it
is enabled). When a value is at or below 0,
:meth:`sge.dsp.Game.event_alarm` is executed with ``alarm_id``
set to the respective key, and the item is deleted from this
dictionary.
.. attribute:: input_events
A list containing all input event objects which have not yet been
handled, in the order in which they occurred.
.. note::
If you handle input events manually, be sure to delete them
from this list, preferably by getting them with
:meth:`list.pop`. Otherwise, the event will be handled more
than once, which is usually not what you want.
.. attribute:: start_room
The room which becomes active when the game first starts and when
it restarts. Must be set exactly once, before the game first
starts, and should not be set again afterwards.
.. attribute:: current_room
The room which is currently active. (Read-only)
.. attribute:: mouse
A :class:`sge.dsp.Object` object which represents the mouse
cursor. Its bounding box is a one-pixel square. It is
automatically added to every room's default list of objects.
Some of this object's attributes control properties of the mouse.
See the documentation for :mod:`sge.mouse` for more information.
(Read-only)
"""
@property
def width(self):
return r.game_width
@width.setter
def width(self, value):
if value != r.game_width:
r.game_width = value
_set_mode()
@property
def height(self):
return r.game_height
@height.setter
def height(self, value):
if value != r.game_height:
r.game_height = value
_set_mode()
@property
def fullscreen(self):
return r.game_fullscreen
@fullscreen.setter
def fullscreen(self, value):
if value != r.game_fullscreen:
r.game_fullscreen = value
_set_mode()
if not self.fullscreen and not self.scale:
old_scale = self.scale
self.scale = 1
self.scale = old_scale
@property
def scale(self):
return r.game_scale
@scale.setter
def scale(self, value):
if value != r.game_scale:
r.game_scale = value
_set_mode()
@property
def scale_proportional(self):
return r.game_scale_proportional
@scale_proportional.setter
def scale_proportional(self, value):
if value != r.game_scale_proportional:
r.game_scale_proportional = value
_set_mode()
@property
def scale_method(self):
return r.game_scale_method
@scale_method.setter
def scale_method(self, value):
if value != r.game_scale_method:
r.game_scale_method = value
_set_mode()
@property
def grab_input(self):
return pygame.event.get_grab()
@grab_input.setter
def grab_input(self, value):
pygame.event.set_grab(value)
@property
def window_text(self):
return pygame.display.get_caption()[0]
@window_text.setter
def window_text(self, value):
if value is not None:
pygame.display.set_caption(value)
@property
def window_icon(self):
return r.game_window_icon
@window_icon.setter
def window_icon(self, value):
r.game_window_icon = value
if value is not None:
try:
image = pygame.image.load(value)
except pygame.error as e:
raise OSError(e)
else:
pygame.display.set_icon(image)
[docs] def __init__(self, width=640, height=480, fullscreen=False, scale=None,
scale_proportional=True, scale_method=None, fps=60,
delta=False, delta_min=15, delta_max=None, grab_input=False,
window_text=None, window_icon=None,
collision_events_enabled=True):
"""
Arguments set the respective initial attributes of the game.
See the documentation for :class:`sge.dsp.Game` for more
information.
The created :class:`sge.dsp.Game` object is automatically
assigned to :data:`sge.game`.
"""
# Settings use a smaller buffer size for less lag.
pygame.mixer.pre_init(22050, -16, 2, 1024)
pygame.init()
pygame.mixer.music.set_endevent(sge.MUSIC_END_EVENT)
r._display_info = pygame.display.Info()
sge.game = self
r.game_width = width
r.game_height = height
r.game_window_width = width
r.game_window_height = height
r.game_fullscreen = fullscreen
r.game_scale = scale
r.game_scale_proportional = scale_proportional
r.game_scale_method = scale_method
r.game_new_room = None
self.fps = fps
self.delta = delta
self.delta_min = delta_min
self.delta_max = delta_max
self.window_text = window_text
self.window_icon = window_icon
self.collision_events_enabled = collision_events_enabled
self.alarms = {}
self.start_room = None
self.input_events = []
self.current_room = None
r.game_display_surface = pygame.Surface((self.width, self.height))
_set_mode()
r.music = None
r.music_queue = []
r.game_running = False
r.game_clock = pygame.time.Clock()
r.game_window_projections = []
self.mouse = Mouse()
# Setup sound channels
r.game_available_channels = []
if pygame.mixer.get_init():
for i in six.moves.range(pygame.mixer.get_num_channels()):
r.game_available_channels.append(pygame.mixer.Channel(i))
else:
w = "pygame.mixer module not initialized! Are you missing SDL_mixer?"
warnings.warn(w)
# Setup joysticks
sge.joystick.refresh()
if not pygame.font.get_init():
w = "pygame.font module not initialized! Are you missing SDL_ttf?"
warnings.warn(w)
self.window_icon = None
[docs] def start(self):
"""
Start the game. Should only be called once; the effect of any
further calls is undefined.
"""
if self.start_room is not None:
r.game_running = True
self.start_room.start()
r.game_clock.tick()
while r.game_running:
# Switch to new room (if one has been started)
new_room = r.game_new_room
if new_room is not None:
r.game_new_room = None
self.unpause()
self.current_room = new_room
r._colliders = []
r._collision_checkers = []
r._active_objects = set()
r_set_object_areas(new_room, False)
for obj in new_room.objects:
obj.rd["object_areas"] = set()
o_update_object_areas(obj)
o_update_collision_lists(obj)
if obj.active:
r._active_objects.add(obj)
# This is stored in a variable to prevent problems
# with rd["started"] being False during the
# start/create events.
started = new_room.rd["started"]
new_room.rd["started"] = True
if not started:
new_room.event_room_start()
else:
new_room.event_room_resume()
while new_room.rd["new_objects"]:
new_room.rd["new_objects"].pop(0).event_create()
# Prevent sudden movements from happening at the
# start of a room due to delta timing, and make sure
# transitions happen fully.
r.game_clock.tick()
# Input events
self.pump_input()
while self.input_events:
event = self.input_events.pop(0)
if isinstance(event, sge.input.KeyPress):
self.event_key_press(event.key, event.char)
self.current_room.event_key_press(event.key,
event.char)
for obj in r._active_objects.copy():
obj.event_key_press(event.key, event.char)
elif isinstance(event, sge.input.KeyRelease):
self.event_key_release(event.key)
self.current_room.event_key_release(event.key)
for obj in r._active_objects.copy():
obj.event_key_release(event.key)
elif isinstance(event, sge.input.MouseMove):
self.event_mouse_move(event.x, event.y)
self.current_room.event_mouse_move(event.x, event.y)
for obj in r._active_objects.copy():
obj.event_mouse_move(event.x, event.y)
elif isinstance(event, sge.input.MouseButtonPress):
self.event_mouse_button_press(event.button)
self.current_room.event_mouse_button_press(
event.button)
for obj in r._active_objects.copy():
obj.event_mouse_button_press(event.button)
elif isinstance(event, sge.input.MouseButtonRelease):
self.event_mouse_button_release(event.button)
self.current_room.event_mouse_button_release(
event.button)
for obj in r._active_objects.copy():
obj.event_mouse_button_release(event.button)
elif isinstance(event, sge.input.JoystickAxisMove):
self.event_joystick_axis_move(
event.js_name, event.js_id, event.axis,
event.value)
self.current_room.event_joystick_axis_move(
event.js_name, event.js_id, event.axis,
event.value)
for obj in r._active_objects.copy():
obj.event_joystick_axis_move(
event.js_name, event.js_id, event.axis,
event.value)
elif isinstance(event, sge.input.JoystickHatMove):
self.event_joystick_hat_move(
event.js_name, event.js_id, event.hat, event.x,
event.y)
self.current_room.event_joystick_hat_move(
event.js_name, event.js_id, event.hat, event.x,
event.y)
for obj in r._active_objects.copy():
obj.event_joystick_hat_move(
event.js_name, event.js_id, event.hat, event.x,
event.y)
elif isinstance(event, sge.input.JoystickTrackballMove):
self.event_joystick_trackball_move(
event.js_name, event.js_id, event.ball, event.x,
event.y)
self.current_room.event_joystick_trackball_move(
event.js_name, event.js_id, event.ball, event.x,
event.y)
for obj in r._active_objects.copy():
obj.event_joystick_trackball_move(
event.js_name, event.js_id, event.ball,
event.x, event.y)
elif isinstance(event, sge.input.JoystickButtonPress):
self.event_joystick_button_press(
event.js_name, event.js_id, event.button)
self.current_room.event_joystick_button_press(
event.js_name, event.js_id, event.button)
for obj in r._active_objects.copy():
obj.event_joystick_button_press(
event.js_name, event.js_id, event.button)
elif isinstance(event, sge.input.JoystickButtonRelease):
self.event_joystick_button_release(
event.js_name, event.js_id, event.button)
self.current_room.event_joystick_button_release(
event.js_name, event.js_id, event.button)
for obj in r._active_objects.copy():
obj.event_joystick_button_release(
event.js_name, event.js_id, event.button)
elif isinstance(event, sge.input.JoystickEvent):
self.event_joystick(
event.js_name, event.js_id, event.input_type,
event.input_id, event.value)
self.current_room.event_joystick(
event.js_name, event.js_id, event.input_type,
event.input_id, event.value)
for obj in r._active_objects.copy():
obj.event_joystick(
event.js_name, event.js_id, event.input_type,
event.input_id, event.value)
elif isinstance(event, sge.input.KeyboardFocusGain):
self.event_gain_keyboard_focus()
self.current_room.event_gain_keyboard_focus()
elif isinstance(event, sge.input.KeyboardFocusLose):
self.event_lose_keyboard_focus()
self.current_room.event_lose_keyboard_focus()
elif isinstance(event, sge.input.MouseFocusGain):
self.event_gain_mouse_focus()
self.current_room.event_gain_mouse_focus()
elif isinstance(event, sge.input.MouseFocusLose):
self.event_lose_mouse_focus()
self.current_room.event_lose_mouse_focus()
elif isinstance(event, sge.input.QuitRequest):
self.current_room.event_close()
self.event_close()
# Regulate speed
real_time_passed = self.regulate_speed()
if self.delta:
time_passed = min(real_time_passed, 1000 / self.delta_min)
delta_mult = time_passed / (1000 / self.fps)
else:
time_passed = 1000 / self.fps
delta_mult = 1
# Alarms
activated_alarms = []
for a in self.alarms:
self.alarms[a] -= delta_mult
if self.alarms[a] <= 0:
activated_alarms.append(a)
for a in activated_alarms:
del self.alarms[a]
self.event_alarm(a)
activated_alarms = []
for a in self.current_room.alarms:
self.current_room.alarms[a] -= delta_mult
if self.current_room.alarms[a] <= 0:
activated_alarms.append(a)
for a in activated_alarms:
del self.current_room.alarms[a]
self.current_room.event_alarm(a)
# Step events
self.event_step(real_time_passed, delta_mult)
self.current_room.event_step(real_time_passed, delta_mult)
# Update background layers
for layer in self.current_room.background.layers:
bl_update(layer, time_passed)
# Update objects (including mouse)
for obj in r._active_objects.copy():
obj.event_begin_step(real_time_passed, delta_mult)
o_update(obj, time_passed, delta_mult)
obj.event_step(real_time_passed, delta_mult)
if self.collision_events_enabled:
# Set objects' colliders
room = self.current_room
for obj in r._colliders:
obj.rd["colliders"] = []
for area in obj.rd["object_areas"]:
if area is not None:
i, j = area
room_area = room.object_areas[i][j]
else:
room_area = room.object_area_void
for other in room_area:
if (other is not obj and other.tangible and
other not in obj.rd["colliders"]):
obj.rd["colliders"].append(other)
# Detect collisions
for obj in r._collision_checkers:
o_detect_collisions(obj)
# End step event
for obj in r._active_objects.copy():
obj.event_end_step(real_time_passed, delta_mult)
# Set xprevious and yprevious
for obj in self.current_room.objects:
obj.xprevious = obj.x
obj.yprevious = obj.y
# Transition
rd = self.current_room.rd
if rd["t_update"] is not None:
rd["t_time_passed"] += real_time_passed
if rd["t_time_passed"] < rd["t_duration"]:
complete = rd["t_time_passed"] / rd["t_duration"]
rd["t_update"](self.current_room, complete)
rd["t_complete_last"] = complete
self.project_sprite(rd["t_sprite"], 0, 0, 0)
else:
rd["t_update"] = None
# Refresh
self.refresh()
else:
pygame.quit()
sge.game = None
else:
raise AttributeError("sge.game.start_room is undefined.")
