Difficult-Rocket/libs/pyglet/sprite.py

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"""Display positioned, scaled and rotated images.
A sprite is an instance of an image displayed on-screen. Multiple sprites can
display the same image at different positions on the screen. Sprites can also
be scaled larger or smaller, rotated at any angle and drawn at a fractional
opacity.
The following complete example loads a ``"ball.png"`` image and creates a
sprite for that image. The sprite is then drawn in the window's
draw event handler::
import pyglet
ball_image = pyglet.image.load('ball.png')
ball = pyglet.sprite.Sprite(ball_image, x=50, y=50)
window = pyglet.window.Window()
@window.event
def on_draw():
ball.draw()
pyglet.app.run()
The sprite can be moved by modifying the :py:attr:`~pyglet.sprite.Sprite.x` and
:py:attr:`~pyglet.sprite.Sprite.y` properties. Other
properties determine the sprite's :py:attr:`~pyglet.sprite.Sprite.rotation`,
:py:attr:`~pyglet.sprite.Sprite.scale` and
:py:attr:`~pyglet.sprite.Sprite.opacity`.
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By default, sprite coordinates are restricted to integer values to avoid
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sub-pixel artifacts. If you require to use floats, for example for smoother
animations, you can set the ``subpixel`` parameter to ``True`` when creating
the sprite (:since: pyglet 1.2).
The sprite's positioning, rotation and scaling all honor the original
image's anchor (:py:attr:`~pyglet.image.AbstractImage.anchor_x`,
:py:attr:`~pyglet.image.AbstractImage.anchor_y`).
Drawing multiple sprites
========================
Sprites can be "batched" together and drawn at once more quickly than if each
of their ``draw`` methods were called individually. The following example
creates one hundred ball sprites and adds each of them to a :py:class:`~pyglet.graphics.Batch`. The
entire batch of sprites is then drawn in one call::
batch = pyglet.graphics.Batch()
ball_sprites = []
for i in range(100):
x, y = i * 10, 50
ball_sprites.append(pyglet.sprite.Sprite(ball_image, x, y, batch=batch))
@window.event
def on_draw():
batch.draw()
Sprites can be freely modified in any way even after being added to a batch,
however a sprite can belong to at most one batch. See the documentation for
:py:mod:`pyglet.graphics` for more details on batched rendering, and grouping of
sprites within batches.
.. versionadded:: 1.1
"""
import sys
import pyglet
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from pyglet.gl import *
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from pyglet import clock
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from pyglet import event
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from pyglet import graphics
from pyglet import image
_is_pyglet_doc_run = hasattr(sys, "is_pyglet_doc_run") and sys.is_pyglet_doc_run
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vertex_source = """#version 150
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in vec3 position;
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in vec4 size;
in vec4 color;
in vec4 texture_uv;
in float rotation;
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out vec4 geo_size;
out vec4 geo_color;
out vec4 geo_tex_coords;
out float geo_rotation;
void main() {
gl_Position = vec4(position, 1);
geo_size = size;
geo_color = color;
geo_tex_coords = texture_uv;
geo_rotation = rotation;
}
"""
geometry_source = """#version 150
// We are taking single points form the vertex shader
// and emitting 4 new vertices creating a quad/sprites
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
uniform WindowBlock
{
mat4 projection;
mat4 view;
} window;
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// Since geometry shader can take multiple values from a vertex
// shader we need to define the inputs from it as arrays.
// In our instance we just take single values (points)
in vec4 geo_size[];
in vec4 geo_color[];
in vec4 geo_tex_coords[];
in float geo_rotation[];
out vec2 uv;
out vec4 frag_color;
void main() {
// We grab the position value from the vertex shader
vec2 center = gl_in[0].gl_Position.xy;
// Calculate the half size of the sprites for easier calculations
vec2 hsize = geo_size[0].xy / 2.0;
// Convert the rotation to radians
float angle = radians(-geo_rotation[0]);
// Create a scale vector
vec2 scale = vec2(geo_size[0][2], geo_size[0][3]);
// Create a 2d rotation matrix
mat2 rot = mat2(cos(angle), sin(angle),
-sin(angle), cos(angle));
// Calculate the left, bottom, right, top:
float tl = geo_tex_coords[0].s;
float tb = geo_tex_coords[0].t;
float tr = geo_tex_coords[0].s + geo_tex_coords[0].p;
float tt = geo_tex_coords[0].t + geo_tex_coords[0].q;
// Emit a triangle strip creating a quad (4 vertices).
