本文整理汇总了Python中pygame.BLEND_RGBA_MULT属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.BLEND_RGBA_MULT属性的具体用法?Python pygame.BLEND_RGBA_MULT怎么用?Python pygame.BLEND_RGBA_MULT使用的例子?那么, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在类pygame
的用法示例。
在下文中一共展示了pygame.BLEND_RGBA_MULT属性的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: update
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def update(self):
self.get_keys()
self.rot = (self.rot + self.rot_speed * self.game.dt) % 360
self.image = pg.transform.rotate(self.game.player_img, self.rot)
if self.damaged:
try:
self.image.fill((255, 255, 255, next(self.damage_alpha)), special_flags=pg.BLEND_RGBA_MULT)
except:
self.damaged = False
self.rect = self.image.get_rect()
self.rect.center = self.pos
self.pos += self.vel * self.game.dt
self.hit_rect.centerx = self.pos.x
collide_with_walls(self, self.game.walls, 'x')
self.hit_rect.centery = self.pos.y
collide_with_walls(self, self.game.walls, 'y')
self.rect.center = self.hit_rect.center
示例2: damage_animation
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def damage_animation(self):
"""
Put a red overlay over sprite to indicate damage.
"""
if self.damaged:
self.image = copy.copy(self.spritesheet_dict['facing left 2'])
self.image = pg.transform.scale2x(self.image).convert_alpha()
damage_image = copy.copy(self.image).convert_alpha()
damage_image.fill((255, 0, 0, self.damage_alpha), special_flags=pg.BLEND_RGBA_MULT)
self.image.blit(damage_image, (0, 0))
if self.fade_in:
self.damage_alpha += 25
if self.damage_alpha >= 255:
self.fade_in = False
self.damage_alpha = 255
elif not self.fade_in:
self.damage_alpha -= 25
if self.damage_alpha <= 0:
self.damage_alpha = 0
self.damaged = False
self.fade_in = True
self.image = self.spritesheet_dict['facing left 2']
self.image = pg.transform.scale2x(self.image)
示例3: healing_animation
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def healing_animation(self):
"""
Put a green overlay over sprite to indicate healing.
"""
if self.healing:
self.image = copy.copy(self.spritesheet_dict['facing left 2'])
self.image = pg.transform.scale2x(self.image).convert_alpha()
healing_image = copy.copy(self.image).convert_alpha()
healing_image.fill((0, 255, 0, self.healing_alpha), special_flags=pg.BLEND_RGBA_MULT)
self.image.blit(healing_image, (0, 0))
if self.fade_in:
self.healing_alpha += 25
if self.healing_alpha >= 255:
self.fade_in = False
self.healing_alpha = 255
elif not self.fade_in:
self.healing_alpha -= 25
if self.healing_alpha <= 0:
self.healing_alpha = 0
self.healing = False
self.fade_in = True
self.image = self.spritesheet_dict['facing left 2']
self.image = pg.transform.scale2x(self.image)
示例4: test_blend_rgba
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def test_blend_rgba(self):
bitsizes = [16, 32]
blends = ['BLEND_RGBA_ADD',
'BLEND_RGBA_SUB',
'BLEND_RGBA_MULT',
'BLEND_RGBA_MIN',
'BLEND_RGBA_MAX']
for bitsize in bitsizes:
surf = self._make_surface(bitsize, srcalpha=True)
comp = self._make_surface(bitsize, srcalpha=True)
for blend in blends:
self._fill_surface(surf)
self._fill_surface(comp)
comp.blit(surf, (3, 0),
special_flags=getattr(pygame, blend))
surf.blit(surf, (3, 0),
special_flags=getattr(pygame, blend))
self._assert_same(surf, comp)
示例5: blit_mask
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def blit_mask(source, dest, destpos, mask, maskrect):
"""
Blit an source image to the dest surface, at destpos, with a mask, using
only the maskrect part of the mask.
