# Copyright (C) 2012-2016 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 rendering graphics.
"""
from __future__ import division
from __future__ import absolute_import
from __future__ import print_function
from __future__ import unicode_literals
import math
import os
import warnings
import pygame
import six
import sge
from sge import r
from sge.r import (_check_color_input, _check_color, _scale, _get_blend_flags,
_screen_blend, f_split_text, s_get_image, s_set_size,
s_refresh, s_set_transparency, s_from_text, tg_blit)
COLORS = {'white': '#ffffff', 'silver': '#c0c0c0', 'gray': '#808080',
'black': '#000000', 'red': '#ff0000', 'maroon': '#800000',
'yellow': '#ffff00', 'olive': '#808000', 'lime': '#00ff00',
'green': '#008000', 'aqua': '#00ffff', 'teal': '#008080',
'blue': '#0000ff', 'navy': '#000080', 'fuchsia': '#ff00ff',
'purple': '#800080'}
COLOR_NAMES = {}
for pair in COLORS.items():
COLOR_NAMES[pair[1]] = pair[0]
__all__ = ["Color", "Sprite", "TileGrid", "Font", "BackgroundLayer",
"Background"]
[docs]class Color(object):
"""
This class stores color information.
Objects of this class can be converted to iterables indicating the
object's :attr:`red`, :attr:`green`, :attr:`blue`, and :attr:`alpha`
values, respectively; to integers which can be interpreted as a
hexadecimal representation of the color, excluding alpha
transparency; and to strings which indicate the English name of the
color (in all lowercase) if possible, and :attr:`hex_string`
otherwise.
.. attribute:: red
The red component of the color as an integer, where ``0``
indicates no red intensity and ``255`` indicates full red
intensity.
.. attribute:: green
The green component of the color as an integer, where ``0``
indicates no green intensity and ``255`` indicates full green
intensity.
.. attribute:: blue
The blue component of the color as an integer, where ``0``
indicates no blue intensity and ``255`` indicates full blue
intensity.
.. attribute:: alpha
The alpha transparency of the color as an integer, where ``0``
indicates full transparency and ``255`` indicates full opacity.
.. attribute:: hex_string
An HTML hex string representation of the color. (Read-only)
"""
def __init__(self, value):
"""
Arguments:
- ``value`` -- The value indicating the color represented by
this object. Should be one of the following:
- One of the 16 HTML color names (case-insensitive).
- An HTML-style hex string containing 3, 4, 6, or 8 digits
which indicate the red, green, blue, and alpha components of
the color, respectively, as pairs of hexadecimal digits. If
the string contains 3 or 4 digits, each digit is duplicated;
for example, ``"#F80"`` is equivalent to ``"#FF8800"``.
- An integer which, when written as a hexadecimal number,
specifies the components of the color in the same way as an
HTML-style hex string containing 6 digits.
- A list or tuple indicating the red, green, and blue
components, and optionally the alpha component, in that
order.
"""
self.alpha = 255
if isinstance(value, six.string_types):
value = COLORS.get(value, value)[1:]
if len(value) == 3:
r, g, b = [int(value[i] * 2, 16) for i in six.moves.range(3)]
self.red, self.green, self.blue = r, g, b
elif len(value) == 4:
r, g, b, a = [int(value[i] * 2, 16) for i in range(4)]
self.red, self.green, self.blue, self.alpha = r, g, b, a
elif len(value) == 6:
r, g, b = [int(value[i:(i + 2)], 16)
for i in six.moves.range(0, 6, 2)]
self.red, self.green, self.blue = r, g, b
elif len(value) == 8:
r, g, b, a = [int(value[i:(i + 2)], 16) for i in range(0, 8, 2)]
self.red, self.green, self.blue, self.alpha = r, g, b, a
else:
raise ValueError("Invalid color string.")
elif isinstance(value, six.integer_types):
b, g, r = [(value & 256 ** (i + 1) - 1) // 256 ** i
for i in six.moves.range(3)]
self.red, self.green, self.blue = r, g, b
elif isinstance(value, (list, tuple)):
if len(value) >= 3:
self.red, self.green, self.blue = value[:3]
if len(value) >= 4:
self.alpha = value[3]
else:
raise ValueError("Invalid color tuple.")
else:
raise ValueError("Invalid color value.")
@property
def red(self):
return self._r
@red.setter
def red(self, value):
self._r = _check_color_input(value)
@property
def green(self):
return self._g
@green.setter
def green(self, value):
self._g = _check_color_input(value)
@property
def blue(self):
return self._b
@blue.setter
def blue(self, value):
self._b = _check_color_input(value)
@property
def alpha(self):
return self._a
@alpha.setter
def alpha(self, value):
self._a = _check_color_input(value)
@property
def hex_string(self):
if self.alpha == 255:
r, g, b = [hex(c)[2:].zfill(2) for c in self[:3]]
return "#{}{}{}".format(r, g, b)
else:
r, g, b, a = [hex(c)[2:].zfill(2) for c in self]
return "#{}{}{}{}".format(r, g, b, a)
def __iter__(self):
return iter([self.red, self.green, self.blue, self.alpha])
def __int__(self):
return self.red * 256 ** 2 | self.green * 256 | self.blue
def __repr__(self):
return 'sge.gfx.Color("{}")'.format(str(self))
def __str__(self):
return COLOR_NAMES.get(self.hex_string, self.hex_string)
def __eq__(self, other):
return str(self) == str(other)
def __getitem__(self, index):
return tuple(self)[index]
def __setitem__(self, index, value):
c = list(self)
c[index] = value
self.red, self.green, self.blue, self.alpha = c
[docs]class Sprite(object):
"""
This class stores images and information about how the SGE is to use
those images.
What image formats are supported depends on the implementation of
the SGE, but image formats that are generally a good choice are PNG
and JPEG. See the implementation-specific information for a full
list of supported formats.
.. attribute:: width
The width of the sprite.
.. note::
Changing this attribute will cause the sprite to be scaled
horizontally. This is a destructive transformation: it can
result in loss of pixel information, especially if it is done
repeatedly. Because of this, it is advised that you do not
adjust this value for routine scaling. Use the
:attr:`image_xscale` attribute of a :class:`sge.dsp.Object`
object instead.
.. attribute:: height
The height of the sprite.
.. note::
Changing this attribute will cause the sprite to be scaled
vertically. This is a destructive transformation: it can
result in loss of pixel information, especially if it is done
repeatedly. Because of this, it is advised that you do not
adjust this value for routine scaling. Use the
:attr:`image_yscale` attribute of a :class:`sge.dsp.Object`
object instead.
.. attribute:: transparent
Whether or not the image should be partially transparent, based
on the image's alpha channel. If this is :const:`False`, all
pixels in the image will be treated as fully opaque regardless
of what the image file says their opacity should be.
This can also be set to a :class:`sge.gfx.Color` object, which
will cause the indicated color to be used as a colorkey.
.. attribute:: origin_x
The suggested horizontal location of the origin relative to the
left edge of the images.
.. attribute:: origin_y
The suggested vertical location of the origin relative to the top
edge of the images.
.. attribute:: fps
The suggested rate in frames per second to animate the image at.
Can be negative, in which case animation will be reversed.
.. attribute:: speed
The suggested rate to animate the image at as a factor of
:attr:`sge.game.fps`. Can be negative, in which case animation
will be reversed.
.. attribute:: bbox_x
The horizontal location relative to the sprite of the suggested
bounding box to use with it. If set to :const:`None`, it will
become equal to ``-origin_x`` (which is always the left edge of
the image).
.. attribute:: bbox_y
The vertical location relative to the sprite of the suggested
bounding box to use with it. If set to :const:`None`, it will
become equal to ``-origin_y`` (which is always the top edge of
the image).
.. attribute:: bbox_width
The width of the suggested bounding box. If set to
:const:`None`, it will become equal to ``width - bbox_x``
(which is always everything on the image to the right of
:attr:`bbox_x`).
.. attribute:: bbox_height
The height of the suggested bounding box. If set to
:const:`None`, it will become equal to ``height - bbox_y``
(which is always everything on the image below :attr:`bbox_y`).
.. attribute:: name
The name of the sprite given when it was created. (Read-only)
.. attribute:: frames
The number of animation frames in the sprite. (Read-only)
.. attribute:: rd
Reserved dictionary for internal use by the SGE. (Read-only)
"""
@property
def width(self):
return self.__w
@width.setter
def width(self, value):
if self.__w != value:
self.__w = int(round(value))
s_set_size(self)
s_refresh(self)
@property
def height(self):
return self.__h
@height.setter
def height(self, value):
if self.__h != value:
self.__h = int(round(value))
s_set_size(self)
s_refresh(self)
@property
def transparent(self):
return self.__transparent
@transparent.setter
def transparent(self, value):
if self.__transparent != value:
self.__transparent = value
s_refresh(self)
@property
def speed(self):
return self.fps / sge.game.fps
@speed.setter
def speed(self, value):
self.fps = value * sge.game.fps
@property
def bbox_x(self):
return self.__bbox_x
@bbox_x.setter
def bbox_x(self, value):
if value is not None:
self.__bbox_x = value
else:
self.__bbox_x = -self.origin_x
@property
def bbox_y(self):
return self.__bbox_y
@bbox_y.setter
def bbox_y(self, value):
if value is not None:
self.__bbox_y = value
else:
self.__bbox_y = -self.origin_y
@property
def bbox_width(self):
return self.__bbox_width
@bbox_width.setter
def bbox_width(self, value):
if value is not None:
self.__bbox_width = value
else:
self.__bbox_width = self.width - self.origin_x - self.bbox_x
@property
def bbox_height(self):
return self.__bbox_height
@bbox_height.setter
def bbox_height(self, value):
if value is not None:
self.__bbox_height = value
else:
self.__bbox_height = self.height - self.origin_y - self.bbox_y
@property
def frames(self):
return len(self.rd["baseimages"])
[docs] def __init__(self, name=None, directory="", width=None, height=None,
transparent=True, origin_x=0, origin_y=0, fps=60, bbox_x=None,
bbox_y=None, bbox_width=None, bbox_height=None):
"""
Arguments:
- ``name`` -- The base name of the image files, used to find all
individual image files that make up the sprite's animation`.
