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