// Here we need to make sure the rotation is applied before we position the sprite.
// We just use hardcoded texture coordinates here. If an atlas is used we
// can pass an additional vec4 for specific texture coordinates.
// Each EmitVertex() emits values down the shader pipeline just like a single
// run of a vertex shader, but in geomtry shaders we can do it multiple times!
// Upper left
gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, hsize.y) * scale + center, 0.0, 1.0);
uv = vec2(tl, tt);
frag_color = geo_color[0];
EmitVertex();
// lower left
gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, -hsize.y) * scale + center, 0.0, 1.0);
uv = vec2(tl, tb);
frag_color = geo_color[0];
EmitVertex();
// upper right
gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, hsize.y) * scale + center, 0.0, 1.0);
uv = vec2(tr, tt);
frag_color = geo_color[0];
EmitVertex();
// lower right
gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, -hsize.y) * scale + center, 0.0, 1.0);
uv = vec2(tr, tb);
frag_color = geo_color[0];
EmitVertex();
// We are done with this triangle strip now
EndPrimitive();
}
"""
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fragment_source = """#version 150
in vec2 uv;
in vec4 frag_color;
out vec4 final_color;
uniform sampler2D sprite_texture;
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void main() {
final_color = texture(sprite_texture, uv) * frag_color;
}
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"""
fragment_array_source = """#version 150 core
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in vec2 uv;
in vec4 frag_color;
out vec4 final_colors;
uniform sampler2DArray sprite_texture;
void main()
{
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final_colors = texture(sprite_texture, uv) * frag_color;
}
"""
def get_default_shader():
try:
return pyglet.gl.current_context.pyglet_sprite_default_shader
except AttributeError:
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vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
geom_shader = graphics.shader.Shader(geometry_source, 'geometry')
frag_shader = graphics.shader.Shader(fragment_source, 'fragment')
default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader)
pyglet.gl.current_context.pyglet_sprite_default_shader = default_shader_program
return pyglet.gl.current_context.pyglet_sprite_default_shader
def get_default_array_shader():
try:
return pyglet.gl.current_context.pyglet_sprite_default_array_shader
except AttributeError:
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vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
geom_shader = graphics.shader.Shader(geometry_source, 'geometry')
frag_shader = graphics.shader.Shader(fragment_array_source, 'fragment')
default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader)
pyglet.gl.current_context.pyglet_sprite_default_array_shader = default_shader_program
return pyglet.gl.current_context.pyglet_sprite_default_array_shader
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class SpriteGroup(graphics.Group):
"""Shared sprite rendering group.
The group is automatically coalesced with other sprite groups sharing the
same parent group, texture and blend parameters.
"""
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def __init__(self, texture, blend_src, blend_dest, program, parent=None):
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"""Create a sprite group.
The group is created internally when a :py:class:`~pyglet.sprite.Sprite`
is created; applications usually do not need to explicitly create it.
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:Parameters:
`texture` : `~pyglet.image.Texture`
The (top-level) texture containing the sprite image.
`blend_src` : int
OpenGL blend source mode; for example,
``GL_SRC_ALPHA``.
`blend_dest` : int
OpenGL blend destination mode; for example,
``GL_ONE_MINUS_SRC_ALPHA``.
`program` : `~pyglet.graphics.shader.ShaderProgram`
A custom ShaderProgram.
`order` : int
Change the order to render above or below other Groups.
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`parent` : `~pyglet.graphics.Group`
Optional parent group.
"""
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super().__init__(parent=parent)
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self.texture = texture
self.blend_src = blend_src
self.blend_dest = blend_dest
self.program = program
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def set_state(self):
self.program.use()
glActiveTexture(GL_TEXTURE0)
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glBindTexture(self.texture.target, self.texture.id)
glEnable(GL_BLEND)
glBlendFunc(self.blend_src, self.blend_dest)
def unset_state(self):
glDisable(GL_BLEND)
self.program.stop()
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def __repr__(self):
return "{0}({1})".format(self.__class__.__name__, self.texture)
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def __eq__(self, other):
return (other.__class__ is self.__class__ and
self.program is other.program and
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self.parent == other.parent and
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self.texture.target == other.texture.target and
self.texture.id == other.texture.id and
self.blend_src == other.blend_src and
self.blend_dest == other.blend_dest)
def __hash__(self):
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return hash((self.program, self.parent,
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self.texture.id, self.texture.target,
self.blend_src, self.blend_dest))
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class Sprite(event.EventDispatcher):
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"""Instance of an on-screen image.