One of the following rules will be used to find the images:
- The base name plus a valid image extension. If this rule is
used, the image will be loaded as a single-frame sprite.
- The base name and an integer separated by either a hyphen
(``-``) or an underscore (``_``) and followed by a valid
image extension. If this rule is used, all images with
names like this are loaded and treated as an animation, with
the lower-numbered images being earlier frames.
- The base name and an integer separated by either ``-strip``
or ``_strip`` and followed by a valid image extension. If
this rule is used, the image will be treated as an animation
read as a horizontal reel from left to right, split into the
number of frames indicated by the integer.
- If the base name is :const:`None`, the sprite will be a
fully transparent rectangle at the specified size (with both
``width`` and ``height`` defaulting to 32 if they are set to
:const:`None`). The SGE decides what to assign to the
sprite's :attr:`name` attribute in this case, but it will
always be a string.
If none of the above rules can be used, :exc:`OSError` is
raised.
- ``directory`` -- The directory to search for image files in.
All other arguments set the respective initial attributes of the
sprite. See the documentation for :class:`Sprite` for more
information.
"""
self.rd = {}
self.name = name
self.rd["baseimages"] = []
self.rd["drawcycle"] = 0
fname_single = []
fname_frames = []
fname_strip = []
errlist = []
if name is not None:
def check_alpha(surface):
# Check whether the surface has a colorkey. If it does,
# return the surface converted to use alpha
# transparency. Otherwise, return the surface.
if surface.get_colorkey() is not None:
return surface.convert_alpha()
return surface
if not directory:
directory = os.curdir
for fname in os.listdir(directory):
full_fname = os.path.join(directory, fname)
if (fname.startswith(name) and
os.path.isfile(full_fname)):
root, ext = os.path.splitext(fname)
if root == name:
split = [name, '']
elif root.rsplit('-', 1)[0] == name:
split = root.rsplit('-', 1)
elif root.rsplit('_', 1)[0] == name:
split = root.rsplit('_', 1)
else:
continue
if root == name:
fname_single.append(full_fname)
elif split[1].isdigit():
n = int(split[1])
while len(fname_frames) - 1 < n:
fname_frames.append(None)
fname_frames[n] = full_fname
elif (split[1].startswith('strip') and
split[1][5:].isdigit()):
fname_strip.append(full_fname)
if any(fname_single):
# Load the single image
for fname in fname_single:
try:
img = pygame.image.load(fname)
except pygame.error as e:
errlist.append(e)
else:
self.rd["baseimages"].append(check_alpha(img))
if not self.rd["baseimages"] and any(fname_frames):
# Load the multiple images
for fname in fname_frames:
if fname:
try:
img = pygame.image.load(fname)
except pygame.error as e:
errlist.append(e)
else:
self.rd["baseimages"].append(check_alpha(img))
if not self.rd["baseimages"] and any(fname_strip):
# Load the strip (sprite sheet)
for fname in fname_strip:
root, ext = os.path.splitext(os.path.basename(fname))
assert '-' in root or '_' in root
assert (root.rsplit('-', 1)[0] == name or
root.rsplit('_', 1)[0] == name)
if root.rsplit('-', 1)[0] == name:
split = root.rsplit('-', 1)
else:
split = root.rsplit('_', 1)
try:
sheet = pygame.image.load(fname)
except pygame.error as e:
errlist.append(e)
else:
sheet = check_alpha(sheet)
flags = sheet.get_flags()
assert split[1][5:].isdigit()
n = int(split[1][5:])
img_w = max(1, sheet.get_width()) // n
img_h = max(1, sheet.get_height())
for x in six.moves.range(0, img_w * n, img_w):
img = pygame.Surface((img_w, img_h), flags)
img.blit(sheet, (int(-x), 0))
self.rd["baseimages"].append(img)
if not self.rd["baseimages"]:
print("Pygame errors during search:")
if errlist:
for e in errlist:
print(e)
else:
print("None")
msg = 'Supported file(s) for sprite name "{}" not found in {}'.format(name, directory)
raise OSError(msg)
else:
# Name is None; default to a blank rectangle.
if width is None:
width = 32
if height is None:
height = 32
width = int(round(width))
height = int(round(height))
self.__w = width
self.__h = height
# Choose name
self.name = "sge-pygame-dynamicsprite"
img = pygame.Surface((width, height), pygame.SRCALPHA)
img.fill(pygame.Color(0, 0, 0, 0))
self.rd["baseimages"].append(img)
if width is None:
width = 1
for image in self.rd["baseimages"]:
width = max(width, image.get_width())
if height is None:
height = 1
for image in self.rd["baseimages"]:
height = max(height, image.get_height())
self.__w = int(round(width))
self.__h = int(round(height))
s_set_size(self)
self.origin_x = origin_x
self.origin_y = origin_y
self.__transparent = transparent
self.fps = fps
self.bbox_x = bbox_x
self.bbox_y = bbox_y
self.bbox_width = bbox_width
self.bbox_height = bbox_height
self.rd["locked"] = False
s_refresh(self)
[docs] def append_frame(self):
"""Append a new blank frame to the end of the sprite."""
img = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
img.fill(pygame.Color(0, 0, 0, 0))
self.rd["baseimages"].append(img)
s_refresh(self)
[docs] def insert_frame(self, frame):
"""
Insert a new blank frame into the sprite.
Arguments:
- ``frame`` -- The frame of the sprite to insert the new frame
in front of, where ``0`` is the first frame.
"""
img = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
img.fill(pygame.Color(0, 0, 0, 0))
self.rd["baseimages"].insert(frame, img)
s_refresh(self)
[docs] def extend(self, sprite):
"""
Extend this sprite with the frames of another sprite.
If the size of the frames added is different from the size of
this sprite, they are scaled to this sprite's size.
Arguments:
- ``sprite`` -- The sprite to add the frames of to this sprite.
"""
self.rd["baseimages"].extend(sprite.rd["baseimages"])
s_set_size(self)
s_refresh(self)
[docs] def delete_frame(self, frame):
"""
Delete a frame from the sprite.
Arguments:
- ``frame`` -- The frame of the sprite to delete, where ``0`` is
the first frame.
"""
del self.rd["baseimages"][frame]
[docs] def get_pixel(self, x, y, frame=0):
"""
Return a :class:`sge.gfx.Color` object indicating the color of a
particular pixel on the sprite.
Arguments:
- ``x`` -- The horizontal location relative to the sprite of the
pixel to check.
- ``y`` -- The vertical location relative to the sprite of the
pixel to check.
- ``frame`` -- The frame of the sprite to check, where ``0`` is
the first frame.
"""
x = int(round(x))
y = int(round(y))
frame %= self.frames
pg_color = self.rd["baseimages"][frame].get_at((x, y))
return Color(tuple(pg_color))
[docs] def get_pixels(self, frame=0):
"""
Return a two-dimensional list of :class`sge.gfx.Color` objects
indicating the colors of a particular frame's pixels.
A returned list given the name ``pixels`` is indexed as
``pixels[x][y]``, where ``x`` is the horizontal location of the
pixel and ``y`` is the vertical location of the pixel.
Arguments:
- ``frame`` -- The frame of the sprite to check, where ``0`` is
the first frame.
"""
frame %= self.frames
surf = self.rd["baseimages"][frame]
surf.lock()
w, h = surf.get_size()
pixels = [[Color(tuple(surf.get_at(x, y))) for y in six.moves.range(h)]
for x in six.moves.range(w)]
surf.unlock()
return pixels
[docs] def draw_dot(self, x, y, color, frame=None, blend_mode=None):
"""
Draw a single-pixel dot on the sprite.
Arguments:
- ``x`` -- The horizontal location relative to the sprite to
draw the dot.
- ``y`` -- The vertical location relative to the sprite to draw
the dot.
- ``color`` -- A :class:`sge.gfx.Color` object representing the
color of the dot.
- ``frame`` -- The frame of the sprite to draw on, where ``0``
is the first frame; set to :const:`None` to draw on all
frames.
- ``blend_mode`` -- The blend mode to use. 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_NORMAL`.
"""
_check_color(color)
x = int(round(x))
y = int(round(y))
pg_color = pygame.Color(*color)
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
pygame_flags = _get_blend_flags(blend_mode)
if color.alpha == 255 and not pygame_flags:
for i in rng:
self.rd["baseimages"][i].set_at((x, y), pg_color)
else:
stamp = pygame.Surface((1, 1), pygame.SRCALPHA)
stamp.fill(pg_color)
for i in rng:
dsurf = self.rd["baseimages"][i]
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(dsurf, stamp, x, y, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(dsurf, stamp, x, y, True)
else:
dsurf.blit(stamp, (x, y), None, pygame_flags)
s_refresh(self)
[docs] def draw_line(self, x1, y1, x2, y2, color, thickness=1, anti_alias=False,
frame=None, blend_mode=None):
"""
Draw a line segment on the sprite.
