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|
## 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
is 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 targets for
membership. The default initializers for these classes also takes a
single or list of targets 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 add a 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 the can "clear" without needing a background
## function. obviously a little slower than normal, but nice
## to use in many situations. (also remember it must "clear"
## in the reverse order that it draws :])
##
## the drawing groups should also be able to take a background
## function, instead of just a background surface. the function
## would take a surface and a rectangle on that surface to erase.
##
## perhaps more types of collision functions? the current two
## should handle just about every need, but perhaps more optimized
## specific ones that aren't quite so general but fit into common
## specialized cases.
import pygame
from pygame import Rect
from pygame.time import get_ticks
# Don't depend on pygame.mask if it's not there...
try:
from pygame.mask import from_surface
except:
pass
class Sprite(object):
"""simple base class for visible game objects
pygame.sprite.Sprite(*groups): return Sprite
The base class for visible game objects. Derived classes will want to
override the Sprite.update() and assign a Sprite.image and
Sprite.rect attributes. The initializer can accept any number of
Group instances to be added to.
When subclassing the Sprite, be sure to call the base initializer before
adding the Sprite to Groups.
"""
def __init__(self, *groups):
self.__g = {} # The groups the sprite is in
if groups: self.add(groups)
def add(self, *groups):
"""add the sprite to groups
Sprite.add(*groups): return None
Any number of Group instances can be passed as arguments. The
Sprite will be added to the Groups it is not already a member of.
"""
has = self.__g.__contains__
for group in groups:
if hasattr(group, '_spritegroup'):
if not has(group):
group.add_internal(self)
self.add_internal(group)
else: self.add(*group)
def remove(self, *groups):
"""remove the sprite from groups
Sprite.remove(*groups): return None
Any number of Group instances can be passed as arguments. The Sprite will
be removed from the Groups it is currently a member of.
"""
has = self.__g.__contains__
for group in groups:
if hasattr(group, '_spritegroup'):
if has(group):
group.remove_internal(self)
self.remove_internal(group)
else: self.remove(*group)
def add_internal(self, group):
self.__g[group] = 0
def remove_internal(self, group):
del self.__g[group]
def update(self, *args):
"""method to control sprite behavior
Sprite.update(*args):
The default implementation of this method does nothing; it's just a
convenient "hook" that you can override. This method is called by
Group.update() with whatever arguments you give it.
There is no need to use this method if not using the convenience
method by the same name in the Group class.
"""
pass
def kill(self):
"""remove the Sprite from all Groups
Sprite.kill(): return None
The Sprite is removed from all the Groups that contain it. This won't
change anything about the state of the Sprite. It is possible to continue
to use the Sprite after this method has been called, including adding it
to Groups.
"""
for c in self.__g.keys():
c.remove_internal(self)
self.__g.clear()
def groups(self):
"""list of Groups that contain this Sprite
Sprite.groups(): return group_list
Return a list of all the Groups that contain this Sprite.
"""
return self.__g.keys()
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 (len(self.__g) != 0)
def __repr__(self):
return "<%s sprite(in %d groups)>" % (self.__class__.__name__, len(self.__g))
class DirtySprite(Sprite):
"""a more featureful subclass of Sprite with more attributes
pygame.sprite.DirtySprite(*groups): return DirtySprite
Extra DirtySprite attributes with their default values:
dirty = 1
if set to 1, it is repainted and then set to 0 again
if set to 2 then it is always dirty ( repainted each frame,
flag is not reset)
0 means that it is not dirty and therefor not repainted again
blendmode = 0
its the special_flags argument of blit, blendmodes
source_rect = None
source rect to use, remember that it is relative to
topleft (0,0) of self.image
visible = 1
normally 1, if set to 0 it will not be repainted
(you must set it dirty too to be erased from screen)
layer = 0
(READONLY value, it is read when adding it to the
LayeredUpdates, for details see doc of LayeredUpdates)
"""
def __init__(self, *groups):
self.dirty = 1
self.blendmode = 0 # pygame 1.8, reffered as special_flags in
# the documentation of blit
self._visible = 1
self._layer = 0 # READ ONLY by LayeredUpdates or LayeredDirty
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):
"""returns 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"+
"values 0 for invisible and 1 for visible")
def __repr__(self):
return "<%s DirtySprite(in %d groups)>" % (self.__class__.__name__, len(self.groups()))
class AbstractGroup(object):
"""A base for containers for sprites. It does everything
needed to behave as a normal group. You can easily inherit
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):
"""sprites()
get a list of sprites in the group
Returns an object that can be looped over with a 'for' loop.