[docs] def end(self):
"""Properly end the game."""
if self.current_room is not None:
self.current_room.event_room_end()
r.game_running = False
[docs] def pause(self, sprite=None):
"""
Pause the game.
Arguments:
- ``sprite`` -- The sprite to show in the center of the screen
while the game is paused. If set to :const:`None`, the SGE
chooses the image.
Normal events are not executed while the game is paused.
Instead, events with the same name, but prefixed with
``event_paused_`` instead of ``event_`` are executed. Note that
not all events have these alternative "paused" events associated
with them.
"""
if sprite is None:
font = gfx.Font("Droid Sans", size=64)
sprite = gfx.Sprite.from_text(font, "Paused")
r.game_paused = True
while r.game_paused and r.game_running:
# Input events
self.pump_input()
while self.input_events:
event = self.input_events.pop(0)
if isinstance(event, sge.input.KeyPress):
self.event_paused_key_press(event.key, event.char)
self.current_room.event_paused_key_press(event.key,
event.char)
for obj in self.current_room.objects:
obj.event_paused_key_press(event.key, event.char)
elif isinstance(event, sge.input.KeyRelease):
self.event_paused_key_release(event.key)
self.current_room.event_paused_key_release(event.key)
for obj in self.current_room.objects:
obj.event_paused_key_release(event.key)
elif isinstance(event, sge.input.MouseMove):
self.event_paused_mouse_move(event.x, event.y)
self.current_room.event_paused_mouse_move(event.x, event.y)
for obj in self.current_room.objects:
obj.event_paused_mouse_move(event.x, event.y)
elif isinstance(event, sge.input.MouseButtonPress):
self.event_paused_mouse_button_press(event.button)
self.current_room.event_paused_mouse_button_press(
event.button)
for obj in self.current_room.objects:
obj.event_paused_mouse_button_press(event.button)
elif isinstance(event, sge.input.MouseButtonRelease):
self.event_paused_mouse_button_release(event.button)
self.current_room.event_paused_mouse_button_release(
event.button)
for obj in self.current_room.objects:
obj.event_paused_mouse_button_release(event.button)
elif isinstance(event, sge.input.JoystickAxisMove):
self.event_paused_joystick_axis_move(
event.js_name, event.js_id, event.axis, event.value)
self.current_room.event_paused_joystick_axis_move(
event.js_name, event.js_id, event.axis, event.value)
for obj in self.current_room.objects:
obj.event_paused_joystick_axis_move(
event.js_name, event.js_id, event.axis,
event.value)
elif isinstance(event, sge.input.JoystickHatMove):
self.event_paused_joystick_hat_move(
event.js_name, event.js_id, event.hat, event.x,
event.y)
self.current_room.event_paused_joystick_hat_move(
event.js_name, event.js_id, event.hat, event.x,
event.y)
for obj in self.current_room.objects:
obj.event_paused_joystick_hat_move(
event.js_name, event.js_id, event.hat,
event.x, event.y)
elif isinstance(event, sge.input.JoystickTrackballMove):
self.event_paused_joystick_trackball_move(
event.js_name, event.js_id, event.ball, event.x,
event.y)
self.current_room.event_paused_joystick_trackball_move(
event.js_name, event.js_id, event.ball, event.x,
event.y)
for obj in self.current_room.objects:
obj.event_paused_joystick_trackball_move(
event.js_name, event.js_id, event.ball,
event.x, event.y)
elif isinstance(event, sge.input.JoystickButtonPress):
self.event_paused_joystick_button_press(
event.js_name, event.js_id, event.button)
self.current_room.event_paused_joystick_button_press(
event.js_name, event.js_id, event.button)
for obj in self.current_room.objects:
obj.event_paused_joystick_button_press(
event.js_name, event.js_id, event.button)
elif isinstance(event, sge.input.JoystickButtonRelease):
self.event_paused_joystick_button_release(
event.js_name, event.js_id, event.button)
self.current_room.event_paused_joystick_button_release(
event.js_name, event.js_id, event.button)
for obj in self.current_room.objects:
obj.event_paused_joystick_button_release(
event.js_name, event.js_id, event.button)
elif isinstance(event, sge.input.JoystickEvent):
self.event_paused_joystick(
event.js_name, event.js_id, event.input_type,
event.input_id, event.value)
self.current_room.event_paused_joystick(
event.js_name, event.js_id, event.input_type,
event.input_id, event.value)
for obj in r._active_objects.copy():
obj.event_paused_joystick(
event.js_name, event.js_id, event.input_type,
event.input_id, event.value)
elif isinstance(event, sge.input.KeyboardFocusGain):
self.event_paused_gain_keyboard_focus()
self.current_room.event_paused_gain_keyboard_focus()
elif isinstance(event, sge.input.KeyboardFocusLose):
self.event_paused_lose_keyboard_focus()
self.current_room.event_paused_lose_keyboard_focus()
elif isinstance(event, sge.input.MouseFocusGain):
self.event_paused_gain_mouse_focus()
self.current_room.event_paused_gain_mouse_focus()
elif isinstance(event, sge.input.MouseFocusLose):
self.event_paused_lose_mouse_focus()
self.current_room.event_paused_lose_mouse_focus()
elif isinstance(event, sge.input.QuitRequest):
self.current_room.event_paused_close()
self.event_paused_close()
# Regulate speed
time_passed = self.regulate_speed()
if self.delta:
t = min(time_passed, 1000 / self.delta_min)
delta_mult = t / (1000 / self.fps)
else:
delta_mult = 1
self.event_paused_step(time_passed, delta_mult)
self.current_room.event_paused_step(time_passed, delta_mult)
for obj in self.current_room.objects[:]:
obj.event_paused_step(time_passed, delta_mult)
# Project sprite
x = (self.width - sprite.width) / 2
y = (self.height - sprite.height) / 2
self.project_sprite(sprite, 0, x, y)
# Refresh
self.refresh()
self.pump_input()
self.input_events = []
[docs] def unpause(self):
"""Unpause the game."""
r.game_paused = False
[docs] def regulate_speed(self, fps=None):
"""
Regulate the SGE's running speed and return the time passed.
Arguments:
- ``fps`` -- The target frame rate in frames per second. Set to
:const:`None` to target the current value of :attr:`fps`.
When this method is called, the program will sleep long enough
so that the game runs at ``fps`` frames per second, then return
the number of milliseconds that passed between the previous call
and the current call of this method.
You normally don't need to use this function directly. It is
called automatically in each frame of the SGE's main loop. You
only need to use this function directly if you want to create
your own loop.
"""
if fps is None:
if self.delta and self.delta_max is not None:
fps = self.delta_max
else:
fps = self.fps
tp = r.game_clock.tick(fps)
r.cache.prune_time += tp
if r.cache.prune_time >= r.CACHE_PRUNE_TIME:
r.cache.prune_time = 0
r.cache.prune()
return tp
[docs] def refresh(self):
"""
Refresh the screen.
This method needs to be called for changes to the screen to be
seen by the user. It should be called every frame.
You normally don't need to use this function directly. It is
called automatically in each frame of the SGE's main loop. You
only need to use this function directly if you take control away
from the SGE's main loop, e.g. to create your own loop.
"""
# Music control
_handle_music()
if (r.game_x == 0 and r.game_y == 0 and r.game_xscale == 1 and
r.game_yscale == 1):
display_surface = r.game_window
else:
display_surface = r.game_display_surface
# Clear display surface
display_surface.fill((0, 0, 0))
# Draw views
for view in self.current_room.views:
if (view.xport == 0 and view.yport == 0 and
view.wport == view.width == self.width and
view.hport == view.height == self.height):
view_surf = display_surface
else:
view_surf = pygame.Surface((view.width, view.height))
view_surf.fill(pygame.Color(*self.current_room.background.color))
view_x = view.x
view_y = view.y
view_width = view.width
view_height = view.height
vx = view_x - sge.game.current_room.background_x
vy = view_y - sge.game.current_room.background_y
images = []
for layer in self.current_room.background.layers:
img = bl_get_image(layer)
x = layer.x - vx * layer.xscroll_rate
y = layer.y - vy * layer.yscroll_rate
if isinstance(img, sge.gfx.TileGrid):
img_w = max(1, img.width)
img_h = max(1, img.height)
else:
img_w = max(1, img.get_width())
img_h = max(1, img.get_height())
# Apply the origin so the positions are as expected.
x -= layer.sprite.origin_x
y -= layer.sprite.origin_y
# Move to the best position for what we want to do
if layer.repeat_right and (layer.repeat_left or x < 0):
x = (x % img_w) - img_w
elif layer.repeat_left and x + img_w > view_width:
x = (x % img_w) + img_w * math.ceil(view_width / img_w)
if layer.repeat_down and (layer.repeat_up or y < 0):
y = (y % img_h) - img_h
elif layer.repeat_up and y + img_h > view_height:
y = (y % img_h) + img_h * math.ceil(view_height / img_h)
if layer.repeat_right and (layer.repeat_left or x < view_width):
hrange = six.moves.range(int(math.floor(x)),
int(view.width + img_w), img_w)
elif layer.repeat_left and x + img_w > 0:
hrange = six.moves.range(int(math.floor(x)), -img_w, -img_w)
else:
hrange = [int(math.floor(x))]
if layer.repeat_down and (layer.repeat_up or y < view_height):
vrange = six.moves.range(int(math.floor(y)),
int(view_height + img_h), img_h)
elif layer.repeat_up and y + img_h > 0:
vrange = six.moves.range(int(math.floor(y)), -img_h, -img_h)
else:
vrange = [int(math.floor(y))]
for y in vrange:
for x in hrange:
images.append((img, x + math.floor(view_x),
y + math.floor(view_y), layer.z, None))
for obj in self.current_room.get_objects_at(
view_x, view_y, view_width, view_height):
if obj.visible and obj is not self.mouse:
if isinstance(obj.sprite, sge.gfx.Sprite):
img = s_get_image(obj.sprite, obj.image_index,
obj.image_xscale, obj.image_yscale,
obj.image_rotation, obj.image_alpha,
obj.image_blend,
obj.image_blend_mode)
w = img.get_width()
h = img.get_height()
x = obj.x - obj.image_origin_x
y = obj.y - obj.image_origin_y
if (x + w >= view_x and x <= view_x + view_width and
y + h >= view_y and y <= view_y + view_height):
nimg = s_get_image(obj.sprite, obj.image_index,
obj.image_xscale,
obj.image_yscale)
nw = nimg.get_width()
nh = nimg.get_height()
xoff = (w - nw) / 2
yoff = (h - nh) / 2
images.append((img, x - xoff, y - yoff,
obj.z, None))
elif isinstance(obj.sprite, sge.gfx.TileGrid):
x = obj.x - obj.image_origin_x
y = obj.y - obj.image_origin_y
images.append((obj.sprite, x, y, obj.z, None))
images.extend(self.current_room.rd["projections"])
images.sort(key=lambda img: img[3])
for img in images:
surf = img[0]
x = img[1] - view.x
y = img[2] - view.y
if isinstance(surf, sge.gfx.TileGrid):
tg_blit(surf, view_surf, x, y)
else:
blend_mode = img[4]
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(view_surf, surf, x, y, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(view_surf, surf, x, y, True)
else:
flags = _get_blend_flags(blend_mode)
view_surf.blit(surf, (int(x), int(y)), None, flags)
if view_surf is not display_surface:
display_surface.blit(
_scale(view_surf, view.wport, view.hport),
(int(view.xport), int(view.yport)))
self.current_room.rd["projections"] = []
# Window projections
self.mouse.project_cursor()
r.game_window_projections.sort(key=lambda img: img[3])
for projection in r.game_window_projections:
image, x, y, z, blend_mode = projection
x = int(x)
y = int(y)
if isinstance(image, sge.gfx.TileGrid):
tg_blit(image, display_surface, x, y)
else:
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(display_surface, image, x, y, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(display_surface, image, x, y, True)
else:
flags = _get_blend_flags(blend_mode)
display_surface.blit(image, (x, y), None, flags)
r.game_window_projections = []
# Scale/blit display surface
if display_surface is not r.game_window:
r.game_window.blit(
_scale(display_surface, self.width * r.game_xscale,
self.height * r.game_yscale), (int(r.game_x),
int(r.game_y)))
pygame.display.flip()
[docs] def project_dot(self, x, y, color, z=0, blend_mode=None):
"""
Project a single-pixel dot onto the game window.