Arguments:
- ``x1`` -- The horizontal location relative to the sprite of
the first end point of the line segment.
- ``y1`` -- The vertical location relative to the sprite of the
first end point of the line segment.
- ``x2`` -- The horizontal location relative to the sprite of
the second end point of the line segment.
- ``y2`` -- The vertical location relative to the sprite of the
second end point of the line segment.
- ``color`` -- A :class:`sge.gfx.Color` object representing the
color of the line segment.
- ``thickness`` -- The thickness of the line segment.
- ``anti_alias`` -- Whether or not anti-aliasing should be used.
- ``frame`` -- The frame of the sprite to draw on, where ``0``
is the first frame; set to :const:`None` to draw on all
frames.
- ``blend_mode`` -- The blend mode to use. 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_NORMAL`.
"""
_check_color(color)
x1 = int(round(x1))
y1 = int(round(y1))
x2 = int(round(x2))
y2 = int(round(y2))
thickness = int(round(thickness))
pg_color = pygame.Color(*color)
thickness = abs(thickness)
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
pygame_flags = _get_blend_flags(blend_mode)
stamp = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
stamp.fill(pygame.Color(0, 0, 0, 0))
if anti_alias and thickness == 1:
pygame.draw.aaline(stamp, pg_color, (x1, y1), (x2, y2))
else:
pygame.draw.line(stamp, pg_color, (x1, y1), (x2, y2),
thickness)
for i in rng:
dsurf = self.rd["baseimages"][i]
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, True)
else:
dsurf.blit(stamp, (0, 0), None, pygame_flags)
s_refresh(self)
[docs] def draw_rectangle(self, x, y, width, height, fill=None, outline=None,
outline_thickness=1, frame=None, blend_mode=None):
"""
Draw a rectangle on the sprite.
Arguments:
- ``x`` -- The horizontal location relative to the sprite to
draw the rectangle.
- ``y`` -- The vertical location relative to the sprite to draw
the rectangle.
- ``width`` -- The width of the rectangle.
- ``height`` -- The height of the rectangle.
- ``fill`` -- A :class:`sge.gfx.Color` object representing the
color of the fill of the rectangle.
- ``outline`` -- A :class:`sge.gfx.Color` object representing
the color of the outline of the rectangle.
- ``outline_thickness`` -- The thickness of the outline of the
rectangle.
- ``frame`` -- The frame of the sprite to draw on, where ``0``
is the first frame; set to :const:`None` to draw on all
frames.
- ``blend_mode`` -- The blend mode to use. 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_NORMAL`.
"""
_check_color(fill)
_check_color(outline)
x = int(round(x))
y = int(round(y))
width = int(round(width))
height = int(round(height))
outline_thickness = abs(outline_thickness)
if outline_thickness == 0:
outline = None
if fill is None and outline is None:
# There's no point in trying in this case.
return
rect = pygame.Rect(x, y, width, height)
if fill is not None:
pg_fill = pygame.Color(*fill)
if outline is not None:
pg_outl = pygame.Color(*outline)
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
pygame_flags = _get_blend_flags(blend_mode)
stamp = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
stamp.fill(pygame.Color(0, 0, 0, 0))
if fill is not None:
stamp.fill(pg_fill, rect)
if outline is not None:
pygame.draw.rect(stamp, pg_outl, rect, outline_thickness)
for i in rng:
dsurf = self.rd["baseimages"][i]
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, True)
else:
dsurf.blit(stamp, (0, 0), None, pygame_flags)
s_refresh(self)
[docs] def draw_ellipse(self, x, y, width, height, fill=None, outline=None,
outline_thickness=1, anti_alias=False, frame=None,
blend_mode=None):
"""
Draw an ellipse on the sprite.
Arguments:
- ``x`` -- The horizontal location relative to the sprite to
position the imaginary rectangle containing the ellipse.
- ``y`` -- The vertical location relative to the sprite to
position the imaginary rectangle containing the ellipse.
- ``width`` -- The width of the ellipse.
- ``height`` -- The height of the ellipse.
- ``fill`` -- A :class:`sge.gfx.Color` object representing the
color of the fill of the ellipse.
- ``outline`` -- A :class:`sge.gfx.Color` object representing
the color of the outline of the ellipse.
- ``outline_thickness`` -- The thickness of the outline of the
ellipse.
- ``anti_alias`` -- Whether or not anti-aliasing should be used.
- ``frame`` -- The frame of the sprite to draw on, where ``0``
is the first frame; set to :const:`None` to draw on all
frames.
- ``blend_mode`` -- The blend mode to use. 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_NORMAL`.
"""
_check_color(fill)
_check_color(outline)
x = int(round(x))
y = int(round(y))
width = int(round(width))
height = int(round(height))
outline_thickness = abs(outline_thickness)
if outline_thickness == 0:
outline = None
if fill is None and outline is None:
# There's no point in trying in this case.
return
rect = pygame.Rect(x, y, width, height)
if fill is not None:
pg_fill = pygame.Color(*fill)
if outline is not None:
pg_outl = pygame.Color(*outline)
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
pygame_flags = _get_blend_flags(blend_mode)
stamp = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
stamp.fill(pygame.Color(0, 0, 0, 0))
if fill is not None:
pygame.draw.ellipse(stamp, pg_fill, rect)
if outline is not None:
pygame.draw.ellipse(stamp, pg_outl, rect, outline_thickness)
for i in rng:
dsurf = self.rd["baseimages"][i]
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, True)
else:
dsurf.blit(stamp, (0, 0), None, pygame_flags)
s_refresh(self)
[docs] def draw_circle(self, x, y, radius, fill=None, outline=None,
outline_thickness=1, anti_alias=False, frame=None,
blend_mode=None):
"""
Draw a circle on the sprite.
Arguments:
- ``x`` -- The horizontal location relative to the sprite to
position the center of the circle.
- ``y`` -- The vertical location relative to the sprite to
position the center of the circle.
- ``radius`` -- The radius of the circle.
- ``fill`` -- A :class:`sge.gfx.Color` object representing the
color of the fill of the circle.
- ``outline`` -- A :class:`sge.gfx.Color` object representing
the color of the outline of the circle.
- ``outline_thickness`` -- The thickness of the outline of the
circle.
- ``anti_alias`` -- Whether or not anti-aliasing should be used.
- ``frame`` -- The frame of the sprite to draw on, where ``0``
is the first frame; set to :const:`None` to draw on all
frames.
- ``blend_mode`` -- The blend mode to use. 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_NORMAL`.
"""
_check_color(fill)
_check_color(outline)
x = int(round(x))
y = int(round(y))
radius = int(round(radius))
outline_thickness = abs(outline_thickness)
if outline_thickness == 0:
outline = None
if fill is None and outline is None:
# There's no point in trying in this case.
return
if fill is not None:
pg_fill = pygame.Color(*fill)
if outline is not None:
pg_outl = pygame.Color(*outline)
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
pygame_flags = _get_blend_flags(blend_mode)
stamp = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
stamp.fill(pygame.Color(0, 0, 0, 0))
if fill is not None:
pygame.draw.circle(stamp, pg_fill, (x, y), radius)
if outline is not None:
pygame.draw.circle(stamp, pg_outl, (x, y), radius,
outline_thickness)
for i in rng:
dsurf = self.rd["baseimages"][i]
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, True)
else:
dsurf.blit(stamp, (0, 0), None, pygame_flags)
s_refresh(self)
[docs] def draw_polygon(self, points, fill=None, outline=None,
outline_thickness=1, anti_alias=False, frame=None,
blend_mode=None):
"""
Draw a polygon on the sprite.
Arguments:
- ``points`` -- A list of points relative to the sprite 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.
- ``fill`` -- A :class:`sge.gfx.Color` object representing the
color of the fill of the polygon.
- ``outline`` -- A :class:`sge.gfx.Color` object representing
the color of the outline of the polygon.
- ``outline_thickness`` -- The thickness of the outline of the
polygon.
- ``anti_alias`` -- Whether or not anti-aliasing should be used.
- ``frame`` -- The frame of the sprite to draw on, where ``0``
is the first frame; set to :const:`None` to draw on all
frames.
- ``blend_mode`` -- The blend mode to use. 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_NORMAL`.
"""
_check_color(fill)
_check_color(outline)
points = [(int(round(x)), int(round(y))) for (x, y) in points]
outline_thickness = abs(outline_thickness)
if outline_thickness == 0:
outline = None
if fill is None and outline is None:
# There's no point in trying in this case.
return
if fill is not None:
pg_fill = pygame.Color(*fill)
if outline is not None:
pg_outl = pygame.Color(*outline)
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
pygame_flags = _get_blend_flags(blend_mode)
stamp = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
stamp.fill(pygame.Color(0, 0, 0, 0))
if fill is not None:
pygame.draw.polygon(stamp, pg_fill, points, 0)
if outline is not None:
if anti_alias and outline_thickness == 1:
pygame.draw.aalines(stamp, pg_outl, True, points)
else:
pygame.draw.polygon(stamp, pg_outl, points,
outline_thickness)
for i in rng:
dsurf = self.rd["baseimages"][i]
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(dsurf, stamp, 0, 0, True)
else:
dsurf.blit(stamp, (0, 0), None, pygame_flags)
s_refresh(self)
[docs] def draw_sprite(self, sprite, image, x, y, frame=None, blend_mode=None):
"""
Draw another sprite on the sprite.
