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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.

You can find the reference documentation here.

Changelog

Version 0.7.5

  • New (alpha) Array classes.

  • Fixed a segmentation fault due to weakrefs. (Sprite instances are no longer weakrefable.)

  • Fixed sine interpolation being cosine interpolation :-P

  • Added an example showing different interpolators.

  • Added a flags keyword argument to init_display()

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.

  • 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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