(For now it is always a list, but newer version of Python
could return different iterators.) You can also iterate directly
over the sprite group."""
return list(self.spritedict.keys())
def add_internal(self, sprite):
self.spritedict[sprite] = 0
def remove_internal(self, sprite):
r = self.spritedict[sprite]
if r is not 0:
self.lostsprites.append(r)
del(self.spritedict[sprite])
def has_internal(self, sprite):
return sprite in self.spritedict
def copy(self):
"""copy()
copy a group with all the same sprites
Returns a copy of the group that is the same class
type, 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, list, or group, ...)
add sprite to group
Add 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 objects it iterates over.
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.
for spr in sprite:
self.add(spr)
except (TypeError, AttributeError):
# Not iterable, this is probably a sprite that happens
# to not subclass Sprite. 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, list, or group, ...)
remove sprite from group
Remove a sprite or sequence of sprites from a group."""
# This function behaves essentially the same as Group.add.
# Check for Spritehood, check for iterability, check for
# old-style sprite group, and fall back to assuming
# spritehood.
for sprite in sprites:
if isinstance(sprite, Sprite):
if self.has_internal(sprite):
self.remove_internal(sprite)
sprite.remove_internal(self)
else:
try:
for spr in sprite: self.remove(spr)
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):
"""has(sprite or group, ...)
ask if group has a sprite or sprites
Returns true if the given sprite or sprites are
contained in the group. You can also use 'sprite in group'
or 'subgroup in group'."""
# Again, this follows the basic pattern of Group.add and
# Group.remove.
for sprite in sprites:
if isinstance(sprite, Sprite):
return self.has_internal(sprite)
try:
for spr in sprite:
if not self.has(spr):
return False
return True
except (TypeError, AttributeError):
if hasattr(sprite, '_spritegroup'):
for spr in sprite.sprites():
if not self.has_internal(spr):
return False
return True
else:
return self.has_internal(sprite)
def update(self, *args):
"""update(*args)
call update for all member sprites
calls the update method for all sprites in the group.
Passes all arguments on to the Sprite update function."""
for s in self.sprites(): s.update(*args)
def draw(self, surface):
"""draw(surface)
draw all sprites onto the surface
Draws all the sprites onto the given surface."""
sprites = self.sprites()
surface_blit = surface.blit
for spr in sprites:
self.spritedict[spr] = surface_blit(spr.image, spr.rect)
self.lostsprites = []
def clear(self, surface, bgd):
"""clear(surface, bgd)
erase the previous position of all sprites
Clears the area of all drawn sprites. the bgd
argument should be Surface which is the same
dimensions as the surface. The bgd can also be
a function which gets called with the passed
surface and the area to be cleared."""
try:
bgd.__call__
except AttributeError:
pass
else:
for r in self.lostsprites:
bgd(surface, r)
for r in self.spritedict.values():
if r is not 0: bgd(surface, r)
return
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):
"""empty()
remove all sprites
Removes all the sprites from the group."""
for s in self.sprites():
self.remove_internal(s)
s.remove_internal(self)
def __nonzero__(self):
return (len(self.sprites()) != 0)
def __len__(self):
"""len(group)
number of sprites in group
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 inherited 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 drawing and iterating the
Sprites is 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 extended 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 is 0:
dirty_append(newrect)
else:
if newrect.colliderect(r):
dirty_append(newrect.union(r))
else:
dirty_append(newrect)
dirty_append(r)
spritedict[s] = newrect
return dirty
class OrderedUpdates(RenderUpdates):
"""RenderUpdates class that draws Sprites in order of addition
pygame.sprite.OrderedUpdates(*spites): return OrderedUpdates
This class derives from pygame.sprite.RenderUpdates(). It maintains
the order in which the Sprites were added to the Group for rendering.
This makes adding and removing Sprites from the Group a little
slower than regular Groups.
"""
def __init__(self, *sprites):
self._spritelist = []
RenderUpdates.__init__(self, *sprites)
def sprites(self):
return list(self._spritelist)
def add_internal(self, sprite):
RenderUpdates.add_internal(self, sprite)
self._spritelist.append(sprite)
def remove_internal(self, sprite):
RenderUpdates.remove_internal(self, sprite)
self._spritelist.remove(sprite)
class LayeredUpdates(AbstractGroup):
"""LayeredUpdates Group handles layers, that draws like OrderedUpdates.
pygame.sprite.LayeredUpdates(*spites, **kwargs): return LayeredUpdates
This group is fully compatible with pygame.sprite.Sprite.