Arguments:
- ``x`` -- The horizontal location relative to the window to
project the dot.
- ``y`` -- The vertical location relative to the window to
project the dot.
- ``z`` -- The Z-axis position of the projection in relation to
other window projections.
Window projections are projections made directly onto the game
window, independent of the room or any views.
.. note:: The Z-axis position of a window projection does not
correlate with the Z-axis position of anything positioned
within the room, such as room projections and
:class:`sge.dsp.Object` objects. Window projections are
always positioned in front of such things.
See the documentation for :meth:`sge.gfx.Sprite.draw_dot` for
more information.
"""
_check_color(color)
sprite = _get_dot_sprite(color)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_line(self, x1, y1, x2, y2, color, z=0, thickness=1,
anti_alias=False, blend_mode=None):
"""
Project a line segment onto the game window.
Arguments:
- ``x1`` -- The horizontal location relative to the window of
the first endpoint of the projected line segment.
- ``y1`` -- The vertical location relative to the window of the
first endpoint of the projected line segment.
- ``x2`` -- The horizontal location relative to the window of
the second endpoint of the projected line segment.
- ``y2`` -- The vertical location relative to the window of the
second endpoint of the projected line segment.
- ``z`` -- The Z-axis position of the projection in relation to
other window projections.
See the documentation for :meth:`sge.gfx.Sprite.draw_line` and
:meth:`sge.dsp.Game.project_dot` for more information.
"""
_check_color(color)
thickness = abs(thickness)
x = min(x1, x2) - thickness // 2
y = min(y1, y2) - thickness // 2
x1 -= x
y1 -= y
x2 -= x
y2 -= y
sprite = _get_line_sprite(x1, y1, x2, y2, color, thickness, anti_alias)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_rectangle(self, x, y, width, height, z=0, fill=None,
outline=None, outline_thickness=1, blend_mode=None):
"""
Project a rectangle onto the game window.
Arguments:
- ``x`` -- The horizontal location relative to the window to
project the rectangle.
- ``y`` -- The vertical location relative to the window to
project the rectangle.
- ``z`` -- The Z-axis position of the projection in relation to
other window projections.
See the documentation for :meth:`sge.gfx.Sprite.draw_rectangle`
and :meth:`sge.dsp.Game.project_dot` for more information.
"""
_check_color(fill)
_check_color(outline)
outline_thickness = abs(outline_thickness)
draw_x = outline_thickness // 2
draw_y = outline_thickness // 2
x -= draw_x
y -= draw_y
sprite = _get_rectangle_sprite(width, height, fill, outline,
outline_thickness)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_ellipse(self, x, y, width, height, z=0, fill=None,
outline=None, outline_thickness=1, anti_alias=False,
blend_mode=None):
"""
Project an ellipse onto the game window.
Arguments:
- ``x`` -- The horizontal location relative to the window to
position the imaginary rectangle containing the ellipse.
- ``y`` -- The vertical location relative to the window to
position the imaginary rectangle containing the ellipse.
- ``z`` -- The Z-axis position of the projection in relation to
other window projections.
- ``width`` -- The width of the ellipse.
- ``height`` -- The height of the ellipse.
- ``outline_thickness`` -- The thickness of the outline of the
ellipse.
- ``anti_alias`` -- Whether or not anti-aliasing should be used.
See the documentation for :meth:`sge.gfx.Sprite.draw_ellipse`
and :meth:`sge.dsp.Game.project_dot` for more information.
"""
if fill is not None and not isinstance(fill, gfx.Color):
e = "`{}` is not a Color object.".format(repr(fill))
raise TypeError(e)
if outline is not None and not isinstance(outline, gfx.Color):
e = "`{}` is not a Color object.".format(repr(outline))
raise TypeError(e)
outline_thickness = abs(outline_thickness)
draw_x = outline_thickness // 2
draw_y = outline_thickness // 2
x -= draw_x
y -= draw_y
sprite = _get_ellipse_sprite(width, height, fill, outline,
outline_thickness, anti_alias)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_circle(self, x, y, radius, z=0, fill=None, outline=None,
outline_thickness=1, anti_alias=False, blend_mode=None):
"""
Project a circle onto the game window.
Arguments:
- ``x`` -- The horizontal location relative to the window to
position the center of the circle.
- ``y`` -- The vertical location relative to the window to
position the center of the circle.
- ``z`` -- The Z-axis position of the projection in relation to
other window projections.
See the documentation for :meth:`sge.gfx.Sprite.draw_circle` and
:meth:`sge.dsp.Game.project_dot` for more information.
"""
_check_color(fill)
_check_color(outline)
sprite = _get_circle_sprite(radius, fill, outline, outline_thickness,
anti_alias)
self.project_sprite(sprite, 0, x - radius, y - radius, z, blend_mode)
[docs] def project_polygon(self, points, z=0, fill=None, outline=None,
outline_thickness=1, anti_alias=False, blend_mode=None):
"""
Draw a polygon on the sprite.
Arguments:
- ``points`` -- A list of points relative to the room to
position each of the polygon's angles. Each point should be a
tuple in the form ``(x, y)``, where x is the horizontal
location and y is the vertical location.
- ``z`` -- The Z-axis position of the projection in relation to
other window projections.
See the documentation for :meth:`sge.gfx.Sprite.draw_polygon`
and :meth:`sge.dsp.Game.project_dot` for more information.
"""
_check_color(fill)
_check_color(outline)
xlist = []
ylist = []
for point in points:
xlist.append(point[0])
ylist.append(point[1])
x = min(xlist)
y = min(ylist)
sprite = _get_polygon_sprite(points, fill, outline, outline_thickness,
anti_alias)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_sprite(self, sprite, image, x, y, z=0, blend_mode=None):
"""
Project a sprite onto the game window.
Arguments:
- ``x`` -- The horizontal location relative to the window to
project ``sprite``.
- ``y`` -- The vertical location relative to the window to
project ``sprite``.
- ``z`` -- The Z-axis position of the projection in relation to
other window projections.
See the documentation for :meth:`sge.gfx.Sprite.draw_sprite` and
:meth:`sge.dsp.Game.project_dot` for more information.
"""
img = s_get_image(sprite, image)
x -= sprite.origin_x
y -= sprite.origin_y
r.game_window_projections.append((img, x, y, z, blend_mode))
[docs] def project_text(self, font, text, x, y, z=0, width=None, height=None,
color=gfx.Color("white"), halign="left",
valign="top", anti_alias=True, blend_mode=None):
"""
Project text onto the game window.
Arguments:
- ``x`` -- The horizontal location relative to the window to
project the text.
- ``y`` -- The vertical location relative to the window to
project the text.
- ``z`` -- The Z-axis position of the projection in relation to
other window projections.
See the documentation for :meth:`sge.gfx.Sprite.draw_text` and
:meth:`sge.dsp.Game.project_dot` for more information.
"""
_check_color(color)
sprite = s_from_text(gfx.Sprite, font, text, width, height, color,
halign, valign, anti_alias)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def event_step(self, time_passed, delta_mult):
"""
Called once each frame.
Arguments:
- ``time_passed`` -- The number of milliseconds that have passed
during the last frame.
- ``delta_mult`` -- What speed and movement should be multiplied
by this frame due to delta timing. If :attr:`delta` is
:const:`False`, this is always ``1``.
"""
pass
[docs] def event_alarm(self, alarm_id):
"""
Called when the value of an alarm reaches 0.
See the documentation for :attr:`sge.dsp.Game.alarms` for more
information.
"""
pass
[docs] def event_key_press(self, key, char):
"""
See the documentation for :class:`sge.input.KeyPress` for more
information.
"""
pass
[docs] def event_key_release(self, key):
"""
See the documentation for :class:`sge.input.KeyRelease` for more
information.
"""
pass
[docs] def event_mouse_move(self, x, y):
"""
See the documentation for :class:`sge.input.MouseMove` for more
information.
"""
pass
[docs] def event_joystick_axis_move(self, js_name, js_id, axis, value):
"""
See the documentation for :class:`sge.input.JoystickAxisMove`
for more information.
"""
pass
[docs] def event_joystick_hat_move(self, js_name, js_id, hat, x, y):
"""
See the documentation for :class:`sge.input.JoystickHatMove`
for more information.
"""
pass
[docs] def event_joystick_trackball_move(self, js_name, js_id, ball, x, y):
"""
See the documentation for
:class:`sge.input.JoystickTrackballMove` for more information.
"""
pass
[docs] def event_joystick(self, js_name, js_id, input_type, input_id, value):
"""
See the documentation for :class:`sge.input.JoystickEvent` for
more information.
"""
pass
[docs] def event_gain_keyboard_focus(self):
"""
See the documentation for :class:`sge.input.KeyboardFocusGain`
for more information.
"""
pass
[docs] def event_lose_keyboard_focus(self):
"""
See the documentation for :class:`sge.input.KeyboardFocusLose`
for more information.
"""
pass
[docs] def event_gain_mouse_focus(self):
"""
See the documentation for :class:`sge.input.MouseFocusGain` for
more information.
"""
pass
[docs] def event_lose_mouse_focus(self):
"""
See the documentation for :class:`sge.input.MouseFocusLose` for
more information.
"""
pass
[docs] def event_close(self):
"""
See the documentation for :class:`sge.input.QuitRequest` for
more information.
This is always called after any :meth:`sge.dsp.Room.event_close`
occurring at the same time.
"""
pass
[docs] def event_mouse_collision(self, other, xdirection, ydirection):
"""
Proxy for :meth:`sge.game.mouse.event_collision`. See the
documentation for :meth:`sge.dsp.Object.event_collision` for
more information.
"""
pass
[docs] def event_paused_step(self, time_passed, delta_mult):
"""
See the documentation for :meth:`sge.dsp.Game.event_step` for
more information.
"""
pass
[docs] def event_paused_key_press(self, key, char):
"""
See the documentation for :class:`sge.input.KeyPress` for more
information.
"""
pass
[docs] def event_paused_key_release(self, key):
"""
See the documentation for :class:`sge.input.KeyRelease` for more
information.
"""
pass
[docs] def event_paused_mouse_move(self, x, y):
"""
See the documentation for :class:`sge.input.MouseMove` for more
information.
"""
pass
[docs] def event_paused_joystick_axis_move(self, js_name, js_id, axis, value):
"""
See the documentation for :class:`sge.input.JoystickAxisMove`
for more information.
"""
pass
[docs] def event_paused_joystick_hat_move(self, js_name, js_id, hat, x, y):
"""
See the documentation for :class:`sge.input.JoystickHatMove` for
more information.
"""
pass
[docs] def event_paused_joystick_trackball_move(self, js_name, js_id, ball, x, y):
"""
See the documentation for
:class:`sge.input.JoystickTrackballMove` for more information.
"""
pass
[docs] def event_paused_joystick(self, js_name, js_id, input_type, input_id,
value):
"""
See the documentation for :class:`sge.input.JoystickEvent` for
more information.
