805 lines
25 KiB
Python
805 lines
25 KiB
Python
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import sys
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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
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from pyglet import image
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_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;
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in vec4 color;
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in vec4 texture_uv;
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in float rotation;
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out vec4 geo_size;
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out vec4 geo_color;
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out vec4 geo_tex_coords;
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out float geo_rotation;
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void main() {
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gl_Position = vec4(position, 1);
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geo_size = size;
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geo_color = color;
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geo_tex_coords = texture_uv;
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geo_rotation = rotation;
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}
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"""
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geometry_source = """#version 150
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// We are taking single points from the vertex shader
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// and emitting 4 new vertices creating a quad/sprites
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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uniform WindowBlock
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{
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mat4 projection;
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mat4 view;
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} window;
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// Since geometry shader can take multiple values from a vertex
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// shader we need to define the inputs from it as arrays.
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// In our instance we just take single values (points)
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in vec4 geo_size[];
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in vec4 geo_color[];
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in vec4 geo_tex_coords[];
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in float geo_rotation[];
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out vec2 uv;
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out vec4 frag_color;
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void main() {
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// We grab the position value from the vertex shader
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vec2 center = gl_in[0].gl_Position.xy;
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// Calculate the half size of the sprites for easier calculations
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vec2 hsize = geo_size[0].xy / 2.0;
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// Alias the Z value to save space
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float z = gl_in[0].gl_Position.z;
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// Convert the rotation to radians
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float angle = radians(-geo_rotation[0]);
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// Create a scale vector
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vec2 scale = vec2(geo_size[0][2], geo_size[0][3]);
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// Create a 2d rotation matrix
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mat2 rot = mat2(cos(angle), sin(angle),
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-sin(angle), cos(angle));
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// Calculate the left, bottom, right, top:
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float tl = geo_tex_coords[0].s;
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float tb = geo_tex_coords[0].t;
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float tr = geo_tex_coords[0].s + geo_tex_coords[0].p;
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float tt = geo_tex_coords[0].t + geo_tex_coords[0].q;
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// Emit a triangle strip creating a quad (4 vertices).
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// Here we need to make sure the rotation is applied before we position the sprite.
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// We just use hardcoded texture coordinates here. If an atlas is used we
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// can pass an additional vec4 for specific texture coordinates.
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// Each EmitVertex() emits values down the shader pipeline just like a single
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// run of a vertex shader, but in geomtry shaders we can do it multiple times!
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// Upper left
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gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, hsize.y) * scale + center, z, 1.0);
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uv = vec2(tl, tt);
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frag_color = geo_color[0];
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EmitVertex();
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// lower left
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gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, -hsize.y) * scale + center, z, 1.0);
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uv = vec2(tl, tb);
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frag_color = geo_color[0];
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EmitVertex();
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// upper right
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gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, hsize.y) * scale + center, z, 1.0);
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uv = vec2(tr, tt);
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frag_color = geo_color[0];
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EmitVertex();
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// lower right
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gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, -hsize.y) * scale + center, z, 1.0);
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uv = vec2(tr, tb);
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frag_color = geo_color[0];
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EmitVertex();
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// We are done with this triangle strip now
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EndPrimitive();
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}
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"""
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fragment_source = """#version 150
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in vec2 uv;
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in vec4 frag_color;
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out vec4 final_color;
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uniform sampler2D sprite_texture;
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void main() {
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final_color = texture(sprite_texture, uv) * frag_color;
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}
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"""
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fragment_array_source = """#version 150 core
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in vec2 uv;
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in vec4 frag_color;
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out vec4 final_colors;
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uniform sampler2DArray sprite_texture;
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void main()
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{
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final_colors = texture(sprite_texture, uv) * frag_color;
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}
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"""
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def get_default_shader():
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try:
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return pyglet.gl.current_context.pyglet_sprite_default_shader
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except AttributeError:
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vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
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geom_shader = graphics.shader.Shader(geometry_source, 'geometry')
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frag_shader = graphics.shader.Shader(fragment_source, 'fragment')
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default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader)
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pyglet.gl.current_context.pyglet_sprite_default_shader = default_shader_program
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return pyglet.gl.current_context.pyglet_sprite_default_shader
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def get_default_array_shader():
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try:
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return pyglet.gl.current_context.pyglet_sprite_default_array_shader
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except AttributeError:
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vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
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geom_shader = graphics.shader.Shader(geometry_source, 'geometry')
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frag_shader = graphics.shader.Shader(fragment_array_source, 'fragment')
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default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader)
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pyglet.gl.current_context.pyglet_sprite_default_array_shader = default_shader_program
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return pyglet.gl.current_context.pyglet_sprite_default_array_shader
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class SpriteGroup(graphics.Group):
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"""Shared sprite rendering group.