New in pygame 1.8.0
"""
def __init__(self, *sprites, **kwargs):
"""
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 the **kwarg contains 'layer' then the sprites passed will be
added to that layer (overriding the sprite.layer attribute).
If neither sprite has attribute layer nor kwarg 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] = Rect(0, 0, 0, 0) # add a old rect
if layer is None:
try:
layer = sprite._layer
except AttributeError:
layer = self._default_layer
self._spritelayers[sprite] = layer
if hasattr(sprite, '_layer'):
sprite._layer = layer
# add the sprite at the right position
# bisect algorithmus
sprites = self._spritelist # speedup
sprites_layers = self._spritelayers
leng = len(sprites)
low = 0
high = leng-1
mid = low
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(s) have an attribute layer then that is used
for the layer. If kwargs contains 'layer' then the sprite(s)
will be added to that argument (overriding the sprite layer
attribute). If neither is passed then the sprite(s) will be
added to the default layer.
"""
layer = None
if 'layer' in kwargs:
layer = kwargs['layer']
if sprites is None or not sprites:
return
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 objects it iterates over.
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.
for spr in sprite:
self.add(spr, **kwargs)
except (TypeError, AttributeError):
# Not iterable, this is probably a sprite that happens
# to not subclass Sprite. 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. It is used by the group to
add a sprite.
"""
self._spritelist.remove(sprite)
# these dirty rects are suboptimal for one frame
self.lostsprites.append(self.spritedict[sprite]) # dirty rect
if hasattr(sprite, 'rect'):
self.lostsprites.append(sprite.rect) # dirty rect
self.spritedict.pop(sprite, 0)
self._spritelayers.pop(sprite)
def sprites(self):
"""returns a ordered list of sprites (first back, last top).
LayeredUpdates.sprites(): return sprites
"""
return list(self._spritelist)
def draw(self, surface):
"""draw all sprites in the right order onto the passed surface.
LayeredUpdates.draw(surface): return Rect_list
"""
spritedict = self.spritedict
surface_blit = surface.blit
dirty = self.lostsprites
self.lostsprites = []
dirty_append = dirty.append
for spr in self.sprites():
rec = spritedict[spr]
newrect = surface_blit(spr.image, spr.rect)
if rec is 0:
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):
"""returns a list with all sprites at that position.
LayeredUpdates.get_sprites_at(pos): return colliding_sprites
Bottom sprites first, top last.
"""
_sprites = self._spritelist
rect = Rect(pos, (0, 0))
colliding_idx = rect.collidelistall(_sprites)
colliding = []
colliding_append = colliding.append
for i in colliding_idx:
colliding_append(_sprites[i])
return colliding
def get_sprite(self, idx):
"""returns 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):
"""removes all sprites from a layer and returns 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):
"""returns a list of layers defined (unique), sorted from botton up.
LayeredUpdates.layers(): return layers
"""
layers = set()
for layer in self._spritelayers.values():
layers.add(layer)
return list(layers)
def change_layer(self, sprite, new_layer):
"""changes the layer of the sprite
LayeredUpdates.change_layer(sprite, new_layer): return None
sprite must have been added to the renderer. It 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 = 0
high = leng-1
mid = low
while(low<=high):
mid = low + (high-low)//2
if(sprites_layers[sprites[mid]]<=new_layer):
low = mid+1
else:
high = mid-1
# linear search to find final position
while(mid<leng and sprites_layers[sprites[mid]]<=new_layer):
mid += 1
sprites.insert(mid, sprite)
if hasattr(sprite, 'layer'):
sprite.layer = new_layer
# add layer info
sprites_layers[sprite] = new_layer
def get_layer_of_sprite(self, sprite):
"""
Returns 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):
"""returns the top layer
LayeredUpdates.get_top_layer(): return layer
"""
return self._spritelayers[self._spritelist[-1]]
def get_bottom_layer(self):
"""returns the bottom layer
LayeredUpdates.get_bottom_layer(): return layer
"""
return self._spritelayers[self._spritelist[0]]
def move_to_front(self, sprite):
"""brings the sprite to front layer
LayeredUpdates.move_to_front(sprite): return None
Brings the sprite to front, changing sprite layer to topmost layer
(added at the end of that layer).
