791 lines
25 KiB
Python
791 lines
25 KiB
Python
"""Display positioned, scaled and rotated images.
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A sprite is an instance of an image displayed on-screen. Multiple sprites can
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display the same image at different positions on the screen. Sprites can also
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be scaled larger or smaller, rotated at any angle and drawn at a fractional
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opacity.
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The following complete example loads a ``"ball.png"`` image and creates a
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sprite for that image. The sprite is then drawn in the window's
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draw event handler::
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import pyglet
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ball_image = pyglet.image.load('ball.png')
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ball = pyglet.sprite.Sprite(ball_image, x=50, y=50)
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window = pyglet.window.Window()
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@window.event
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def on_draw():
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ball.draw()
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pyglet.app.run()
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The sprite can be moved by modifying the :py:attr:`~pyglet.sprite.Sprite.x` and
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:py:attr:`~pyglet.sprite.Sprite.y` properties. Other
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properties determine the sprite's :py:attr:`~pyglet.sprite.Sprite.rotation`,
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:py:attr:`~pyglet.sprite.Sprite.scale` and
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: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
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animations, you can set the ``subpixel`` parameter to ``True`` when creating
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the sprite (:since: pyglet 1.2).
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The sprite's positioning, rotation and scaling all honor the original
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image's anchor (:py:attr:`~pyglet.image.AbstractImage.anchor_x`,
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:py:attr:`~pyglet.image.AbstractImage.anchor_y`).
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Drawing multiple sprites
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========================
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Sprites can be "batched" together and drawn at once more quickly than if each
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of their ``draw`` methods were called individually. The following example
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creates one hundred ball sprites and adds each of them to a :py:class:`~pyglet.graphics.Batch`. The
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entire batch of sprites is then drawn in one call::
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batch = pyglet.graphics.Batch()
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ball_sprites = []
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for i in range(100):
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x, y = i * 10, 50
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ball_sprites.append(pyglet.sprite.Sprite(ball_image, x, y, batch=batch))
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@window.event
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def on_draw():
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batch.draw()
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Sprites can be freely modified in any way even after being added to a batch,
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however a sprite can belong to at most one batch. See the documentation for
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:py:mod:`pyglet.graphics` for more details on batched rendering, and grouping of
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sprites within batches.
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.. versionadded:: 1.1
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"""
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import sys
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import pyglet
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from pyglet import clock
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from pyglet import graphics
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from pyglet import image
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from pyglet.gl import *
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from pyglet.animation import AnimationController, Animation
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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 core
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in vec3 translate;
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in vec4 colors;
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in vec3 tex_coords;
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in vec2 scale;
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in vec3 position;
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in float rotation;
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out vec4 vertex_colors;
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out vec3 texture_coords;
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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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mat4 m_scale = mat4(1.0);
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mat4 m_rotation = mat4(1.0);
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mat4 m_translate = mat4(1.0);
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void main()
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{
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m_scale[0][0] = scale.x;
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m_scale[1][1] = scale.y;
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m_translate[3][0] = translate.x;
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m_translate[3][1] = translate.y;
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m_translate[3][2] = translate.z;
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m_rotation[0][0] = cos(-radians(rotation));
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m_rotation[0][1] = sin(-radians(rotation));
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m_rotation[1][0] = -sin(-radians(rotation));
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m_rotation[1][1] = cos(-radians(rotation));
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gl_Position = window.projection * window.view * m_translate * m_rotation * m_scale * vec4(position, 1.0);
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vertex_colors = colors;
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texture_coords = tex_coords;
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}
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"""
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fragment_source = """#version 150 core
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in vec4 vertex_colors;
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in vec3 texture_coords;
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out vec4 final_colors;
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uniform sampler2D sprite_texture;
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void main()
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{
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final_colors = texture(sprite_texture, texture_coords.xy) * vertex_colors;
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}
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"""
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fragment_array_source = """#version 150 core
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in vec4 vertex_colors;
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in vec3 texture_coords;
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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, texture_coords) * vertex_colors;
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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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_default_vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
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_default_frag_shader = graphics.shader.Shader(fragment_source, 'fragment')
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default_shader_program = graphics.shader.ShaderProgram(_default_vert_shader, _default_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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_default_vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
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_default_array_frag_shader = graphics.shader.Shader(fragment_array_source, 'fragment')
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default_shader_program = graphics.shader.ShaderProgram(_default_vert_shader, _default_array_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(AnimationController):
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"""Instance of an on-screen image.
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See the module documentation for usage.
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"""
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_batch = None
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_rotation = 0
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_opacity = 255
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_rgb = (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,
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blend_dest=GL_ONE_MINUS_SRC_ALPHA,
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batch=None,
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group=None,
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subpixel=False):
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"""Create a sprite.