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The group is automatically coalesced with other sprite groups sharing the
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same parent group, texture and blend parameters.
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"""
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def __init__(self, texture, blend_src, blend_dest, program, parent=None):
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"""Create a sprite group.
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The group is created internally when a :py:class:`~pyglet.sprite.Sprite`
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is created; applications usually do not need to explicitly create it.
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:Parameters:
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`texture` : `~pyglet.image.Texture`
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The (top-level) texture containing the sprite image.
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`blend_src` : int
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OpenGL blend source mode; for example,
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``GL_SRC_ALPHA``.
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`blend_dest` : int
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OpenGL blend destination mode; for example,
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``GL_ONE_MINUS_SRC_ALPHA``.
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`program` : `~pyglet.graphics.shader.ShaderProgram`
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A custom ShaderProgram.
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`order` : int
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Change the order to render above or below other Groups.
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`parent` : `~pyglet.graphics.Group`
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Optional parent group.
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"""
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super().__init__(parent=parent)
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self.texture = texture
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self.blend_src = blend_src
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self.blend_dest = blend_dest
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self.program = program
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def set_state(self):
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self.program.use()
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glActiveTexture(GL_TEXTURE0)
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glBindTexture(self.texture.target, self.texture.id)
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glEnable(GL_BLEND)
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glBlendFunc(self.blend_src, self.blend_dest)
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def unset_state(self):
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glDisable(GL_BLEND)
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self.program.stop()
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def __repr__(self):
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return "{0}({1})".format(self.__class__.__name__, self.texture)
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def __eq__(self, other):
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return (other.__class__ is self.__class__ and
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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
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self.texture.id == other.texture.id and
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self.blend_src == other.blend_src and
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self.blend_dest == other.blend_dest)
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def __hash__(self):
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return hash((self.program, self.parent,
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self.texture.id, self.texture.target,
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self.blend_src, self.blend_dest))
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class Sprite(event.EventDispatcher):
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_batch = None
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_animation = None
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_frame_index = 0
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_paused = False
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_rotation = 0
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_rgba = [255, 255, 255, 255]
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_scale = 1.0
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_scale_x = 1.0
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_scale_y = 1.0
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_visible = True
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_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,
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batch=None, group=None, subpixel=False, program=None):
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"""Create a sprite.
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:Parameters:
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`img` : `~pyglet.image.AbstractImage` or `~pyglet.image.Animation`
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Image or animation to display.
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`x` : int
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X coordinate of the sprite.
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`y` : int
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Y coordinate of the sprite.
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`z` : int
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Z coordinate of the sprite.
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`blend_src` : int
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OpenGL blend source mode. The default is suitable for
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compositing sprites drawn from back-to-front.
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`blend_dest` : int
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OpenGL blend destination mode. The default is suitable for
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compositing sprites drawn from back-to-front.
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`batch` : `~pyglet.graphics.Batch`
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Optional batch to add the sprite to.
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`group` : `~pyglet.graphics.Group`
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Optional parent group of the sprite.
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`subpixel` : bool
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Allow floating-point coordinates for the sprite. By default,
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coordinates are restricted to integer values.
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`program` : `~pyglet.graphics.shader.ShaderProgram`
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A custom shader to use. This shader program must contain the
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exact same attribute names and types as the default shader.
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The class methods and properties depend on this, and will
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crash otherwise.
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"""
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self._x = x
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self._y = y
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self._z = z
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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
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if self._next_dt:
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clock.schedule_once(self._animate, self._next_dt)
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else:
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self._texture = img.get_texture()
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if not program:
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if isinstance(img, image.TextureArrayRegion):
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self._program = get_default_array_shader()
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else:
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self._program = get_default_shader()
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else:
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self._program = program
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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):
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texture = self._texture
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self._vertex_list = self.program.vertex_list(
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1, GL_POINTS, self._batch, self._group,
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position=('f', (self._x, self._y, self._z)),
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size=('f', (texture.width, texture.height, 1, 1)),
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color=('Bn', self._rgba),
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texture_uv=('f', texture.uv),
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rotation=('f', (self._rotation,)))
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@property
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def program(self):
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return self._program
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@program.setter
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def program(self, program):
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if self._program == program:
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return
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self._group = self.group_class(self._texture,
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self._group.blend_src,
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self._group.blend_dest,
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program,
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self._user_group)
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self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch)
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self._program = program
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def delete(self):
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"""Force immediate removal of the sprite from video memory.
