Source code for sge.dsp

# 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 pump_input(self): """ Cause the SGE to recieve input from the OS. This method needs to be called periodically for the SGE to recieve events from the OS, such as key presses and mouse movement, as well as to assure the OS that the program is not locked up. Upon calling this, each event is translated into the appropriate class in :mod:`sge.input` and the resulting object is appended to :attr:`input_events`. 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. """ for event in pygame.event.get(): if event.type == pygame.KEYDOWN: try: k = sge.KEY_NAMES[event.key] except KeyError: k = "undef_{}".format(event.key) input_event = sge.input.KeyPress(k, event.unicode) self.input_events.append(input_event) elif event.type == pygame.KEYUP: try: k = sge.KEY_NAMES[event.key] except KeyError: k = "undef_{}".format(event.key) input_event = sge.input.KeyRelease(k) self.input_events.append(input_event) elif event.type == pygame.MOUSEMOTION: input_event = sge.input.MouseMove(*event.rel) self.input_events.append(input_event) elif event.type == pygame.MOUSEBUTTONDOWN: try: b = sge.MOUSE_BUTTON_NAMES[event.button] except KeyError: w = "Don't know how to handle mouse button {}.".format( event.button) else: input_event = sge.input.MouseButtonPress(b) self.input_events.append(input_event) elif event.type == pygame.MOUSEBUTTONUP: try: b = sge.MOUSE_BUTTON_NAMES[event.button] except KeyError: w = "Don't know how to handle mouse button {}.".format( event.button) else: input_event = sge.input.MouseButtonRelease(b) self.input_events.append(input_event) elif event.type == pygame.JOYAXISMOTION: jsname = r.game_js_names[event.joy] value = max(-1.0, min(event.value, 1.0)) a = abs(min(0, value)) b = max(0, value) z = 1 - abs(value) axis_id = (event.joy, event.axis) valuep = r._prev_axes.get(axis_id, 0) r._prev_axes[axis_id] = value ap = abs(min(0, valuep)) bp = max(0, valuep) zp = 1 - abs(valuep) input_event = sge.input.JoystickAxisMove( jsname, event.joy, event.axis, value) self.input_events.append(input_event) if a != ap: input_event = sge.input.JoystickEvent( jsname, event.joy, "axis-", event.axis, a) self.input_events.append(input_event) if b != bp: input_event = sge.input.JoystickEvent( jsname, event.joy, "axis+", event.axis, b) self.input_events.append(input_event) if z != zp: input_event = sge.input.JoystickEvent( jsname, event.joy, "axis0", event.axis, z) self.input_events.append(input_event) elif event.type == pygame.JOYHATMOTION: jsname = r.game_js_names[event.joy] x, y = event.value y *= -1 left = abs(min(0, x)) right = max(0, x) center_x = 1 - abs(x) up = abs(min(0, y)) down = max(0, y) center_y = 1 - abs(y) hat_id = (event.joy, event.hat) xp, yp = r._prev_hats.get(hat_id, (0, 0)) r._prev_hats[hat_id] = (x, y) leftp = abs(min(0, xp)) rightp = max(0, xp) center_xp = 1 - abs(xp) upp = abs(min(0, yp)) downp = max(0, yp) center_yp = 1 - abs(yp) input_event = sge.input.JoystickHatMove( jsname, event.joy, event.hat, x, y) self.input_events.append(input_event) if left != leftp: input_event = sge.input.JoystickEvent( jsname, event.joy, "hat_left", event.hat, left) self.input_events.append(input_event) if right != rightp: input_event = sge.input.JoystickEvent( jsname, event.joy, "hat_right", event.hat, right) self.input_events.append(input_event) if center_x != center_xp: input_event = sge.input.JoystickEvent( jsname, event.joy, "hat_center_x", event.hat, center_x) self.input_events.append(input_event) if up != upp: input_event = sge.input.JoystickEvent( jsname, event.joy, "hat_up", event.hat, up) self.input_events.append(input_event) if down != downp: input_event = sge.input.JoystickEvent( jsname, event.joy, "hat_down", event.hat, down) self.input_events.append(input_event) if center_y != center_yp: input_event = sge.input.JoystickEvent( jsname, event.joy, "hat_center_y", event.hat, center_y) self.input_events.append(input_event) elif event.type == pygame.JOYBALLMOTION: jsname = r.game_js_names[event.joy] x, y = event.rel input_event = sge.input.JoystickTrackballMove( jsname, event.joy, event.ball, x, y) self.input_events.append(input_event) if x < 0: input_event = sge.input.JoystickEvent( jsname, event.joy, "trackball_left", event.ball, abs(x)) self.input_events.append(input_event) elif x > 0: input_event = sge.input.JoystickEvent( jsname, event.joy, "trackball_right", event.ball, abs(x)) self.input_events.append(input_event) if y < 0: input_event = sge.input.JoystickEvent( jsname, event.joy, "trackball_up", event.ball, abs(y)) self.input_events.append(input_event) elif y > 0: input_event = sge.input.JoystickEvent( jsname, event.joy, "trackball_down", event.ball, abs(y)) self.input_events.append(input_event) elif event.type == pygame.JOYBUTTONDOWN: jsname = r.game_js_names[event.joy] input_event = sge.input.JoystickButtonPress(jsname, event.joy, event.button) self.input_events.append(input_event) input_event = sge.input.JoystickEvent( jsname, event.joy, "button", event.button, True) self.input_events.append(input_event) elif event.type == pygame.JOYBUTTONUP: jsname = r.game_js_names[event.joy] input_event = sge.input.JoystickButtonRelease( jsname, event.joy, event.button) self.input_events.append(input_event) input_event = sge.input.JoystickEvent( jsname, event.joy, "button", event.button, False) self.input_events.append(input_event) elif event.type == pygame.ACTIVEEVENT: if event.gain: if 2 & event.state: # Gain keyboard focus self.input_events.append(sge.input.KeyboardFocusGain()) if 1 & event.state: # Gain mouse focus self.input_events.append(sge.input.KeyboardFocusLose()) else: if 2 & event.state: # Lose keyboard focus self.input_events.append(sge.input.MouseFocusGain()) if 1 & event.state: # Lose mouse focus self.input_events.append(sge.input.MouseFocusLose()) elif event.type == pygame.QUIT: self.input_events.append(sge.input.QuitRequest()) elif event.type == pygame.VIDEORESIZE: r.game_window_width = event.w r.game_window_height = event.h _set_mode() elif event.type == sge.MUSIC_END_EVENT: if r.music_queue: music = r.music_queue.pop(0) music[0].play(*music[1:])
[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_mouse_button_press(self, button): """ See the documentation for :class:`sge.input.MouseButtonPress` for more information. """ pass
[docs] def event_mouse_button_release(self, button): """ See the documentation for :class:`sge.input.MouseButtonRelease` 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_button_press(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonPress` for more information. """ pass
[docs] def event_joystick_button_release(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonRelease` 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_mouse_button_press(self, button): """ See the documentation for :class:`sge.input.MouseButtonPress` for more information. """ pass
[docs] def event_paused_mouse_button_release(self, button): """ See the documentation for :class:`sge.input.MouseButtonRelease` 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_button_press(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonPress` for more information. """ pass
[docs] def event_paused_joystick_button_release(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonRelease` 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_mouse_button_press(self, button): """Mouse button press event. See the documentation for :class:`sge.input.MouseButtonPress` for more information. """ pass
[docs] def event_mouse_button_release(self, button): """ See the documentation for :class:`sge.input.MouseButtonRelease` 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_button_press(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonPress` for more information. """ pass
[docs] def event_joystick_button_release(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonRelease` 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_mouse_button_press(self, button): """ See the documentation for :class:`sge.input.MouseButtonPress` for more information. """ pass
[docs] def event_paused_mouse_button_release(self, button): """ See the documentation for :class:`sge.input.MouseButtonRelease` 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_button_press(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonPress` for more information. """ pass
[docs] def event_paused_joystick_button_release(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonRelease` 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_mouse_button_press(self, button): """ See the documentation for :class:`sge.input.MouseButtonPress` for more information. """ pass
[docs] def event_mouse_button_release(self, button): """ See the documentation for :class:`sge.input.MouseButtonRelease` 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_button_press(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonPress` for more information. """ pass
[docs] def event_joystick_button_release(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonRelease` 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_mouse_button_press(self, button): """ See the documentation for :class:`sge.input.MouseButtonPress` for more information. """ pass
[docs] def event_paused_mouse_button_release(self, button): """ See the documentation for :class:`sge.input.MouseButtonRelease` 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_button_press(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonPress` for more information. """ pass
[docs] def event_paused_joystick_button_release(self, js_name, js_id, button): """ See the documentation for :class:`sge.input.JoystickButtonRelease` 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))