import PIL.Image
import PIL.ImageDraw
import PIL.ImageOps
from arcade import cache
from arcade.color import TRANSPARENT_BLACK
from arcade.hitbox import HitBoxAlgorithm
from arcade.math import lerp
from arcade.types import RGBA255
from .texture import ImageData, Texture
[docs]
def make_circle_texture(
diameter: int,
color: RGBA255,
name: str | None = None,
hit_box_algorithm: HitBoxAlgorithm | None = None,
) -> Texture:
"""
Creates a :class:`Texture` of a circle with the given diameter and color.
Args:
diameter:
Diameter of the circle and dimensions of the square :class:`Texture` returned.
color:
Color of the circle as a :py:class:`~arcade.types.Color` instance a 3 or 4 tuple.
name:
A unique name for the texture. If not provided, a name will be generated.
This is used for caching and unique identifier for texture atlases.
hit_box_algorithm:
The hit box algorithm to use for this texture. If not provided, the default
hit box algorithm will be used.
"""
name = name or cache.crate_str_from_values(
"circle_texture", diameter, color[0], color[1], color[2]
)
bg_color = TRANSPARENT_BLACK # fully transparent
img = PIL.Image.new("RGBA", (diameter, diameter), bg_color)
draw = PIL.ImageDraw.Draw(img)
draw.ellipse((0, 0, diameter - 1, diameter - 1), fill=color)
return Texture(ImageData(img, hash=name), hit_box_algorithm=hit_box_algorithm)
[docs]
def make_soft_circle_texture(
diameter: int,
color: RGBA255,
center_alpha: int = 255,
outer_alpha: int = 0,
name: str | None = None,
hit_box_algorithm: HitBoxAlgorithm | None = None,
) -> Texture:
"""
Creates a :class:`Texture` of a circle with the given diameter and color,
fading out at its edges.
Args:
diameter:
Diameter of the circle and dimensions of the square :class:`Texture` returned.
color:
Color of the circle as a 4-length tuple or :py:class:`~arcade.types.Color` instance.
center_alpha:
Alpha value of the circle at its center.
outer_alpha:
Alpha value of the circle at its edges.
name:
A unique name for the texture. If not provided, a name will be generated.
This is used for caching and unique identifier for texture atlases.
hit_box_algorithm:
The hit box algorithm to use for this texture. If not provided, the default
hit box algorithm will be used.
"""
# Name must be unique for caching
name = cache.crate_str_from_values(
"soft_circle_texture",
diameter,
color[0],
color[1],
color[2],
center_alpha,
outer_alpha,
)
bg_color = TRANSPARENT_BLACK
img = PIL.Image.new("RGBA", (diameter, diameter), bg_color)
draw = PIL.ImageDraw.Draw(img)
max_radius = int(diameter // 2)
center = max_radius
for radius in range(max_radius, 0, -1):
alpha = int(lerp(center_alpha, outer_alpha, radius / max_radius))
clr = (color[0], color[1], color[2], alpha)
draw.ellipse(
(
center - radius,
center - radius,
center + radius - 1,
center + radius - 1,
),
fill=clr,
)
return Texture(ImageData(img, name), hit_box_algorithm=hit_box_algorithm)
[docs]
def make_soft_square_texture(
size: int,
color: RGBA255,
center_alpha: int = 255,
outer_alpha: int = 0,
name: str | None = None,
) -> Texture:
"""
Creates a :class:`Texture` of a square with the given diameter and color,
fading out at its edges.
Args:
size:
Diameter of the square and dimensions of the square Texture returned.
color:
Color of the square.
center_alpha:
Alpha value of the square at its center.
outer_alpha:
Alpha value of the square at its edges.
name:
A unique name for the texture. If not provided, a name will be generated.
This is used for caching and unique identifier for texture atlases.
"""
# Build name used for caching
name = name or cache.crate_str_from_values(
"gradient-square", size, color, center_alpha, outer_alpha
)
# Generate the soft square image
bg_color = TRANSPARENT_BLACK
img = PIL.Image.new("RGBA", (size, size), bg_color)
draw = PIL.ImageDraw.Draw(img)
half_size = int(size // 2)
for cur_size in range(0, half_size):
alpha = int(lerp(outer_alpha, center_alpha, cur_size / half_size))
clr = (color[0], color[1], color[2], alpha)
draw.rectangle((cur_size, cur_size, size - cur_size, size - cur_size), clr, None)
return Texture(img, name=name)