pyglet.sprite
Display positioned, scaled and rotated images.
A sprite is an instance of an image displayed on-screen. Multiple sprites can display the same image at different positions on the screen. Sprites can also be scaled larger or smaller, rotated at any angle and drawn at a fractional opacity.
The following complete example loads a "ball.png"
image and creates a
sprite for that image. The sprite is then drawn in the window’s
draw event handler:
import pyglet
ball_image = pyglet.image.load('ball.png')
ball = pyglet.sprite.Sprite(ball_image, x=50, y=50)
window = pyglet.window.Window()
@window.event
def on_draw():
ball.draw()
pyglet.app.run()
The sprite can be moved by modifying the x
and
y
properties. Other
properties determine the sprite’s rotation
,
scale
and
opacity
.
By default, sprite coordinates are restricted to integer values to avoid
sub-pixel artifacts. If you require to use floats, for example for smoother
animations, you can set the subpixel
parameter to True
when creating
the sprite (:since: pyglet 1.2).
The sprite’s positioning, rotation and scaling all honor the original
image’s anchor (anchor_x
,
anchor_y
).
Drawing multiple sprites
Sprites can be “batched” together and drawn at once more quickly than if each
of their draw
methods were called individually. The following example
creates one hundred ball sprites and adds each of them to a Batch
. The
entire batch of sprites is then drawn in one call:
batch = pyglet.graphics.Batch()
ball_sprites = []
for i in range(100):
x, y = i * 10, 50
ball_sprites.append(pyglet.sprite.Sprite(ball_image, x, y, batch=batch))
@window.event
def on_draw():
batch.draw()
Sprites can be freely modified in any way even after being added to a batch,
however a sprite can belong to at most one batch. See the documentation for
pyglet.graphics
for more details on batched rendering, and grouping of
sprites within batches.
New in version 1.1.
- class Sprite(img, x=0, y=0, z=0, blend_src=770, blend_dest=771, batch=None, group=None, subpixel=False)
Instance of an on-screen image.
See the module documentation for usage.
Methods
- delete()
Force immediate removal of the sprite from video memory.
It is recommended to call this whenever you delete a sprite, as the Python garbage collector will not necessarily call the finalizer as soon as the sprite falls out of scope.
- draw()
Draw the sprite at its current position.
See the module documentation for hints on drawing multiple sprites efficiently.
- update(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
- xint
X coordinate of the sprite.
- yint
Y coordinate of the sprite.
- zint
Z coordinate of the sprite.
- rotationfloat
Clockwise rotation of the sprite, in degrees.
- scalefloat
Scaling factor.
- scale_xfloat
Horizontal scaling factor.
- scale_yfloat
Vertical scaling factor.
Events
- on_animation_end()
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
Attributes
- batch
Graphics batch.
The sprite can be migrated from one batch to another, or removed from its batch (for individual drawing). Note that this can be an expensive operation.
- color
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)
- group
Parent graphics group.
The sprite can change its rendering group, however this can be an expensive operation.
- height
Scaled height of the sprite.
Invariant under rotation.
- Type
int
- image
Image or animation to display.
- Type
AbstractImage
orAnimation
- opacity
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
- position
The (x, y, z) coordinates of the sprite, as a tuple.
- Parameters
- xint
X coordinate of the sprite.
- yint
Y coordinate of the sprite.
- zint
Z coordinate of the sprite.
- rotation
Clockwise rotation of the sprite, in degrees.
The sprite image will be rotated about its image’s (anchor_x, anchor_y) position.
- Type
float
- scale
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
- scale_x
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
- scale_y
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
- visible
True if the sprite will be drawn.
- Type
bool
- width
Scaled width of the sprite.
Invariant under rotation.
- Type
int
- x
X coordinate of the sprite.
- Type
int
- y
Y coordinate of the sprite.
- Type
int
- class SpriteGroup(texture, blend_src, blend_dest, program, parent=None)
Shared sprite rendering group.
The group is automatically coalesced with other sprite groups sharing the same parent group, texture and blend parameters.
- set_state()
Apply the OpenGL state change.
The default implementation does nothing.
- unset_state()
Repeal the OpenGL state change.
The default implementation does nothing.