本文整理汇总了Python中background.Background类的典型用法代码示例。如果您正苦于以下问题:Python Background类的具体用法?Python Background怎么用?Python Background使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Background类的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: OnMessageStatus
def OnMessageStatus(Message, Status):
B = Background()
Marker = ' ';
if Message.IsEditable:
Marker = '* ';
if (Status == 'RECEIVED' or Status == 'SENT'):
mP = rePlay.match(Message.Body)
mV = reViel.match(Message.Body)
if (mP):
Message.Chat.SendMessage('Aber ich hab keine Lust '+mP.group(1)+' zu spielen.')
elif (mV and Message.IsEditable):
def repViel(m):
print "repViel"
x = re.sub("viel viel", "viel viel viel", m.Body)
print "attempted viel viel replacement: " + x
m.Body = x
print "found viel viel"
for i in range(7):
print i
B.runLater(2*i, lambda m: repViel(m), {'m':Message})
elif (Message.Body == 'xyzzy'):
B.runLater(2, lambda m: m.Chat.SendMessage(m.Body+"?"), {'m':Message})
elif (Message.Body == '===='):
Message.Chat.SendMessage('. \n\n\n\n----------------------------\n\n\n\n\n ... sooo weit bin ich noch nicht.')
if Status == 'RECEIVED':
print(Message.FromDisplayName + ': ' + Message.Body);
elif Status == 'SENT':
print('Myself:' + Marker + Message.Body);
else:
print(Message.FromDisplayName + '(' + Message.FromHandle + ')' + Status + ':' + Marker + Message.Body);
示例2: Rules
class Rules(object):
"""menu of the game"""
def __init__(self, width, height):
self.initAttr(width, height);
def loadResource(self):
self.headMark = pygame.image.load(getFilePath("separators.png"))
def initAttr(self, width, height):
self.width, self.height = width, height
self.loadResource()
self.background = Background((width, height))
# 规则文字开始的位置
offLine = 100
offSet = 50
self.content = []
for content in RULES_CONTENT[0 : -1]:
offLine += offSet
self.content.append(Label(RULES_CONTENT_FONTS, content, (50, offLine), headMark = self.headMark))
self.returnButton = TextButton(RULES_EXIT_FONTS, RULES_CONTENT[-1], (offSet, self.height - offSet), (255, 255, 255))
def draw(self, screen):
self.background.draw(screen)
[content.draw(screen) for content in self.content]
self.returnButton.draw(screen)
pygame.display.flip()
def clickListener(self):
if (pygame.mouse.get_pressed()[0]):
mousePos = pygame.mouse.get_pos()
if self.returnButton.rect.collidepoint(mousePos):
return STATE.menu
return STATE.rules
示例3: _background
def _background(self):
if self.__background is None:
self.__background = pygame.Surface(self._screen().get_size())
self.__background = self.__background.convert()
bg = Background(self.__background)
bg.fill()
return self.__background
示例4: __init__
def __init__(self, dt=0.1, auto_dt=False):
"""
Class constructor
"""
self.background = Background()
# check width and height
ret, cap = self.background.capture.read()
height, width, channels = np.array(cap).shape
self.render = vtk.vtkRenderer()
self.render.SetLayer(2)
# self.camera = vtk.vtkCamera()
# self.camera.SetPosition(-10, 0, 0)
# self.camera.SetFocalPoint(0, 0, 0)
# self.render.SetActiveCamera(self.camera)
# self.render.ResetCamera()
self.render_window = vtk.vtkRenderWindow()
self.render_window.SetNumberOfLayers(3)
self.render_window.SetSize(width, height)
self.render_window.AddRenderer(self.background.render)
self.render_window.AddRenderer(self.render)
self.t = 0
self.dt = dt
self.auto_dt = auto_dt
self.actors = []
示例5: open
def open(self):
init_analysis(self.main_window)
self.main_window.analysis_next_btn.setEnabled(True)
if self.source.media == 'file':
self.source.base_name = get_base_file(self.file)
self.source.analysis_frames = cv2.VideoCapture(self.file)
if self.source.media == 'camera':
init_analysis_camera(self.main_window)
print("Setting analysis frames for camera")
# release camera resource for analysis
self.source.setup_frames.release()
self.source.analysis_frames = cv2.VideoCapture(config['camera'])
# images folder
directory = 'images/' + self.source.base_name
create_dir(directory)