Arguments:
- ``sprite`` -- The :class:`sge.gfx.Sprite` or
:class:`sge.gfx.TileGrid` object to draw with.
- ``image`` -- The frame of ``sprite`` to draw with, where ``0``
is the first frame.
- ``x`` -- The horizontal location relative to ``self`` to
position the origin of ``sprite``.
- ``y`` -- The vertical location relative to ``self`` to
position the origin of ``sprite``.
- ``frame`` -- The frame of the sprite to draw on, where ``0``
is the first frame; set to :const:`None` to draw on all
frames.
- ``blend_mode`` -- The blend mode to use. 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_NORMAL`.
"""
x = int(round(x - sprite.origin_x))
y = int(round(y - sprite.origin_y))
image %= sprite.frames
pygame_flags = _get_blend_flags(blend_mode)
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
for i in rng:
dsurf = self.rd["baseimages"][i]
if isinstance(sprite, sge.gfx.Sprite):
ssurf = s_set_transparency(sprite,
sprite.rd["baseimages"][image])
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(dsurf, ssurf, x, y, False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(dsurf, ssurf, x, y, True)
else:
dsurf.blit(ssurf, (x, y), None, pygame_flags)
elif isinstance(sprite, sge.gfx.TileGrid):
tg_blit(sprite, dsurf, x, y)
s_refresh(self)
[docs] def draw_text(self, font, text, x, y, width=None, height=None,
color=Color("white"), halign="left", valign="top",
anti_alias=True, frame=None, blend_mode=None):
"""
Draw text on the sprite.
Arguments:
- ``font`` -- The font to use to draw the text.
- ``text`` -- The text (as a string) to draw.
- ``x`` -- The horizontal location relative to the sprite to
draw the text.
- ``y`` -- The vertical location relative to the sprite to draw
the text.
- ``width`` -- The width of the imaginary rectangle the text is
drawn in; set to :const:`None` to make the rectangle as wide
as needed to contain the text without additional line breaks.
If set to something other than :const:`None`, a line which
does not fit will be automatically split into multiple lines
that do fit.
- ``height`` -- The height of the imaginary rectangle the text
is drawn in; set to :const:`None` to make the rectangle as
tall as needed to contain the text.
- ``color`` -- A :class:`sge.gfx.Color` object representing the
color of the text.
- ``halign`` -- The horizontal alignment of the text and the
horizontal location of the origin of the imaginary rectangle
the text is drawn in. Can be set to one of the following:
- ``"left"`` -- Align the text to the left of the imaginary
rectangle the text is drawn in. Set the origin of the
imaginary rectangle to its left edge.
- ``"center"`` -- Align the text to the center of the
imaginary rectangle the text is drawn in. Set the origin of
the imaginary rectangle to its center.
- ``"right"`` -- Align the text to the right of the imaginary
rectangle the text is drawn in. Set the origin of the
imaginary rectangle to its right edge.
- ``valign`` -- The vertical alignment of the text and the
vertical location of the origin of the imaginary rectangle the
text is drawn in. Can be set to one of the following:
- ``"top"`` -- Align the text to the top of the imaginary
rectangle the text is drawn in. Set the origin of the
imaginary rectangle to its top edge. If the imaginary
rectangle is not tall enough to contain all of the text, cut
text off from the bottom.
- ``"middle"`` -- Align the the text to the middle of the
imaginary rectangle the text is drawn in. Set the origin of
the imaginary rectangle to its middle. If the imaginary
rectangle is not tall enough to contain all of the text, cut
text off equally from the top and bottom.
- ``"bottom"`` -- Align the text to the bottom of the
imaginary rectangle the text is drawn in. Set the origin of
the imaginary rectangle to its top edge. If the imaginary
rectangle is not tall enough to contain all of the text, cut
text off from the top.
- ``anti_alias`` -- Whether or not anti-aliasing should be used.
- ``frame`` -- The frame of the sprite to draw on, where ``0``
is the first frame; set to :const:`None` to draw on all
frames.
- ``blend_mode`` -- The blend mode to use. 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_NORMAL`.
"""
_check_color(color)
x = int(round(x))
y = int(round(y))
lines = f_split_text(font, text, width)
width = int(font.get_width(text, width, height))
height = int(font.get_height(text, width, height))
fake_height = int(font.get_height(text, width))
text_surf = pygame.Surface((width, fake_height), pygame.SRCALPHA)
box_surf = pygame.Surface((width, height), pygame.SRCALPHA)
text_rect = text_surf.get_rect()
box_rect = box_surf.get_rect()
pygame_flags = _get_blend_flags(blend_mode)
for i in six.moves.range(len(lines)):
rendered_text = font.rd["font"].render(lines[i], anti_alias,
pygame.Color(*color))
if color.alpha < 255:
rendered_text = rendered_text.convert_alpha()
rendered_text.fill((0, 0, 0, 255 - color.alpha), None,
pygame.BLEND_RGBA_SUB)
rect = rendered_text.get_rect()
rect.top = i * font.rd["font"].get_linesize()
if halign.lower() == "left":
rect.left = text_rect.left
elif halign.lower() == "right":
rect.right = text_rect.right
elif halign.lower() == "center":
rect.centerx = text_rect.centerx
text_surf.blit(rendered_text, rect)
if valign.lower() == "top":
text_rect.top = box_rect.top
elif valign.lower() == "bottom":
text_rect.bottom = box_rect.bottom
elif valign.lower() == "middle":
text_rect.centery = box_rect.centery
box_surf.blit(text_surf, text_rect)
if halign.lower() == "left":
box_rect.left = x
elif halign.lower() == "right":
box_rect.right = x
elif halign.lower() == "center":
box_rect.centerx = x
else:
box_rect.left = x
if valign.lower() == "top":
box_rect.top = y
elif valign.lower() == "bottom":
box_rect.bottom = y
elif valign.lower() == "middle":
box_rect.centery = y
else:
box_rect.top = y
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
for i in rng:
dsurf = self.rd["baseimages"][i]
if blend_mode == sge.BLEND_RGB_SCREEN:
_screen_blend(dsurf, box_surf, box_rect.left, box_rect.top,
False)
elif blend_mode == sge.BLEND_RGBA_SCREEN:
_screen_blend(dsurf, box_surf, box_rect.left, box_rect.top,
True)
else:
dsurf.blit(box_surf, box_rect, None, pygame_flags)
s_refresh(self)
[docs] def draw_erase(self, x, y, width, height, frame=None):
"""
Erase part of the sprite.
Arguments:
- ``x`` -- The horizontal location relative to the sprite of the
area to erase.
- ``y`` -- The vertical location relative to the sprite of the
area to erase.
- ``width`` -- The width of the area to erase.
- ``height`` -- The height of the area to erase.
- ``frame`` -- The frame of the sprite to erase from, where
``0`` is the first frame; set to :const:`None` to erase from
all frames.
"""
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
for i in rng:
if self.rd["baseimages"][i].get_flags() & pygame.SRCALPHA:
color = pygame.Color(0, 0, 0, 0)
else:
color = self.rd["baseimages"][i].get_colorkey()
rect = pygame.Rect(x, y, width, height)
self.rd["baseimages"][i].fill(color, rect)
s_refresh(self)
[docs] def draw_clear(self, frame=None):
"""
Erase everything from the sprite.
Arguments:
- ``frame`` -- The frame of the sprite to clear, where ``0`` is
the first frame; set to :const:`None` to clear all frames.
"""
self.draw_erase(0, 0, self.width, self.height, frame)
[docs] def draw_lock(self):
"""
Lock the sprite for continuous drawing.
Use this method to "lock" the sprite for being drawn on several
times in a row. What exactly this does depends on the
implementation and it may even do nothing at all, but calling
this method before doing several draw actions on the sprite in a
row gives the SGE a chance to make the drawing more efficient.
After you are done with continuous drawing, call
:meth:`draw_unlock` to let the SGE know that you are done
drawing.
.. warning::
Do not cause a sprite to be used while it's locked. For
example, don't leave it locked for the duration of a frame,
and don't draw it or project it on anything. The effect of
using a locked sprite could be as minor as graphical errors
and as severe as crashing the program, depending on the SGE
implementation. Always call :meth:`draw_unlock` immediately
after you're done drawing for a while.
"""
if not self.rd["locked"]:
self.rd["locked"] = True
[docs] def draw_unlock(self):
"""
Unlock the sprite.
Use this method to "unlock" the sprite after it has been
"locked" for continuous drawing by :meth:`draw_lock`.
"""
if self.rd["locked"]:
self.rd["locked"] = False
s_refresh(self)
[docs] def mirror(self, frame=None):
"""
Mirror the sprite horizontally.
Arguments:
- ``frame`` -- The frame of the sprite to mirror, where ``0`` is
the first frame; set to :const:`None` to mirror all frames.
"""
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
for i in rng:
img = self.rd["baseimages"][i]
self.rd["baseimages"][i] = pygame.transform.flip(img, True, False)
s_refresh(self)
[docs] def flip(self, frame=None):
"""
Flip the sprite vertically.
Arguments:
- ``frame`` -- The frame of the sprite to flip, where ``0`` is
the first frame; set to :const:`None` to flip all frames.
"""
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
for i in rng:
img = self.rd["baseimages"][i]
self.rd["baseimages"][i] = pygame.transform.flip(img, False, True)
s_refresh(self)
[docs] def resize_canvas(self, width, height):
"""
Resize the sprite by adding empty space instead of scaling.
After resizing the canvas:
1. The horizontal location of the origin is multiplied by the
new width divided by the old width.