"""
self.change_layer(sprite, self.get_top_layer())
def move_to_back(self, sprite):
"""moves the sprite to the bottom layer
LayeredUpdates.move_to_back(sprite): return None
Moves the sprite to the bottom layer, moving it behind
all other layers and adding one additional layer.
"""
self.change_layer(sprite, self.get_bottom_layer()-1)
def get_top_sprite(self):
"""returns the topmost sprite
LayeredUpdates.get_top_sprite(): return Sprite
"""
return self._spritelist[-1]
def get_sprites_from_layer(self, layer):
"""returns all sprites from a layer, ordered by how they where added
LayeredUpdates.get_sprites_from_layer(layer): return sprites
Returns all sprites from a layer, ordered by how they where added.
It uses linear search and the sprites are not removed from 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):
"""switches the sprites from layer1 to layer2
LayeredUpdates.switch_layer(layer1_nr, layer2_nr): return None
The layers number must exist, it is not checked.
"""
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, layer=layer2_nr)
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 the
pygame.sprite.RenderUpdates if you have many static sprites. It
also switches automatically between dirty rect update and full
screen drawing, so you do no have to worry what would be faster.
Same as for the pygame.sprite.Group.
You can specify some additional attributes through kwargs:
_use_update: True/False default is False
_default_layer: default layer where sprites without a layer are added.
_time_threshold: treshold time for switching between dirty rect mode
and fullscreen mode, defaults to 1000./80 == 1000./fps
New in pygame 1.8.0
"""
def __init__(self, *sprites, **kwargs):
"""Same as for the pygame.sprite.Group.
pygame.sprite.LayeredDirty(*spites, **kwargs): return LayeredDirty
You can specify some additional attributes through kwargs:
_use_update: True/False default is False
_default_layer: the default layer where the sprites without a layer are
added.
_time_threshold: treshold time for switching between dirty rect mode and
fullscreen mode, defaults to 1000./80 == 1000./fps
"""
LayeredUpdates.__init__(self, *sprites, **kwargs)
self._clip = None
self._use_update = False
self._time_threshold = 1000./80. # 1000./ fps
self._bgd = None
for key, val in kwargs.items():
if key in ['_use_update', '_time_threshold', '_default_layer']:
if hasattr(self, key):
setattr(self, key, val)
def add_internal(self, sprite, layer=None):
"""Do not use this method directly. It is used by the group to add a
sprite internally.
"""
# check if all attributes needed are set
if not hasattr(sprite, 'dirty'):
raise AttributeError()
if not hasattr(sprite, "visible"):
raise AttributeError()
if not hasattr(sprite, "blendmode"):
raise AttributeError()
if not isinstance(sprite, DirtySprite):
raise TypeError()
if sprite.dirty == 0: # set it dirty if it is not
sprite.dirty = 1
LayeredUpdates.add_internal(self, sprite, layer)
def draw(self, surface, bgd=None):
"""draw all sprites in the right order onto the passed surface.
LayeredDirty.draw(surface, bgd=None): return Rect_list
You can pass the background too. If a background is already set,
then the bgd argument has no effect.
