本文整理汇总了Python中Images.make_itemdrop_image方法的典型用法代码示例。如果您正苦于以下问题:Python Images.make_itemdrop_image方法的具体用法?Python Images.make_itemdrop_image怎么用?Python Images.make_itemdrop_image使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Images
的用法示例。
在下文中一共展示了Images.make_itemdrop_image方法的1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: load_blocks
# 需要导入模块: import Images [as 别名]
# 或者: from Images import make_itemdrop_image [as 别名]
def load_blocks():
blocks_file = open("blocks.json", "r")
global blocks
blocks = json.load(blocks_file)["blocks"]
blocks_file.close()
water_image = pygame.image.load("img/water.png")
st_water_image = water_image.copy()
st_water_image.set_alpha(128)
pygame.display.set_icon(water_image) #TODO: change the icon to something better
bid = 0
global block_images
block_images = {False:{}, True:{}}
global ctm_block_images
ctm_block_images = {False:{}, True:{}}
for block in blocks:
#set some default attributes
if "breakable" not in block.keys():
block["breakable"] = True
if "connectedTexture" not in block.keys():
block["connectedTexture"] = None
if "solid" not in block.keys():
block["solid"] = True
if "entity" not in block.keys():
block["entity"] = ""
if "item" not in block.keys():
block["item"] = "ItemStack"
if "description" not in block.keys():
block["description"] = [""]
if "harvestlevel" not in block.keys():
block["harvestlevel"] = 0
if "breaktime" not in block.keys():
block["breaktime"] = 100
if "image" not in block.keys():
block["image"] = ""
#add an id to the block
block["id"] = bid
global block_mappings
block_mappings[block["name"]] = bid
global id_mappings
id_mappings[bid] = block["name"]
if isinstance(block["description"], str):
block["description"] = [block["description"]]
#load the block image
path = block["image"]
if path != "":
blockimg = pygame.image.load(path).convert_alpha()
if block["connectedTexture"]:
icon = pygame.Surface((Game.BLOCK_SIZE, Game.BLOCK_SIZE), pygame.SRCALPHA, 32)
icon = icon.convert_alpha()
icon.blit(blockimg, (0, 0))
else:
icon = blockimg.copy()
item_images[block["name"]] = [Images.make_itemdrop_image(icon)]
foreground_image = Images.scale(blockimg, Game.SCALE)
block_images[False][bid] = Images.crop(foreground_image)
#blit the image onto the water tile so it isn't just empty transparency
image = blockimg.copy()
for x in range(image.get_width() // Game.BLOCK_SIZE):
for y in range(image.get_height() // Game.BLOCK_SIZE):
image.blit(water_image, (x * Game.BLOCK_SIZE, y * Game.BLOCK_SIZE))
image.blit(blockimg, (0, 0))
for x in range(image.get_width() // Game.BLOCK_SIZE):
for y in range(image.get_height() // Game.BLOCK_SIZE):
image.blit(st_water_image, (x * Game.BLOCK_SIZE, y * Game.BLOCK_SIZE))
background_image = Images.scale(image, Game.SCALE)
block_images[True][bid] = background_image
if block["connectedTexture"]:
ctm_block_images[False][bid] = {}
ctm_block_images[True][bid] = {}
for x in range(4):
for y in range(4):
foreground_surf = pygame.Surface((Game.BLOCK_SIZE * Game.SCALE, Game.BLOCK_SIZE * Game.SCALE)).convert_alpha()
foreground_surf.fill((0, 0, 0, 0))
background_surf = foreground_surf.copy()
foreground_surf.blit(foreground_image, (0, 0),
pygame.Rect((x * Game.BLOCK_SIZE * Game.SCALE, y * Game.BLOCK_SIZE * Game.SCALE),
(Game.BLOCK_SIZE * Game.SCALE, Game.BLOCK_SIZE * Game.SCALE)))
ctm_block_images[False][bid][(x, y)] = foreground_surf
background_surf.blit(background_image, (0, 0),
pygame.Rect((x * Game.BLOCK_SIZE * Game.SCALE, y * Game.BLOCK_SIZE * Game.SCALE),
(Game.BLOCK_SIZE * Game.SCALE, Game.BLOCK_SIZE * Game.SCALE)))
ctm_block_images[True][bid][(x, y)] = background_surf
#make the corresponding item
items[block["name"]] = {"displayName": block["displayName"],
"image": block["image"],
"class": block["item"],
"description": block["description"],
"can_place": True}
bid += 1
block_images[False][get_block_id("water")] = pygame.Surface((Game.BLOCK_SIZE, Game.BLOCK_SIZE), pygame.SRCALPHA, 32)