See the module documentation for usage.
"""
_batch = None
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_animation = None
_frame_index = 0
_paused = False
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_rotation = 0
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_rgba = [255, 255, 255, 255]
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_scale = 1.0
_scale_x = 1.0
_scale_y = 1.0
_visible = True
_vertex_list = None
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group_class = SpriteGroup
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def __init__(self,
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img, x=0, y=0, z=0,
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blend_src=GL_SRC_ALPHA,
blend_dest=GL_ONE_MINUS_SRC_ALPHA,
batch=None,
group=None,
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subpixel=False,
program=None):
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"""Create a sprite.
:Parameters:
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`img` : `~pyglet.image.AbstractImage` or `~pyglet.image.Animation`
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Image or animation to display.
`x` : int
X coordinate of the sprite.
`y` : int
Y coordinate of the sprite.
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`z` : int
Z coordinate of the sprite.
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`blend_src` : int
OpenGL blend source mode. The default is suitable for
compositing sprites drawn from back-to-front.
`blend_dest` : int
OpenGL blend destination mode. The default is suitable for
compositing sprites drawn from back-to-front.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the sprite to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the sprite.
`subpixel` : bool
Allow floating-point coordinates for the sprite. By default,
coordinates are restricted to integer values.
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`program` : `~pyglet.graphics.shader.ShaderProgram`
A custom shader to use. This shader program must contain the
exact same attribute names and types as the default shader.
The class methods and properties depend on this, and will
crash otherwise.
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"""
self._x = x
self._y = y
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self._z = z
self._img = img
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if isinstance(img, image.Animation):
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self._animation = img
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self._texture = img.frames[0].image.get_texture()
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self._next_dt = img.frames[0].duration
if self._next_dt:
clock.schedule_once(self._animate, self._next_dt)
else:
self._texture = img.get_texture()
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if not program:
if isinstance(img, image.TextureArrayRegion):
self._program = get_default_array_shader()
else:
self._program = get_default_shader()
else:
self._program = program
self._batch = batch or graphics.get_default_batch()
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self._user_group = group
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self._group = self.group_class(self._texture, blend_src, blend_dest, self.program, group)
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self._subpixel = subpixel
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self._create_vertex_list()
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def _create_vertex_list(self):
texture = self._texture
self._vertex_list = self.program.vertex_list(
1, GL_POINTS, self._batch, self._group,
position=('f', (self._x, self._y, self._z)),
size=('f', (texture.width, texture.height, 1, 1)),
color=('Bn', self._rgba),
texture_uv=('f', texture.uv),
rotation=('f', (self._rotation,)))
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@property
def program(self):
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return self._program
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@program.setter
def program(self, program):
if self._program == program:
return
self._group = self.group_class(self._texture,
self._group.blend_src,
self._group.blend_dest,
program,
self._user_group)
self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch)
self._program = program
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def delete(self):
"""Force immediate removal of the sprite from video memory.
This is often necessary when using batches, as the Python garbage
collector will not necessarily call the finalizer as soon as the
sprite is garbage.
"""
if self._animation:
clock.unschedule(self._animate)
self._vertex_list.delete()
self._vertex_list = None
self._texture = None
self._group = None
def _animate(self, dt):
self._frame_index += 1
if self._frame_index >= len(self._animation.frames):
self._frame_index = 0
self.dispatch_event('on_animation_end')
if self._vertex_list is None:
return # Deleted in event handler.
frame = self._animation.frames[self._frame_index]
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self._set_texture(frame.image.get_texture())
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if frame.duration is not None:
duration = frame.duration - (self._next_dt - dt)
duration = min(max(0, duration), frame.duration)
clock.schedule_once(self._animate, duration)
self._next_dt = duration
else:
self.dispatch_event('on_animation_end')
@property
def batch(self):
"""Graphics batch.
The sprite can be migrated from one batch to another, or removed from
its batch (for individual drawing). Note that this can be an expensive
operation.
:type: :py:class:`pyglet.graphics.Batch`
"""
return self._batch
@batch.setter
def batch(self, batch):
if self._batch == batch:
return
if batch is not None and self._batch is not None:
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self._batch.migrate(self._vertex_list, GL_POINTS, self._group, batch)
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self._batch = batch
else:
self._vertex_list.delete()
self._batch = batch
self._create_vertex_list()
@property
def group(self):
"""Parent graphics group.