"""
# speedups
_orig_clip = surface.get_clip()
_clip = self._clip
if _clip is None:
_clip = _orig_clip
_surf = surface
_sprites = self._spritelist
_old_rect = self.spritedict
_update = self.lostsprites
_update_append = _update.append
_ret = None
_surf_blit = _surf.blit
_rect = Rect
if bgd is not None:
self._bgd = bgd
_bgd = self._bgd
_surf.set_clip(_clip)
# -------
# 0. deside if normal render of flip
start_time = get_ticks()
if self._use_update: # dirty rects mode
# 1. find dirty area on screen and put the rects into _update
# still not happy with that part
for spr in _sprites:
if 0 < spr.dirty:
# chose the right rect
if spr.source_rect:
_union_rect = _rect(spr.rect.topleft, spr.source_rect.size)
else:
_union_rect = _rect(spr.rect)
_union_rect_collidelist = _union_rect.collidelist
_union_rect_union_ip = _union_rect.union_ip
i = _union_rect_collidelist(_update)
while -1 < i:
_union_rect_union_ip(_update[i])
del _update[i]
i = _union_rect_collidelist(_update)
_update_append(_union_rect.clip(_clip))
_union_rect = _rect(_old_rect[spr])
_union_rect_collidelist = _union_rect.collidelist
_union_rect_union_ip = _union_rect.union_ip
i = _union_rect_collidelist(_update)
while -1 < i:
_union_rect_union_ip(_update[i])
del _update[i]
i = _union_rect_collidelist(_update)
_update_append(_union_rect.clip(_clip))
# can it be done better? because that is an O(n**2) algorithm in
# worst case
# clear using background
if _bgd is not None:
for rec in _update:
_surf_blit(_bgd, rec, rec)
# 2. draw
for spr in _sprites:
if 1 > spr.dirty:
if spr._visible:
# sprite not dirty, blit only the intersecting part
_spr_rect = spr.rect
if spr.source_rect is not None:
_spr_rect = Rect(spr.rect.topleft, spr.source_rect.size)
_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]-_spr_rect[0], \
clip[1]-_spr_rect[1], \
clip[2], \
clip[3]), spr.blendmode)
else: # dirty sprite
if spr._visible:
_old_rect[spr] = _surf_blit(spr.image, spr.rect, \
spr.source_rect, spr.blendmode)
if spr.dirty == 1:
spr.dirty = 0
_ret = list(_update)
else: # flip, full screen mode
if _bgd is not None:
_surf_blit(_bgd, (0, 0))
for spr in _sprites:
if spr._visible:
_old_rect[spr] = _surf_blit(spr.image, spr.rect, spr.source_rect,spr.blendmode)
_ret = [_rect(_clip)] # return only the part of the screen changed
# timing for switching modes
# how to find a good treshold? it depends on the hardware it runs on
end_time = get_ticks()
if end_time-start_time > self._time_threshold:
self._use_update = False
else:
self._use_update = True
## # debug
## print " check: using dirty rects:", self._use_update
# emtpy dirty reas list
_update[:] = []
# -------
# restore original clip
_surf.set_clip(_orig_clip)
return _ret
def clear(self, surface, bgd):
"""used to set background
Group.clear(surface, bgd): return None
"""
self._bgd = bgd
def repaint_rect(self, screen_rect):
"""repaints the given area
LayeredDirty.repaint_rect(screen_rect): return None
screen_rect is in screencoordinates.
"""
self.lostsprites.append(screen_rect.clip(self._clip))
def set_clip(self, screen_rect=None):
""" clip the area where to draw. Just 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):
"""clip the area where to draw. Just pass None (default) to reset the clip
LayeredDirty.get_clip(): return Rect
"""
return self._clip
def change_layer(self, sprite, new_layer):
"""changes the layer of the sprite
change_layer(sprite, new_layer): return None
sprite must have been added to the renderer. It is not checked.
"""
LayeredUpdates.change_layer(self, sprite, new_layer)
if sprite.dirty == 0:
sprite.dirty = 1
def set_timing_treshold(self, time_ms):
"""sets the treshold in milliseconds
set_timing_treshold(time_ms): return None
Default is 1000./80 where 80 is the fps I want to switch to full screen mode.
"""
self._time_threshold = time_ms
class GroupSingle(AbstractGroup):
"""A group container that holds a single most recent item.
This class works just like a regular group, but it only
keeps a single sprite in the group. Whatever sprite has
been added to the group last, will be the only sprite in
the group.
You can access its one sprite as the .sprite attribute.
Assigning to this attribute will properly remove the old
sprite and then add the new one."""
def __init__(self, sprite = None):
AbstractGroup.__init__(self)
self.__sprite = None
if sprite is not None: self.add(sprite)
def copy(self):
return GroupSingle(self.__sprite)
def sprites(self):
if self.__sprite is not None: return [self.__sprite]
else: return []
def add_internal(self, sprite):
if self.__sprite is not None:
self.__sprite.remove_internal(self)
self.__sprite = sprite
def __nonzero__(self): return (self.__sprite is not None)
def _get_sprite(self):
return self.__sprite
def _set_sprite(self, sprite):
self.add_internal(sprite)
sprite.add_internal(self)
return sprite
sprite = property(_get_sprite, _set_sprite, None,
"The sprite contained in this group")
def remove_internal(self, sprite):
if sprite is self.__sprite: self.__sprite = None
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. Intended to be passed as a collided
callback function to the *collide functions.
