Traktor/myenv/Lib/site-packages/pygame/sprite.py
2024-05-23 01:57:24 +02:00

1813 lines
61 KiB
Python

# 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 arguments 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.
from weakref import WeakSet
from warnings import warn
import pygame
from pygame.rect import Rect
from pygame.time import get_ticks
from pygame.mask import from_surface
class Sprite:
"""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 = set() # 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):
"""
For adding this sprite to a group internally.
:param group: The group we are adding to.
"""
self.__g.add(group)
def remove_internal(self, group):
"""
For removing this sprite from a group internally.
:param group: The group we are removing from.
"""
self.__g.remove(group)
def update(self, *args, **kwargs):
"""method to control sprite behavior
Sprite.update(*args, **kwargs):
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.
"""
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 group in self.__g:
group.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 bool(self.__g)
def __repr__(self):
return f"<{self.__class__.__name__} Sprite(in {len(self.__g)} groups)>"
@property
def layer(self):
"""
Dynamic, read only property for protected _layer attribute.
This will get the _layer variable if it exists.
If you try to get it before it is set it will raise an attribute error.
Layer property can only be set before the sprite is added to a group,
after that it is read only and a sprite's layer in a group should be
set via the group's change_layer() method.
:return: layer as an int, or raise AttributeError.
"""
return self._layer
@layer.setter
def layer(self, value):
if not self.alive():
self._layer = value
else:
raise AttributeError(
"Can't set layer directly after "
"adding to group. Use "
"group.change_layer(sprite, new_layer) "
"instead."
)
class WeakSprite(Sprite):
"""A subclass of Sprite that references its Groups weakly. This
means that any group this belongs to that is not referenced anywhere
else is garbage collected automatically.
"""
def __init__(self, *groups):
super().__init__(*groups)
self.__dict__["_Sprite__g"] = WeakSet(self._Sprite__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
# referred to as special_flags in the documentation of Surface.blit
self.blendmode = 0
self._visible = 1
# Default 0 unless initialized differently.
self._layer = getattr(self, "_layer", 0)
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
@property
def visible(self):
"""
You can make this sprite disappear without removing it from the group
assign 0 for invisible and 1 for visible
"""
return self._get_visible()
@visible.setter
def visible(self, value):
self._set_visible(value)
@property
def layer(self):
"""
Layer property can only be set before the sprite is added to a group,
after that it is read only and a sprite's layer in a group should be
set via the group's change_layer() method.
Overwrites dynamic property from sprite class for speed.
"""
return self._layer
@layer.setter
def layer(self, value):
if not self.alive():
self._layer = value
else:
raise AttributeError(
"Can't set layer directly after "
"adding to group. Use "
"group.change_layer(sprite, new_layer) "
"instead."
)
def __repr__(self):
return (
f"<{self.__class__.__name__} DirtySprite(in {len(self.groups())} groups)>"
)
class WeakDirtySprite(WeakSprite, DirtySprite):
"""A subclass of WeakSprite and DirtySprite that combines the benefits
of both classes.
"""
class AbstractGroup:
"""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.sprites(): 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,
layer=None, # noqa pylint: disable=unused-argument; supporting legacy derived classes that override in non-pythonic way
):
"""
For adding a sprite to this group internally.
:param sprite: The sprite we are adding.
:param layer: the layer to add to, if the group type supports layers
"""
self.spritedict[sprite] = None
def remove_internal(self, sprite):
"""
For removing a sprite from this group internally.
:param sprite: The sprite we are removing.
"""
lost_rect = self.spritedict[sprite]
if lost_rect:
self.lostsprites.append(lost_rect)
del self.spritedict[sprite]
def has_internal(self, sprite):
"""
For checking if a sprite is in this group internally.
:param sprite: The sprite we are checking.
"""
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__( # noqa pylint: disable=too-many-function-args
self.sprites() # Needed because copy() won't work on AbstractGroup
)
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 fails, then it tries to handle the argument as an iterable
# object. If that fails, 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'.
"""
if not sprites:
return False # return False if no sprites passed in
for sprite in sprites:
if isinstance(sprite, Sprite):
# Check for Sprite instance's membership in this group
if not self.has_internal(sprite):
return False
else:
try:
if not self.has(*sprite):
return False
except (TypeError, AttributeError):
if hasattr(sprite, "_spritegroup"):
for spr in sprite.sprites():
if not self.has_internal(spr):
return False
else:
if not self.has_internal(sprite):
return False
return True
def update(self, *args, **kwargs):
"""call the update method of every member sprite
Group.update(*args, **kwargs): 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 sprite in self.sprites():
sprite.update(*args, **kwargs)
def draw(
self, surface, bgsurf=None, special_flags=0
): # noqa pylint: disable=unused-argument; bgsurf arg used in LayeredDirty
"""draw all sprites onto the surface
Group.draw(surface, special_flags=0): return Rect_list
Draws all of the member sprites onto the given surface.
