simple2d-3d 0.2.3__tar.gz → 0.2.4__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/PKG-INFO +1 -1
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/pyproject.toml +1 -1
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d/render.py +13 -14
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d.egg-info/PKG-INFO +1 -1
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/LICENSE +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/README.md +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/setup.cfg +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d/__init__.py +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d/colors.py +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d/gui.py +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d/setup.py +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d.egg-info/SOURCES.txt +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d.egg-info/dependency_links.txt +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d.egg-info/requires.txt +0 -0
- {simple2d_3d-0.2.3 → simple2d_3d-0.2.4}/simple2d_3d.egg-info/top_level.txt +0 -0
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@@ -446,6 +446,7 @@ class ParticleSystem:
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def __init__(self, renderer):
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self.particles = []
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self.cached_textures = {}
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self.dst_rect = sdl2.SDL_Rect(0,0,,1,1)
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def add_explosion(self, x, y, count=30):
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for _ in range(count+1):
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@@ -462,18 +463,18 @@ class ParticleSystem:
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diameter = p.size * 2
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# Using 0 for masks lets SDL2 automatically assign a standard, correct 32-bit RGBA layout
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surface = SDL_CreateRGBSurface(0, diameter, diameter, 32, 0, 0, 0, 0)
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surface = sdl2.SDL_CreateRGBSurface(0, diameter, diameter, 32, 0, 0, 0, 0)
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# Safety check: If SDL failed to allocate the surface memory, skip this frame
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if not surface:
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continue
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# Fill the surface template with pure white
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SDL_FillRect(surface, None, SDL_MapRGBA(surface.contents.format, 255, 255, 255, 255))
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sdl2.SDL_FillRect(surface, None, sdl2.SDL_MapRGBA(surface.contents.format, 255, 255, 255, 255))
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# Upload to GPU texture memory
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texture = SDL_CreateTextureFromSurface(renderer, surface)
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SDL_FreeSurface(surface)
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texture = sdl2.SDL_CreateTextureFromSurface(renderer, surface)
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sdl2.SDL_FreeSurface(surface)
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if texture:
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self.cached_textures[p.size] = texture
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@@ -485,17 +486,15 @@ class ParticleSystem:
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if not tex:
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continue
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SDL_SetTextureColorMod(tex, p.color[0], p.color[1], p.color[2])
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SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND)
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SDL_SetTextureAlphaMod(tex, alpha)
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sdl2.SDL_SetTextureColorMod(tex, p.color[0], p.color[1], p.color[2])
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sdl2.SDL_SetTextureBlendMode(tex, sdl2.SDL_BLENDMODE_BLEND)
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sdl2.SDL_SetTextureAlphaMod(tex, alpha)
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# --- 3. Set the position box ---
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dst_rect =
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p.size * 2
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)
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self.dst_rect.x = int(p.x - p.size)
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self.dst_rect.y = int(p.y - p.size)
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self.dst_rect.w = int(p.size * 2)
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self.dst_rect.h = int(p.size * 2)
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# --- 4. Render it ---
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SDL_RenderCopy(renderer, tex, None, dst_rect)
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sdl2.SDL_RenderCopy(renderer, tex, None, ctypes.byref(dst_rect))
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