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made by : Matthew R and William L

//////////////////////////// -----welcome to skyport----- //////////////////////////// v0.1.34(unstable)

the purpos of skyport is to:

is to be a 2d game engine making pygame-ce dev easer

skyport-engine has some fetchers such as - automatically handling window management on a separate thread - rendering objects with automatic image scaling and rotation - movable layer system with zoom and camera movement capabilities and will automatically scale surfs blit ed to the layers chunk surface - file loader for pre loading or on fly loading of files - a utility class with some random and potentially useful methods - a animated texture system (although untested) - and a loger

engine data:

engine classes:

  • Display_manager: main display manager class
  • Delta_timer: delta time calculator
  • Util: utility functions
  • Layar_manager: manager for multiple layers (cameras)
  • Camera: layer (camera) class (this can also be called Layer)
  • r_obj: render-able object class (this also can be called Render)
  • Render : this is a simpler and higher performance rendering obj but it dose not have sprite support and other fetchers
  • Loader: asset loader class
  • loger: logging utility
  • Sprite: animated texture class
  • GSTI : placement map loader

class Util: this class is just for utilaty methods and theses are the methods it has

  • disp_text(text, font, color, x, y,display): this method displays text (u need a pygame font),
  • output_print_data(): this prints evrything in the print que,
  • print(string): this puts a string in the print que,
  • get_angle_and_dist(self,x1,y1,x,y): this rets the angle and dist (in that order) between 2 points,
  • color_swap(self,surface: 'pygame.Surface', old_color: tuple, new_color: tuple) -> 'pygame.Surface': this method swaps evry instance of on ecolor on a pygame surf with another,
  • pryoraty(self,a=None,b=None): this will always return a if there is an a i know aaaaaaaa thats scary,
  • sort_objects_by_attr(self,obj_list : list, attr_name : str, reverse=False): this sorts a list of objs by an attar,
  • snap_cords_in_bounds(x,y,max_x,max_y,min_x=0,min_y=0): this snaps a set of cords in a regon and returns the new cords

class Loader: this class is responsable for file management of all pygame supported images audio and json files

  • load_texture_map(self,map_path): this you pass in a path to a texture map and it loades it,

  • load_sound_map(self,map_path): this you pass in a path to a sound map and it loades it,

  • load_file_map(self,map_path): this you pass in a path to a file map and it loades it, NOTE: the next 3 methods all return stuff loaded and precached by pygame and json loaders,

  • image(path): this returns the image at the path,

  • data(path): this returns the json at the path,

  • sound(path): this returns the sound at the path,

  • warp_image(self,image,sizex,sizey,angle): this returns your image except warped to the specifications,

  • rotate_image(self,image,angle): this rotates your image,

  • scale_image(self,image,sizex,sizey): this scales your image ,

  • play_sound(self,file_path, volume=0.5,loops=0): this actually plays a sound,

  • join_maps(self,map_a,map_b): this puts all the elements of map b in map a and returns the modefied map a,

  • rename_elament(self,path,new_name,mapp): this method renames an elements path so instead of typing a long path you can type somethong else,

  • save_map(self,fp,name,mapp): this saves the current map as a map json that the loader can use later

  • remove_file(self,path,map): this removes a file from a map and the loader instance will no longer be able to load it into the map,

  • unban_path(self,path): this removes a path from the banned paths list so the loader can load it into map again ,

  • play_sound_from_point(self,pf,sound_pos,listener_pos,volume=0.5,loops=0,distance_fade=0.5): this plays a sound from a point realative to anuther for suround sound

    WHAT IS A LOADER MAP: a loader map is a json format that the loader class can read for prechashing of files to memory and this is the format

      {
          file_path:{"type":type,"value":value},
          ......
      }
    
      type:
          there are a cuple of type and depending on the type the value will need to chainge
          TYPES:
              "d" : this is the defalt type if the type is "d" then the value can be anything (bun mainly null) and the reson is bc the content of the path is put in the value spot and thus replaced (this happens in memory so the file is not chainged)
              "r" this stands for replace if there is this type then the value will need to hold a string for a replacement filepath so instead of loading the og filepath it will load a replacement path 
              "c" this stands for cantagory this is for if there are a lot of simularly named files in a dir and how it works is the value main path is a path up to a sertan dir then the value is a list of the rest of the dirs for example :
                  "assets/sounds":{"type":"c","value":[
                                          "bird_sounds/blue_bird.mp3",
                                          ......
                                          ]
                              }
    
              if the type is not anything the loader reconizes then it will sopose "d"
    

class Camera: (this class can also go by the name Layer) this class is responsible for the rendering of chunks and objects on it and camra movement