"""
pass
[docs] def event_paused_gain_keyboard_focus(self):
"""
See the documentation for :class:`sge.input.KeyboardFocusGain`
for more information.
"""
pass
[docs] def event_paused_lose_keyboard_focus(self):
"""
See the documentation for :class:`sge.input.KeyboardFocusLose`
for more information.
"""
pass
[docs] def event_paused_gain_mouse_focus(self):
"""
See the documentation for :class:`sge.input.MouseFocusGain` for
more information.
"""
pass
[docs] def event_paused_lose_mouse_focus(self):
"""
See the documentation for :class:`sge.input.MouseFocusLose` for
more information.
"""
pass
[docs] def event_paused_close(self):
"""
See the documentation for :meth:`sge.dsp.Game.event_close` for
more information.
"""
pass
[docs]class Room(object):
"""
This class stores the settings and objects found in a room. Rooms
are used to create separate parts of the game, such as levels and
menu screens.
.. attribute:: width
The width of the room in pixels. If set to :const:`None`,
:attr:`sge.game.width` is used.
.. attribute:: height
The height of the room in pixels. If set to :const:`None`,
:attr:`sge.game.height` is used.
.. attribute:: views
A list containing all :class:`sge.dsp.View` objects in the room.
.. attribute:: background
The :class:`sge.gfx.Background` object used.
.. attribute:: background_x
The horizontal position of the background in the room.
.. attribute:: background_y
The vertical position of the background in the room.
.. attribute:: object_area_width
The width of this room's object areas in pixels. If set to
:const:`None`, :attr:`sge.game.width` is used. For optimum
performance, this should generally be about the average width of
objects in the room which check for collisions.
.. attribute:: object_area_height
The height of this room's object areas in pixels. If set to
:const:`None`, :attr:`sge.game.height` is used. For optimum
performance, this should generally be about the average height of
objects in the room which check for collisions.
.. attribute:: alarms
A dictionary containing the alarms of the room. Each value
decreases by 1 each frame (adjusted for delta timing if it is
enabled). When a value is at or below 0,
:meth:`event_alarm` is executed with ``alarm_id`` set to the
respective key, and the item is deleted from this dictionary.
.. attribute:: objects
A list containing all :class:`sge.dsp.Object` objects in the
room. (Read-only)
.. attribute:: object_areas
A 2-dimensional list of object areas, indexed in the following
way::
object_areas[x][y]
Where ``x`` is the horizontal location of the left edge of the
area in the room divided by :attr:`object_area_width`, and ``y``
is the vertical location of the top edge of the area in the room
divided by :attr:`object_area_height`.
For example, if :attr:`object_area_width` is ``32`` and
:attr:`object_area_height` is ``48``, then
``object_areas[2][4]`` indicates the object area with an x
location of 64 and a y location of 192.
Each object area is a set containing :class:`sge.dsp.Object`
objects whose sprites or bounding boxes reside within the object
area.
Object areas are only created within the room, i.e. the
horizontal location of an object area will always be less than
:attr:`width`, and the vertical location of an object area will
always be less than :attr:`height`. Depending on the size of
collision areas and the size of the room, however, the last row
and/or the last column of collision areas may partially reside
outside of the room.
.. note::
It is generally easier to use :meth:`get_objects_at` than to
access this list directly.
.. attribute:: object_area_void
A set containing :class:`sge.dsp.Object` objects whose sprites or
bounding boxes reside within any area not covered by the room's
object area.
.. note::
Depending on the size of object areas and the size of the
room, the "void" area may not include the entirety of the
outside of the room. There may be some space to the right of
and/or below the room which is covered by collision areas.
.. attribute:: rd
Reserved dictionary for internal use by the SGE. (Read-only)
"""
@property
def object_area_width(self):
return self.__object_area_width
@object_area_width.setter
def object_area_width(self, value):
if value is None:
value = sge.game.width
self.__object_area_width = value
r_set_object_areas(self)
@property
def object_area_height(self):
return self.__object_area_height
@object_area_height.setter
def object_area_height(self, value):
if value is None:
value = sge.game.height
self.__object_area_height = value
r_set_object_areas(self)
[docs] def __init__(self, objects=(), width=None, height=None, views=None,
background=None, background_x=0, background_y=0,
object_area_width=None, object_area_height=None):
"""
Arguments:
- ``views`` -- A list containing all :class:`sge.dsp.View`
objects in the room. If set to :const:`None`, a new view will
be created with ``x=0``, ``y=0``, and all other arguments
unspecified, which will become the first view of the room.
- ``background`` -- The :class:`sge.gfx.Background` object used.
If set to :const:`None`, a new background will be created with
no layers and the color set to black.
All other arguments set the respective initial attributes of the
room. See the documentation for :class:`sge.dsp.Room` for more
information.
"""
self.rd = {}
self.width = width if width is not None else sge.game.width
self.height = height if height is not None else sge.game.height
self.rd["swidth"] = self.width
self.rd["sheight"] = self.height
if object_area_width is None:
object_area_width = sge.game.width
if object_area_height is None:
object_area_height = sge.game.height
self.__object_area_width = object_area_width
self.__object_area_height = object_area_height
self.background_x = background_x
self.background_y = background_y
self.alarms = {}
self.rd["new_objects"] = []
self.rd["projections"] = []
if views is not None:
self.views = list(views)
else:
self.views = [View(0, 0)]
if background is not None:
self.background = background
else:
self.background = gfx.Background([], gfx.Color("black"))
self.rd["started"] = False
self.objects = []
r_set_object_areas(self)
self.add(sge.game.mouse)
for obj in objects:
self.add(obj)
[docs] def add(self, obj):
"""
Add an object to the room.
Arguments:
- ``obj`` -- The :class:`sge.dsp.Object` object to add.
.. warning::
This method modifies the contents of :attr:`objects`. Do not
call this method during a loop through :attr:`objects`; doing
so may cause problems with the loop. To get around this, you
can create a shallow copy of :attr:`objects` to iterate
through instead, e.g.::
for obj in self.objects[:]:
self.add(obj.friend)
"""
obj.alive = True
if obj not in self.objects:
self.objects.append(obj)
if self is sge.game.current_room and self.rd["started"]:
obj.event_create()
obj.rd["object_areas"] = set()
o_update_object_areas(obj)
o_update_collision_lists(obj)
if obj.active:
r._active_objects.add(obj)
else:
self.rd["new_objects"].append(obj)
[docs] def remove(self, obj):
"""
Remove an object from the room.
Arguments:
- ``obj`` -- The :class:`sge.dsp.Object` object to remove.
.. warning::
This method modifies the contents of :attr:`objects`. Do not
call this method during a loop through :attr:`objects`; doing
so may cause problems with the loop. To get around this, you
can create a shallow copy of :attr:`objects` to iterate
through instead, e.g.::
for obj in self.objects[:]:
self.remove(obj)
"""
while obj in self.objects:
self.objects.remove(obj)
while obj in self.rd["new_objects"]:
self.rd["new_objects"].remove(obj)
if self is sge.game.current_room:
o_update_object_areas(obj)
o_update_collision_lists(obj)
r._active_objects.discard(obj)
obj.event_destroy()
[docs] def start(self, transition=None, transition_time=1500,
transition_arg=None):
"""
Start the room.
Arguments:
- ``transition`` -- The type of transition to use. Should be
one of the following:
- :const:`None` (no transition)
- ``"fade"`` (fade to black)
- ``"dissolve"``
- ``"pixelate"``
- ``"wipe_left"`` (wipe right to left)
- ``"wipe_right"`` (wipe left to right)
- ``"wipe_up"`` (wipe bottom to top)
- ``"wipe_down"`` (wipe top to bottom)
- ``"wipe_upleft"`` (wipe bottom-right to top-left)
- ``"wipe_upright"`` (wipe bottom-left to top-right)
- ``"wipe_downleft"`` (wipe top-right to bottom-left)
- ``"wipe_downright"`` (wipe top-left to bottom-right)
- ``"wipe_matrix"``
- ``"iris_in"``
- ``"iris_out"``
If an unsupported value is given, default to :const:`None`.
- ``transition_time`` -- The time the transition should take in
milliseconds. Has no effect if ``transition`` is
:const:`None`.
- ``transition_arg`` -- An arbitrary argument that can be used
by the following transitions:
- ``"wipe_matrix"`` -- The size of each square in the matrix
transition as a tuple in the form ``(w, h)``, where ``w`` is
the width and ``h`` is the height. Default is ``(4, 4)``.
- ``"iris_in"`` and ``"iris_out"`` -- The position of the
center of the iris as a tuple in the form ``(x, y)``, where
``x`` is the horizontal location relative to the window and
``y`` is the vertical location relative to the window.
Default is the center of the window.
"""
transitions = {
"fade": r_update_fade, "dissolve": r_update_dissolve,
"pixelate": r_update_pixelate, "wipe_left": r_update_wipe_left,
"wipe_right": r_update_wipe_right, "wipe_up": r_update_wipe_up,
"wipe_down": r_update_wipe_down,
"wipe_upleft": r_update_wipe_upleft,
"wipe_upright": r_update_wipe_upright,
"wipe_downleft": r_update_wipe_downleft,
"wipe_downright": r_update_wipe_downright,
"wipe_matrix": r_update_wipe_matrix,
"iris_in": r_update_iris_in, "iris_out": r_update_iris_out}
if transition in transitions and transition_time > 0:
self.rd["t_update"] = transitions[transition]
self.rd["t_sprite"] = gfx.Sprite.from_screenshot()
self.rd["t_duration"] = transition_time
self.rd["t_arg"] = transition_arg
self.rd["t_time_passed"] = 0
self.rd["t_complete_last"] = 0
self.rd["t_matrix_remaining"] = None
else:
self.rd["t_update"] = None
r.game_new_room = self
[docs] def get_objects_at(self, x, y, width, height):
"""
Return a set of objects near a particular area.
Arguments:
- ``x`` -- The horizontal location relative to the room of the
left edge of the area.
- ``y`` -- The vertical location relative to the room of the
top edge of the area.
- ``width`` -- The width of the area in pixels.
- ``height`` -- The height of the area in pixels.
.. note::
This function does not ensure that objects returned are
actually *within* the given area. It simply combines all
object areas that need to be checked into a single set. To
ensure that an object is actually within the area, you must
check the object manually, or use
:func:`sge.collision.rectangle` instead.
"""
area = set()
for a in r_get_rectangle_object_areas(self, x, y, width, height):
if a is None:
area |= self.object_area_void
else:
area |= self.object_areas[a[0]][a[1]]
return area
[docs] def project_dot(self, x, y, z, color, blend_mode=None):
"""
Project a single-pixel dot onto the room.
Arguments:
- ``x`` -- The horizontal location relative to the room to
project the dot.
- ``y`` -- The vertical location relative to the room to project
the dot.
- ``z`` -- The Z-axis position of the projection in the room.
See the documentation for :meth:`sge.gfx.Sprite.draw_dot` for
more information.
"""
_check_color(color)
sprite = _get_dot_sprite(color)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_line(self, x1, y1, x2, y2, z, color, thickness=1,
anti_alias=False, blend_mode=None):
"""
Project a line segment onto the room.
Arguments:
- ``x1`` -- The horizontal location relative to the room of the
first endpoint of the projected line segment.
- ``y1`` -- The vertical location relative to the room of the
first endpoint of the projected line segment.
- ``x2`` -- The horizontal location relative to the room of the
second endpoint of the projected line segment.
- ``y2`` -- The vertical location relative to the room of the
second endpoint of the projected line segment.
- ``z`` -- The Z-axis position of the projection in the room.
See the documentation for :meth:`sge.gfx.Sprite.draw_line` for
more information.
"""
_check_color(color)
thickness = abs(thickness)
x = min(x1, x2) - thickness // 2
y = min(y1, y2) - thickness // 2
x1 -= x
y1 -= y
x2 -= x
y2 -= y
sprite = _get_line_sprite(x1, y1, x2, y2, color, thickness, anti_alias)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_rectangle(self, x, y, z, width, height, fill=None,
outline=None, outline_thickness=1, blend_mode=None):
"""
Project a rectangle onto the room.