2. The vertical location of the origin is multiplied by the new
height divided by the old height.
3. All frames are repositioned within the sprite such that their
position relative to the origin is the same as before.
Arguments:
- ``width`` -- The width to set the sprite to.
- ``height`` -- The height to set the sprite to.
"""
xscale = width / self.width
yscale = height / self.height
xdiff = self.origin_x * xscale - self.origin_x
ydiff = self.origin_y * yscale - self.origin_y
for i in six.moves.range(self.frames):
new_surf = pygame.Surface((width, height), pygame.SRCALPHA)
new_surf.fill(pygame.Color(0, 0, 0, 0))
new_surf.blit(self.rd["baseimages"][i], (int(xdiff), int(ydiff)))
self.rd["baseimages"][i] = new_surf
self.__w = width
self.__h = height
self.origin_x *= xscale
self.origin_y *= yscale
s_refresh(self)
[docs] def scale(self, xscale=1, yscale=1, frame=None):
"""
Scale the sprite to a different size.
Unlike changing :attr:`width` and :attr:`height`, this function
does not result in the actual size of the sprite changing.
Instead, any scaled frames are repositioned so that the pixel
which was at the origin before scaling remains at the origin.
Arguments:
- ``xscale`` -- The horizontal scale factor.
- ``yscale`` -- The vertical scale factor.
- ``frame`` -- The frame of the sprite to rotate, where ``0`` is
the first frame; set to :const:`None` to rotate all frames.
.. note::
This is a destructive transformation: it can result in loss
of pixel information, especially if it is done repeatedly.
Because of this, it is advised that you do not adjust this
value for routine scaling. Use the :attr:`image_xscale` and
:attr:`image_yscale` attributes of a :class:`sge.dsp.Object`
object instead.
.. note::
Because this function does not alter the actual size of the
sprite, scaling up may result in some parts of the image
being cropped off.
"""
xscale = abs(xscale)
yscale = abs(yscale)
scale_w = max(1, int(self.width * xscale))
scale_h = max(1, int(self.height * yscale))
xdiff = self.origin_x - self.origin_x * xscale
ydiff = self.origin_y - self.origin_y * yscale
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
for i in rng:
new_surf = pygame.Surface((self.width, self.height),
pygame.SRCALPHA)
new_surf.fill(pygame.Color(0, 0, 0, 0))
surf = _scale(self.rd["baseimages"][i], scale_w, scale_h)
new_surf.blit(surf, (int(xdiff), int(ydiff)))
self.rd["baseimages"][i] = new_surf
s_refresh(self)
[docs] def rotate(self, x, adaptive_resize=True, frame=None):
"""
Rotate the sprite about the center.
Arguments:
- ``x`` -- The rotation amount in degrees, with rotation in a
positive direction being clockwise.
- ``adaptive_resize`` -- Whether or not the sprite should be
resized to accomodate rotation. If this is :const:`True`,
rotation amounts other than multiples of 180 will result in
the size of the sprite being adapted to fit the whole rotated
image. The origin and any frames which have not been rotated
will also be moved so that their location relative to the
rotated image(s) is the same.
- ``frame`` -- The frame of the sprite to rotate, where ``0`` is
the first frame; set to :const:`None` to rotate all frames.
.. note::
This is a destructive transformation: it can result in loss
of pixel information, especially if it is done repeatedly.
Because of this, it is advised that you do not adjust this
value for routine rotation. Use the :attr:`image_rotation`
attribute of a :class:`sge.dsp.Object` object instead.
"""
new_w = self.width
new_h = self.height
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
for i in rng:
img = pygame.transform.rotate(self.rd["baseimages"][i], -x)
new_w = img.get_width()
new_h = img.get_height()
if adaptive_resize:
self.rd["baseimages"][i] = img
else:
x = -(new_w - self.__w) / 2
y = -(new_h - self.__h) / 2
self.rd["baseimages"][i].fill(pygame.Color(0, 0, 0, 0))
self.rd["baseimages"][i].blit(img, (int(x), int(y)))
if adaptive_resize:
xdiff = (new_w - self.__w) / 2
ydiff = (new_h - self.__h) / 2
self.origin_x += xdiff
self.origin_y += ydiff
self.__w = new_w
self.__h = new_h
if frame is not None:
# Need to go back and correct the positions of frames
# that weren't rotated.
for i in six.moves.range(self.frames):
if frame % self.frames != i:
surf = pygame.Surface((new_w, new_h), pygame.SRCALPHA)
surf.fill(pygame.Color(0, 0, 0, 0))
surf.blit(self.rd["baseimages"][i],
(int(xdiff), int(ydiff)))
self.rd["baseimages"][i] = surf
s_refresh(self)
[docs] def swap_color(self, old_color, new_color, frame=None):
"""
Change all pixels of one color to another color.
Arguments:
- ``old_color`` -- A :class:`sge.gfx.Color` object indicating
the color of pixels to change.
- ``new_color`` -- A :class:`sge.gfx.Color` object indicating
the color to change the pixels to.
- ``frame`` -- The frame of the sprite to modify, where ``0`` is
the first frame; set to :const:`None` to modify all frames.
.. note::
While this method can be used on any image, it is likely to
be most efficient when used on images based on palettes
(such as 8-bit images). The SGE cannot implicitly convert
high bit depth images to low bit depths, so if you plan on
using this method frequently, you should ensure that you
save your images in a low bit depth.
"""
_check_color(old_color)
_check_color(new_color)
if old_color is None or new_color is None:
return
if frame is None:
rng = six.moves.range(self.frames)
else:
rng = [frame % self.frames]
pg_new_color = pygame.Color(*new_color)
for i in rng:
img = self.rd["baseimages"][i]
try:
palette = img.get_palette()
except pygame.error:
img.lock()
for y in six.moves.range(img.get_height()):
for x in six.moves.range(img.get_width()):
if old_color == Color(tuple(img.get_at((x, y)))):
img.set_at((x, y), pg_new_color)
img.unlock()
else:
for j in six.moves.range(len(palette)):
if old_color == Color(tuple(palette[j])):
palette[j] = pg_new_color
img.set_palette(palette)
[docs] def copy(self):
"""Return a copy of the sprite."""
new_copy = Sprite(width=self.width, height=self.height,
transparent=self.transparent, origin_x=self.origin_x,
origin_y=self.origin_y, fps=self.fps,
bbox_x=self.bbox_x, bbox_y=self.bbox_y,
bbox_width=self.bbox_width,
bbox_height=self.bbox_height)
for i in range(1, self.frames):
new_copy.append_frame()
for i in range(self.frames):
new_copy.draw_sprite(self, i, self.origin_x, self.origin_y, i)
return new_copy
[docs] def save(self, fname):
"""
Save the sprite to an image file.
Arguments:
- ``fname`` -- The path of the file to save the sprite to. If
it is not a path that can be saved to, :exc:`OSError` is
raised.
If the sprite has multiple frames, the image file saved will be
a horizontal reel of each of the frames from left to right with
no space in between the frames.
"""
# Assuming self.width and self.height are the size of all
# surfaces in _baseimages (this should be the case).
w = self.width * self.frames
h = self.height
reel = pygame.Surface((w, h), pygame.SRCALPHA)
reel.fill(pygame.Color(0, 0, 0, 0))
for i in six.moves.range(self.frames):
reel.blit(self.rd["baseimages"][i], (int(self.width * i), 0))
try:
pygame.image.save(reel, fname)
except pygame.error:
m = 'Couldn\'t save to "{}"'.format(
os.path.normpath(os.path.realpath(fname)))
raise OSError(m)
@classmethod
[docs] def from_tween(cls, sprite, frames, fps=None, xscale=None, yscale=None,
rotation=None, blend=None, bbox_x=None, bbox_y=None,
bbox_width=None, bbox_height=None, blend_mode=None):
"""
Create a sprite based on tweening an existing sprite.
"Tweening" refers to creating an animation from gradual
transformations to an image. For example, this can be used to
generate an animation of an object growing to a particular size.
The animation generated is called a "tween".
Arguments:
- ``sprite`` -- The sprite to base the tween on. If the sprite
includes multiple frames, all frames will be used in sequence
until the end of the tween.
The tween's origin is derived from this sprite's origin,
adjusted appropriately to accomodate any size changes made.
Whether or not the tween is transparent is also determined by
whether or not this sprite is transparent.
- ``frames`` -- The number of frames the to make the tween take
up.
- ``fps`` -- The suggested rate of animation for the tween in
frames per second. If set to :const:`None`, the suggested
animation rate of the base sprite is used.
- ``xscale`` -- The horizontal scale factor at the end of the
tween. If set to :const:`None`, horizontal scaling will not
be included in the tweening process.
- ``yscale`` -- The vertical scale factor at the end of the
tween. If set to :const:`None`, vertical scaling will not be
included in the tweening process.
- ``rotation`` -- The total clockwise rotation amount in degrees
at the end of the tween. Can be negative to indicate
counter-clockwise rotation instead. If set to :const:`None`,
rotation will not be included in the tweening process.
- ``blend`` -- A :class:`sge.gfx.Color` object representing the
color to blend with the sprite at the end of the tween. If
set to :const:`None`, color blending will not be included in
the tweening process.
- ``blend_mode`` -- The blend mode to use with ``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_RGBA_MULTIPLY`.
All other arguments set the respective initial attributes of the
tween. See the documentation for :class:`sge.gfx.Sprite` for
more information.
