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Sprites.pyx
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Sprites.pyx
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###cython: boundscheck=False, wraparound=False, nonecheck=False, cdivision=True, optimize.use_switch=True
# encoding: utf-8
# CYTHON IS REQUIRED
try:
cimport cython
from cython.parallel cimport prange
from cpython cimport PyObject_CallFunctionObjArgs, PyObject, \
PyList_SetSlice, PyObject_HasAttr, PyObject_IsInstance, \
PyObject_CallMethod, PyObject_CallObject
from cpython.dict cimport PyDict_DelItem, PyDict_Clear, PyDict_GetItem, PyDict_SetItem, \
PyDict_Values, PyDict_Keys, PyDict_Items
from cpython.list cimport PyList_Append, PyList_GetItem, PyList_Size
from cpython.object cimport PyObject_SetAttr
except ImportError:
raise ImportError("\n<cython> library is missing on your system."
"\nTry: \n C:\\pip install cython on a window command prompt.")
# PYGAME IS REQUIRED
try:
import pygame
from pygame import display
from pygame.mask import from_surface
from pygame import Rect
except ImportError:
raise ImportError("\n<Pygame> library is missing on your system."
"\nTry: \n C:\\pip install pygame on a window command prompt.")
from libc.math cimport sqrt
# 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: PyObject_HasAttr(obj, '__call__')
@cython.boundscheck(False)
@cython.wraparound(False)
@cython.nonecheck(False)
@cython.cdivision(True)
cdef class Sprite(object):
# The groups the sprite is in
def __init__(self, *groups):
"""
:param groups: python list containing pygame groups
(optional argument)
:return: None
"""
self.__dict__ = {}
self.__g = {}
if groups is not None:
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 PyObject_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 PyObject_HasAttr(group, '_spritegroup'):
if has(group):
group.remove_internal(self)
self.remove_internal(group)
else:
self.remove(*group)
cpdef add_internal(self, object group):
PyDict_SetItem(self.__g, group, 0)
# self.__g[group_] = 0
cpdef remove_internal(self, object group):
PyDict_DelItem(self.__g, group)
# del self.__g[group_]
cpdef update(self, args=None):
"""
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.
:param args: Optional argument (default None)
:return: None
"""
pass
cpdef kill(self):
"""
remove the Sprite from all Groups
kill() -> 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.
:return: None
"""
for c in self.__g:
c.remove_internal(self)
self.__g.clear()
# PyDict_Clear(self.__g)
cpdef list groups(self):
"""
list of Groups that contain this Sprite
groups() -> group_list
Return a list of all the Groups that contain this Sprite.
:return: group_list
"""
return list(self.__g)
cpdef bint alive(self):
"""
does the sprite belong to any groups
alive() -> bool
Returns True when the Sprite belongs to one or more Groups.
"""
return truth(self.__g)
# METHOD BELOW CANNOT BE CONVERTED INTO CDEF
# SPECIAL PYTHON METHOD
def __repr__(self):
return "<%s sprite(in %d groups)>" \
% (self.__class__.__name__, len(self.__g))
@cython.boundscheck(False)
@cython.wraparound(False)
@cython.nonecheck(False)
@cython.cdivision(True)
cdef 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.
"""
cdef int dirty, blendmode, _visible, _layer
cdef object source_rect
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)
cpdef _set_visible(self, int val):
"""set the visible value (0 or 1) and makes the sprite dirty"""
self._visible = val
if self.dirty < 2:
self.dirty = 1
cpdef int _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()))
@cython.boundscheck(False)
@cython.wraparound(False)
@cython.nonecheck(False)
@cython.cdivision(True)
cdef class AbstractGroup(object):
cdef public bint _spritegroup
cdef public dict spritedict
cdef public list lostsprites
def __cinit__(self, *args, **kwargs):
self._spritegroup = True
self.spritedict = {}
self.lostsprites = []
cpdef list sprites(self):
"""
list of the Sprites this Group contains
sprites() -> sprite_list
Return a list of all the Sprites this group_ contains.
You can also get an iterator from the group_, but you cannot
iterator over a Group while modifying it.
:return: sprite_list
"""
return list(self.spritedict)
# CANNOT BE cdef
cpdef void add_internal(self, sprite):
self.spritedict[sprite] = 0
# CANNOT BE cdef
cpdef void remove_internal(self, sprite):
r = self.spritedict[sprite]
if r:
self.lostsprites.append(r)
del self.spritedict[sprite]
cpdef bint has_internal(self, sprite):
return sprite in self.spritedict
cpdef copy(self):
"""
duplicate the Group
copy() -> Group
Creates a new Group with all the same Sprites as the original.
If you have subclassed Group, the new object will have the
same (sub-)class as the original. This only works if the derived
class's constructor takes the same arguments as the Group class's.