Arguments:
- ``x`` -- The horizontal location relative to the room to
project the rectangle.
- ``y`` -- The vertical location relative to the room to project
the rectangle.
- ``z`` -- The Z-axis position of the projection in the room.
See the documentation for :meth:`sge.gfx.Sprite.draw_rectangle`
for more information.
"""
_check_color(fill)
_check_color(outline)
outline_thickness = abs(outline_thickness)
draw_x = outline_thickness // 2
draw_y = outline_thickness // 2
x -= draw_x
y -= draw_y
sprite = _get_rectangle_sprite(width, height, fill, outline,
outline_thickness)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_ellipse(self, x, y, z, width, height, fill=None,
outline=None, outline_thickness=1, anti_alias=False,
blend_mode=None):
"""
Project an ellipse onto the room.
Arguments:
- ``x`` -- The horizontal location relative to the room to
position the imaginary rectangle containing the ellipse.
- ``y`` -- The vertical location relative to the room to
position the imaginary rectangle containing the ellipse.
- ``z`` -- The Z-axis position of the projection in the room.
- ``width`` -- The width of the ellipse.
- ``height`` -- The height of the ellipse.
- ``outline_thickness`` -- The thickness of the outline of the
ellipse.
- ``anti_alias`` -- Whether or not anti-aliasing should be used.
See the documentation for :meth:`sge.gfx.Sprite.draw_ellipse`
for more information.
"""
_check_color(fill)
_check_color(outline)
outline_thickness = abs(outline_thickness)
draw_x = outline_thickness // 2
draw_y = outline_thickness // 2
x -= draw_x
y -= draw_y
sprite = _get_ellipse_sprite(width, height, fill, outline,
outline_thickness, anti_alias)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_circle(self, x, y, z, radius, fill=None, outline=None,
outline_thickness=1, anti_alias=False, blend_mode=None):
"""
Project a circle onto the room.
Arguments:
- ``x`` -- The horizontal location relative to the room to
position the center of the circle.
- ``y`` -- The vertical location relative to the room to
position the center of the circle.
- ``z`` -- The Z-axis position of the projection in the room.
See the documentation for :meth:`sge.gfx.Sprite.draw_circle` for
more information.
"""
_check_color(fill)
_check_color(outline)
sprite = _get_circle_sprite(radius, fill, outline, outline_thickness,
anti_alias)
self.project_sprite(sprite, 0, x - radius, y - radius, z, blend_mode)
[docs] def project_polygon(self, points, z, fill=None, outline=None,
outline_thickness=1, anti_alias=False, blend_mode=None):
"""
Draw a polygon on the sprite.
Arguments:
- ``points`` -- A list of points relative to the room to
position each of the polygon's angles. Each point should be a
tuple in the form ``(x, y)``, where x is the horizontal
location and y is the vertical location.
- ``z`` -- The Z-axis position of the projection in the room.
See the documentation for :meth:`sge.gfx.Sprite.draw_polygon`
for more information.
"""
_check_color(fill)
_check_color(outline)
xlist = []
ylist = []
for point in points:
xlist.append(point[0])
ylist.append(point[1])
x = min(xlist)
y = min(ylist)
sprite = _get_polygon_sprite(points, fill, outline, outline_thickness,
anti_alias)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def project_sprite(self, sprite, image, x, y, z, blend_mode=None):
"""
Project a sprite onto the room.
Arguments:
- ``x`` -- The horizontal location relative to the room to
project ``sprite``.
- ``y`` -- The vertical location relative to the room to project
``sprite``.
- ``z`` -- The Z-axis position of the projection in the room.
See the documentation for :meth:`sge.gfx.Sprite.draw_sprite` for
more information.
"""
img = s_get_image(sprite, image)
x -= sprite.origin_x
y -= sprite.origin_y
self.rd["projections"].append((img, x, y, z, blend_mode))
[docs] def project_text(self, font, text, x, y, z, width=None, height=None,
color=sge.gfx.Color("white"), halign="left",
valign="top", anti_alias=True, blend_mode=None):
"""
Project text onto the room.
Arguments:
- ``x`` -- The horizontal location relative to the room to
project the text.
- ``y`` -- The vertical location relative to the room to project
the text.
- ``z`` -- The Z-axis position of the projection in the room.
See the documentation for :meth:`sge.gfx.Sprite.draw_text` for
more information.
"""
_check_color(color)
sprite = s_from_text(gfx.Sprite, font, text, width, height, color,
halign, valign, anti_alias)
self.project_sprite(sprite, 0, x, y, z, blend_mode)
[docs] def event_room_start(self):
"""
Called when the room is started for the first time. It is
always called after any :meth:`sge.dsp.Game.event_game_start`
and before any :class:`sge.dsp.Object.event_create` occurring at
the same time.
"""
pass
[docs] def event_room_resume(self):
"""
Called when the room is started after it has already previously
been started. It is always called before any
:meth:`sge.dsp.Object.event_create` occurring at the same time.
"""
pass
[docs] def event_room_end(self):
"""
Called when another room is started or the game ends while this
room is the current room. It is always called before any
:meth:`sge.dsp.Game.event_game_end` occurring at the same time.
"""
pass
[docs] def event_step(self, time_passed, delta_mult):
"""
See the documentation for :meth:`sge.dsp.Game.event_step` for
more information.
"""
pass
[docs] def event_alarm(self, alarm_id):
"""
See the documentation for :attr:`sge.dsp.Room.alarms` for more
information.
"""
pass
[docs] def event_key_press(self, key, char):
"""
See the documentation for :class:`sge.input.KeyPress` for more
information.
"""
pass
[docs] def event_key_release(self, key):
"""
See the documentation for :class:`sge.input.KeyRelease` for more
information.
"""
pass
[docs] def event_mouse_move(self, x, y):
"""
See the documentation for :class:`sge.input.MouseMove` for more
information.
"""
pass
[docs] def event_joystick_axis_move(self, js_name, js_id, axis, value):
"""
See the documentation for :class:`sge.input.JoystickAxisMove`
for more information.
"""
pass
[docs] def event_joystick_hat_move(self, js_name, js_id, hat, x, y):
"""
See the documentation for :class:`sge.input.JoystickHatMove` for
more information.
"""
pass
[docs] def event_joystick_trackball_move(self, js_name, js_id, ball, x, y):
"""
See the documentation for
:class:`sge.input.JoystickTrackballMove` for more information.
"""
pass
[docs] def event_joystick(self, js_name, js_id, input_type, input_id, value):
"""
See the documentation for :class:`sge.input.JoystickEvent` for
more information.
"""
pass
[docs] def event_gain_keyboard_focus(self):
"""
See the documentation for :class:`sge.input.KeyboardFocusGain`
for more information.
"""
pass
[docs] def event_lose_keyboard_focus(self):
"""
See the documentation for :class:`sge.input.KeyboardFocusLose`
for more information.
"""
pass
[docs] def event_gain_mouse_focus(self):
"""
See the documentation for :class:`sge.input.MouseFocusGain` for
more information.
"""
pass
[docs] def event_lose_mouse_focus(self):
"""
See the documentation for :class:`sge.input.MouseFocusLose` for
more information.
"""
pass
[docs] def event_close(self):
"""
This is always called before any
:meth:`sge.dsp.Game.event_close` occurring at the same time.
See the documentation for :class:`sge.input.QuitRequest` for
more information.
"""
pass
[docs] def event_paused_step(self, time_passed, delta_mult):
"""
See the documentation for :meth:`sge.dsp.Game.event_step` for
more information.
"""
pass
[docs] def event_paused_key_press(self, key, char):
"""
See the documentation for :class:`sge.input.KeyPress` for more
information.
"""
pass
[docs] def event_paused_key_release(self, key):
"""
See the documentation for :class:`sge.input.KeyRelease` for more
information.
"""
pass
[docs] def event_paused_mouse_move(self, x, y):
"""
See the documentation for :class:`sge.input.MouseMove` for more
information.
"""
pass
[docs] def event_paused_joystick_axis_move(self, js_name, js_id, axis, value):
"""
See the documentation for :class:`sge.input.JoystickAxisMove`
for more information.
"""
pass
[docs] def event_paused_joystick_hat_move(self, js_name, js_id, hat, x, y):
"""
See the documentation for :class:`sge.input.JoystickHatMove` for
more information.
"""
pass
[docs] def event_paused_joystick_trackball_move(self, js_name, js_id, ball, x, y):
"""
See the documentation for
:class:`sge.input.JoystickTrackballMove` for more information.
"""
pass
[docs] def event_paused_joystick(self, js_name, js_id, input_type, input_id,
value):
"""
See the documentation for :class:`sge.input.JoystickEvent` for
more information.
"""
pass
[docs] def event_paused_gain_keyboard_focus(self):
"""
See the documentation for :class:`sge.input.KeyboardFocusGain`
for more information.
"""
pass
[docs] def event_paused_lose_keyboard_focus(self):
"""
See the documentation for :class:`sge.input.KeyboardFocusLose`
for more information.
"""
pass
[docs] def event_paused_gain_mouse_focus(self):
"""
See the documentation for :class:`sge.input.MouseFocusGain` for
more information.
"""
pass
[docs] def event_paused_lose_mouse_focus(self):
"""
See the documentation for :class:`sge.input.MouseFocusLose` for
more information.
"""
pass
[docs] def event_paused_close(self):
"""
See the documentation for :meth:`sge.dsp.Room.event_close` for
more information.
"""
pass
[docs]class View(object):
"""
This class controls what the player sees in a room at any given
time. Multiple views can exist in a room, and this can be used to
create a split-screen effect.
.. attribute:: x
The horizontal position of the view in the room. When set, if it
brings the view outside of the room it is in, it will be
re-adjusted so that the view is completely inside the room.
.. attribute:: y
The vertical position of the view in the room. When set, if it
brings the view outside of the room it is in, it will be
re-adjusted so that the view is completely inside the room.
.. attribute:: xport
The horizontal position of the view port on the window.
.. attribute:: yport
The vertical position of the view port on the window.
.. attribute:: width
The width of the view. When set, if it results in the view being
outside of the room it is in, :attr:`x` will be adjusted so that
the view is completely inside the room.
.. attribute:: height
The height of the view. When set, if it results in the view
being outside the room it is in, :attr:`y` will be adjusted so
that the view is completely inside the room.
.. attribute:: wport
The width of the view port. Set to :const:`None` to make it the
same as :attr:`width`. If this value differs from :attr:`width`,
the image will be horizontally scaled so that it fills the port.
.. attribute:: hport
The height of the view port. Set to :const:`None` to make it the
same as :attr:`height`. If this value differs from
:attr:`height`, the image will be vertically scaled so that it
fills the port.
.. attribute:: rd
Reserved dictionary for internal use by the SGE. (Read-only)
"""
@property
def x(self):
return self.rd["x"]
@x.setter
def x(self, value):
self.rd["x"] = value
v_limit(self)
@property
def y(self):
return self.rd["y"]
@y.setter
def y(self, value):
self.rd["y"] = value
v_limit(self)
@property
def width(self):
return self.__width
@width.setter
def width(self, value):
self.__width = value
v_limit(self)
@property
def height(self):
return self.__height
@height.setter
def height(self, value):
self.__height = value
v_limit(self)
@property
def wport(self):
return self.__wport if self.__wport is not None else self.width
@wport.setter
def wport(self, value):
self.__wport = value
@property
def hport(self):
return self.__hport if self.__hport is not None else self.height
@hport.setter
def hport(self, value):
self.__hport = value
[docs] def __init__(self, x, y, xport=0, yport=0, width=None, height=None,
wport=None, hport=None):
"""
Arguments:
- ``width`` -- The width of the view. If set to :const:`None`,
it will become ``sge.game.width - xport``.
