A fast 2D sprite engine using OpenGL
Project description
Rabbyt is a sprite library for Python with game development in mind. It has
two goals:
1. Be fast, without sacrificing ease of use.
2. Be easy to use, without sacrificing speed.
For a quick rundown on the current features see the website__.
__ http://matthewmarshall.org/projects/rabbyt/
You can find the `reference documentation here`__.
__ http://matthewmarshall.org/projects/rabbyt/docs/
Changelog
=========
Version 0.7
-----------
* License changed to MIT.
* Added add_time() function.
* Time is stored internally as ``float`` instead of ``int``. This allows for
optionally using seconds instead of milliseconds.
* Added exponential, cosine, and sine interpolation.
* Documented rabbyt.anims__ quite a bit better.
__ http://matthewmarshall.org/projects/rabbyt/docs/rabbyt/anims/
* Forced Pyrex version 0.9.5 or greater, to prevent segfaults when using
weakrefs. (It still can be compiled without pyrex.)
* Added more hacks for building on MacOS. Hopefully it'll all go smooth now.
* Deprecated the Basic1 and Basic2 physics classes.
* HTML documentation is now included in the source distribution.
* Added missing documentation for ``VertexArray.texture_id``.
Version 0.6
-----------
* Sprites can be scaled independently on their x and y axes.
* Added left, right, top, and bottom properties to Sprite.
* Fixed bug with some sprites being drawn upside-down when rotated.
* Fixed c, pyx, and pxd files being installed.
* Added a small function for integrating with the chipmunk/pymunk physics lib.
Version 0.0.5
-------------
* c source files are included, so Pyrex is not needed for building.
* Renamed the ``DV``\* classes to ``Anim``\*. (This is mostly internal and
shouldn't affect anyone.)
* MANY fixes and improvements to font rendering. (As in, it's actually
useful now!)
* Lots of docstrings added and improved.
* ``pygame_load_texture()`` now takes ``filter`` and ``mipmap`` arguments,
which are passed on to ``load_texture()``.
Version 0.0.4
-------------
* Fixed compiling on MS Windows.
* Added some simple helpers for physics simulation.
* Moved all non-rendering code out of ``Sprite`` and into ``BaseSprite``.
* Added font rendering support.
* Using color data in ``VertexArray`` rendering is now optional.
* ``VertexArray`` can now optionally bind a texture before rendering.
* Fixed a bug with ``VertexArray`` barfing when not given all the data for
a vertex, instead of using defaults.
* Fixed a segfault when trying to load a texture before initializing the
OpenGL context.
* Switched ``DVProxy`` and ``DVPyFunc`` to not cache by default. (Premature
optimization is the root of all evil.)
* All examples now respond to window events nicely.
Version 0.0.3
-------------
* Added ``DVProxy`` and ``DVPyFunc`` classes. (Assigning a function to a
sprite
property creates a ``DVPyFunc`` transparently.)
* Added basic arithmetic operations for DV classes.
* Added ``Sprite.attrgetter()`` for super fast property access.
* Changed ``rabbyt.collisions.rdc()`` to not return groups with only one
object.
* Added a number of introductory examples, showing the basic features.
Version 0.0.2
-------------
* Added vertex array rendering.
* Added collision detection.
* Lots of docstrings added/improved.
* Added ``rgb`` property to ``Sprite``.
Version 0.0.1
-------------
* Initial release!
two goals:
1. Be fast, without sacrificing ease of use.
2. Be easy to use, without sacrificing speed.
For a quick rundown on the current features see the website__.
__ http://matthewmarshall.org/projects/rabbyt/
You can find the `reference documentation here`__.
__ http://matthewmarshall.org/projects/rabbyt/docs/
Changelog
=========
Version 0.7
-----------
* License changed to MIT.
* Added add_time() function.
* Time is stored internally as ``float`` instead of ``int``. This allows for
optionally using seconds instead of milliseconds.
* Added exponential, cosine, and sine interpolation.
* Documented rabbyt.anims__ quite a bit better.
__ http://matthewmarshall.org/projects/rabbyt/docs/rabbyt/anims/
* Forced Pyrex version 0.9.5 or greater, to prevent segfaults when using
weakrefs. (It still can be compiled without pyrex.)
* Added more hacks for building on MacOS. Hopefully it'll all go smooth now.
* Deprecated the Basic1 and Basic2 physics classes.
* HTML documentation is now included in the source distribution.
* Added missing documentation for ``VertexArray.texture_id``.
Version 0.6
-----------
* Sprites can be scaled independently on their x and y axes.
* Added left, right, top, and bottom properties to Sprite.
* Fixed bug with some sprites being drawn upside-down when rotated.
* Fixed c, pyx, and pxd files being installed.
* Added a small function for integrating with the chipmunk/pymunk physics lib.
Version 0.0.5
-------------
* c source files are included, so Pyrex is not needed for building.
* Renamed the ``DV``\* classes to ``Anim``\*. (This is mostly internal and
shouldn't affect anyone.)
* MANY fixes and improvements to font rendering. (As in, it's actually
useful now!)
* Lots of docstrings added and improved.
* ``pygame_load_texture()`` now takes ``filter`` and ``mipmap`` arguments,
which are passed on to ``load_texture()``.
Version 0.0.4
-------------
* Fixed compiling on MS Windows.
* Added some simple helpers for physics simulation.
* Moved all non-rendering code out of ``Sprite`` and into ``BaseSprite``.
* Added font rendering support.
* Using color data in ``VertexArray`` rendering is now optional.
* ``VertexArray`` can now optionally bind a texture before rendering.
* Fixed a bug with ``VertexArray`` barfing when not given all the data for
a vertex, instead of using defaults.
* Fixed a segfault when trying to load a texture before initializing the
OpenGL context.
* Switched ``DVProxy`` and ``DVPyFunc`` to not cache by default. (Premature
optimization is the root of all evil.)
* All examples now respond to window events nicely.
Version 0.0.3
-------------
* Added ``DVProxy`` and ``DVPyFunc`` classes. (Assigning a function to a
sprite
property creates a ``DVPyFunc`` transparently.)
* Added basic arithmetic operations for DV classes.
* Added ``Sprite.attrgetter()`` for super fast property access.
* Changed ``rabbyt.collisions.rdc()`` to not return groups with only one
object.
* Added a number of introductory examples, showing the basic features.
Version 0.0.2
-------------
* Added vertex array rendering.
* Added collision detection.
* Lots of docstrings added/improved.
* Added ``rgb`` property to ``Sprite``.
Version 0.0.1
-------------
* Initial release!
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