本文整理汇总了Python中pygame.VIDEORESIZE属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.VIDEORESIZE属性的具体用法?Python pygame.VIDEORESIZE怎么用?Python pygame.VIDEORESIZE使用的例子?那么恭喜您, 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.VIDEORESIZE属性的8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 VIDEORESIZE [as 别名]
def update(self):
self.keyDownList = []
self.keyUpList = []
self.mouseButtonDown = False
self.mouseButtonUp = False
self.windowResize = False
for event in pygame.event.get(): # checks input events (discrete)
if event.type == pygame.KEYDOWN:
self.keyDownList.append( event.key )
self.keyPressedList.append( event.key )
elif event.type == pygame.KEYUP:
self.keyPressedList.remove( event.key )
self.keyUpList.append( event.key )
elif event.type == pygame.MOUSEBUTTONDOWN:
self.mouseButtonDown = True
self.mouseButtonPressed = True
elif event.type == pygame.MOUSEBUTTONUP:
self.mouseButtonPressed = False
self.mouseButtonUp = True
elif event.type == pygame.QUIT:
self.quitStatus = True
elif event.type == pygame.VIDEORESIZE:
self.windowResize = True
self.windowWidth = event.w
self.windowHeight = event.h
示例2: get_event
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import VIDEORESIZE [as 别名]
def get_event(self):
global SCREEN_WIDTH, SCREEN_HEIGHT
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.VIDEORESIZE:
SCREEN_WIDTH, SCREEN_HEIGHT = event.size
self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32)
if event.type == pygame.QUIT:
self.end_game()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_w:
self.my_tank.direction = U
elif event.key == pygame.K_s:
self.my_tank.direction = D
elif event.key == pygame.K_a:
self.my_tank.direction = L
elif event.key == pygame.K_d:
self.my_tank.direction = R
else:
return None
self.my_tank.move_stop = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if len(TankGame.my_bullet_list) < 3:
bullet = self.my_tank.fire()
load_music('fire')
TankGame.my_bullet_list.append(bullet)
elif event.type == pygame.KEYUP:
self.my_tank.move_stop = True
示例3: on_resize
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import VIDEORESIZE [as 别名]
def on_resize(self, size, info):
if android is None:
repost = False
if size[0] < self.config.size_limits[0]:
size[0] = self.config.size_limits[0]
repost = True
if size[0] > self.config.size_limits[2]:
size[0] = self.config.size_limits[2]
repost = True
if size[1] < self.config.size_limits[1]:
size[1] = self.config.size_limits[1]
repost = True
if size[1] > self.config.size_limits[3]:
size[1] = self.config.size_limits[3]
repost = True
if size != self.fs_size or self.config.platform == "macos":
self.wn_size = size[:]
self.size = size[:]
self.screen = pygame.display.set_mode(self.size, pygame.RESIZABLE)
self.sizer.update_sizer(self.size[0], self.size[1])
self.fs_rescale(info)
#self.create_subsurfaces()
self.config.settings["screenw"] = self.size[0]
self.config.settings["screenh"] = self.size[1]
self.config.settings_changed = True
self.config.save_settings(self.db)
# TODO check if commenting out the following code affects Windows/MacOS
"""
if repost:
pygame.event.post(
pygame.event.Event(pygame.VIDEORESIZE, size=self.size[:], w=self.size[0], h=self.size[1]))
"""
if android is not None:
self.size = self.android_screen_size[:]
self.info.rescale_title_space()
示例4: find_resize_event
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import VIDEORESIZE [as 别名]
def find_resize_event(self, events):
"""Return the first found event if found in the list.
"""
for event in events:
if event.type == pygame.VIDEORESIZE:
return event
return None
示例5: run
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import VIDEORESIZE [as 别名]
def run(self):
# -------- Main Program Loop -----------
while not self._done:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
self._done = True # Flag that we are done so we exit this loop
elif event.type == pygame.VIDEORESIZE: # window resized
self._screen = pygame.display.set_mode(event.dict['size'],
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
# --- Getting frames and drawing
if self._kinect.has_new_infrared_frame():
frame = self._kinect.get_last_infrared_frame()
self.draw_infrared_frame(frame, self._frame_surface)
frame = None
self._screen.blit(self._frame_surface, (0,0))
pygame.display.update()
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
self._clock.tick(60)