"""
if fps is None:
fps = sprite.fps
if blend_mode is None:
blend_mode = sge.BLEND_RGBA_MULTIPLY
new_w = sprite.width
new_h = sprite.height
new_origin_x = sprite.origin_x
new_origin_y = sprite.origin_y
if xscale is not None and xscale > 1:
new_w *= xscale
new_origin_x *= xscale
if yscale is not None and yscale > 1:
new_h *= yscale
new_origin_y *= yscale
if rotation is not None:
h = math.hypot(new_w, new_h)
new_origin_x += (h - new_w) / 2
new_origin_y += (h - new_h) / 2
new_w = h
new_h = h
tween_spr = cls(width=new_w, height=new_h,
transparent=sprite.transparent, origin_x=new_origin_x,
origin_y=new_origin_y, fps=fps, bbox_x=bbox_x,
bbox_y=bbox_y, bbox_width=bbox_width,
bbox_height=bbox_height)
while tween_spr.frames < frames:
tween_spr.append_frame()
for i in six.moves.range(frames):
tween_spr.draw_sprite(sprite, i, new_origin_x, new_origin_y,
frame=i)
progress = i / (frames - 1)
if xscale is not None or yscale is not None:
if xscale is None or xscale == 1:
xs = 1
else:
xs = 1 + (xscale - 1) * progress
if yscale is None or yscale == 1:
ys = 1
else:
ys = 1 + (yscale - 1) * progress
tween_spr.scale(xs, ys, frame=i)
if rotation is not None:
tween_spr.rotate(rotation * progress, adaptive_resize=False,
frame=i)
if blend is not None:
blender = Sprite(width=tween_spr.width, height=tween_spr.height)
if blend_mode in {sge.BLEND_RGBA_MULTIPLY,
sge.BLEND_RGBA_MINIMUM,
sge.BLEND_RGB_MULTIPLY,
sge.BLEND_RGB_MINIMUM}:
r = int(255 - (255 - blend.red) * progress)
g = int(255 - (255 - blend.green) * progress)
b = int(255 - (255 - blend.blue) * progress)
a = int(255 - (255 - blend.alpha) * progress)
elif blend_mode in {sge.BLEND_RGBA_ADD,
sge.BLEND_RGBA_SUBTRACT,
sge.BLEND_RGBA_SCREEN,
sge.BLEND_RGBA_MAXIMUM,
sge.BLEND_RGB_ADD,
sge.BLEND_RGB_SUBTRACT,
sge.BLEND_RGB_SCREEN,
sge.BLEND_RGB_MAXIMUM}:
r = int(blend.red * progress)
g = int(blend.green * progress)
b = int(blend.blue * progress)
a = int(blend.alpha * progress)
else:
r = blend.red
g = blend.green
b = blend.blue
a = int(blend.alpha * progress)
color = Color((r, g, b, a))
blender.draw_rectangle(0, 0, blender.width, blender.height,
fill=color)
tween_spr.draw_sprite(blender, 0, 0, 0, frame=i,
blend_mode=blend_mode)
return tween_spr
@classmethod
[docs] def from_text(cls, font, text, width=None, height=None,
color=Color("white"), halign="left", valign="top",
anti_alias=True):
"""
Create a sprite, draw the given text on it, and return the
sprite. See the documentation for
:meth:`sge.gfx.Sprite.draw_text` for more information.
The sprite's origin is set based on ``halign`` and ``valign``.
"""
return s_from_text(cls, font, text, width, height, color, halign,
valign, anti_alias).copy()
@classmethod
[docs] def from_tileset(cls, fname, x=0, y=0, columns=1, rows=1, xsep=0, ysep=0,
width=1, height=1, origin_x=0, origin_y=0,
transparent=True, fps=0, bbox_x=None, bbox_y=None,
bbox_width=None, bbox_height=None):
"""
Return a sprite based on the tiles in a tileset.
Arguments:
- ``fname`` -- The path to the image file containing the
tileset.
- ``x`` -- The horizontal location relative to the image of the
top-leftmost tile in the tileset.
- ``y`` -- The vertical location relative to the image of the
top-leftmost tile in the tileset.
- ``columns`` -- The number of columns in the tileset.
- ``rows`` -- The number of rows in the tileset.
- ``xsep`` -- The spacing between columns in the tileset.
- ``ysep`` -- The spacing between rows in the tileset.
- ``width`` -- The width of the tiles.
- ``height`` -- The height of the tiles.
For all other arguments, see the documentation for
:meth:`Sprite.__init__`.
Each tile in the tileset becomes a subimage of the returned
sprite, ordered first from left to right and then from top to
bottom.
"""
self = cls(width=width, height=height, origin_x=origin_x,
origin_y=origin_y, transparent=transparent, fps=fps,
bbox_x=bbox_x, bbox_y=bbox_y, bbox_width=bbox_width,
bbox_height=bbox_height)
try:
tileset = pygame.image.load(fname)
except pygame.error as e:
raise OSError(e)
for i in six.moves.range(1, rows * columns):
self.append_frame()
for i in six.moves.range(rows):
for j in six.moves.range(columns):
frame = i * columns + j
x_ = x + (width + xsep) * j
y_ = y + (height + ysep) * i
self.rd["baseimages"][frame].blit(
s_set_transparency(self, tileset), (int(-x_), int(-y_)))
s_refresh(self)
return self
@classmethod
[docs] def from_screenshot(cls, x=0, y=0, width=None, height=None):
"""
Return the current display on the screen as a sprite.
Arguments:
- ``x`` -- The horizontal location of the rectangular area to
take a screenshot of.
- ``y`` -- The vertical location of the rectangular area to take
a screenshot of.
- ``width`` -- The width of the area to take a screenshot of;
set to None for all of the area to the right of ``x`` to be
included.
- ``height`` -- The height of the area to take a screenshot of;
set to :const:`None` for all of the area below ``y`` to be
included.
If you only wish to save a screenshot (of the entire screen) to
a file, the easiest way to do that is::
sge.gfx.Sprite.from_screenshot().save("foo.png")
"""
if width is None:
width = sge.game.width - x
if height is None:
height = sge.game.height - y
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
sprite = cls(width=width, height=height)
sprite.rd["baseimages"][0].blit(display_surface, (int(-x), int(-y)))
s_refresh(sprite)
return sprite
def __copy__(self):
return self.copy()
def __deepcopy__(self, memo):
return self.copy()
class TileGrid(object):
"""
This class represents a grid of individual sprites. This is useful
for tiled bckgrounds; it is faster than making each tile as its own
object and likely uses less RAM than drawing the tiles onto a single
large sprite.
This class is mostly compatible with :class:`sge.gfx.Sprite`, and
where its use is permitted, it is used the same way. However, an
object of this class:
- Cannot be drawn to. Drawing methods exist for compatibility only,
and have no effect.
- Cannot be scaled, mirrored, flipped, rotated, or transformed in
any way. Attempting to do so will have no effect.
- Cannot be colorized in any way, or have its transparency modified.
Attempting to do so will have no effect.
- Cannot be animated in any way. Only the first frame of each
individual sprite is considered.
- Cannot be used as a basis for precise collision detection.
.. attribute:: tiles
A list of :class:`sge.gfx.Sprite` objects to use as tiles. How
exactly they are displayed is dependent on the values of
:attr:`render_method` and :attr:`section_length`. Use
:const:`None` where no tile should be displayed.
.. attribute:: render_method
A string indicating how the tiles should be rendered. Can be one
of the following:
- ``"orthogonal"`` -- Start in the top-left corner of the grid.
Render each tile in a section to the right of the previous tile
by :attr:`tile_width` pixels. Render each section downward
from the previous section by :attr:`tile_height` pixels.
- ``"isometric"`` -- Start in the top-left corner of the grid.
Render each tile in a section to the right of the previous tile
by :attr:`tile_width` pixels. Render each section downward
from the previous section by ``tile_height / 2`` pixels.
Assuming the first section has an index of ``0``, render each
odd-numbered section to the right of the even-numbered sections
by ``tile_width / 2`` pixels.
If this is set to an invalid value or :const:`None`, it becomes
``"orthogonal"``.
.. note::
If two tiles overlap, the most recently rendered tile will
be in front (closer to the viewer).
.. attribute:: section_length
The number of tiles in one section of tiles. What constitutes a
section is defined by the value of :attr:`render_method`.
.. attribute:: tile_width
The width of each tile. What exactly this means is defined by
the value of :attr:`render_method`.
.. note::
For reasons of efficiency, it is assumed that all sprites in
:attr:`tiles` have a width exactly corresponding to the width
specified here. Attempting to use sprites which have
different widths will not cause an error, but the visual
result of this, particularly any portion of a sprite outside
of its designated area, is undefined.
.. attribute:: tile_width
The height of each tile. What exactly this means is defined by
the value of :attr:`render_method`.
.. note::
For reasons of efficiency, it is assumed that all sprites in
:attr:`tiles` have a height exactly corresponding to the
height specified here. Attempting to use sprites which have
different widths will not cause an error, but the visual
result of this, particularly any portion of a sprite outside
of its designated area, is undefined.
.. attribute:: width
The total width of the tile grid in pixels. Attempting to change
this value has no effect and is only supported for compatibility
with :class:`sge.gfx.Sprite`.
.. attribute:: height
The total height of the tile grid in pixels. Attempting to
change this value has no effect and is only supported for
compatibility with :class:`sge.gfx.Sprite`.
.. attribute:: origin_x
The suggested horizontal location of the origin relative to the
left edge of the grid.
.. attribute:: origin_y
The suggested vertical location of the origin relative to the top
edge of the grid.