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This is often necessary when using batches, as the Python garbage
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collector will not necessarily call the finalizer as soon as the
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sprite is garbage.
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"""
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if self._animation:
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clock.unschedule(self._animate)
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self._vertex_list.delete()
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self._vertex_list = None
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self._texture = None
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self._group = None
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def _animate(self, dt):
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self._frame_index += 1
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if self._frame_index >= len(self._animation.frames):
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self._frame_index = 0
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self.dispatch_event('on_animation_end')
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if self._vertex_list is None:
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return # Deleted in event handler.
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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:
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duration = frame.duration - (self._next_dt - dt)
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duration = min(max(0, duration), frame.duration)
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clock.schedule_once(self._animate, duration)
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self._next_dt = duration
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else:
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self.dispatch_event('on_animation_end')
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@property
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def batch(self):
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"""Graphics batch.
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The sprite can be migrated from one batch to another, or removed from
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its batch (for individual drawing). Note that this can be an expensive
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operation.
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:type: :py:class:`pyglet.graphics.Batch`
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"""
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return self._batch
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@batch.setter
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def batch(self, batch):
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if self._batch == batch:
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return
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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
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else:
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self._vertex_list.delete()
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self._batch = batch
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self._create_vertex_list()
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@property
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def group(self):
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"""Parent graphics group.
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The sprite can change its rendering group, however this can be an
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expensive operation.
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:type: :py:class:`pyglet.graphics.Group`
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"""
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return self._group.parent
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@group.setter
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def group(self, group):
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if self._group.parent == group:
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return
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self._group = self.group_class(self._texture,
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self._group.blend_src,
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self._group.blend_dest,
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self._group.program,
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group)
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self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch)
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@property
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def image(self):
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"""Image or animation to display.
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:type: :py:class:`~pyglet.image.AbstractImage` or
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:py:class:`~pyglet.image.Animation`
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"""
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if self._animation:
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return self._animation
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return self._texture
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@image.setter
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def image(self, img):
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if self._animation is not None:
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clock.unschedule(self._animate)
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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()
|
||
|
else:
|
||
|
self._vertex_list.texture_uv[:] = texture.uv
|
||
|
self._texture = texture
|
||
|
|
||
|
@property
|
||
|
def position(self):
|
||
|
"""The (x, y, z) coordinates of the sprite, as a tuple.
|
||
|
|
||
|
:Parameters:
|
||
|
`x` : int
|
||
|
X coordinate of the sprite.
|
||
|
`y` : int
|
||
|
Y coordinate of the sprite.
|
||
|
`z` : int
|
||
|
Z coordinate of the sprite.
|
||
|
"""
|
||
|
return self._x, self._y, self._z
|
||
|
|
||
|
@position.setter
|
||
|
def position(self, position):
|
||
|
self._x, self._y, self._z = position
|
||
|
self._vertex_list.position[:] = position
|
||
|
|
||
|
@property
|
||
|
def x(self):
|
||
|
"""X coordinate of the sprite.
|
||
|
|
||
|
:type: int
|
||
|
"""
|
||
|
return self._x
|
||
|
|
||
|
@x.setter
|
||
|
def x(self, x):
|
||
|
self._x = x
|
||
|
self._vertex_list.position[:] = x, self._y, self._z
|
||
|
|
||
|
@property
|
||
|
def y(self):
|
||
|
"""Y coordinate of the sprite.
|
||
|
|
||
|
:type: int
|
||
|
"""
|
||
|
return self._y
|
||
|
|
||
|
@y.setter
|
||
|
def y(self, y):
|
||
|
self._y = y
|
||
|
self._vertex_list.position[:] = self._x, y, self._z
|
||
|
|
||
|
@property
|
||
|
def z(self):
|
||
|
"""Z coordinate of the sprite.