"""
tmp = source.copy()
tmp.blit(mask, maskrect.topleft, maskrect, special_flags=pygame.BLEND_RGBA_MULT)
dest.blit(tmp, destpos, dest.get_rect().clip(maskrect))
示例6: draw_plot_pause
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def draw_plot_pause():
pause_font = pygame.font.SysFont("Arial", 25)
yellow = (255, 255, 179)
txt_surf = pause_font.render('pause', False, (80., 80., 80.))
alpha_img = pygame.Surface(txt_surf.get_size(), pygame.SRCALPHA)
alpha_img.fill(yellow + (72,))
# txt_surf.blit(alpha_img, (0, 0), special_flags=pygame.BLEND_RGBA_MULT)
pause_surface = pygame.Surface((200, 70), pygame.SRCALPHA, 32).convert_alpha()
pause_surface.fill(yellow + (128,))
pause_surface.blit(txt_surf, (64, 18))
return pause_surface
示例7: draw_plot_game_over
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def draw_plot_game_over():
game_over_font = pygame.font.SysFont("Arial", 25)
red = (255, 26, 26)
txt_surf = game_over_font.render('game over', False, (255, 255, 255))
alpha_img = pygame.Surface(txt_surf.get_size(), pygame.SRCALPHA)
alpha_img.fill(red + (128,))
# txt_surf.blit(alpha_img, (0, 0), special_flags=pygame.BLEND_RGBA_MULT)
game_over_surface = pygame.Surface((200, 70), pygame.SRCALPHA, 32).convert_alpha()
game_over_surface.fill(red + (128,))
game_over_surface.blit(txt_surf, (38, 18))
return game_over_surface
示例8: render
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def render(self, screen):
if(self.showBrightness or self.showVolume):
overlay = pygame.Surface((self.width + 4, self.height + 4),pygame.SRCALPHA)
backgroundShadow = pygame.Surface(((self.width,self.height)),pygame.SRCALPHA)
backgroundShadow.fill((0,0,0, 120))
overlay.blit(backgroundShadow, (4,4))
background = pygame.Surface((self.width,self.height),pygame.SRCALPHA)
background.fill((137,137,137, 255))
if(self.showBrightness):
barWidth = (self.width - 80) * self.currentBrightnessLevel / 100
if(self.currentBrightnessLevel <= 5):
barWidth = 5
else:
barWidth = (self.width - 80) * self.currentVolumeLevel / 100
if(self.currentVolumeLevel < 0):
barWidth = 1
bar = pygame.Surface((barWidth,10))
bar.fill((255,255,255, 255))
x = (self.config["screenWidth"] - self.width + 2) / 2
background.blit(bar, (50,10))
if(self.showBrightness):
background.blit(self.brightSymbol, (12,-5))
else:
background.blit(self.volSymbol, (15,11))
overlay.blit(background, (0,0))
overlayCopy = overlay.convert_alpha().copy()
overlayCopy.fill((255, 255, 255, self.menuAlpha), None, pygame.BLEND_RGBA_MULT)
screen.blit(overlayCopy, (x,20))
示例9: initFooter
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def initFooter(self):
self.footer = pygame.Surface((self.config["screenWidth"], self.footerHeight))
self.footer.fill(self.footerColor)
leftOffset = 10
for entry in self.left:
if(entry[0] != None):
icon = Common.loadImage(entry[0])
self.footer.blit(icon, (leftOffset , (self.footerHeight - icon.get_height()) / 2))
leftOffset = leftOffset + icon.get_width() + self.spacing
if(entry[1] != None):
text = self.footerFont.render(entry[1], True, self.textColor)
self.footer.blit(text, (leftOffset,(self.footerHeight - text.get_height()) / 2))
leftOffset = leftOffset + text.get_width() + self.spacing
rightOffset = self.config["screenWidth"] - 10
for entry in self.right:
if(entry[1] != None):
text = self.footerFont.render(entry[1], True, self.textColor)
self.footer.blit(text, (rightOffset - text.get_width(),(self.footerHeight - text.get_height()) / 2))
rightOffset = rightOffset - text.get_width() - self.spacing
if(entry[0] != None):
icon = Common.loadImage(entry[0])
icon= icon.convert_alpha().copy()
icon.fill(self.textColor, None, pygame.BLEND_RGBA_MULT)
self.footer.blit(icon, (rightOffset - icon.get_width() , (self.footerHeight - icon.get_height()) / 2))
rightOffset = rightOffset - icon.get_width() - self.spacing
示例10: renderIcons
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def renderIcons(self, screen):
powerYPos = self.config["screenHeight"] - 30