.. attribute:: bbox_x
The horizontal location relative to the grid of the suggested
bounding box to use with it. If set to :const:`None`, it will
become equal to ``-origin_x`` (which is always the left edge of
the grid).
.. attribute:: bbox_y
The vertical location relative to the grid of the suggested
bounding box to use with it. If set to :const:`None`, it will
become equal to ``-origin_y`` (which is always the top edge of
the grid).
.. attribute:: bbox_width
The width of the suggested bounding box. If set to
:const:`None`, it will become equal to ``width - bbox_x``
(which is always everything on the grid to the right of
:attr:`bbox_x`).
.. attribute:: bbox_height
The height of the suggested bounding box. If set to
:const:`None`, it will become equal to ``height - bbox_y``
(which is always everything on the grid below :attr:`bbox_y`).
.. attribute:: transparent
Defined as :const:`True`. Provided for compatibility with
:class:`sge.gfx.Sprite`.
.. attribute:: fps
Defined as ``0``. Provided for compatibility with
:class:`sge.gfx.Sprite`.
.. attribute:: speed
Defined as ``0``. Provided for compatibility with
:class:`sge.gfx.Sprite`.
.. attribute:: name
Defined as :const:`None`. Provided for compatibility with
:class:`sge.gfx.Sprite`. (Read-only)
.. attribute:: frames
Defined as ``1``. Provided for compatibility with
:class:`sge.gfx.Sprite`. (Read-only)
.. attribute:: rd
Reserved dictionary for internal use by the SGE. (Read-only)
"""
@property
def width(self):
if self.render_method == "isometric":
w = self.tile_width
return self.section_length * w + (w / 2)
else:
return self.section_length * self.tile_width
@width.setter
def width(self, value):
pass
@property
def height(self):
rows = len(self.tiles) / self.section_length
if self.render_method == "isometric":
h = self.tile_height / 2
return self.section_length * h + h
else:
return rows * self.tile_height
@height.setter
def height(self, value):
pass
@property
def bbox_x(self):
return self.__bbox_x
@bbox_x.setter
def bbox_x(self, value):
if value is not None:
self.__bbox_x = value
else:
self.__bbox_x = -self.origin_x
@property
def bbox_y(self):
return self.__bbox_y
@bbox_y.setter
def bbox_y(self, value):
if value is not None:
self.__bbox_y = value
else:
self.__bbox_y = -self.origin_y
@property
def bbox_width(self):
return self.__bbox_width
@bbox_width.setter
def bbox_width(self, value):
if value is not None:
self.__bbox_width = value
else:
self.__bbox_width = self.width - self.bbox_y
@property
def bbox_height(self):
return self.__bbox_height
@bbox_height.setter
def bbox_height(self, value):
if value is not None:
self.__bbox_height = value
else:
self.__bbox_height = self.height - self.bbox_y
def __init__(self, tiles, render_method=None, section_length=1,
tile_width=16, tile_height=16, origin_x=0, origin_y=0,
bbox_x=None, bbox_y=None, bbox_width=None, bbox_height=None):
"""
Arguments set the respective initial attributes of the grid.
See the documentation for :class:`xsge.gfx.TileGrid` for more
information.
"""
self.rd = {}
self.tiles = tiles
self.render_method = render_method
self.section_length = section_length
self.tile_width = tile_width
self.tile_height = tile_height
self.origin_x = origin_x
self.origin_y = origin_y
self.bbox_x = bbox_x
self.bbox_y = bbox_y
self.bbox_width = bbox_width
self.bbox_height = bbox_height
self.transparent = True
self.fps = 0
self.speed = 0
self.name = None
self.frames = 1
def copy(self):
"""Return a shallow copy of the grid."""
return self.__class__(
self.tiles, render_method=self.render_method,
section_length=self.section_length, tile_width=self.tile_width,
tile_height=self.tile_height, origin_x=self.origin_x,
origin_y=self.origin_y, fps=self.fps, bbox_x=self.bbox_x,
bbox_y=self.bbox_y, bbox_width=self.bbox_width,
bbox_height=self.bbox_height)
def render(self):
"""
Return a sprite with the grid rendered to it as a single image.
For simplicity, the width of the resulting sprite is exactly
:attr:`width`, and the height of the sprite is exactly
:attr:`height`, even if this results in parts of some of the
sprites being cut off from the resulting image.
.. warning::
If the grid is large, the returned sprite may use a large
amount of RAM. Keep this in mind if RAM availability is
limited.
"""
rendered_sprite = Sprite(width=self.width, height=self.height)
tg_blit(self, rendered_sprite, (0, 0))
s_refresh(rendered_sprite)
return rendered_sprite
def save(self, fname):
"""
Render the grid and then save it to an image file.
Calling ``self.save(fname)`` is equivalent to::
self.render().save(fname)
See the documentation for :meth:`render` and
:meth:`sge.gfx.Sprite.save` for more information.
"""
self.render().save(fname)
def append_frame(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def insert_frame(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def delete_frame(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_dot(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_line(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_rectangle(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_ellipse(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_circle(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_polygon(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_sprite(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_text(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_erase(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_clear(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_lock(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def draw_unlock(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def mirror(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def flip(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def rotate(self, *args, **kwargs):
"""
Has no effect. Provided for compatibility with
:class:`sge.gfx.Sprite`.
"""
def __copy__(self):
return self.copy()
def __deepcopy__(self, memo):
tiles_copy = []
for tile in self.tiles:
tiles_copy.append(tile.copy())
return self.__class__(
tiles_copy, render_method=self.render_method,
section_length=self.section_length, tile_width=self.tile_width,
tile_height=self.tile_height, origin_x=self.origin_x,
origin_y=self.origin_y, fps=self.fps, bbox_x=self.bbox_x,
bbox_y=self.bbox_y, bbox_width=self.bbox_width,
bbox_height=self.bbox_height)
[docs]class Font(object):
"""
This class stores a font for use by text drawing methods.
Note that bold and italic rendering could be ugly. It is better to
choose a bold or italic font rather than enabling bold or italic
rendering, if possible.
.. attribute:: size
The height of the font in pixels.
.. attribute:: underline
Whether or not underlined rendering is enabled.
.. attribute:: bold
Whether or not bold rendering is enabled.
.. note::
Using this option can be ugly. It is better to choose a bold
font rather than enabling bold rendering, if possible.
.. attribute:: italic
Whether or not italic rendering is enabled.
.. note::
Using this option can be ugly. It is better to choose an
italic font rather than enabling italic rendering, if
possible.
.. attribute:: name
The name of the font as specified when it was created.
(Read-only)
.. attribute:: rd
Reserved dictionary for internal use by the SGE. (Read-only)
"""
@property
def size(self):
return self.__size
@size.setter
def size(self, value):
if self.rd.get("font") is not None:
# Preserve underline, bold, and italic settings.
underline = self.underline
bold = self.bold
italic = self.italic
else:
underline = False
bold = False
italic = False
self.__size = value
self.rd["font"] = None
name = self.name
if isinstance(name, six.string_types):
name = [name]
names = []
compatible_fonts = [
["liberation serif", "tinos", "nimbus roman no9 l", "nimbus roman",
"freeserif", "dejavu serif", "droid serif", "bitstream charter",
"times new roman"],
["droid sans", "liberation sans", "arimo", "nimbus sans l",
"freesans", "dejavu sans", "droid sans fallback", "arial"],
["liberation sans narrow", "freecondensed",
"sans condensed uralic", "arial narrow"],
["liberation mono", "cousine", "nimbus mono l", "freemono",
"texgyrecursor", "courier prime", "dejavu sans mono",
"droid sans mono", "courier new", "courier"]]
try:
for n in name:
names.append(n)
for fonts in compatible_fonts:
if n.lower() in fonts:
for font in fonts:
if font not in names:
names.append(font)
break
except TypeError:
# Most likely a non-iterable value, such as None, so we
# assume the default font is to be used.
names = ['']
for name in names:
if os.path.isfile(name):
self.rd["font"] = pygame.font.Font(name, self.__size)
break
if self.rd.get("font") is None:
self.rd["font"] = pygame.font.SysFont(','.join(names), self.__size)
# Restore underline, bold, and italic settings.
self.underline = underline
self.bold = bold
self.italic = italic
@property
def underline(self):
return self.rd["font"].get_underline()
@underline.setter
def underline(self, value):
self.rd["font"].set_underline(bool(value))
@property
def bold(self):
return self.rd["font"].get_bold()
@bold.setter
def bold(self, value):
self.rd["font"].set_bold(bool(value))
@property
def italic(self):
return self.rd["font"].get_italic()
@italic.setter
def italic(self, value):
self.rd["font"].set_italic(bool(value))
[docs] def __init__(self, name=None, size=12, underline=False, bold=False,
italic=False):
"""
Arguments:
- ``name`` -- The name of the font. Can be one of the
following:
- A string indicating the path to the font file.
- A string indicating the case-insensitive name of a system
font, e.g. ``"Liberation Serif"``.
- A list or tuple of strings indicating either a font file or
a system font to choose from in order of preference.
If none of the above methods return a valid font, the SGE will
choose the font.
All other arguments set the respective initial attributes of the
font. See the documentation for :class:`sge.gfx.Font` for more
information.
.. note::
It is generally not a good practice to rely on system fonts.
There are no standard fonts; a font which you have on your
system is probably not on everyone's system. Rather than
relying on system fonts, choose a font which is under a libre
license (such as the GNU General Public License or the SIL
Open Font License) and distribute it with your game; this
will ensure that everyone sees text rendered the same way you
do.