  • chunkify(self,obj):this method puts an render obj in int proper chunk,
  • get_chunk_cords(self,x,y): this method returns the cords of the chunk that a set of cords is in),
  • get_chunk(self,cx, cy): this method returns the chunk at the cords and if there is none it creates one,
  • get_obj_coliding_with_point(self,x,y): this method returns all rendering obj's in the layer that are colliding with that point,
  • set_zoom(self, level): this sets the layers cameras zoom,
  • get_surf(self) : this returns the layers surface,
  • remove_chunk_obj(self,obj): this removes an obj from its chunk

class Layar_manager: this class is responsible for managing multiple layers (cameras)

  • get_surf(self): self explanitory,
  • sort(self): this sorts all the layers based off of there priority,
  • add_layar(self,layer): this adds and a layer to the list of layers to render and then sorts the list,
  • del_layar(self,pryoraty): this returns true if the layer at that priority was deleted
  • remove_layar(self,pryoraty): this removes the layer from the list to be rendered but keeps the layer in a stash
  • get_layar(self,pryoraty): this returns the layer at the priority,
  • get_layar_objs(self,layar): this returns all the objs in that layer like this all__chunk_objs,all_offset_objs,
  • set_layar_objs(self,chunk_objs,offset_objs,layer): this loads a layer with objs,
  • add_obj(self,obj,layar_pryoraty): this automatically adds an rendering obj to a layer,
  • remove_obj(self,obj,layar_pryoraty): this automatically removes an rendering obj from a layer

class Delta_timer: this class gets the dt - def get_dt(): this returns the delta time

class Display_manager:

  • get_gamestate(): this methods gives you the engine curent gamestate (LINK:gamestates),
  • add_gamestate(name,lm): this method adds a gamestate (LINK:gamestates) to the engine (lm stands for layarmanager)
  • remove_game_state(name): this deletes a gamestate (LINK:gamestates)
  • get_mouse_pos() this gets the cursors position on the display
  • START_RENDERING_THREAD(fps): this starts the rendering thread and the engine gets to work
  • STOP_RENDERING_THREAD() this stops the rendering thread
  • event() this method contains the event handler for the engine/window important attributes:
  • .print_engine_data :this is a bool that if by default is True and if True then the engine will print data like the fps to consle,
  • .print_rate :this is how many ticks the engine can attempt to print engine data LINKS: gamestates: a gamestate is a layarmanager which holds all the layers and objs of that game state and only the active gamestate is rendered

class GSTI: this is for placement maps

  • loade_placement() this places the placement map which you initialized when u created a GSTI instance

  • save_placement_map(layar_pryoraty,save_fp): this takes all the objs in a layer and saves a placement map based off of this

    example placement map 'o' stands for override so it will use a declaration but u can override the declarations attars by having some of your own 'm' stands for manual this placement has all the required attars 'd' stands for default this takes a declaration but you must provide the pos

    {
      "obj_declarations": {
      "jeff": {
          "size": [ 50, 50 ],
          "hitbox_size": [ 50, 50 ],
          "angle": 45,
          "image_path": "planes/pt-17/pt-17.png"
      }
    
      },
      "placement": [
      {
          "type": "m",
          "pos": [ 5, 5 ],
          "size": [ 50, 50 ],
          "hitbox_size": [ 50, 50 ],
          "angle": 0,
          "image_path": "planes/pt-17/pt-17.png",
          "lable": null
      },
      {
          "type": "o",
          "pos": [ 50, 50 ],
          "lable": "jeff"
      }
      ]
    

    }

dev_info: email:matthew.le.robins+proj@gmail.com (plz only email if u have found a bug and a good way to fix it and plz ensure i have a way to contact you about you suggested changes or requests)

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