Package pygsear :: Module Drawable :: Class Drawable
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Class Drawable

object --+    
         |    
    Sprite --+
             |
            Drawable

Known Subclasses:
AnimatedImage, Image, Layer, Multi, MultiImage, Score, Shape, SpriteButton, Stationary, String

Things to draw on screen.
Method Summary
  __init__(self, w)
Initialize Drawable sprite.
bool can_see(self, target, blocking_rects_list)
Performs a los (line of sight) check from the center of the source to the center of the target.
  center(self, x, y, dx, dy)
Align the Drawable in its layer
  clear(self, surface)
Erase sprite to background
bool collide(self, other)
return True if this sprite and other sprite overlap.
Drawable or False collidelist(self, lothers)
return True if this sprite and any in list of others collide.
List collidelistall(self, lothers)
return True if this sprite and any in list of others collide.
  direction(self, point)
return the direction from the sprite to a point
  distance(self, point)
return the distance from the sprite to a point
  draw(self, surface)
Blit image to layer
  get_position(self)
return a copy of the sprite's position
  get_size(self)
return size of sprite's rect.
  move(self)
set position to next position on path
  nudge(self, dx, dy)
Move sprite.
  onscreen(self, slack, **kw)
return True if image is on the screen or layer.
  pause(self)
stop moving along Path
  runPath(self, frames)
call move() continuously
  set_crect(self, crect)
set the collision pygame.Rect used for collision checking.
  set_path(self, path)
set which path to follow
  set_position(self, location, *args)
Move sprite to location.
  set_positionRandom(self, slack)
Move sprite to a random location on screen
  set_size(self, size)
Set size of sprite's rect.
  solid(self, other, move_both)
move sprite so that it does not overlap with other sprite
  stretch(self, dx, dy, size, keepAspectRatio)
Change the size of sprite's image, and rect.
  uclear(self, surface)
clear sprite and update display
  udraw(self, surface)
Draw image and update display.
  unpause(self)
start moving along Path
    Inherited from Sprite
  __repr__(self)
  add(self, *groups)
add(group or list of of groups, ...) add a sprite to container
  add_internal(self, group)
  alive(self)
alive() -> bool check to see if the sprite is in any groups
  groups(self)
groups() -> list of groups list used sprite containers
  kill(self)
kill() remove this sprite from all groups
  remove(self, *groups)
remove(group or list of groups, ...) remove a sprite from container
  remove_internal(self, group)
  update(self, *args)
    Inherited from object
  __delattr__(...)
x.__delattr__('name') <==> del x.name
  __getattribute__(...)
x.__getattribute__('name') <==> x.name
  __hash__(x)
x.__hash__() <==> hash(x)
  __reduce__(...)
helper for pickle
  __reduce_ex__(...)
helper for pickle
  __setattr__(...)
x.__setattr__('name', value) <==> x.name = value
  __str__(x)
x.__str__() <==> str(x)
    Inherited from type
  __new__(T, S, ...)
T.__new__(S, ...) -> a new object with type S, a subtype of T

Method Details

__init__(self, w=None)
(Constructor)

Initialize Drawable sprite.
Parameters:
w - Layer on which sprite lives.
Overrides:
pygame.sprite.Sprite.__init__

can_see(self, target, blocking_rects_list)

Performs a los (line of sight) check from the center of the source to the center of the target. Adapted from the Pygame Code Repository (PCR).

Makes the following assumption:
  1. Both the source and target include a pygame.Rect attribute called crect.
Parameters:
target - Sprite to check for visibility.
blocking_rects_list - List of pygame.Rects which can block the visibility.
Returns:
True if line of sight is clear, or False if it is blocked.
           (type=bool)

center(self, x=None, y=None, dx=None, dy=None)

Align the Drawable in its layer

If no parameters are included, the sprite will be moved to the center of its screen layer, or use the parameters to adjust where exactly the sprite should be placed.
Parameters:
x - offset from left edge if negative, offset from right edge
y - offset from top edge if negative, offset from bottom edge
dx - horizontal offset from center
dy - vertical offset from center
Raises:
TypeError - Caller may include either the x parameter to align the sprite from the edge of the screen, or the dx parameter to align the sprite from the center of the screen, but not both.
TypeError - Caller may include either the y parameter to align the sprite from the edge of the screen, or the dy parameter to align the sprite from the center of the screen, but not both.

clear(self, surface=None)

Erase sprite to background
Parameters:
surface - pygame.Surface to draw to, or if None, will draw to the sprite's screen.
Returns:
Affected pygame.Rect which can be passed to pygame.display.update.

collide(self, other)

return True if this sprite and other sprite overlap.

