Metadata-Version: 1.0
Name: Rabbyt
Version: 0.7.6
Summary: A fast 2D sprite engine using OpenGL
Home-page: http://matthewmarshall.org/projects/rabbyt/
Author: Matthew Marshall
Author-email: matthew@matthewmarshall.org
License: MIT
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__.
        
        __ http://matthewmarshall.org/projects/rabbyt/
        
        You can find the `reference documentation here`__.
        
        __ http://matthewmarshall.org/projects/rabbyt/docs/
        
        
        
        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.
        
        __ http://matthewmarshall.org/projects/rabbyt/docs/rabbyt/anims/
        
        * 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!
        
Platform: UNKNOWN
