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548b631 Aug 14, 2012
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import pygame
from operator import truth
from functools import wraps
# Flag values for anchors.
# TODO: use Rect's constants
def call_hook_method(hook_name):
"""decorator to wrap a method with a call to a hook method.
The hook should return a boolean deciding whether to continue
with the original method call."""
def on_call(method):
def wrapped(self, *args, **kwargs):
hook = getattr(self, hook_name, None)
if hook:
if hook(method, *args, **kwargs):
return method(self, *args, **kwargs)
return wrapped
return on_call
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):
"""initialize sprite instance
Initializes attributes to default values, and optionally
adds it to given groups.
self.image = self.original = None
self.rect = None
self.dirty = False
# Initialize position
self.anchor = ANCHOR_TOPLEFT
self.position = None
self.offset = (0, 0)
self.layer = 0
# Initialize visual attributes
self.scale = 1
self.rotate = 0
self.visible = True
self.__g = {} # The groups the sprite is in
if groups:
def draw(self, surface):
"""draw the sprite's image on a surface
Sprite.draw(surface): return Rect
This should be called by a group's own `draw` method.
On failure or if sprite should not be drawn, returns 0.
if (self.visible):
return surface.blit(self.image, self.rect)
return 0
def on_visual_change(self, *args, **kwargs):
"""mark sprite as dirty on any visual change
self.dirty = True
return True
def set_image(self, img):
"""set a new image object for the sprite
self.image = self.original = img
def update_image(self):
"""update the sprite's image object
usually useful for transformations, this method does
not change the 'original' attribute."""
img = self.original
if img is not None:
if self.scale != 1:
img = pygame.transform.scale(img, self.scaled_size())
if self.rotate != 0:
img = pygame.transform.rotate(img, self.rotate)
self.image = img
self.rect = img.get_rect()
def anchor_value(self):
"""return actual position of sprite's anchor
If anchor was provided in coordinates, use them.
Otherwise, translate anchor flags to coordinates.
#TODO handle negative values
if type(self.anchor) is tuple:
return self.anchor
(w, h) = self.rect.size
return {
ANCHOR_CENTER: (w / 2, h / 2),
ANCHOR_MIDTOP: (w / 2, 0),
ANCHOR_MIDLEFT: (0, h / 2),
def update_position(self):
""" re-calculating the sprite's rect position
(x, y) = self.position
(off_x, off_y) = self.offset
(anc_x, anc_y) = self.anchor_value()
self.rect.topleft = (x + off_x - anc_x, y + off_y - anc_y)
def move_to(self, pos):
"""move sprite to a certain position
#TODO handle float values
self.position = pos
if pos:
def move_by(self, delta):
"""move sprite by a certain delta
(delta_x, delta_y) = delta
(current_x, current_y) = self.position
self.move_to((current_x + delta_x, current_y + delta_y))
def set_offset(self, offset):
self.offset = offset
def make_visible(self):
self.visible = True
def make_invisible(self):
self.visible = False
def toggle_visibility(self):
self.visible = not self.visible
def scale_to(self, ratio):
"""set sprite's scale ratio (overwriting)
Ratio must be a positive float.
if ratio < 0:
raise AttributeError("ratio must be a positive float")
self.scale = ratio
def scale_by(self, ratio):
"""set sprite's scale ratio (accumalating)
Ratio must be a positive float.
self.scale_to(self.scale + ratio)
def scaled_size(self):
"""return the sprite's calculated size, after scaling
(width, height) = self.original.get_size()
width = (int)(width * self.scale)
height = (int)(height * self.scale)
return (width, height)
def rotate_to(self, degree):
"""rotate sprite's image by a degree (overwriting)
self.rotate = degree % 360 # TODO magic number?
def rotate_by(self, degree):
""" rotate sprite's image by a degree (accumalating)
self.rotate_to(self.rotate + degree)
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):
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):
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
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 c in self.__g:
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 AggregatedSprite(Sprite):
"""aggregated sprite class collects many sprites into single entity
pygame.sprite.AggregatedSprite(*groups): return AggregatedSprite
The aggregated sprite holds a list of child sprites and propagates
every visual change to all of the child sprites.
def __init__(self, *groups):
"""iniitalizes sprite
# call super's initialization as usual.
super(AggregatedSprite, self).__init__(*groups)
# reset sprites list
self.sprites = []
# resets the rect and position which would be calculated
# according to added sprite.
self.rect = pygame.Rect(0, 0, 0, 0)
self.position = (0, 0)
def add_sprite(self, sprite):
"""add a sprite to the list of child sprites
def draw(self, surface):
"""draw child sprites in order
AggregatedSprite.draw(surface): return Rect
Returns a rectangle that is the union of all
child sprites' rects.
#TODO consider sprite's layer attribute
ret = pygame.Rect(0, 0, 0, 0)
for spr in self.sprites:
r = spr.draw(surface)
if r != 0:
return ret
def on_visual_change(self, method, *args, **kwargs):
"""propagate a visual attribute change to all child sprites
super(AggregatedSprite, self).on_visual_change(method, *args, **kwargs)
if method.__name__ == 'move_to':
for spr in self.sprites:
for spr in self.sprites:
method(spr, *args, **kwargs)
if method.__name__ == 'move_by':
return False
return True
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, ordered by layer
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 sorted(self.spritedict,
key=lambda sprite: getattr(sprite, "layer", 0))
def add_internal(self, sprite):
self.spritedict[sprite] = 0
def remove_internal(self, sprite):
r = self.spritedict[sprite]
if r is not 0:
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):
# See if sprite is an iterator, like a list or sprite
# group.
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):
elif not self.has_internal(sprite):
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):
except (TypeError, AttributeError):
if hasattr(sprite, '_spritegroup'):
for spr in sprite.sprites():
if self.has_internal(spr):
elif self.has_internal(sprite):
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
return False
if self.has(*sprite):
return_value = True
return False
except (TypeError, AttributeError):
if hasattr(sprite, '_spritegroup'):
for spr in sprite.sprites():
if self.has_internal(spr):
return_value = True
return False
if self.has_internal(sprite):
return_value = True
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():
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:
if (hasattr(spr, 'draw')):
self.spritedict[spr] = spr.draw(surface)
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 is not 0:
bgd(surface, r)
surface_blit = surface.blit
for r in self.lostsprites:
surface_blit(bgd, r, r)
for r in self.spritedict.values():
if r is not 0:
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():
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):
RenderPlain = Group
RenderClear = Group