self.get_video()
if self.source.media == 'file':
self.setup.load_video(self.video.id)
self.background = Background(self.source)
self.background.get_db(self.video.id)
self.source.background = self.background
self.polygon = Polygon(self.source, self.setup)
self.polygon.get_points(self.video.id)
self.polygon.draw_setup(self.background.frame, self.polygon.points)
self.source.polygon = self.polygon
self.play = Play(self.source, self.setup)
self.play.run_analysis()
# set location
self.location.set_location(self.video.address_id)
# play
self.click_analysis_play_btn()
示例6: initElement
def initElement(self):
# 背景
self.background = Background((self.width, self.height))
backgroundColor = GAME["GAME_BACKGROUND_COLOR"]
self.background.setColor(backgroundColor)
# 返回按钮
self.returnButton = TextButton(GAME["RETURN_BUTTON_FONTS"], GAME["RETURN_BUTTON_CONTENT"], (30, 30))
示例7: backgroundChanged
def backgroundChanged(self, dummyDeferredResult, dummyOldName, newName):
"""if the wanted background changed, apply the change now"""
centralWidget = self.centralWidget()
if centralWidget:
self.background = Background(newName)
self.background.setPalette(centralWidget)
centralWidget.setAutoFillBackground(True)
示例8: __init__
def __init__(self):
self.background = Background()
self.shot = Fire()
self.senary = Senary()
self.trilha = pygame.mixer.Sound(os.path.join("sound","trilha.wav"))
self.tiro = pygame.mixer.Sound(os.path.join("sound",'tiro.wav'))
self.porrada = pygame.mixer.Sound(os.path.join("sound",'porrada.wav'))
self.morreu = pygame.mixer.Sound(os.path.join("sound",'morreu.wav'))
self.trilha.play(-1)
self.img = pygame.Surface((80,120))
self.img = pygame.image.load(os.path.join("img",'joao1.png'))
self.imgS = pygame.image.load(os.path.join("img",'joao2.png'))
self.imgC = pygame.image.load(os.path.join("img",'joao1c.png'))
self.imgSC = pygame.image.load(os.path.join("img",'joao2c.png'))
self.img.set_colorkey((10,255,0),0)
self.img.set_alpha(255,0)
self.img2 = pygame.Surface((80,120))
self.img2.set_colorkey((10,255,0),0)
self.img2.set_alpha(255,0)
self.pos = pygame.Rect((120,320,80,120))
self.jump = 0
self.jump_h = 11
self.life = 5
self.face = 1
self.x = 0
self.contx = 0
self.step = 1
self.score = 0
self.moveActivedJump = 1
draw(self.img,(self.pos.left,self.pos.top))
self.background.sky()
self.drawLife()
示例9: __init__
def __init__(self, *args, **kwargs):
super(GameWindow, self).__init__(*args, **kwargs)
self.mainBatch = pyglet.graphics.Batch() #"Misc" drawables
self.hudBatch = pyglet.graphics.Batch() #Drawn after everything
self.background = Background()
self.playerShip = physicalobject.Player(x=0, y=0)
self.push_handlers(self.playerShip.keyHandler)
self.paused = False
self.camera = Vector(0,0)
#Basically targetting either 1920x1080 (and 1920x1200) at 1, or 1366x768 ish at 0.5
self.uiScale = 1
if self.width < 1400 or self.height < 800: self.uiScale = 0.5
self.hud = hud.HUD(window=self, batch=self.hudBatch)
self.currentSystem = solarsystem.SolarSystem(x=0, y=0, seed=0)
self.currentSystem.ships.append(self.playerShip)
components.init()
pyglet.clock.schedule_interval(self.update, 1/60.0)
示例10: __init__
def __init__(self, parent, rows=1, cols=7):
super(Gtk.DrawingArea, self).__init__()
self.par = parent
self.num_rows = rows
self.num_columns = cols
self.background = Background(rows, cols)
self.padding = 1.5
self.font = "Courier"
self.font_size = 12
self.font_color = (0.35, 0.31, 0.24)
self.link_color = (0, 0, 255, 0.5) # default blue link color
self.today_cell = (None, None)
self.selected_task = None
self.faded_cells = []
self.cells = []
self.labels = None
self.label_height = self.font_size
self.overflow_links = []
self.connect("draw", self.draw)
# drag-and-drop signals and events
self.add_events(Gdk.EventMask.BUTTON_PRESS_MASK
| Gdk.EventMask.BUTTON_RELEASE_MASK
| Gdk.EventMask.BUTTON1_MOTION_MASK
| Gdk.EventMask.POINTER_MOTION_MASK)
示例11: promptUserForPin
def promptUserForPin():