powerXPos = self.config["screenWidth"] - 50
color = Theme.getColor("main/iconColor", (255,255,255,120))
colorSelect = Theme.getColor("main/iconColor_select", (255,255,255,255))
if(self.powerFinal == None):
self.powerFinal = self.power.convert_alpha().copy()
self.powerFinal.fill(color, None, pygame.BLEND_RGBA_MULT)
if(self.powerSelect == None):
self.powerSelect = self.power.convert_alpha().copy()
self.powerSelect.fill(colorSelect, None, pygame.BLEND_RGBA_MULT)
if(self.selection == "power"):
screen.blit(self.powerSelect, (powerXPos,powerYPos))
else:
screen.blit(self.powerFinal, (powerXPos,powerYPos))
settingsYPos = self.config["screenHeight"] - 30
settingsXPos = 30
if(self.gearFinal == None):
self.gearFinal = self.gear.convert_alpha().copy()
self.gearFinal.fill(color, None, pygame.BLEND_RGBA_MULT)
if(self.gearSelect == None):
self.gearSelect = self.gear.convert_alpha().copy()
self.gearSelect.fill(colorSelect, None, pygame.BLEND_RGBA_MULT)
if(self.selection == "settings"):
screen.blit(self.gearSelect, (settingsXPos,settingsYPos))
else:
screen.blit(self.gearFinal, (settingsXPos,settingsYPos))
示例11: render
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def render(self, screen):
if(self.waitCopy is None):
self.waitCopy = self.waitSymbol.convert_alpha().copy()
self.waitCopy.fill((255, 255, 255, 145), None, pygame.BLEND_RGBA_MULT)
screen.blit(self.background, (0,0))
self.renderHeader(screen)
self.renderSidebar(screen)
if(not self.listReady):
x = ( (self.config["screenWidth"] - self.sidebarWidth) / 2 )+ self.sidebarWidth - 16
y = (( self.config["screenHeight"] - self.headerHeight) / 2 ) + self.headerHeight - 16
screen.blit(self.waitCopy, (x, y))
else:
self.renderEntries(screen)
self.renderSelection(screen)
self.renderScrollbar(screen)
self.renderPreview(screen)
if(self.footer != None):
self.footer.render(screen)
示例12: _fadesurf
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def _fadesurf(surf, alpha):
surf = surf.copy()
asurf = surf.copy()
asurf.fill((255, 255, 255, int(round(255 * alpha))))
surf.blit(asurf, (0, 0), None, pygame.BLEND_RGBA_MULT)
return surf
示例13: blit_mask
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def blit_mask(self, source_surf, dest_surf, mask):
mask_rect = mask.get_rect()
tmp = source_surf.copy()
tmp.blit(mask, mask_rect.topleft, mask_rect, special_flags=pygame.BLEND_RGBA_MULT)
dest_surf.blit(tmp, (0, 0), dest_surf.get_rect().clip(mask.get_rect()))
示例14: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def __init__(self, colour, style, pos, handler=None):
image = pygame.image.load("assets/elbow.png").convert_alpha()
# alpha=255
# image.fill((255, 255, 255, alpha), None, pygame.BLEND_RGBA_MULT)
if (style == LcarsElbow.STYLE_BOTTOM_LEFT):
image = pygame.transform.flip(image, False, True)
elif (style == LcarsElbow.STYLE_BOTTOM_RIGHT):
image = pygame.transform.rotate(image, 180)
elif (style == LcarsElbow.STYLE_TOP_RIGHT):
image = pygame.transform.flip(image, True, False)
self.image = image
size = (image.get_rect().width, image.get_rect().height)
LcarsWidget.__init__(self, colour, pos, size, handler)
self.applyColour(colour)
示例15: render
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import BLEND_RGBA_MULT [as 别名]
def render(self, text, antialias=False, color=(255,255,255), background=None):
if not text:
return None
ci = [ self.chars[character] for character in text ]
width = sum( c['xadvance'] for c in ci ) + ci[-1]['xoffset']
height = max( c['height'] + c['yoffset'] for c in ci )
surf = pygame.Surface((width, height), flags=pygame.SRCALPHA)
x = 0
for c in ci:
page = self.pages[c['page']]
w, h = c['width'], c['height']
sx, sy = c['x'], c['y']
xofs = c['xoffset']
yofs = c['yoffset']
surf.blit(page, (x + xofs, yofs, w, h), (sx, sy, w, h))
x = x + c['xadvance']
surf.fill(color, special_flags=pygame.BLEND_RGBA_MULT)
if(background):
newsurf = pygame.Surface((width, height), flags=pygame.SRCALPHA)
newsurf.fill(background)
newsurf.blit(surf, (0,0))
surf = newsurf
return surf