pyglet.sprite

Display positioned, scaled and rotated images.

A sprite is an instance of an image displayed on-screen. Multiple sprites can display the same image at different positions on the screen. Sprites can also be scaled larger or smaller, rotated at any angle and drawn at a fractional opacity.

The following complete example loads a "ball.png" image and creates a sprite for that image. The sprite is then drawn in the window’s draw event handler:

import pyglet

ball_image = pyglet.image.load('ball.png')
ball = pyglet.sprite.Sprite(ball_image, x=50, y=50)

window = pyglet.window.Window()

@window.event
def on_draw():
    ball.draw()

pyglet.app.run()

The sprite can be moved by modifying the x and y properties. Other properties determine the sprite’s rotation, scale and opacity.

By default, sprite coordinates are restricted to integer values to avoid sub-pixel artifacts. If you require to use floats, for example for smoother animations, you can set the subpixel parameter to True when creating the sprite (:since: pyglet 1.2).

The sprite’s positioning, rotation and scaling all honor the original image’s anchor (anchor_x, anchor_y).

Drawing multiple sprites

Sprites can be “batched” together and drawn at once more quickly than if each of their draw methods were called individually. The following example creates one hundred ball sprites and adds each of them to a Batch. The entire batch of sprites is then drawn in one call:

batch = pyglet.graphics.Batch()

ball_sprites = []
for i in range(100):
    x, y = i * 10, 50
    ball_sprites.append(pyglet.sprite.Sprite(ball_image, x, y, batch=batch))

@window.event
def on_draw():
    batch.draw()

Sprites can be freely modified in any way even after being added to a batch, however a sprite can belong to at most one batch. See the documentation for pyglet.graphics for more details on batched rendering, and grouping of sprites within batches.

Added in version 1.1.

class Sprite

Manipulate an on-screen image.

See the module documentation for usage.

group_class

Default class used to create the rendering group.

alias of SpriteGroup

property batch: Batch

Graphics batch.

The sprite can be migrated from one batch to another, or removed from its batch (for individual drawing).

Note

Changing this can be an expensive operation as it involves deleting the vertex list and recreating it.

property blend_mode: tuple[int, int]

The current blend mode applied to this sprite.

Note

Changing this can be an expensive operation as it involves a group creation and transfer.

property color: tuple[int, int, int, int]

Blend color.

This property sets the color of the sprite’s vertices. This allows the sprite to be drawn with a color tint.

The color is specified as either an RGBA tuple of integers ‘(red, green, blue, opacity)’ or an RGB tuple of integers (red, blue, green).

If there are fewer than three components, a :py:func`ValueError` will be raised. Each color component must be an int in the range 0 (dark) to 255 (saturated). If any component is not an int, a TypeError will be raised.

event_types: list = ['on_animation_end']
property frame_index: int

The current Animation frame.

If the Sprite.image is an Animation, you can query or set the current frame. If not an Animation, this will always be 0.

property group: Group

Parent graphics group specified by the user.

This group will always be the parent of the internal sprite group.

Note

Changing this can be an expensive operation as it involves a group creation and transfer.

property height: float

Scaled height of the sprite.

Invariant under rotation.

property image: AbstractImage | Animation

The Sprite’s Image or Animation to display.

Note

Changing this can be an expensive operation if the texture is not part of the same texture or atlas.

property opacity: int

Blend opacity.

This property sets the alpha component of the colour of the sprite’s vertices. With the default blend mode (see the constructor), this allows the sprite to be drawn with fractional opacity, blending with the background.

An opacity of 255 (the default) has no effect. An opacity of 128 will make the sprite appear translucent.

property paused: bool

Pause/resume the Sprite’s Animation.

If Sprite.image is an Animation, you can pause or resume the animation by setting this property to True or False. If not an Animation, this has no effect.

property position: tuple[float, float, float]

The (x, y, z) coordinates of the sprite, as a tuple.

property program: ShaderProgram

The current shader program.

Note

Changing this can be an expensive operation as it involves a group creation and transfer.

property rotation: float

Clockwise rotation of the sprite, in degrees.

The sprite image will be rotated about its image’s (anchor_x, anchor_y) position.

property scale: float

Base Scaling factor.

A scaling factor of 1.0 (the default) has no effect. A scale of 2.0 will draw the sprite at twice the native size of its image.

property scale_x: float

Horizontal scaling factor.

A scaling factor of 1.0 (the default) has no effect. A scale of 2.0 will draw the sprite at twice the native width of its image.

property scale_y: float

Vertical scaling factor.

A scaling factor of 1.0 (the default) has no effect. A scale of 2.0 will draw the sprite at twice the native height of its image.

property visible: bool

True if the sprite will be drawn.

property width: float

Scaled width of the sprite.

Invariant under rotation.

property x: float

X coordinate of the sprite.

property y: float

Y coordinate of the sprite.

property z: float

Z coordinate of the sprite.

class SpriteGroup

Shared Sprite rendering Group.

The Group defines custom __eq__ and __hash__ methods, and so will be automatically coalesced with other Sprite Groups sharing the same parent Group, Texture and blend parameters.