The sprite can change its rendering group, however this can be an
expensive operation.
:type: :py:class:`pyglet.graphics.Group`
"""
return self._group.parent
@group.setter
def group(self, group):
if self._group.parent == group:
return
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self._group = self.group_class(self._texture,
self._group.blend_src,
self._group.blend_dest,
self._group.program,
group)
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self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch)
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@property
def image(self):
"""Image or animation to display.
:type: :py:class:`~pyglet.image.AbstractImage` or
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:py:class:`~pyglet.image.Animation`
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"""
if self._animation:
return self._animation
return self._texture
@image.setter
def image(self, img):
if self._animation is not None:
clock.unschedule(self._animate)
self._animation = None
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if isinstance(img, image.Animation):
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self._animation = img
self._frame_index = 0
self._set_texture(img.frames[0].image.get_texture())
self._next_dt = img.frames[0].duration
if self._next_dt:
clock.schedule_once(self._animate, self._next_dt)
else:
self._set_texture(img.get_texture())
def _set_texture(self, texture):
if texture.id is not self._texture.id:
self._group = self._group.__class__(texture,
self._group.blend_src,
self._group.blend_dest,
self._group.program,
self._group.parent)
self._vertex_list.delete()
self._texture = texture
self._create_vertex_list()
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else:
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self._vertex_list.texture_uv[:] = texture.uv
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self._texture = texture
@property
def position(self):
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"""The (x, y, z) coordinates of the sprite, as a tuple.
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:Parameters:
`x` : int
X coordinate of the sprite.
`y` : int
Y coordinate of the sprite.
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`z` : int
Z coordinate of the sprite.
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"""
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return self._x, self._y, self._z
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@position.setter
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def position(self, position):
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self._x, self._y, self._z = position
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self._vertex_list.position[:] = position
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@property
def x(self):
"""X coordinate of the sprite.
:type: int
"""
return self._x
@x.setter
def x(self, x):
self._x = x
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self._vertex_list.position[:] = x, self._y, self._z
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@property
def y(self):
"""Y coordinate of the sprite.
:type: int
"""
return self._y
@y.setter
def y(self, y):
self._y = y
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self._vertex_list.position[:] = self._x, y, self._z
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@property
def z(self):
"""Z coordinate of the sprite.
:type: int
"""
return self._z
@z.setter
def z(self, z):
self._z = z
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self._vertex_list.position[:] = self._x, self._y, z
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@property
def rotation(self):
"""Clockwise rotation of the sprite, in degrees.
The sprite image will be rotated about its image's (anchor_x, anchor_y)
position.
:type: float
"""
return self._rotation
@rotation.setter
def rotation(self, rotation):
self._rotation = rotation
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self._vertex_list.rotation[0] = self._rotation
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@property
def scale(self):
"""Base Scaling factor.
A scaling factor of 1 (the default) has no effect. A scale of 2 will
draw the sprite at twice the native size of its image.
:type: float
"""
return self._scale
@scale.setter
def scale(self, scale):
self._scale = scale
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self._vertex_list.scale[:] = scale * self._scale_x, scale * self._scale_y
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@property
def scale_x(self):
"""Horizontal scaling factor.
A scaling factor of 1 (the default) has no effect. A scale of 2 will
draw the sprite at twice the native width of its image.
:type: float
"""
return self._scale_x
@scale_x.setter
def scale_x(self, scale_x):
self._scale_x = scale_x
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self._vertex_list.scale[:] = self._scale * scale_x, self._scale * self._scale_y
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@property
def scale_y(self):
"""Vertical scaling factor.
A scaling factor of 1 (the default) has no effect. A scale of 2 will
draw the sprite at twice the native height of its image.
:type: float
"""
return self._scale_y
@scale_y.setter
def scale_y(self, scale_y):
self._scale_y = scale_y
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self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * scale_y
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def update(self, x=None, y=None, z=None, rotation=None, scale=None, scale_x=None, scale_y=None):
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"""Simultaneously change the position, rotation or scale.
This method is provided for convenience. There is not much
performance benefit to updating multiple Sprite attributes at once.
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:Parameters:
`x` : int
X coordinate of the sprite.
`y` : int
Y coordinate of the sprite.
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`z` : int
Z coordinate of the sprite.
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`rotation` : float
Clockwise rotation of the sprite, in degrees.