:return: Group
"""
return self.__class__(self.sprites())
# SPECIAL CLASS CANNOT BE CYTHONIZED
def __iter__(self):
return iter(self.sprites())
# SPECIAL CLASS CANNOT BE CYTHONIZED
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 PyObject_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 PyObject_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 PyObject_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 PyObject_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_'.
"""
cdef bint return_value = False
for sprite in sprites:
if PyObject_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 PyObject_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
cpdef void update(self, args=None):
"""
call the update method on contained Sprites
update(*args, **kwargs) -> None
Calls the update() method on all Sprites in the Group.
The base Sprite class has an update method that takes
any number of arguments and does nothing. The arguments
passed to Group.update() will be passed to each Sprite.
There is no way to get the return value from the Sprite.update() methods.
:param args:
:return:
"""
# method update is supposed to be override by user's class.
for s in self.sprites():
s.update()
cpdef draw(self, object surface):
"""
blit the Sprite images
draw(Surface) -> None
Draws the contained Sprites to the Surface argument.
This uses the Sprite.image attribute for the source
surface, and Sprite.rect for the position.
The Group does not keep sprites in any order, so the
draw order is arbitrary.
:param surface:
:return: None
"""
cdef:
list sprites = list(self.spritedict)
surface_blit = surface.blit
spritedict = self.spritedict
for spr in sprites:
# blit all the sprite using surface.blit.
# Note that special flag is unused
# Also the below assume that the sprite has an image and a
# pygame rect. This is not always the case, and the below code
# might throw and error message
# contains pygame rect
# self.spritedict[spr] = surface_blit(spr.image, spr.rect)
ret = PyObject_CallFunctionObjArgs(surface_blit,
<PyObject*>spr.image,
<PyObject*>spr.rect, NULL)
# PyDict_SetItem(spritedict, spr, ret)
self.spritedict[spr] = ret
# all sprites being drawn, clear the dict lostsprites
self.lostsprites[:] = []
# TODO CYTHON
cpdef void clear(self, object surface, object bgd):
"""
draw a background over the Sprites
clear(Surface_dest, background) -> None
Erases the Sprites used in the last Group.draw() call.
The destination Surface is cleared by filling the drawn
Sprite positions with the background.
The background is usually a Surface image the same dimensions
as the destination Surface. However, it can also be a callback
function that takes two arguments; the destination Surface
and an area to clear. The background callback function will
be called several times each clear.
Here is an example callback that will clear the Sprites with solid red:
def clear_callback(surf, rect):
color = 255, 0, 0
surf.fill(color, rect)
:param surface:
:param bgd:
:return:
"""
if callable(bgd):
for r in self.lostsprites:
bgd(surface, r)
for r in PyDict_Values(self.spritedict):
if r:
bgd(surface, r)
else:
surface_blit = surface.blit
for r in self.lostsprites:
surface_blit(bgd, r, r)
for r in PyDict_Values(self.spritedict):
if r:
surface_blit(bgd, r, r)
cpdef void empty(self):
"""
remove all Sprites
empty() -> None
Removes all Sprites from this Group.
:return:
"""
cdef list sprites = list(self.spritedict) # -> keys
cdef object s
for s in sprites:
# remove sprite from group_
# r = self.spritedict[s]
r = PyDict_GetItem(self.spritedict, s)
if r:
PyList_Append(self.lostsprites, <object>r)
PyDict_DelItem(self.spritedict, s)
# remove sprite itself
s.remove_internal(self)
def __nonzero__(self):
return truth(list(self.spritedict))
def __len__(self):
return PyList_Size(self.sprites())
def __repr__(self):
return "<%s(%d sprites)>" % (self.__class__.__name__, len(self))
@cython.boundscheck(False)
@cython.wraparound(False)
@cython.nonecheck(False)
@cython.cdivision(True)
cdef 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)
if sprites is not None:
self.add(*sprites)
RenderPlain = Group
RenderClear = Group
# TODO CYTHON
@cython.boundscheck(False)
@cython.wraparound(False)
@cython.nonecheck(False)
@cython.cdivision(True)
cdef 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
@cython.boundscheck(False)
@cython.wraparound(False)
@cython.nonecheck(False)
@cython.cdivision(True)
cdef 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.
"""
cdef list _spritelist
def __cinit__(self, *sprites_):
self._spritelist = []
# INHERIT METHOD DRAW
RenderUpdates.__init__(self, *sprites_)
# OVERRIDE METHOD AbstractGroup.sprites
cpdef list sprites(self):
return list(self._spritelist)
# OVERRIDE METHOD AbstractGroup.add_internal
cpdef void add_internal(self, sprite):
RenderUpdates.add_internal(self, sprite)
self._spritelist.append(sprite)
# OVERRIDE METHOD AbstractGroup.remove_internal
cpdef void remove_internal(self, sprite):
RenderUpdates.remove_internal(self, sprite)
self._spritelist.remove(sprite)
# TODO TEST CYTHON
@cython.boundscheck(False)
@cython.wraparound(True)
@cython.nonecheck(False)
@cython.cdivision(True)
cdef class LayeredUpdates(AbstractGroup):
"""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.