- ``height`` -- The height of the view. If set to
:const:`None`, it will become ``sge.game.height - yport``.
All other arugments set the respective initial attributes of the
view. See the documentation for :class:`sge.dsp.View` for more
information.
"""
self.rd = {}
self.rd["x"] = x
self.rd["y"] = y
self.xport = xport
self.yport = yport
self.__width = width if width else sge.game.width - xport
self.__height = height if height else sge.game.height - yport
v_limit(self)
self.wport = wport
self.hport = hport
[docs]class Object(object):
"""
This class is used for game objects, such as the player, enemies,
bullets, and the HUD. Generally, each type of object has its own
subclass of :class:`sge.dsp.Object`.
.. attribute:: x
The horizontal position of the object in the room.
.. attribute:: y
The vertical position of the object in the room.
.. attribute:: z
The Z-axis position of the object in the room.
.. attribute:: sprite
The sprite currently in use by this object. Can be either a
:class:`sge.gfx.Sprite` object or a :class:`sge.gfx.TileGrid`
object. Set to :const:`None` for no sprite.
.. attribute:: visible
Whether or not the object's sprite should be projected onto the
screen.
.. attribute:: active
Indicates whether the object is active (:const:`True`) or
inactive (:const:`False`). While the object is active, it will
exhibit normal behavior; events will be executed normally as will
any other automatic functionality, such as adding
:attr:`xvelocity` and :attr:`yvelocity`
to :attr:`x` and :attr:`y`. If :attr:`active` is :const:`False`,
automatic functionality and normal events will be disabled.
.. note::
Inactive :class:`sge.dsp.Object` objects are still visible
by default and continue to be involved in collisions. In
addition, collision events and destroy events still occur even
if the object is inactive. If you wish for the object to not
be visible, set :attr:`visible` to :const:`False`. If you
wish for the object to not perform collision events, set
:attr:`tangible` to :const:`False`.
.. attribute:: checks_collisions
Whether or not the object should check for collisions
automatically and cause collision events. If an object is not
using collision events, setting this to :const:`False` will give
a boost in performance.
.. note::
This will not prevent automatic collision detection by other
objects from detecting this object, and it will also not
prevent this object's collision events from being executed.
If you wish to disable collision detection entirely, set
:attr:`tangible` to :const:`False`.
.. attribute:: tangible
Whether or not collisions involving the object can be detected.
Setting this to :const:`False` can improve performance if the
object doesn't need to be involved in collisions.
Depending on the game, a useful strategy to boost performance can
be to exclude an object from collision detection while it is
outside the view. If you do this, you likely want to set
:attr:`active` to :const:`False` as well so that the object
doesn't move in undesireable ways (e.g. through walls).
.. note::
If this is :const:`False`, :attr:`checks_collisions` is
implied to be :const:`False` as well regardless of its actual
value. This is because checking for collisions which can't be
detected is meaningless.
.. attribute:: bbox_x
The horizontal location of the bounding box relative to the
object's position. If set to :const:`None`, the value
recommended by the sprite is used.
.. attribute:: bbox_y
The vertical location of the bounding box relative to the
object's position. If set to :const:`None`, the value
recommended by the sprite is used.
.. attribute:: bbox_width
The width of the bounding box in pixels. If set to
:const:`None`, the value recommended by the sprite is used.
.. attribute:: bbox_height
The height of the bounding box in pixels. If set to
:const:`None`, the value recommended by the sprite is used.
.. attribute:: regulate_origin
If set to :const:`True`, the origin is automatically adjusted to
be the location of the pixel recommended by the sprite after
transformation. This will cause rotation to be about the origin
rather than being about the center of the image.
.. note::
The value of this attribute has no effect on the bounding box.
If you wish for the bounding box to be adjusted as well, you
must do so manually. As an alternative, you may want to
consider using precise collision detection instead.
.. attribute:: collision_ellipse
Whether or not an ellipse (rather than a rectangle) should be
used for collision detection.
.. attribute:: collision_precise
Whether or not precise (pixel-perfect) collision detection should
be used. Note that this can be inefficient and does not work
well with animated sprites.
.. attribute:: bbox_left
The position of the left side of the bounding box in the room
(same as :attr:`x` + :attr:`bbox_x`).
.. attribute:: bbox_right
The position of the right side of the bounding box in the room
(same as :attr:`bbox_left` + :attr:`bbox_width`).
.. attribute:: bbox_top
The position of the top side of the bounding box in the room
(same as :attr:`y` + :attr:`bbox_y`).
.. attribute:: bbox_bottom
The position of the bottom side of the bounding box in the room
(same as :attr:`bbox_top` + :attr:`bbox_height`).
.. attribute:: xvelocity
The velocity of the object toward the right in pixels per frame.
.. attribute:: yvelocity
The velocity of the object toward the bottom in pixels per frame.
.. attribute:: speed
The total (directional) speed of the object in pixels per frame.
.. attribute:: move_direction
The direction of the object's movement in degrees, with ``0``
being directly to the right and rotation in a positive direction
being clockwise.
.. attribute:: xacceleration
The acceleration of the object to the right in pixels per frame.
If non-zero, movement as a result of :attr:`xvelocity` will be
adjusted based on the kinematic equation,
``v[f]^2 = v[i]^2 + 2*a*d``.
.. attribute:: yacceleration
The acceleration of the object downward in pixels per frame. If
non-zero, movement as a result of :attr:`yvelocity` will be
adjusted based on the kinematic equation,
``v[f]^2 = v[i]^2 + 2*a*d``.
.. attribute:: xdeceleration
Like :attr:`xacceleration`, but its sign is ignored and it always
causes the absolute value of :attr:`xvelocity` to decrease.
.. attribute:: ydeceleration
Like :attr:`yacceleration`, but its sign is ignored and it always
causes the absolute value of :attr:`yvelocity` to decrease.
.. attribute:: image_index
The animation frame currently being displayed, with ``0`` being
the first one.
.. attribute:: image_origin_x
The horizontal location of the origin relative to the left edge
of the images. If set to :const:`None`, the value recommended by
the sprite is used.
.. attribute:: image_origin_y
The vertical location of the origin relative to the top edge of
the images. If set to :const:`None`, the value recommended by
the sprite is used.
.. attribute:: image_fps
The animation rate in frames per second. Can be negative, in
which case animation will be reversed. If set to :const:`None`,
the value recommended by the sprite is used.
.. attribute:: image_speed
The animation rate as a factor of :attr:`sge.game.fps`. Can be
negative, in which case animation will be reversed. If set to
:const:`None`, the value recommended by the sprite is used.
.. attribute:: image_xscale
The horizontal scale factor of the sprite. If this is negative,
the sprite will also be mirrored horizontally.
.. attribute:: image_yscale
The vertical scale factor of the sprite. If this is negative,
the sprite will also be flipped vertically.
.. attribute:: image_rotation
The rotation of the sprite in degrees, with rotation in a
positive direction being clockwise.
If :attr:`regulate_origin` is :const:`True`, the image is rotated
about the origin. Otherwise, the image is rotated about its
center.
.. attribute:: image_alpha
The alpha value applied to the entire image, where ``255`` is the
original image, ``128`` is half the opacity of the original
image, ``0`` is fully transparent, etc.
.. attribute:: image_blend
A :class:`sge.gfx.Color` object representing the color to blend
with the sprite (using RGBA Multiply blending). Set to
:const:`None` for no color blending.
.. attribute:: image_blend_mode
The blend mode to use with :attr:`image_blend`. Possible blend
modes are:
- :data:`sge.BLEND_NORMAL`
- :data:`sge.BLEND_RGBA_ADD`
- :data:`sge.BLEND_RGBA_SUBTRACT`
- :data:`sge.BLEND_RGBA_MULTIPLY`
- :data:`sge.BLEND_RGBA_SCREEN`
- :data:`sge.BLEND_RGBA_MINIMUM`
- :data:`sge.BLEND_RGBA_MAXIMUM`
- :data:`sge.BLEND_RGB_ADD`
- :data:`sge.BLEND_RGB_SUBTRACT`
- :data:`sge.BLEND_RGB_MULTIPLY`
- :data:`sge.BLEND_RGB_SCREEN`
- :data:`sge.BLEND_RGB_MINIMUM`
- :data:`sge.BLEND_RGB_MAXIMUM`
:const:`None` is treated as :data:`sge.BLEND_RGB_MULTIPLY`.
.. attribute:: image_left
The horizontal position of the left edge of the object's sprite
in the room.
.. attribute:: image_right
The horizontal position of the right edge of the object's sprite
in the room.
.. attribute:: image_xcenter
The horizontal position of the center of the object's sprite in
the room.
.. attribute:: image_top
The vertical position of the top edge of the object's sprite in
the room.
.. attribute:: image_bottom
The vertical position of the bottom edge of the object's sprite
in the room.
.. attribute:: image_ycenter
The vertical position of the center of the object's sprite in the
room.
.. attribute:: alarms
A dictionary containing the alarms of the object. Each value
decreases by 1 each frame (adjusted for delta timing if it is
enabled). When a value is at or below 0, :meth:`event_alarm` is
executed with ``alarm_id`` set to the respective key, and the
item is deleted from this dictionary.
.. attribute:: image_width
The total width of the object's displayed image as it appears on
the screen, including the effects of scaling and rotation.
(Read-only)
.. attribute:: image_height
The total height of the object's displayed image as it appears on
the screen, including the effects of scaling and rotation.
(Read-only)
.. attribute:: mask
The current mask used for non-rectangular collision detection.
See the documentation for :func:`sge.collision.masks_collide` for
more information. (Read-only)
.. attribute:: xstart
The initial value of :attr:`x` when the object was created.
(Read-only)
.. attribute:: ystart
The initial value of :attr:`y` when the object was created.
(Read-only)
.. attribute:: xprevious
The value of :attr:`x` at the end of the previous frame.
(Read-only)
.. attribute:: yprevious
The value of :attr:`y` at the end of the previous frame.