Uses the .crect attribute of each sprite to check for a collision (overlap).
Parameters:
other - The other sprite to check for collision.
Returns:
True if the sprites overlap.
           (type=bool)

collidelist(self, lothers)

return True if this sprite and any in list of others collide.

The True value is the other sprite. Note that more than one sprite in the list may be colliding with the sprite, but only one is returned.
Parameters:
lothers - List of other sprites to check for collision.
Returns:
Other sprite if there is a collision, or False.
           (type=Drawable or False)

collidelistall(self, lothers)

return True if this sprite and any in list of others collide.

The True value is the list of colliding sprites, or if there is no collision, an empty sequence.
Parameters:
lothers - List of other sprites to check for collision.
Returns:
List of colliding sprites, or empty list.
           (type=List)

direction(self, point)

return the direction from the sprite to a point
Parameters:
point - Point to find the direction to.

distance(self, point)

return the distance from the sprite to a point
Parameters:
point - Point to find the distance to.

draw(self, surface=None)

Blit image to layer
Parameters:
surface - Pygame surface to draw to, or if None, will draw to the sprite's screen.
Returns:
Affected pygame.Rect which can be passed to pygame.display.update.

get_position(self)

return a copy of the sprite's position

get_size(self)

return size of sprite's rect.
Returns:
pygame.Rect

move(self)

set position to next position on path

nudge(self, dx=0, dy=0)

Move sprite.
Parameters:
dx - Distance to move in x-direction.
dy - Distance to move in y-direction.

onscreen(self, slack=None, **kw)

return True if image is on the screen or layer.

If slack is None, and keyword args are included for particular edges (ie top or right) checks only the edges passed by keyword.
  • param left: Sprite can be this far from left edge.
  • param right: Sprite can be this far from right edge.
  • param top: Sprite can be this far from top edge.
  • param bottom: Sprite can be this far from bottom edge.
  • param layer: Use this layer instead of the sprite's screen layer.
Parameters:
slack - Distance sprite can be off screen and still return True. Use a negative number to restrict the sprite to a smaller area.

pause(self)

stop moving along Path

runPath(self, frames=0)

call move() continuously
Parameters:
frames - Number of times to call move(), or if frames is 0, call move() until EndOfPath.

set_crect(self, crect=None)

set the collision pygame.Rect used for collision checking.
Parameters:
crect - rect to use for collision checking. crect gets centered on the rect. If None, use the rect as the crect also.

set_path(self, path)

set which path to follow

path: Instance of Path.Path.

set_position(self, location, *args)

Move sprite to location.

set_position can be called as either set_position(x, y) or as set_position((x, y)) which makes it a bit easier to use from an interactive session.

The extra checks for whether the argument is a single 2-tuple or 2 separate numbers does make the function run a bit slower, so if speed is an issue, you should call Drawable._set_position.
Parameters:
location - can be a single 2-tuple (x, y), or 2 numbers

set_positionRandom(self, slack=0)

Move sprite to a random location on screen
Parameters:
slack - If this is included, the sprite will be more or less constrained to the screen. Use negative numbers to restrict the sprite to a smaller area, positive numbers to allow the sprite to actually be offscreen.

set_size(self, size)

Set size of sprite's rect.
Parameters:
size - (width, height)

solid(self, other, move_both=0)

move sprite so that it does not overlap with other sprite
Parameters:
other - other sprite
move_both - if set, move both sprites in the effort to get them apart, otherwise only move the original sprite.

stretch(self, dx=None, dy=None, size=None, keepAspectRatio=1)

Change the size of sprite's image, and rect.
Parameters:
dx - Number of pixels to stretch in the x direction (can be neg)
dy - Number of pixels to stretch in the y direction (can be neg)
size - Tuple with new overall size (width, height)
keepAspectRatio - If True, the new image will be padded with transparent borders.

uclear(self, surface=None)

clear sprite and update display
Parameters:
surface - pygame.Surface to draw to, or if None, will draw to the sprite's screen.

udraw(self, surface=None)

Draw image and update display.

This function is almost exclusively for use in an interactive session, since it updates the screen immediately after drawing the sprite instead of waiting and updating after all sprites have been drawn.
Parameters:
surface - pygame.Surface to draw to, or if None, will draw to the sprite's screen.

unpause(self)

start moving along Path

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