"""
cdef public dict _spritelayers
cdef public list _spritelist
cdef public int _default_layer
cdef public object _init_rect
# cdef public dict __dict__
def __cinit__(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._init_rect = Rect(0, 0, 0, 0)
self._spritelayers = {}
self._spritelist = []
AbstractGroup.__init__(self)
self._default_layer = kwargs.get('default_layer', 0)
self.add(*sprites, **kwargs)
cpdef void 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
cdef int layer
if layer_ is None:
# TRY EXCEPT IS FASTER THAN IF ELSE
try:
layer = sprite._layer
except AttributeError:
layer = sprite._layer = self._default_layer
# UPDATE SPRITE LAYER
elif PyObject_HasAttr(sprite, '_layer'):
layer = sprite._layer = layer_
cdef list sprites = self._spritelist
cdef dict sprites_layers = self._spritelayers
PyDict_SetItem(sprites_layers, sprite, layer)
# add the sprite at the right position
# bisect algorithmus
cdef int leng = PyList_Size(sprites)
cdef int low = 0, mid = 0, high = leng -1
while low <= high:
mid = low + ((high - low) >> 1)
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 PyObject_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 PyObject_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)
cpdef void 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 = <object>PyDict_GetItem(self.spritedict, sprite)
if r is not self._init_rect:
PyList_Append(self.lostsprites, r)
if PyObject_HasAttr(sprite, 'rect'):
PyList_Append(self.lostsprites,sprite.rect)
PyDict_DelItem(self.spritedict, sprite)
PyDict_DelItem(self._spritelayers, sprite)
cpdef list 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
"""
cdef:
dict spritedict = self.spritedict
list dirty = self.lostsprites
self.lostsprites = []
cdef object init_rect = self._init_rect
for spr in self.sprites():
rec = <object>PyDict_GetItem(spritedict, spr)
newrect = surface.blit(spr.image, spr.rect)
if rec is init_rect:
PyList_Append(dirty, newrect)
else:
if newrect.colliderect(rec):
PyList_Append(dirty, newrect.union(rec))
else:
PyList_Append(dirty, newrect)
PyList_Append(dirty, rec)
PyDict_SetItem(spritedict, spr, newrect)
return dirty
cpdef 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.
"""
cdef list _sprites = self._spritelist
rect = Rect(pos, (0, 0))
cdef int colliding_idx = rect.collidelistall(_sprites)
cdef list colliding = [_sprites[i] for i in colliding_idx]
return colliding
cpdef get_sprite(self, int 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 <object>PyList_GetItem(self._spritelist, idx)
cpdef remove_sprites_of_layer(self, int 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
cpdef layers(self):
"""return a list of unique defined layers defined.
LayeredUpdates.layers(): return layers
"""
return sorted(set(PyDict_Values(self._spritelayers)))
cpdef 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.
"""
cdef list sprites = self._spritelist # speedup
cdef dict sprites_layers = self._spritelayers # speedup
sprites.remove(sprite)
sprites_layers.pop(sprite)
# add the sprite at the right position
# bisect algorithmus
cdef:
int leng = PyList_Size(sprites)
int low = 0, mid = 0
int high = leng -1
while low <= high:
mid = low + ((high - low) >> 1)
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 PyObject_HasAttr(sprite, 'layer_'):
sprite.layer = new_layer
# add layer_ info
sprites_layers[sprite] = new_layer
cpdef 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)
cpdef get_top_layer(self):
"""return the top layer_
LayeredUpdates.get_top_layer(): return layer_
"""
# todo this might crash @cython.boundscheck
return self._spritelayers[self._spritelist[-1]]
cpdef get_bottom_layer(self):
"""return the bottom layer_
LayeredUpdates.get_bottom_layer(): return layer_
"""
return self._spritelayers[self._spritelist[0]]
cpdef 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())
cpdef 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)
cpdef get_top_sprite(self):
"""return the topmost sprite
LayeredUpdates.get_top_sprite(): return Sprite
"""
# todo this might crash @cython.boundscheck
return self._spritelist[-1]
cpdef 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_.
"""
cdef list sprites = []
sprites_append = sprites.append
sprite_layers = self._spritelayers
for spr in self._spritelist:
if <object>PyDict_GetItem(sprite_layers, spr) == layer:
sprites_append(spr)
elif <object>PyDict_GetItem(sprite_layers, spr) > layer: # break after because no other will
# follow with same layer_
break
return sprites
cpdef 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(sprites1, *sprites1)
# TODO CYTHON UNTESTED
@cython.boundscheck(False)
@cython.wraparound(False)
@cython.nonecheck(False)
@cython.cdivision(True)
cdef 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.