An editor for creating sprite sheets from existing sheets or from frames. Simple Sprite Editor Web Site. Please provide the ad click URL, if possible:.
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SmillaEnlarger 0. MagicaVoxel 0. AVS Photo Editor 3. You should definitely use multiple rendering groups when you want to do layering with your sprites. Also if the screen is split into multiple sections, perhaps each section of the screen should use an appropriate render group?
The sprite module also comes with two very generic collision detection functions. For more complex games, these really won't work for you, but you can easily grab the source code for them, and modify them as needed. This checks for collisions between a single sprite and the sprites in a group. It requires a "rect" attribute for all the sprites used.
It returns a list of all the sprites that overlap with the first sprite. The "dokill" argument is a boolean argument. If it is true, the function will call the kill method on all the sprites. This means the last reference to each sprite is probably in the returned list. Once the list goes away so do the sprites. A quick example of using this in a loop.
This finds all the sprites in the "bomb" group that collide with the player. Because of the "dokill" argument it deletes all the crashed bombs. For each bomb that did collide, it plays a "boom" sound effect, and creates a new Explosion where the bomb was. Note, the Explosion class here knows to add each instance to the appropriate class, so we don't need to store it in a variable, that last line might feel a little "funny" to you python programmers.
This is similar to the spritecollide function, but a little more complex. It checks for collisions for all the sprites in one group, to the sprites in another. There is a dokill argument for the sprites in each list. The dictionary it returns works like this; each key in the dictionary is a sprite from group1 that had a collision. The value for that key is a list of the sprites that it collided with.
Perhaps another quick code sample explains it best. This code checks for the collisions between player bullets and all the aliens they might intersect. In this case we only loop over the dictionary keys, but we could loop over the values or items if we wanted to do something to the specific shots that collided with aliens. If we did loop over the values we would be looping through lists that contain sprites.
The same sprite may even appear more than once in these different loops, since the same "shot" could have collided against multiple "aliens".
Those are the basic collision functions that come with pygame. It should be easy to roll your own that perhaps use something different than the "rect" attribute. Or maybe try to fine-tweak your code a little more by directly effecting the collision object, instead of building a list of the collision? The code in the sprite collision functions is very optimized, but you could speed it up slightly by taking out some functionality you don't need.
Currently there is one main problem that catches new users. When you derive your new sprite class with the Sprite base, you must call the Sprite. If you forget to call the Sprite. Because of speed concerns, the current Group classes try to only do exactly what they need, and not handle a lot of general situations. If you decide you need extra features, you may want to create your own Group class.
The Sprite and Group classes were designed to be extended, so feel free to create your own Group classes to do specialized things. The best place to start is probably the actual python source code for the sprite module. Looking at the current Sprite groups should be enough example on how to create your own.
For example, here is the source code for a rendering Group that calls a render method for each sprite, instead of just blitting an "image" variable from it.
Since we want it to also handle updated areas, we will start with a copy of the original RenderUpdates group, here is the code:. Following is more information on how you could create your own Sprite and Group objects from scratch. The Sprite objects only "require" two methods. These are called by the Group classes when they are removing a sprite from themselves. Your Sprite will need some way to also keep track of the Groups it belongs to.
You will likely want to try to match the other methods and arguments to the real Sprite class, but if you're not going to use those methods, you sure don't need them. For generations, people lived their lives, blessed by the divine water. Go on an epic journey with Mio, and friends. Beautiful maps, elegant music, and fun areas to explore! Created by Rene P, please note that some music files included in the game are created by Rene P and they are copyrighted.
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