(Read-only)
.. attribute:: mask_x
The horizontal location of the mask in the room. (Read-only)
.. attribute:: mask_y
The vertical location of the mask in the room. (Read-only)
.. attribute:: rd
Reserved dictionary for internal use by the SGE. (Read-only)
"""
@property
def x(self):
return self.__x
@x.setter
def x(self, value):
if self.__x != value:
self.__x = value
o_update_object_areas(self)
@property
def y(self):
return self.__y
@y.setter
def y(self, value):
if self.__y != value:
self.__y = value
o_update_object_areas(self)
@property
def sprite(self):
return self.rd["sprite"]
@sprite.setter
def sprite(self, value):
if self.rd["sprite"] != value:
self.rd["sprite"] = value
if value is not None:
self.image_index %= value.frames
o_update_object_areas(self)
@property
def active(self):
return self.__active
@active.setter
def active(self, value):
if self.__active != value:
self.__active = value
if value:
r._active_objects.add(self)
else:
r._active_objects.discard(self)
@property
def checks_collisions(self):
return self.__checks_collisions
@checks_collisions.setter
def checks_collisions(self, value):
if self.__checks_collisions != value:
self.__checks_collisions = value
o_update_collision_lists(self)
@property
def tangible(self):
return self.rd["tangible"]
@tangible.setter
def tangible(self, value):
if self.rd["tangible"] != value:
self.rd["tangible"] = value
o_update_collision_lists(self)
@property
def bbox_x(self):
return self.__bbox_x
@bbox_x.setter
def bbox_x(self, value):
if self.__bbox_x != value:
if value is not None:
self.__bbox_x = value
else:
if self.sprite is not None:
self.__bbox_x = self.sprite.bbox_x
else:
self.__bbox_x = 0
o_update_object_areas(self)
@property
def bbox_y(self):
return self.__bbox_y
@bbox_y.setter
def bbox_y(self, value):
if self.__bbox_y != value:
if value is not None:
self.__bbox_y = value
else:
if self.sprite is not None:
self.__bbox_y = self.sprite.bbox_y
else:
self.__bbox_y = 0
o_update_object_areas(self)
@property
def bbox_width(self):
return self.__bbox_width
@bbox_width.setter
def bbox_width(self, value):
if self.__bbox_width != value:
if value is not None:
self.__bbox_width = value
else:
if self.sprite is not None:
self.__bbox_width = self.sprite.bbox_width
else:
self.__bbox_width = 1
o_update_object_areas(self)
@property
def bbox_height(self):
return self.__bbox_height
@bbox_height.setter
def bbox_height(self, value):
if self.__bbox_height != value:
if value is not None:
self.__bbox_height = value
else:
if self.sprite is not None:
self.__bbox_height = self.sprite.bbox_height
else:
self.__bbox_height = 1
o_update_object_areas(self)
@property
def bbox_left(self):
return self.x + self.bbox_x
@bbox_left.setter
def bbox_left(self, value):
self.x = value - self.bbox_x
@property
def bbox_right(self):
return self.x + self.bbox_x + self.bbox_width
@bbox_right.setter
def bbox_right(self, value):
self.x = value - self.bbox_width - self.bbox_x
@property
def bbox_top(self):
return self.y + self.bbox_y
@bbox_top.setter
def bbox_top(self, value):
self.y = value - self.bbox_y
@property
def bbox_bottom(self):
return self.y + self.bbox_y + self.bbox_height
@bbox_bottom.setter
def bbox_bottom(self, value):
self.y = value - self.bbox_height - self.bbox_y
@property
def xvelocity(self):
return self.rd["xv"]
@xvelocity.setter
def xvelocity(self, value):
if self.rd["xv"] != value:
self.rd["xv"] = value
o_set_speed(self)
@property
def yvelocity(self):
return self.rd["yv"]
@yvelocity.setter
def yvelocity(self, value):
if self.rd["yv"] != value:
self.rd["yv"] = value
o_set_speed(self)
@property
def speed(self):
return self.rd["speed"]
@speed.setter
def speed(self, value):
if self.rd["speed"] != value:
self.rd["speed"] = value
self.rd["xv"] = math.cos(math.radians(self.rd["mv_dir"])) * value
self.rd["yv"] = math.sin(math.radians(self.rd["mv_dir"])) * value
@property
def move_direction(self):
return self.rd["mv_dir"]
@move_direction.setter
def move_direction(self, value):
if self.rd["mv_dir"] != value:
self.rd["mv_dir"] = value
self.rd["xv"] = math.cos(math.radians(value)) * self.rd["speed"]
self.rd["yv"] = math.sin(math.radians(value)) * self.rd["speed"]
@property
def image_index(self):
return self.rd["image_index"]
@image_index.setter
def image_index(self, value):
if value != self.rd["image_index"]:
self.rd["image_index"] = value
self.rd["anim_count"] = 0
@property
def image_origin_x(self):
if self.regulate_origin and self.sprite is not None:
id_ = (self.sprite.width, self.sprite.height, self.sprite.origin_x,
self.sprite.origin_y, self.image_xscale, self.image_yscale,
self.image_rotation)
if id_ not in self.__origins_x:
x_offset, y_offset = o_get_origin_offset(self)
self.__origins_x[id_] = self.sprite.origin_x + x_offset
self.__origins_y[id_] = self.sprite.origin_y + y_offset
self.__image_origin_x = self.__origins_x[id_]
if self.__image_origin_x is None:
return self.sprite.origin_x if self.sprite is not None else 0
else:
return self.__image_origin_x
@image_origin_x.setter
def image_origin_x(self, value):
self.__image_origin_x = value
@property
def image_origin_y(self):
if self.regulate_origin and self.sprite is not None:
id_ = (self.sprite.width, self.sprite.height, self.sprite.origin_x,
self.sprite.origin_y, self.image_xscale, self.image_yscale,
self.image_rotation)
if id_ not in self.__origins_y:
x_offset, y_offset = o_get_origin_offset(self)
self.__origins_x[id_] = self.sprite.origin_x + x_offset
self.__origins_y[id_] = self.sprite.origin_y + y_offset
self.__image_origin_y = self.__origins_y[id_]
if self.__image_origin_y is None:
return self.sprite.origin_y if self.sprite is not None else 0
else:
return self.__image_origin_y
@image_origin_y.setter
def image_origin_y(self, value):
self.__image_origin_y = value
@property
def image_fps(self):
return self.__fps
@image_fps.setter
def image_fps(self, value):
if value is None:
value = self.sprite.fps if self.sprite is not None else 0
self.__fps = value
if value and isinstance(self.sprite, sge.gfx.Sprite):
self.rd["frame_time"] = 1000 / value
if not self.rd["frame_time"]:
# This would be caused by a round-off to 0 resulting
# from a much too high frame rate. It would cause a
# division by 0 later, so this is meant to prevent that.
self.rd["frame_time"] = 0.000001
w = "Could not calculate timing for {:.2e} FPS.".format(
value)
warnings.warn(w)
else:
self.rd["frame_time"] = None
@property
def image_speed(self):
return self.image_fps / sge.game.fps
@image_speed.setter
def image_speed(self, value):
if value is None:
value = self.sprite.speed if self.sprite is not None else 0
self.image_fps = value * sge.game.fps
@property
def image_blend(self):
return self.__image_blend
@image_blend.setter
def image_blend(self, value):
_check_color(value)
self.__image_blend = value
@property
def image_left(self):
return self.x - self.image_origin_x
@image_left.setter
def image_left(self, value):
self.x = value + self.image_origin_x
@property
def image_right(self):
return self.image_left + self.image_width
@image_right.setter
def image_right(self, value):
self.image_left = value - self.image_width
@property
def image_xcenter(self):
return self.image_left + int(self.image_width / 2)
@image_xcenter.setter
def image_xcenter(self, value):
self.image_left = value - int(self.image_width / 2)
@property
def image_top(self):
return self.y - self.image_origin_y
@image_top.setter
def image_top(self, value):
self.y = value + self.image_origin_y
@property
def image_bottom(self):
return self.image_top + self.image_height
@image_bottom.setter
def image_bottom(self, value):
self.image_top = value - self.image_height
@property
def image_ycenter(self):
return self.image_top + int(self.image_height / 2)
@image_ycenter.setter
def image_ycenter(self, value):
self.image_top = value - int(self.image_height / 2)
@property
def image_width(self):
img = s_get_image(self.sprite, self.image_index, self.image_xscale,
self.image_yscale, self.image_rotation)
return img.get_width()
@property
def image_height(self):
img = s_get_image(self.sprite, self.image_index, self.image_xscale,
self.image_yscale, self.image_rotation)
return img.get_height()
@property
def mask(self):
if self.collision_precise and isinstance(self.sprite, sge.gfx.Sprite):
return s_get_precise_mask(
self.sprite, self.image_index, self.image_xscale,
self.image_yscale, self.image_rotation)
else:
i = ("o_mask", self.collision_ellipse, self.bbox_x, self.bbox_y,
self.bbox_width, self.bbox_height, self.image_xscale,
self.image_yscale)
mask = r.cache.get(i)
if mask is None:
if self.collision_ellipse:
# Elliptical mask based on bounding box.
mask = [[False for y in six.moves.range(self.bbox_height)]
for x in six.moves.range(self.bbox_width)]
a = len(mask) / 2
b = len(mask[0]) / 2 if mask else 0
for x in six.moves.range(len(mask)):
for y in six.moves.range(len(mask[x])):
if ((x - a) / a) ** 2 + ((y - b) / b) ** 2 <= 1:
mask[x][y] = True
else:
# Mask is all pixels in the bounding box.
mask = [[True for y in six.moves.range(self.bbox_height)]
for x in six.moves.range(self.bbox_width)]
r.cache.add(i, mask)
return mask
@property
def mask_x(self):
if self.collision_precise:
if (isinstance(self.sprite, sge.gfx.Sprite) and
self.image_rotation % 180):
origin_x = self.image_origin_x
i = ("o_mask_x_offset", self, self.sprite, origin_x,
self.image_origin_y, self.image_xscale, self.image_yscale,
self.image_rotation)
offset = r.cache.get(i)
if offset is None:
width = s_get_image(self.sprite, self.image_index,
self.image_xscale, self.image_yscale,
self.image_rotation).get_width()
normal_width = s_get_image(self.sprite, self.image_index,
self.image_xscale,
self.image_yscale).get_width()
offset = (width - normal_width) / 2
r.cache.add(i, offset)
return self.x - (origin_x + offset)
else:
return self.x - self.image_origin_x
else:
return self.bbox_left
@property
def mask_y(self):
if self.collision_precise:
if (isinstance(self.sprite, sge.gfx.Sprite) and
self.image_rotation % 180):
origin_y = self.image_origin_y
i = ("o_mask_y_offset", self, self.sprite, self.image_origin_x,
origin_y, self.image_xscale, self.image_yscale,
self.image_rotation)
offset = r.cache.get(i)
if offset is None:
height = s_get_image(self.sprite, self.image_index,
self.image_xscale, self.image_yscale,
self.image_rotation).get_height()
normal_height = s_get_image(self.sprite, self.image_index,
self.image_xscale,
self.image_yscale).get_height()
offset = (height - normal_height) / 2
r.cache.add(i, offset)
return self.y - (origin_y + offset)
else:
return self.y - self.image_origin_y
else:
return self.bbox_top
[docs] def __init__(self, x, y, z=0, sprite=None, visible=True, active=True,
checks_collisions=True, tangible=True, bbox_x=None,
bbox_y=None, bbox_width=None, bbox_height=None,
regulate_origin=False, collision_ellipse=False,
collision_precise=False, xvelocity=0, yvelocity=0,
xacceleration=0, yacceleration=0, xdeceleration=0,
ydeceleration=0, image_index=0, image_origin_x=None,
image_origin_y=None, image_fps=None, image_xscale=1,
image_yscale=1, image_rotation=0, image_alpha=255,
image_blend=None, image_blend_mode=None):
"""
Arugments set the respective initial attributes of the object.
See the documentation for :class:`sge.dsp.Object` for more
information.
"""
self.rd = {}
self.__x = x
self.__y = y
self.z = z
self.__active = active
self.__checks_collisions = checks_collisions
self.rd["tangible"] = tangible
self.regulate_origin = regulate_origin
self.collision_ellipse = collision_ellipse
self.collision_precise = collision_precise
self.rd["xv"] = xvelocity
self.rd["yv"] = yvelocity
self.rd["mv_dir"] = 0
self.rd["speed"] = 0
self.xacceleration = xacceleration
self.yacceleration = yacceleration
self.xdeceleration = xdeceleration
self.ydeceleration = ydeceleration
self.rd["image_index"] = None
self.image_index = image_index
self.image_origin_x = image_origin_x
self.image_origin_y = image_origin_y
self.image_xscale = image_xscale
self.image_yscale = image_yscale
self.image_rotation = image_rotation
self.image_alpha = image_alpha
self.image_blend = image_blend
self.image_blend_mode = image_blend_mode
self.alarms = {}
self.xstart = x
self.ystart = y
self.xprevious = x
self.yprevious = y
self.rd["anim_count"] = 0
self.__origins_x = {}
self.__origins_y = {}
self.rd["object_areas"] = set()
self.rd["colliders"] = []
self.__masks = {}
self.rd["sprite"] = sprite
if sprite is not None:
self.image_index %= sprite.frames
sprite_bbox_x = self.sprite.bbox_x
sprite_bbox_y = self.sprite.bbox_y
sprite_bbox_width = self.sprite.bbox_width
sprite_bbox_height = self.sprite.bbox_height
else:
sprite_bbox_x = 0
sprite_bbox_y = 0
sprite_bbox_width = 1
sprite_bbox_height = 1
self.__bbox_x = bbox_x if bbox_x is not None else sprite_bbox_x
self.__bbox_y = bbox_y if bbox_y is not None else sprite_bbox_y
self.__bbox_width = (bbox_width if bbox_width is not None else
sprite_bbox_width)
self.__bbox_height = (bbox_height if bbox_height is not None else
sprite_bbox_height)
self.visible = visible
self.image_fps = image_fps
o_set_speed(self)
[docs] def move_x(self, move):
"""
Move the object horizontally. This method can be overridden to
conveniently define a particular way movement should be handled.
