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:
Be fast, without sacrificing ease of use.
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 0.7.6
Added pyglet_load_texture for using pyglet instead of pygame. (Which one to use is autodetected.)
Added Sprite.texture property, which accepts pyglet textures as well as filenames.
Assigning a 12-tuple to Sprite.tex_shape is now converted from the format used by pyglet’s tex_coords texture attribute.
Added Quad class, to make Sprite.shape and Sprite.tex_shape nicer.
Added a workaround to make setuptools work with Pyrex 0.9.6.3.
Added collide_single() function for finding collisions between a group and a single object.
Fixed a bug where the time arguments in lerp were converted to ints.
Removed depricated physics module.
Various other bugfixes.
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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