# Close our Kinect sensor, close the window and quit.
self._kinect.close()
pygame.quit()
示例6: process_events
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import VIDEORESIZE [as 别名]
def process_events(self):
clicked = False
events = pygame.event.get()
for event in events:
# if the event is any type of quit request end the program
if event.type == pygame.QUIT:
quit()
# resize the window if its requested
elif event.type == pygame.VIDEORESIZE:
self.window_size = event.size
self.display_resize()
# evaluate keypresses
elif event.type == pygame.KEYDOWN:
# exit on Escape
if event.key == pygame.K_ESCAPE:
quit()
# switch to fullscreen on F11
elif event.key == pygame.K_F11:
self.fullscreen = not self.fullscreen
# evaluate all presses of the left mousebutton
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
clicked = True
self.clicktime = pygame.time.get_ticks()
self.clickEvent = event
click = None
timediff = pygame.time.get_ticks() - self.clicktime
if clicked and self.await_dblclk == False and self.click is None:
self.await_dblclk = True
pass
elif clicked and timediff < self.dblclktime and self.await_dblclk:
click = "double"
self.await_dblclk = False
elif timediff > self.dblclktime and self.await_dblclk:
click = "single"
self.await_dblclk = False
if click != None:
self.await_dblclk = False
self.clicktime = 0
for element in self.elements:
if hasattr(element, 'Callback') and element.Callback != None and element.Rect.collidepoint(self.clickEvent.pos):
if click == "double" and element.DblclkCallback != None:
element.DblclkCallback()
else:
element.Callback()
# exit the programm
示例7: run
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import VIDEORESIZE [as 别名]
def run(self):
''' Create a pygame screen until it is closed. '''
pygame.init()
self.myfont = pygame.font.SysFont('monospace', 15)
#automatically translates image to center of window
x, y = self.screen.get_size()
self.translateAll('x', (x/2-self.wireframes[c.MODEL].findcenter()[0]))
self.translateAll('y', (y/2-self.wireframes[c.MODEL].findcenter()[1]))
self.scaleAll(4)
while True:
self.r = 0
self.b = 0
self.g = 0
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
elif event.type == pygame.KEYDOWN:
if event.key in key_to_function:
key_to_function[event.key](self)
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 4:
self.scaleAll(1.25)
elif event.button == 5:
self.scaleAll(0.8)
elif event.type == pygame.MOUSEMOTION:
if event.buttons[0]:
shiftX, shiftY = event.rel
self.translateAll('x', shiftX)
self.translateAll('y', -shiftY)
elif event.buttons[2]:
rotY, rotX = event.rel
self.rotateAll('X', rotX/270)
self.rotateAll('Y', rotY/270)
elif event.type == pygame.VIDEORESIZE:
os.environ['SDL_VIDEO_WINDOW_POS'] = '' # Clears the default window location
self.width, self.height = event.dict['size']
self.screen = pygame.display.set_mode(event.dict['size'], pygame.RESIZABLE)
self.display()
pygame.display.flip()
示例8: run
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import VIDEORESIZE [as 别名]
def run(self):
# -------- Main Program Loop -----------
while not self._done:
# --- Main event loop
for event in pygame.event.get(): # User did something
if event.type == pygame.QUIT: # If user clicked close
self._done = True # Flag that we are done so we exit this loop
elif event.type == pygame.VIDEORESIZE: # window resized
self._screen = pygame.display.set_mode(event.dict['size'],
pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32)
# --- Game logic should go here
# --- Getting frames and drawing
# --- Woohoo! We've got a color frame! Let's fill out back buffer surface with frame's data
if self._kinect.has_new_color_frame():
frame = self._kinect.get_last_color_frame()
self.draw_color_frame(frame, self._frame_surface)
frame = None
# --- Cool! We have a body frame, so can get skeletons
if self._kinect.has_new_body_frame():
self._bodies = self._kinect.get_last_body_frame()
# --- draw skeletons to _frame_surface
if self._bodies is not None:
for i in range(0, self._kinect.max_body_count):
body = self._bodies.bodies[i]
if not body.is_tracked:
continue
joints = body.joints
# convert joint coordinates to color space
joint_points = self._kinect.body_joints_to_color_space(joints)
self.draw_body(joints, joint_points, SKELETON_COLORS[i])
# --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio
# --- (screen size may be different from Kinect's color frame size)
h_to_w = float(self._frame_surface.get_height()) / self._frame_surface.get_width()
target_height = int(h_to_w * self._screen.get_width())
surface_to_draw = pygame.transform.scale(self._frame_surface, (self._screen.get_width(), target_height));
self._screen.blit(surface_to_draw, (0,0))
surface_to_draw = None
pygame.display.update()
# --- Go ahead and update the screen with what we've drawn.
pygame.display.flip()
# --- Limit to 60 frames per second
self._clock.tick(60)
# Close our Kinect sensor, close the window and quit.
self._kinect.close()
pygame.quit()