"""
self.rd = {}
self.name = name
self.size = size
self.underline = underline
self.bold = bold
self.italic = italic
[docs] def get_width(self, text, width=None, height=None):
"""
Return the width of a certain string of text when rendered.
See the documentation for :meth:`sge.gfx.Sprite.draw_text` for
more information.
"""
lines = f_split_text(self, text, width)
text_width = 0
for line in lines:
text_width = max(text_width, self.rd["font"].size(line)[0])
if width is not None:
text_width = min(text_width, width)
return text_width
[docs] def get_height(self, text, width=None, height=None):
"""
Return the height of a certain string of text when rendered.
See the documentation for :meth:`sge.gfx.Sprite.draw_text` for
more information.
"""
lines = f_split_text(self, text, width)
if lines:
text_height = self.rd["font"].get_linesize() * (len(lines) - 1)
text_height += self.rd["font"].size(lines[-1])[1]
else:
text_height = 0
if height is not None:
text_height = min(text_height, height)
return text_height
@classmethod
[docs] def from_sprite(cls, sprite, chars, hsep=0, vsep=0, size=12,
underline=False, bold=False, italic=False):
"""
Return a font derived from a sprite.
Arguments:
- ``sprite`` -- The :class:`sge.gfx.Sprite` object to derive the
font from.
- ``chars`` -- A dictionary mapping each supported text
character to the corresponding frame of the sprite. For
example, ``{'A': 0, 'B': 1, 'C': 2}`` would assign the letter
"A' to the first frame, the letter "B" to the second frame,
and the letter "C" to the third frame.
Alternatively, this can be given as a list of characters to
assign to the frames corresponding to the characters' indexes
within the list. For example, ``['A', 'B', 'C']`` would
assign the letter "A" to the first frame, the letter "B" to
the second frame, and the letter "C" to the third frame.
Any character not explicitly mapped to a frame will be
rendered as its differently-cased counterpart if possible
(e.g. "A" as "a"). Otherwise, it will be rendered using the
frame mapped to :const:`None`. If :const:`None` has not been
explicitly mapped to a frame, it is implied to be a blank
space.
- ``hsep`` -- The amount of horizontal space to place between
characters when text is rendered.
- ``vsep`` -- The amount of vertical space to place between
lines when text is rendered.
All other arguments set the respective initial attributes of the
font. See the documentation for :class:`sge.gfx.Font` for more
information.
The font's :attr:`name` attribute will be set to the name of the
sprite the font is derived from.
The font's :attr:`size` attribute will indicate the height of
the characters in pixels. The width of the characters will be
adjusted proportionally.
"""
if not isinstance(sprite, Sprite):
e = "{} is not a valid Sprite object.".format(repr(sprite))
raise TypeError(e)
return _SpriteFont(sprite, chars, hsep, vsep, size, underline, bold,
italic)
class _PygameSpriteFont(pygame.font.Font):
# Special font class that returns good values for a sprite font.
@property
def vsize(self):
return self.height
@vsize.setter
def vsize(self, value):
if self.height != 0:
scale_factor = value / self.height
if scale_factor != 1:
self.width *= scale_factor
self.height *= scale_factor
else:
# Protection against division by zero.
self.width = value
self.height = value
def __init__(self, sprite, chars, hsep, vsep, size):
self.sprite = sprite
self.hsep = hsep
self.vsep = vsep
if isinstance(chars, dict):
self.chars = chars
else:
self.chars = {}
for i in six.moves.range(len(chars)):
self.chars[chars[i]] = i
self.width = self.sprite.width
self.height = self.sprite.height
self.vsize = size
self.underline = False
self.bold = False
self.italic = False
def render(self, text, antialias, color, background=None):
w, h = self.size(text)
xscale = (self.width / self.sprite.width if self.sprite.width > 0
else 1)
yscale = (self.height / self.sprite.height if self.sprite.height > 0
else 1)
surf = pygame.Surface((w, h), pygame.SRCALPHA)
surf.fill(pygame.Color(0, 0, 0, 0))
if not isinstance(color, pygame.Color):
color = pygame.Color(color)
sge_color = Color((color.r, color.g, color.b, color.a))
for i in six.moves.range(len(text)):
if text[i] in self.chars:
cimg = s_get_image(self.sprite, self.chars[text[i]],
xscale=xscale, yscale=yscale,
blend=sge_color)
surf.blit(cimg, (int(i * (self.width + self.hsep)), 0))
elif text[i].swapcase() in self.chars:
cimg = s_get_image(self.sprite, self.chars[text[i].swapcase()],
xscale=xscale, yscale=yscale,
blend=sge_color)
surf.blit(cimg, (int(i * (self.width + self.hsep)), 0))
elif None in self.chars:
cimg = s_get_image(self.sprite, self.chars[None],
xscale=xscale, yscale=yscale,
blend=sge_color)
surf.blit(cimg, (int(i * (self.width + self.hsep)), 0))
if background is None:
return surf
else:
rsurf = pygame.Surface((w, h), pygame.SRCALPHA)
rsurf.fill(background)
rsurf.blit(surf, (0, 0))
return rsurf
def size(self, text):
# XXX: I don't understand why, but adding an extra pixel to both
# the width and the height is necessary. Without this extra
# pixel of width and height, the rightmost column and bottom row
# of pixels end up not being displayed.
return (int(self.width * len(text) + self.hsep * (len(text) - 1)) + 1,
int(self.height) + 1)
def set_underline(self, bool_):
self.underline = bool_
def get_underline(self):
return self.underline
def set_bold(self, bool_):
self.bold = bool_
def get_bold(self):
return self.bold
def set_italic(self, bool_):
self.italic = bool_
def get_italic(self):
return self.italic
def metrics(self, text):
m = (0, self.width, 0, self.height, self.width)
return [m for char in text]
def get_linesize(self):
return self.height + self.vsep
def get_height(self):
return self.height
def get_ascent(self):
return self.height
def get_descent(self):
return 0
class _SpriteFont(Font):
# Special sprite font class for Font.from_sprite.
@property
def size(self):
return self.rd["font"].vsize
@size.setter
def size(self, value):
self.rd["font"].vsize = value
def __init__(self, sprite, chars, hsep=0, vsep=0, size=12, underline=False,
bold=False, italic=False):
self.rd = {}
self.name = sprite.name
self.rd["font"] = _PygameSpriteFont(sprite, chars, hsep, vsep, size)
self.underline = underline
self.bold = bold
self.italic = italic
[docs]class BackgroundLayer(object):
"""
This class stores a sprite and certain information for a layer of a
background. In particular, it stores the location of the layer,
whether the layer tiles horizontally, vertically, or both, and the
rate at which it scrolls.
.. attribute:: sprite
The sprite used for this layer. It will be animated normally if
it contains multiple frames.
.. attribute:: x
The horizontal location of the layer relative to the background.
.. attribute:: y
The vertical location of the layer relative to the background.
.. attribute:: z
The Z-axis position of the layer in the room.
.. attribute:: xscroll_rate
The horizontal rate that the layer scrolls as a factor of the
additive inverse of the horizontal movement of the view.
.. attribute:: yscroll_rate
The vertical rate that the layer scrolls as a factor of the
additive inverse of the vertical movement of the view.
.. attribute:: repeat_left
Whether or not the layer should be repeated (tiled) to the left.
.. attribute:: repeat_right
Whether or not the layer should be repeated (tiled) to the right.
.. attribute:: repeat_up
Whether or not the layer should be repeated (tiled) upwards.
.. attribute:: repeat_down
Whether or not the layer should be repeated (tiled) downwards.
.. attribute:: rd
Reserved dictionary for internal use by the SGE. (Read-only)
"""
[docs] def __init__(self, sprite, x, y, z=0, xscroll_rate=1, yscroll_rate=1,
repeat_left=False, repeat_right=False, repeat_up=False,
repeat_down=False):
"""
Arguments set the respective initial attributes of the layer.
See the documentation for :class:`sge.gfx.BackgroundLayer` for
more information.
"""
self.rd = {}
self.sprite = sprite
self.x = x
self.y = y
self.z = z
self.xscroll_rate = xscroll_rate
self.yscroll_rate = yscroll_rate
self.repeat_left = repeat_left
self.repeat_right = repeat_right
self.repeat_up = repeat_up
self.repeat_down = repeat_down
self.rd["fps"] = 0
self.rd["image_index"] = 0
self.rd["count"] = 0
self.rd["frame_time"] = None
[docs]class Background(object):
"""
This class stores the layers that make up the background (which
contain the information about what images to use and where) as well
as the color to use where no image is shown.
.. attribute:: layers
A list containing all :class:`sge.gfx.BackgroundLayer` objects
used in this background. (Read-only)
.. attribute:: color
A :class:`sge.gfx.Color` object representing the color used in
parts of the background where no layer is shown.
.. attribute:: rd
Reserved dictionary for internal use by the SGE. (Read-only)
"""
@property
def color(self):
return self.__color
@color.setter
def color(self, value):
_check_color(value)
self.__color = value
[docs] def __init__(self, layers, color):
"""
Arguments set the respective initial attributes of the
background. See the documentation for
:class:`sge.gfx.Background` for more information.
"""
self.rd = {}
self.color = color
sorted_layers = []
for layer in layers:
i = 0
while i < len(sorted_layers) and layer.z >= sorted_layers[i].z:
i += 1
sorted_layers.insert(i, layer)
self.layers = sorted_layers