`scale` : float
Scaling factor.
`scale_x` : float
Horizontal scaling factor.
`scale_y` : float
Vertical scaling factor.
"""
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translations_outdated = False
# only bother updating if the translation actually changed
if x is not None:
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self._x = x
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translations_outdated = True
if y is not None:
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self._y = y
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translations_outdated = True
if z is not None:
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self._z = z
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translations_outdated = True
if translations_outdated:
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self._vertex_list.position[:] = (self._x, self._y, self._z)
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if rotation is not None and rotation != self._rotation:
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self._rotation = rotation
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self._vertex_list.rotation[:] = rotation
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scales_outdated = False
# only bother updating if the scale actually changed
if scale is not None:
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self._scale = scale
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scales_outdated = True
if scale_x is not None:
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self._scale_x = scale_x
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scales_outdated = True
if scale_y is not None:
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self._scale_y = scale_y
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scales_outdated = True
if scales_outdated:
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self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * self._scale_y
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@property
def width(self):
"""Scaled width of the sprite.
Read-only. Invariant under rotation.
:type: int
"""
if self._subpixel:
return self._texture.width * abs(self._scale_x) * abs(self._scale)
else:
return int(self._texture.width * abs(self._scale_x) * abs(self._scale))
@property
def height(self):
"""Scaled height of the sprite.
Read-only. Invariant under rotation.
:type: int
"""
if self._subpixel:
return self._texture.height * abs(self._scale_y) * abs(self._scale)
else:
return int(self._texture.height * abs(self._scale_y) * abs(self._scale))
@property
def opacity(self):
"""Blend opacity.
This property sets the alpha component of the colour of the sprite's
vertices. With the default blend mode (see the constructor), this
allows the sprite to be drawn with fractional opacity, blending with the
background.
An opacity of 255 (the default) has no effect. An opacity of 128 will
make the sprite appear translucent.
:type: int
"""
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return self._rgba[3]
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@opacity.setter
def opacity(self, opacity):
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self._rgba[3] = opacity
self._vertex_list.color[:] = self._rgba
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@property
def color(self):
"""Blend color.
This property sets the color of the sprite's vertices. This allows the
sprite to be drawn with a color tint.
The color is specified as an RGB tuple of integers '(red, green, blue)'.
Each color component must be in the range 0 (dark) to 255 (saturated).
:type: (int, int, int)
"""
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return self._rgba[:3]
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@color.setter
def color(self, rgb):
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self._rgba[:3] = list(map(int, rgb))
self._vertex_list.color[:] = self._rgba
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@property
def visible(self):
"""True if the sprite will be drawn.
:type: bool
"""
return self._visible
@visible.setter
def visible(self, visible):
self._visible = visible
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self._vertex_list.texture_uv[:] = (0, 0, 0, 0) if not visible else self._texture.uv
@property
def paused(self):
"""Pause/resume the Sprite's Animation
If `Sprite.image` is an Animation, you can pause or resume
the animation by setting this property to True or False.
If not an Animation, this has no effect.
:type: bool
"""
return self._paused
@paused.setter
def paused(self, pause):
if not hasattr(self, '_animation') or pause == self._paused:
return
if pause is True:
clock.unschedule(self._animate)
else:
frame = self._animation.frames[self._frame_index]
self._next_dt = frame.duration
if self._next_dt:
clock.schedule_once(self._animate, self._next_dt)
self._paused = pause
@property
def frame_index(self):
"""The current Animation frame.
If the `Sprite.image` is an `Animation`,
you can query or set the current frame.
If not an Animation, this will always
be 0.
:type: int
"""
return self._frame_index
@frame_index.setter
def frame_index(self, index):
# Bound to available number of frames
if self._animation is None:
return
self._frame_index = max(0, min(index, len(self._animation.frames)-1))
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def draw(self):
"""Draw the sprite at its current position.
See the module documentation for hints on drawing multiple sprites
efficiently.
"""
self._group.set_state_recursive()
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self._vertex_list.draw(GL_POINTS)
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self._group.unset_state_recursive()
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def __del__(self):
try:
if self._vertex_list is not None:
self._vertex_list.delete()
except:
pass
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if _is_pyglet_doc_run:
def on_animation_end(self):
"""The sprite animation reached the final frame.
The event is triggered only if the sprite has an animation, not an
image. For looping animations, the event is triggered each time
the animation loops.
:event:
"""
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Sprite.register_event_type('on_animation_end')