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:Parameters:
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`img` : `~pyglet.image.AbstractImage` or `~pyglet.animation.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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"""
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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, Animation):
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self._animation = img
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self._texture = img.frames[0].data.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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self._batch = batch or graphics.get_default_batch()
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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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@property
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def program(self):
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if isinstance(self._img, image.TextureArrayRegion):
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program = get_default_array_shader()
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else:
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program = get_default_shader()
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return program
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def __del__(self):
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try:
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if self._vertex_list is not None:
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self._vertex_list.delete()
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except:
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pass
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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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# Easy way to break circular reference, speeds up GC
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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.data.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_TRIANGLES, 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_TRIANGLES, 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.animation.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, Animation):
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self._animation = img
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self._frame_index = 0
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self._set_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._set_texture(img.get_texture())
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self._update_position()
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def _set_texture(self, texture):
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if texture.id is not self._texture.id:
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self._group = self._group.__class__(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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self._group.parent)
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self._vertex_list.delete()
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self._texture = texture
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self._create_vertex_list()
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else:
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self._vertex_list.tex_coords[:] = texture.tex_coords
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self._texture = texture
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def _create_vertex_list(self):
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self._vertex_list = self.program.vertex_list_indexed(
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4, GL_TRIANGLES, [0, 1, 2, 0, 2, 3], self._batch, self._group,
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colors=('Bn', (*self._rgb, int(self._opacity)) * 4),
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translate=('f', (self._x, self._y, self._z) * 4),
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scale=('f', (self._scale*self._scale_x, self._scale*self._scale_y) * 4),
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rotation=('f', (self._rotation,) * 4),
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tex_coords=('f', self._texture.tex_coords))
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self._update_position()
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def _update_position(self):
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if not self._visible:
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self._vertex_list.position[:] = (0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
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else:
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img = self._texture
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x1 = -img.anchor_x
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y1 = -img.anchor_y
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x2 = x1 + img.width
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y2 = y1 + img.height
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vertices = (x1, y1, 0, x2, y1, 0, x2, y2, 0, x1, y2, 0)
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if not self._subpixel:
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self._vertex_list.position[:] = tuple(map(int, vertices))
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else:
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self._vertex_list.position[:] = vertices
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@property
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def position(self):
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"""The (x, y, z) coordinates of the sprite, as a tuple.
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:Parameters:
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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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"""
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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.translate[:] = position * 4
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@property
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def x(self):
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"""X coordinate of the sprite.
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:type: int
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"""
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return self._x
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@x.setter
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def x(self, x):
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self._x = x
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self._vertex_list.translate[:] = (x, self._y, self._z) * 4
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@property
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def y(self):
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"""Y coordinate of the sprite.
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:type: int
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"""
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return self._y
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@y.setter
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def y(self, y):
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self._y = y
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self._vertex_list.translate[:] = (self._x, y, self._z) * 4
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@property
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def z(self):
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"""Z coordinate of the sprite.
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:type: int
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"""
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return self._z
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@z.setter
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def z(self, z):
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self._z = z
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self._vertex_list.translate[:] = (self._x, self._y, z) * 4
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@property
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def rotation(self):
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"""Clockwise rotation of the sprite, in degrees.
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The sprite image will be rotated about its image's (anchor_x, anchor_y)
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position.
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|
|
:type: float
|
|
"""
|
|
return self._rotation
|
|
|
|
@rotation.setter
|
|
def rotation(self, rotation):
|
|
self._rotation = rotation
|
|
self._vertex_list.rotation[:] = (self._rotation,) * 4
|
|
|
|
@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) * 4
|
|
|
|
@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) * 4
|
|
|
|
@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) * 4
|
|
|
|
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.translate[:] = (self._x, self._y, self._z) * 4
|
|
|
|
if rotation is not None and rotation != self._rotation:
|
|
self._rotation = rotation
|
|
self._vertex_list.rotation[:] = (rotation,) * 4
|
|
|
|
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) * 4
|
|
|
|
@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
|
|
"""
|
|
return self._opacity
|
|
|
|
@opacity.setter
|
|
def opacity(self, opacity):
|
|
self._opacity = opacity
|
|
self._vertex_list.colors[:] = (*self._rgb, int(self._opacity)) * 4
|
|
|
|
@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._rgb
|
|
|
|
@color.setter
|
|
def color(self, rgb):
|
|
self._rgb = list(map(int, rgb))
|
|
self._vertex_list.colors[:] = (*self._rgb, int(self._opacity)) * 4
|
|
|
|
@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._update_position()
|
|
|
|
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_TRIANGLES)
|
|
self._group.unset_state_recursive()
|
|
|
|
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:
|
|
"""
|
|
|
|
|
|
class AdvancedSprite(pyglet.sprite.Sprite):
|
|
"""Is a sprite that lets you change the shader program during initialization and after
|
|
For advanced users who understand shaders."""
|
|
def __init__(self,
|
|
img, x=0, y=0, z=0,
|
|
blend_src=GL_SRC_ALPHA,
|
|
blend_dest=GL_ONE_MINUS_SRC_ALPHA,
|
|
batch=None,
|
|
group=None,
|
|
subpixel=False,
|
|
program=None):
|
|
|
|
self._program = program
|
|
|
|
if not program:
|
|
if isinstance(img, image.TextureArrayRegion):
|
|
self._program = get_default_array_shader()
|
|
else:
|
|
self._program = get_default_shader()
|
|
|
|
super().__init__(img, x, y, z, blend_src, blend_dest, batch, group, subpixel)
|
|
|
|
@property
|
|
def program(self):
|
|
return self._program
|
|
|
|
@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._group)
|
|
self._batch.migrate(self._vertex_list, GL_TRIANGLES, self._group, self._batch)
|
|
self._program = program
|