Sprites must have a "rect" attributes.
New in pygame 1.8.0
"""
return left.rect.colliderect(right.rect)
class collide_rect_ratio:
"""A callable class that checks for collisions 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 ):
"""Creates a new collide_rect_ratio callable. ratio is
expected to be a floating point value used to scale
the underlying sprite rect before checking for
collisions.
"""
self.ratio = ratio
def __call__( self, left, right ):
"""pygame.sprite.collide_rect_ratio(ratio)(left, right): bool
collision detection between two sprites, using scaled rects.
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 a "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 ):
"""collision detection between two sprites, using circles.
pygame.sprite.collide_circle(left, right): return bool
Tests for collision between two sprites, by testing to
see if two circles centered on the sprites overlap. 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 sprites 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.
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:
leftradiussquared = left.radius ** 2
except AttributeError:
leftrect = left.rect
leftradiussquared = ( leftrect.width ** 2 + leftrect.height ** 2 ) / 4
try:
rightradiussquared = right.radius ** 2
except AttributeError:
rightrect = right.rect
rightradiussquared = ( rightrect.width ** 2 + rightrect.height ** 2 ) / 4
return distancesquared < leftradiussquared + rightradiussquared
class collide_circle_ratio( object ):
"""A callable class that checks for collisions between
two sprites, using a scaled version of the sprites radius.
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 ):
"""Creates a new collide_circle_ratio callable. ratio is
expected to be a floating point value used to scale
the underlying sprite radius before checking for
collisions.
"""
self.ratio = ratio
# Constant value that folds in division for diameter to radius,
# when calculating from a rect.
self.halfratio = ratio ** 2 / 4.0
def __call__( self, left, right ):
"""pygame.sprite.collide_circle_radio(ratio)(left, right): return bool
collision detection between two sprites, using scaled circles.
Tests for collision between two sprites, by testing to
see if two circles centered on the sprites overlap, after
scaling the circles 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 sprites 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
# Optimize for not containing radius attribute, as if radius was
# set consistently, would probably be using collide_circle instead.
if hasattr( left, "radius" ):
leftradiussquared = (left.radius * ratio) ** 2
if hasattr( right, "radius" ):
rightradiussquared = (right.radius * ratio) ** 2
else:
halfratio = self.halfratio
rightrect = right.rect
rightradiussquared = (rightrect.width ** 2 + rightrect.height ** 2) * halfratio
else:
halfratio = self.halfratio
leftrect = left.rect
leftradiussquared = (leftrect.width ** 2 + leftrect.height ** 2) * halfratio
if hasattr( right, "radius" ):
rightradiussquared = (right.radius * ratio) ** 2
else:
rightrect = right.rect
rightradiussquared = (rightrect.width ** 2 + rightrect.height ** 2) * halfratio
return distancesquared < leftradiussquared + rightradiussquared
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
thier 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.
"""
crashed = []
if collided is None:
# Special case old behaviour for speed.
spritecollide = sprite.rect.colliderect
if dokill:
for s in group.sprites():
if spritecollide(s.rect):
s.kill()
crashed.append(s)
else:
for s in group:
if spritecollide(s.rect):
crashed.append(s)
else:
if dokill:
for s in group.sprites():
if collided(sprite, s):
s.kill()
crashed.append(s)
else:
for s in group:
if collided(sprite, s):
crashed.append(s)
return crashed
def groupcollide(groupa, groupb, dokilla, dokillb, collided = None):
"""pygame.sprite.groupcollide(groupa, groupb, dokilla, dokillb) -> dict
collision detection between group and group
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, which will be used
to calculate the collision."""
crashed = {}
SC = spritecollide
if dokilla:
for s in groupa.sprites():
c = SC(s, groupb, dokillb, collided)
if c:
crashed[s] = c
s.kill()
else:
for s in groupa:
c = SC(s, groupb, dokillb, collided)
if c:
crashed[s] = c
return crashed
def spritecollideany(sprite, group, collided = None):
"""pygame.sprite.spritecollideany(sprite, group) -> sprite
finds any sprites that collide
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
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, all
sprites must have a "rect" value, which is a
rectangle of the sprite area, which will be used
to calculate the collision."""
if collided is None:
# Special case old behaviour for speed.
spritecollide = sprite.rect.colliderect
for s in group:
if spritecollide(s.rect):
return s
else:
for s in group:
if collided(sprite, s):
return s
return None
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