userHasAccess = True
# Set the background
background = Background.createBackground()
if background is not None:
background.show()
# Prompt the user to enter the pin
numberpad = NumberPad.createNumberPad()
numberpad.doModal()
# Remove the background if we had one
if background is not None:
background.close()
del background
# Get the code that the user entered
enteredPin = numberpad.getPin()
del numberpad
# Check to see if the pin entered is correct
if Settings.isPinCorrect(enteredPin):
log("PinSentry: Pin entered Correctly")
userHasAccess = True
# Check if we are allowed to cache the pin level
PinSentry.setCachedPinLevel(1)
else:
log("PinSentry: Incorrect Pin Value Entered")
userHasAccess = False
return userHasAccess
示例12: entities
def entities(self):
self.label = pyglet.text.Label('Hello, world',
font_name = 'Times New Roman',
font_size = 36,
x = self.width/2, y = self.height/2,
anchor_x = 'center', anchor_y = 'center')
self.panel = Panel((self.width,self.height))
self.background = Background((self.width,self.height),self.panel.size)
self.background.pos = [self.mapsize[0] / 2, self.mapsize[1] / 2]
self.background.populate()
self.bgcheck = 1
self.player = player.Player((self.width,self.height),self.panel.size)
self.player.name = self.name
self.player.idnum = self.idnum
self.player.location[0] = self.startsystem
self.spritelist = [self.player.sprite]
self.visible_size = (self.background.x,self.background.y)
self.systemdict = MakeSystemDict("data/systems/systems.list",self.player.pos,self.center,self.visible_size)
self.systemdict.get(self.startsystem.name).update(self.startsystem)
self.systemdict.get(self.startsystem.name).active = 1
self.system = self.systemdict.get(self.startsystem.name)
self.selectedsystem = None
self.activesystem = self.system.name
self.linkdict = MakeLinks(self.systemdict)
print "LINKDICT: " + str(self.linkdict)
self.menudialogue = MenuDialogue((self.width,self.height))
self.optionsdialogue = OptionsDialogue((self.width,self.height))
self.controlsdialogue = ControlsDialogue((self.width,self.height))
self.dockdialogue = DockDialogue((self.width,self.height))
self.mapdialogue = MapDialogue((self.width, self.height))
self.mapdialogue.active = self.activesystem
示例13: __init__
def __init__(self, file_name):
pygame.init()
self.display_surf = pygame.display.set_mode((WINDOW_SIZE_X, WINDOW_SIZE_Y), 0, 32)
pygame.display.set_caption("Dinosaurs Evolved")
self.change = False # Used to see if the board needs to be redrawn
self.down_keys = Set() # The keys that the user is currently holding down
self.player = Player()
self.background = Background(file_name)
self.loop()
示例14: TheApp
class TheApp(cocos.layer.Layer):
# If you want that your layer receives events
# you must set this variable to 'True',
# otherwise it won't receive any event.
is_event_handler = True
def __init__(self):
super(TheApp, self).__init__()
self.image = pyglet.resource.image('terrain_4.png')
self._background = Background()
self._objects = []
enemy = Enemy()
self._objects.append(enemy)
self._player = Player()
self._objects.append(self._player)
# call the "step" method every frame when the layer is active
self.schedule(self.step)
def on_enter(self):
super(TheApp, self).on_enter()
self._background.init()
for ob in self._objects:
ob.init()
def draw(self):
super(TheApp, self).draw()
self._background.draw()
for ob in self._objects:
ob.draw()
def step(self, dt):
for ob in self._objects:
ob.update(dt)
def on_key_press(self, symbol, modifiers):
if symbol == key.RIGHT:
self._player.setXVelocity(10)
if symbol == key.LEFT:
self._player.setXVelocity(-10)
def on_key_release(self, key, modifiers):
self._player.setXVelocity(0)
示例15: __init__
def __init__(self, cols=7):
super(Header, self).__init__()
self.labels = []
self.background = Background(1, cols)
self.sidebar = 0
self.font = "Courier"
self.font_size = 12
self.font_color = (0.35, 0.31, 0.24)
self.highlight_cell = (None, None)
self.connect("draw", self.draw)