The Pygame SGE is free software: you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
The Pygame SGE is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with the Pygame SGE. If not, see <http://www.gnu.org/licenses/>.
Sprite supports the following image formats:
Sound supports the following audio formats:
Music supports the following audio formats:
For starting position in MOD files, the pattern order number is used instead of the number of milliseconds.
If Pygame is built without full image support, sge.Sprite will only support uncompressed BMP images. In addition, the pygame.mixer module, which is used for audio playback, is optional and depends on SDL_mixer; if pygame.mixer is unavailable, sounds and music will not play. If you encounter problems with loading images or playing sounds, check your build of Pygame.
On some systems, the game will crash if sge.Music attempts to load an unsupported format. Since MP3’s support is limited, it is best to avoid using it; consider using Ogg instead.
sge.Sprite.draw_line() and sge.Room.project_line() support anti-aliasing for lines with a thickness of 1 only. sge.Sprite.draw_text() and sge.Room.project_text() support anti-aliasing in all cases. No other drawing or projecting methods support anti-aliasing.
sge.BLEND_RGBA_SCREEN and sge.BLEND_RGB_SCREEN are unsupported. If one of these blend modes is attempted, normal blending will be used instead.
The Pygame SGE supports hardware rendering, which can improve performance in some cases. It is not enabled by default. To enable it, set sge.hardware_rendering to True. The benefit of hardware acceleration is usually negligible, which is why it is disabled by default.
Projection methods are highly inefficient, so they should be avoided if speed is important; use the sge.Sprite draw methods instead.
Changing the sge.Sprite.width and sge.Sprite.height attributes of sge.Sprite objects is a destructive transformation in the Pygame SGE, so each time one of these variables changes, pixel information can be lost. For example, scaling a 128x128 pixel image down to 16x16 and then back up to 128x128 will not yield the same image, but rather either a pixelated version or a blurry version, depending on the value of sge.game.scale_smooth. This is because of the way the drawing methods of sge.Sprite are implemented. Because of this, you should avoid changing this value as much as possible. For best results, set it only when the sprite is created and then leave it alone; do any other routine transformations with the sge.StellarClass.image_xscale and sge.StellarClass.image_yscale attributes.