Currently, it is used in the default implementation of
:meth:`event_update_position`.
Arguments:
- ``move`` -- The amount to add to :attr:`x`.
The default behavior of this method is the following code::
self.x += move
"""
self.x += move
[docs] def move_y(self, move):
"""
Move the object vertically. This method can be overridden to
conveniently define a particular way movement should be handled.
Currently, it is used in the default implementation of
:meth:`event_update_position`.
Arguments:
- ``move`` -- The amount to add to :attr:`y`.
The default behavior of this method is the following code::
self.y += move
"""
self.y += move
[docs] def collision(self, other=None, x=None, y=None):
"""
Return a list of objects colliding with this object.
Arguments:
- ``other`` -- What to check for collisions with. Can be one of
the following:
- A :class:`sge.dsp.Object` object.
- A list of :class:`sge.dsp.Object` objects.
- A class derived from :class:`sge.dsp.Object`.
- :const:`None`: Check for collisions with all objects.
- ``x`` -- The horizontal position to pretend this object is at
for the purpose of the collision detection. If set to
:const:`None`, :attr:`x` will be used.
- ``y`` -- The vertical position to pretend this object is at
for the purpose of the collision detection. If set to
:const:`None`, :attr:`y` will be used.
"""
room = sge.game.current_room
if self.tangible and self in room.objects:
collisions = []
# Change x and y to be offset values; these are easier to use.
if x is not None:
x -= self.x
else:
x = 0
if y is not None:
y -= self.y
else:
y = 0
if self.collision_precise:
ax = self.mask_x + x
ay = self.mask_y + y
w = len(self.mask)
h = len(self.mask[0]) if self.mask else 0
else:
ax = self.bbox_left + x
ay = self.bbox_top + y
w = self.bbox_width
h = self.bbox_height
others = room.get_objects_at(ax, ay, w, h)
for obj in others:
if obj is not self and obj.tangible and o_is_other(obj, other):
if (self.collision_precise or self.collision_ellipse or
obj.collision_precise or obj.collision_ellipse):
# Use masks.
if sge.collision.masks_collide(
self.mask_x + x, self.mask_y + y, self.mask,
obj.mask_x, obj.mask_y, obj.mask):
collisions.append(obj)
else:
# Use bounding boxes.
if sge.collision.rectangles_collide(
self.bbox_left + x, self.bbox_top + y,
self.bbox_width, self.bbox_height,
obj.bbox_left, obj.bbox_top, obj.bbox_width,
obj.bbox_height):
collisions.append(obj)
return collisions
else:
return []
[docs] def destroy(self):
"""
Remove the object from the current room. ``foo.destroy()`` is
identical to ``sge.game.current_room.remove(foo)``.
"""
sge.game.current_room.remove(self)
[docs] def event_create(self):
"""
Called in the following cases:
- Right after the object is added to the current room.
- Right after a room starts for the first time after the object
was added to it, if and only if the object was added to the
room while it was not the current room. In this case, this
event is called for each appropriate object after the
respective room start event or room resume event, in the same
order that the objects were added to the room.
"""
pass
[docs] def event_destroy(self):
"""
Called right after the object is removed from the current room.
.. note::
If the object is removed from a room while it is not the
current room, this method will not be called.
"""
pass
def event_begin_step(self, time_passed, delta_mult):
"""
Called each frame before automatic updates to objects (such as
the effects of the speed variables).
See the documentation for :meth:`sge.dsp.Game.event_step` for
more information.
"""
pass
[docs] def event_step(self, time_passed, delta_mult):
"""
Called each frame after automatic updates to objects (such as
the effects of the speed variables), but before collision
events.
See the documentation for :meth:`sge.dsp.Game.event_step` for
more information.
"""
pass
def event_end_step(self, time_passed, delta_mult):
"""
Called each frame after collision events.
See the documentation for :meth:`sge.dsp.Game.event_step` for
more information.
"""
pass
[docs] def event_alarm(self, alarm_id):
"""
See the documentation for :attr:`sge.dsp.Object.alarms` for more
information.
"""
pass
[docs] def event_animation_end(self):
"""Called when an animation cycle ends."""
pass
[docs] def event_key_press(self, key, char):
"""
See the documentation for :class:`sge.input.KeyPress` for more
information.
"""
pass
[docs] def event_key_release(self, key):
"""
See the documentation for :class:`sge.input.KeyRelease` for more
information.
"""
pass
[docs] def event_mouse_move(self, x, y):
"""
See the documentation for :class:`sge.input.MouseMove` for more
information.
"""
pass
[docs] def event_joystick_axis_move(self, js_name, js_id, axis, value):
"""
See the documentation for :class:`sge.input.JoystickAxisMove`
for more information.
"""
pass
[docs] def event_joystick_hat_move(self, js_name, js_id, hat, x, y):
"""
See the documentation for :class:`sge.input.JoystickHatMove` for
more information.
"""
pass
[docs] def event_joystick_trackball_move(self, js_name, js_id, ball, x, y):
"""
See the documentation for
:class:`sge.input.JoystickTrackballMove` for more information.
"""
pass
[docs] def event_joystick(self, js_name, js_id, input_type, input_id, value):
"""
See the documentation for :class:`sge.input.JoystickEvent` for
more information.
"""
pass
[docs] def event_update_position(self, delta_mult):
"""
Called when it's time to update the position of the object.
This method handles this functionality, so defining this will
override the default behavior and allow you to handle the speed
variables in a special way.
The default behavior of this method is the following code::
if delta_mult:
vi = self.xvelocity
vf = vi + self.xacceleration * delta_mult
dc = abs(self.xdeceleration) * delta_mult
if abs(vf) > dc:
vf -= math.copysign(dc, vf)
else:
vf = 0
self.xvelocity = vf
self.move_x(((vi + vf) / 2) * delta_mult)
vi = self.yvelocity
vf = vi + self.yacceleration * delta_mult
dc = abs(self.ydeceleration) * delta_mult
if abs(vf) > dc:
vf -= math.copysign(dc, vf)
else:
vf = 0
self.yvelocity = vf
self.move_y(((vi + vf) / 2) * delta_mult)
See the documentation for :meth:`sge.dsp.Game.event_step` for
more information.
"""
if delta_mult:
vi = self.xvelocity
vf = vi + self.xacceleration * delta_mult
dc = abs(self.xdeceleration) * delta_mult
if abs(vf) > dc:
vf -= math.copysign(dc, vf)
else:
vf = 0
self.xvelocity = vf
self.move_x(((vi + vf) / 2) * delta_mult)
vi = self.yvelocity
vf = vi + self.yacceleration * delta_mult
dc = abs(self.ydeceleration) * delta_mult
if abs(vf) > dc:
vf -= math.copysign(dc, vf)
else:
vf = 0
self.yvelocity = vf
self.move_y(((vi + vf) / 2) * delta_mult)
[docs] def event_collision(self, other, xdirection, ydirection):
"""
Called when this object collides with another object.
Arguments:
- ``other`` -- The other object which was collided with.
- ``xdirection`` -- The horizontal direction of the collision
from the perspective of this object. Can be ``-1`` (left),
``1`` (right), or ``0`` (no horizontal direction).
- ``ydirection`` -- The vertical direction of the collision from
the perspective of this object. Can be ``-1`` (up), ``1``
(down), or ``0`` (no vertical direction).
Directionless "collisions" (ones with both an xdirection and
ydirection of ``0``) are possible. These are typically
collisions which were already occurring in the previous frame
(continuous collisions).
"""
pass
[docs] def event_paused_step(self, time_passed, delta_mult):
"""
See the documentation for :meth:`sge.dsp.Game.event_step` for
more information.
"""
pass
[docs] def event_paused_key_press(self, key, char):
"""
See the documentation for :class:`sge.input.KeyPress` for more
information.
"""
pass
[docs] def event_paused_key_release(self, key):
"""
See the documentation for :class:`sge.input.KeyRelease` for more
information.
"""
pass
[docs] def event_paused_mouse_move(self, x, y):
"""
See the documentation for :class:`sge.input.MouseMove` for more
information.
"""
pass
[docs] def event_paused_joystick_axis_move(self, js_name, js_id, axis, value):
"""
See the documentation for :class:`sge.input.JoystickAxisMove`
for more information.
"""
pass
[docs] def event_paused_joystick_hat_move(self, js_name, js_id, hat, x, y):
"""
See the documentation for :class:`sge.input.JoystickHatMove` for
more information.
"""
pass
[docs] def event_paused_joystick_trackball_move(self, js_name, js_id, ball, x, y):
"""
See the documentation for
:class:`sge.input.JoystickTrackballMove` for more information.
"""
pass
[docs] def event_paused_joystick(self, js_name, js_id, input_type, input_id,
value):
"""
See the documentation for :class:`sge.input.JoystickEvent` for
more information.
"""
pass
@classmethod
[docs] def create(cls, *args, **kwargs):
"""
Create an object of this class and add it to the current room.
``args`` and ``kwargs`` are passed to the constructor method of
``cls`` as arguments. Calling
``obj = cls.create(*args, **kwargs)`` is the same as::
obj = cls(*args, **kwargs)
sge.game.current_room.add(obj)
"""
obj = cls(*args, **kwargs)
sge.game.current_room.add(obj)
return obj
class Mouse(Object):
@property
def x(self):
if (sge.game.current_room is not None and
(not sge.game.grab_input or sge.game.mouse.visible)):
mouse_x = sge.mouse.get_x()
mouse_y = sge.mouse.get_y()
for view in sge.game.current_room.views:
if (view.xport <= mouse_x < view.xport + view.wport and
view.yport <= mouse_y < view.yport + view.hport):
return ((mouse_x - view.xport) *
(view.width / view.wport) + view.x)
return -1
@x.setter
def x(self, value):
pass
@property
def y(self):
if (sge.game.current_room is not None and
(not sge.game.grab_input or sge.game.mouse.visible)):
mouse_x = sge.mouse.get_x()
mouse_y = sge.mouse.get_y()
for view in sge.game.current_room.views:
if (view.xport <= mouse_x <= view.xport + view.wport and
view.yport <= mouse_y <= view.yport + view.hport):
return ((mouse_y - view.yport) *
(view.height / view.hport) + view.y)
return -1
@y.setter
def y(self, value):
pass
@property
def sprite(self):
return self.rd["sprite"]
@sprite.setter
def sprite(self, value):
self.rd["sprite"] = value
self.set_cursor()
@property
def visible(self):
return self.__visible
@visible.setter
def visible(self, value):
self.__visible = value
self.set_cursor()
@property
def tangible(self):
if self.x != -1 and self.y != -1:
return self.rd["tangible"]
else:
return False
@tangible.setter
def tangible(self, value):
self.rd["tangible"] = value
def __init__(self):
self.__visible = True
super(Mouse, self).__init__(0, 0, 10000)
def event_step(self, time_passed, delta_mult):
o_update_object_areas(self)
o_update_collision_lists(self)
def event_collision(self, other, xdirection, ydirection):
sge.game.event_mouse_collision(other, xdirection, ydirection)
def set_cursor(self):
# Set the mouse cursor and visibility state.
if not sge.game.grab_input:
pygame.mouse.set_visible(self.visible and self.sprite is None)
else:
pygame.mouse.set_visible(False)
def project_cursor(self):
if (not sge.game.grab_input and self.visible and
self.sprite is not None):
img = s_get_image(self.sprite, self.image_index, self.image_xscale,
self.image_yscale, self.image_rotation,
self.image_alpha, self.image_blend,
self.image_blend_mode)
x = sge.mouse.get_x()
y = sge.mouse.get_y()
if x is not None and y is not None:
x -= self.image_origin_x
y -= self.image_origin_y
r.game_window_projections.append((img, x, y, self.z, None))