"""
sprites = self.sprites()
if hasattr(surface, "blits"):
self.spritedict.update(
zip(
sprites,
surface.blits(
(spr.image, spr.rect, None, special_flags) for spr in sprites
),
)
)
else:
for spr in sprites:
self.spritedict[spr] = surface.blit(
spr.image, spr.rect, None, special_flags
)
self.lostsprites = []
dirty = self.lostsprites
return dirty
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 lost_clear_rect in self.lostsprites:
bgd(surface, lost_clear_rect)
for clear_rect in self.spritedict.values():
if clear_rect:
bgd(surface, clear_rect)
else:
surface_blit = surface.blit
for lost_clear_rect in self.lostsprites:
surface_blit(bgd, lost_clear_rect, lost_clear_rect)
for clear_rect in self.spritedict.values():
if clear_rect:
surface_blit(bgd, clear_rect, clear_rect)
def empty(self):
"""remove all sprites
Group.empty(): return None
Removes all the sprites from the group.
"""
for sprite in self.sprites():
self.remove_internal(sprite)
sprite.remove_internal(self)
def __bool__(self):
return bool(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 f"<{self.__class__.__name__}({len(self)} sprites)>"
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, bgsurf=None, special_flags=0):
surface_blit = surface.blit
dirty = self.lostsprites
self.lostsprites = []
dirty_append = dirty.append
for sprite in self.sprites():
old_rect = self.spritedict[sprite]
new_rect = surface_blit(sprite.image, sprite.rect, None, special_flags)
if old_rect:
if new_rect.colliderect(old_rect):
dirty_append(new_rect.union(old_rect))
else:
dirty_append(new_rect)
dirty_append(old_rect)
else:
dirty_append(new_rect)
self.spritedict[sprite] = new_rect
return dirty
class OrderedUpdates(RenderUpdates):
"""RenderUpdates class that draws Sprites in order of addition
pygame.sprite.OrderedUpdates(*sprites): 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 self._spritelist.copy()
def add_internal(self, sprite, layer=None):
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(*sprites, **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 = self._default_layer
setattr(sprite, "_layer", layer)
elif hasattr(sprite, "_layer"):
setattr(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
layer = kwargs["layer"] if "layer" in kwargs else 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
old_rect = self.spritedict[sprite]
if old_rect is not self._init_rect:
self.lostsprites.append(old_rect) # 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 self._spritelist.copy()
def draw(self, surface, bgsurf=None, special_flags=0):
"""draw all sprites in the right order onto the passed surface
LayeredUpdates.draw(surface, special_flags=0): 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, None, special_flags)
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, (1, 1))
colliding_idx = rect.collidelistall(_sprites)
return [_sprites[i] for i in colliding_idx]
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"):
setattr(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(*sprites, **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: threshold 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(*sprites, **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: threshold 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"] and 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, bgsurf=None, special_flags=None):
"""draw all sprites in the right order onto the given surface
LayeredDirty.draw(surface, bgsurf=None, special_flags=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 bgsurf argument has no effect.
Passing a value to special_flags will pass that value as the
special_flags argument to pass to all Surface.blit calls, overriding
the sprite.blendmode attribute
"""
# functions and classes assigned locally to speed up loops
orig_clip = surface.get_clip()
latest_clip = self._clip
if latest_clip is None:
latest_clip = orig_clip
local_sprites = self._spritelist
local_old_rect = self.spritedict
local_update = self.lostsprites
rect_type = Rect
surf_blit_func = surface.blit
if bgsurf is not None:
self._bgd = bgsurf
local_bgd = self._bgd
surface.set_clip(latest_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
# self.lostsprites still not happy with that part
self._find_dirty_area(
latest_clip,
local_old_rect,
rect_type,
local_sprites,
local_update,
local_update.append,
self._init_rect,
)
# can it be done better? because that is an O(n**2) algorithm in
# worst case
# clear using background
if local_bgd is not None:
flags = 0 if special_flags is None else special_flags
for rec in local_update:
surf_blit_func(local_bgd, rec, rec, flags)
# 2. draw
self._draw_dirty_internal(
local_old_rect,
rect_type,
local_sprites,
surf_blit_func,
local_update,
special_flags,
)
local_ret = list(local_update)
else: # flip, full screen mode
if local_bgd is not None:
flags = 0 if special_flags is None else special_flags
surf_blit_func(local_bgd, (0, 0), None, flags)
for spr in local_sprites:
if spr.visible:
flags = spr.blendmode if special_flags is None else special_flags
local_old_rect[spr] = surf_blit_func(
spr.image, spr.rect, spr.source_rect, flags
)
# return only the part of the screen changed
local_ret = [rect_type(latest_clip)]
# 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
# empty dirty rects list
local_update[:] = []
# -------
# restore original clip
surface.set_clip(orig_clip)
return local_ret
@staticmethod
def _draw_dirty_internal(
_old_rect, _rect, _sprites, _surf_blit, _update, _special_flags
):
for spr in _sprites:
flags = spr.blendmode if _special_flags is None else _special_flags
if spr.dirty < 1 and 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 pre-fetched 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],
),
flags,
)
else: # dirty sprite
if spr.visible:
_old_rect[spr] = _surf_blit(
spr.image, spr.rect, spr.source_rect, flags
)
if spr.dirty == 1:
spr.dirty = 0
@staticmethod
def _find_dirty_area(
_clip, _old_rect, _rect, _sprites, _update, _update_append, init_rect
):
for spr in _sprites:
if spr.dirty > 0:
# 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 i > -1:
_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 i > -1:
_union_rect_union_ip(_update[i])
del _update[i]
i = _union_rect_collidelist(_update)
_update_append(_union_rect.clip(_clip))
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 threshold 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.