|
||
|
|
||
|
:type: int
|
||
|
"""
|
||
|
return self._z
|
||
|
|
||
|
@z.setter
|
||
|
def z(self, z):
|
||
|
self._z = z
|
||
|
self._vertex_list.position[:] = self._x, self._y, z
|
||
|
|
||
|
@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
|
||
|
self._vertex_list.rotation[0] = self._rotation
|
||
|
|
||
|
@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
|
||
|
self._vertex_list.scale[:] = scale * self._scale_x, scale * self._scale_y
|
||
|
|
||
|
@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
|
||
|
self._vertex_list.scale[:] = self._scale * scale_x, self._scale * self._scale_y
|
||
|
|
||
|
@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
|
||
|
self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * scale_y
|
||
|
|
||
|
def update(self, x=None, y=None, z=None, rotation=None, scale=None, scale_x=None, scale_y=None):
|
||
|
"""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.
|
||
|
|
||
|
:Parameters:
|
||
|
`x` : int
|
||
|
X coordinate of the sprite.
|
||
|
`y` : int
|
||
|
Y coordinate of the sprite.
|
||
|
`z` : int
|
||
|
Z coordinate of the sprite.
|
||
|
`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.
|
||
|
"""
|
||
|
|
||
|
translations_outdated = False
|
||
|
|
||
|
# only bother updating if the translation actually changed
|
||
|
if x is not None:
|
||
|
self._x = x
|
||
|
translations_outdated = True
|
||
|
if y is not None:
|
||
|
self._y = y
|
||
|
translations_outdated = True
|
||
|
if z is not None:
|
||
|
self._z = z
|
||
|
translations_outdated = True
|
||
|
|
||
|
if translations_outdated:
|
||
|
self._vertex_list.position[:] = (self._x, self._y, self._z)
|
||
|
|
||
|
if rotation is not None and rotation != self._rotation:
|
||
|
self._rotation = rotation
|
||
|
self._vertex_list.rotation[:] = rotation
|
||
|
|
||
|
scales_outdated = False
|
||
|
|
||
|
# only bother updating if the scale actually changed
|
||
|
if scale is not None:
|
||
|
self._scale = scale
|
||
|
scales_outdated = True
|
||
|
if scale_x is not None:
|
||
|
self._scale_x = scale_x
|
||
|
scales_outdated = True
|
||
|
if scale_y is not None:
|
||
|
self._scale_y = scale_y
|
||
|
scales_outdated = True
|
||
|
|
||
|
if scales_outdated:
|
||
|
self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * self._scale_y
|
||
|
|
||
|
@property
|
||
|
def width(self):
|
||
|
"""Scaled width of the sprite.
|
||
|
|
||
|
Invariant under rotation.
|
||
|
|
||
|
:type: int
|
||
|
"""
|
||
|
w = self._texture.width * abs(self._scale_x) * abs(self._scale)
|
||
|
return w if self._subpixel else int(w)
|
||
|
|
||
|
@width.setter
|
||
|
def width(self, width):
|
||
|
self.scale_x = width / (self._texture.width * abs(self._scale))
|
||
|
|
||
|
|
||
|
@property
|
||
|
def height(self):
|
||
|
"""Scaled height of the sprite.
|
||
|
|
||
|
Invariant under rotation.
|
||
|
|
||
|
:type: int
|
||
|
"""
|
||
|
h = self._texture.height * abs(self._scale_y) * abs(self._scale)
|
||
|
return h if self._subpixel else int(h)
|
||
|
|
||
|
@height.setter
|
||
|
def height(self, height):
|
||
|
self.scale_y = height / (self._texture.height * 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
|
||
|
"""
|
||
|
return self._rgba[3]
|
||
|
|
||
|
@opacity.setter
|
||
|
def opacity(self, opacity):
|
||
|
self._rgba[3] = opacity
|
||
|
self._vertex_list.color[:] = self._rgba
|
||
|
|
||
|
@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)
|
||
|
"""
|
||
|
return self._rgba[:3]
|
||
|
|
||
|
@color.setter
|
||
|
def color(self, rgb):
|
||
|
self._rgba[:3] = list(map(int, rgb))
|
||
|
self._vertex_list.color[:] = self._rgba
|
||
|
|
||
|
@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
|
||
|
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))
|
||
|
|
||
|
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()
|
||
|
self._vertex_list.draw(GL_POINTS)
|
||
|
self._group.unset_state_recursive()
|
||
|
|
||
|
def __del__(self):
|
||
|
try:
|
||
|
if self._vertex_list is not None:
|
||
|
self._vertex_list.delete()
|
||
|
except:
|
||
|
pass
|
||
|
|
||
|
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:
|
||
|
"""
|
||
|
|
||
|
|
||
|
Sprite.register_event_type('on_animation_end')
|