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sprite.py
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# pygame-ce - 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().
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 warnings import warn
from typing import Optional
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 = {} # The groups the sprite is in
self.__image: Optional[pygame.surface.Surface] = None
self.__rect: Optional[pygame.rect.Rect] = None
if groups:
self.add(*groups)
@property
def image(self):
return self.__image
@image.setter
def image(self, value: Optional[pygame.surface.Surface]):
self.__image = value
@property
def rect(self):
return self.__rect
@rect.setter
def rect(self, value: Optional[pygame.rect.Rect]):
self.__rect = value
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[group] = 0
def remove_internal(self, group):
"""
For removing this sprite from a group internally.
:param group: The group we are removing from.
"""
del self.__g[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 getattr(self, "_layer")
@layer.setter
def layer(self, value):
if not self.alive():
setattr(self, "_layer", value)
else:
raise AttributeError(
"Can't set layer directly after "
"adding to group. Use "
"group.change_layer(sprite, new_layer) "
"instead."
)
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 can 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 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.
"""
# protected identifier value 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,
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):
"""draw all sprites onto the surface
Group.draw(surface): 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) for spr in sprites))
)
else:
for spr in sprites:
self.spritedict[spr] = surface.blit(spr.image, spr.rect)
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)
class RenderPlain(Group):
def __init__(self, *sprites):
super().__init__(*sprites)
warn(
"This class is deprecated and will be removed in a future version.",
DeprecationWarning,
stacklevel=2,
)
class RenderClear(Group):
def __init__(self, *sprites):
super().__init__(*sprites)
warn(
"This class is deprecated and will be removed in a future version.",
DeprecationWarning,
stacklevel=2,
)
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):
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)
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):
def __init__(self, *sprites):
super().__init__(*sprites)
warn(
"OrderedUpdates is now just an alias to RenderUpdates, order of "
"sprites is now maintained in all sprite Group classes. This "
"class is deprecated and will be removed in a future version.",
DeprecationWarning,
stacklevel=2,
)
class LayeredUpdates(AbstractGroup):
"""LayeredUpdates Group handles layers, which are drawn like RenderUpdates
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 an ordered list of sprites (first back, last top).
LayeredUpdates.sprites(): return sprites
"""
return self._spritelist.copy()
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, (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