Raises TypeError if time_ms is not int or float.
"""
warn(
"This function will be removed, use set_timing_threshold function instead",
DeprecationWarning,
)
self.set_timing_threshold(time_ms)
def set_timing_threshold(self, time_ms):
"""set the threshold in milliseconds
set_timing_threshold(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.
Raises TypeError if time_ms is not int or float.
"""
if isinstance(time_ms, (int, float)):
self._time_threshold = time_ms
else:
raise TypeError(
f"Expected numeric value, got {time_ms.__class__.__name__} instead"
)
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]
return []
def add_internal(self, sprite, layer=None):
if self.__sprite is not None:
self.__sprite.remove_internal(self)
self.remove_internal(self.__sprite)
self.__sprite = sprite
def __bool__(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
@property
def sprite(self):
"""
Property for the single sprite contained in this group
:return: The sprite.
"""
return self._get_sprite()
@sprite.setter
def sprite(self, sprite_to_set):
self._set_sprite(sprite_to_set)
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: # noqa pylint: disable=invalid-name; this is a function-like class
"""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 __repr__(self):
"""
Turn the class into a string.
"""
# pylint: disable=consider-using-f-string
return "<{klass} @{id:x} {attrs}>".format(
klass=self.__class__.__name__,
id=id(self) & 0xFFFFFF,
attrs=" ".join(f"{k}={v!r}" for k, v in self.__dict__.items()),
)
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
try:
leftradius = left.radius
except AttributeError:
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
left.radius = leftradius
try:
rightradius = right.radius
except AttributeError:
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
right.radius = rightradius
return distancesquared <= (leftradius + rightradius) ** 2
class collide_circle_ratio: # noqa pylint: disable=invalid-name; this is a function-like class
"""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 __repr__(self):
"""
Turn the class into a string.
"""
# pylint: disable=consider-using-f-string
return "<{klass} @{id:x} {attrs}>".format(
klass=self.__class__.__name__,
id=id(self) & 0xFFFFFF,
attrs=" ".join(f"{k}={v!r}" for k, v in self.__dict__.items()),
)
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
try:
leftradius = left.radius
except AttributeError:
leftrect = left.rect
leftradius = 0.5 * ((leftrect.width**2 + leftrect.height**2) ** 0.5)
# store the radius on the sprite for next time
left.radius = leftradius
leftradius *= ratio
try:
rightradius = right.radius
except AttributeError:
rightrect = right.rect
rightradius = 0.5 * ((rightrect.width**2 + rightrect.height**2) ** 0.5)
# store the radius on the sprite for next time
right.radius = rightradius
rightradius *= ratio
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.
"""
# pull the default collision function in as a local variable outside
# the loop as this makes the loop run faster
default_sprite_collide_func = sprite.rect.colliderect
if dokill:
crashed = []
append = crashed.append
for group_sprite in group.sprites():
if collided is not None:
if collided(sprite, group_sprite):
group_sprite.kill()
append(group_sprite)
else:
if default_sprite_collide_func(group_sprite.rect):
group_sprite.kill()
append(group_sprite)
return crashed
if collided is not None:
return [
group_sprite for group_sprite in group if collided(sprite, group_sprite)
]
return [
group_sprite
for group_sprite in group
if default_sprite_collide_func(group_sprite.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 = {}
# pull the collision function in as a local variable outside
# the loop as this makes the loop run faster
sprite_collide_func = spritecollide
if dokilla:
for group_a_sprite in groupa.sprites():
collision = sprite_collide_func(group_a_sprite, groupb, dokillb, collided)
if collision:
crashed[group_a_sprite] = collision
group_a_sprite.kill()
else:
for group_a_sprite in groupa:
collision = sprite_collide_func(group_a_sprite, groupb, dokillb, collided)
if collision:
crashed[group_a_sprite] = collision
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.
"""
# pull the default collision function in as a local variable outside
# the loop as this makes the loop run faster
default_sprite_collide_func = sprite.rect.colliderect
if collided is not None:
for group_sprite in group:
if collided(sprite, group_sprite):
return group_sprite
else:
# Special case old behaviour for speed.
for group_sprite in group:
if default_sprite_collide_func(group_sprite.rect):
return group_sprite
return None