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Python Surface.convert方法代码示例

本文整理汇总了Python中pygame.Surface.convert方法的典型用法代码示例。如果您正苦于以下问题:Python Surface.convert方法的具体用法?Python Surface.convert怎么用?Python Surface.convert使用的例子?那么恭喜您, 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pygame.Surface的用法示例。


在下文中一共展示了Surface.convert方法的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: Player

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
class Player(Sprite):
    def __init__(self, x, y):
        super().__init__()
        self.xvel = 0
        self.yvel = 0
        self.onGround = True
        self.image = Surface((32, 32))
        self.image.fill(Color("#00FFFF"))
        self.image.convert()
        self.rect = Rect(x, y, 32, 32)

    def update(self):
        self.rect = self.rect.move(3, 0)
开发者ID:jcemelanda,项目名称:pykapers,代码行数:15,代码来源:sprites.py

示例2: GameMap

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
class GameMap(object):
    
    def __init__(self, gameClient, mapWidth, mapHeight):
        
        self.mapWidth = mapWidth 
        self.mapHeight = mapHeight
        self.gameClient = gameClient
        
        self.updated = True
        
        self.tilesize = TILESIZE

        self.widthInPixels = self.mapWidth*self.tilesize
        self.heightInPixels = self.mapHeight*self.tilesize
        
        self.backgroundLayer = TileLayer(gameClient, self.mapWidth, self.mapHeight, "01")
        self.foregroundLayer = TileLayer(gameClient, self.mapWidth, self.mapHeight, "02")
        self.spriteLayer = SpriteLayer(gameClient, self.mapWidth, self.mapHeight)
        
        self.mapSurface = Surface((self.mapWidth * self.tilesize, self.mapHeight * self.tilesize))
            
        self.updateMapSurface()
        
    def clearTileLayers(self):
        self.backgroundLayer.clearSurface()
        self.foregroundLayer.clearSurface()

    def updateMapSurface(self):
        if self.updated:
            self.backgroundLayer.blitTiles(self.gameClient)
            self.foregroundLayer.blitTiles(self.gameClient)
            self.updated = False

            self.mapSurface.blit(self.backgroundLayer.getSurface(), self.backgroundLayer.getSurface().get_rect())
            #self.mapSurface.blit(self.foregroundLayer.getSurface(), self.foregroundLayer.getSurface().get_rect())
            self.mapSurface.convert()

    def getWidthInPixels(self):
        return self.widthInPixels

    def getHeightInPixels(self):
        return self.heightInPixels

    def getSizeInPixels(self):
        return (gameClient.gameMap.getWidthInPixels(), gameClient.gameMap.getHeightInPixels)
开发者ID:MichaelMcClenaghan,项目名称:ProjectArePeGe,代码行数:47,代码来源:gameMap.py

示例3: load_base

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
    def load_base(self):
        """ Load the base (back surface) for the world
        """
        width, height = (WORLD_MAP_SIZE[0] * TILE_SIZE, WORLD_MAP_SIZE[1] * TILE_SIZE)

        image = Surface((TILE_SIZE, TILE_SIZE))
        image.convert()

        base = pygame.Surface((width, height))
        base.convert()

        # Fill in sky with blue
        base.fill(Color(0, 0, 255), Rect(0, 0, width, height / 2))

        # Fill in ground with brown
        base.fill(Color("#573B0C"), Rect(0, height / 2, width, height / 2))

        return base
开发者ID:nklein79,项目名称:square,代码行数:20,代码来源:gameengine.py

示例4: void_frame

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
def void_frame(size, bck):
    surface = Surface(size)
    try:
        surface.fill(bck)
        surface.set_colorkey(bck, RLEACCEL)
    except TypeError:
        surface.fill(WHITE)
        surface.set_colorkey(constants.WHITE, RLEACCEL)
    return surface.convert()
开发者ID:YannThorimbert,项目名称:Thorpy-1.5.2a,代码行数:11,代码来源:graphics.py

示例5: __init__

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
 def __init__(self, x, y, **kwargs):
     img = Surface((50,50))
     img = img.convert()
     img.fill(PINK_TRANSPARENT)
     img.set_colorkey(PINK_TRANSPARENT)
     col_rect = Rect(24,24,2,2)
     TryParticle.__init__(self, x=x, y=y, gravity = 0.5, has_gravity=True, image = img, col_rect=col_rect, life_time=100, collides=True)
     FadeOutParticle.__init__(self, fade_out_time = 30, life_time = 30)
     RandomSpeedParticle.__init__(self, max_speed = 10, delta_ang = 360, min_speed=5)
开发者ID:Fenixin,项目名称:yogom,代码行数:11,代码来源:particles.py

示例6: get_tile

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
 def get_tile(self, name, colorkey=None, tile_pos=None):
     key = (name, tile_pos)
     if not self.tiles.has_key( key ):
         image = util.load_image(TILES_DIR, name)
         image = util.load_image(TILES_DIR, name).convert()
         if tile_pos is not None:
             tmp = Surface( (TILE_SIZE, TILE_SIZE) )
             rect = Rect(tile_pos[0]*TILE_SIZE, tile_pos[1]*TILE_SIZE,TILE_SIZE,TILE_SIZE)
             tmp.blit(image, (0,0), rect)
             image = tmp.convert()
         self.tiles[key] = image
     return self.tiles[key]
开发者ID:bpa,项目名称:renegade,代码行数:14,代码来源:map.py

示例7: Organism

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
class Organism(Entity):
	def __init__(self, x, y, level, color = None):
		Entity.__init__(self)
		self.image = Surface((16, 16))
		if color: self.image.fill(color)
		self.image.convert()
		self.rect = Rect(x, y, 16, 16)
		self.level = level

	def random_adjacent_coords(self, clear = False):
		x, y = self.tile_coords()
		off_x, off_y = 0, 0
		while (off_x == 0 and off_y == 0) or not self.level.clear_at_tile(x + off_x, y + off_y):
			off_x = 1 - randint(0, 2)
			off_y = 1 - randint(0, 2)
		return x + off_x, y + off_y

	def adjacent_entities(self):
		adjacent_entities = []
		x, y = self.tile_coords()
		for d in DIRECTIONS:
			entity = self.level.entity_at(x + d[0], y + d[1])
			if entity: adjacent_entities.append(entity)
		return adjacent_entities
开发者ID:brandr,项目名称:Tower_Defense,代码行数:26,代码来源:organism.py

示例8: shadowed_frame

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
def shadowed_frame(size, pressed=False, thick=1,
                   color=constants.BRAY, light=None, dark=None):
    """Returns a sdl surface.
    Function used as default design for elements."""
    if size[1] < 1:
        size = (size[0], 16)
    surface = Surface(size)
    shadowed_frame_blit(
        surface,
        pygame.Rect(
            (0,
             0),
            size),
        pressed,
        thick,
        color,
        light,
        dark)
    return surface.convert()
开发者ID:YannThorimbert,项目名称:Thorpy-1.5.2a,代码行数:21,代码来源:graphics.py

示例9: regular_polygon

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
def regular_polygon(
        radius,
        sides,
        thickness=0,
        angle=0.,
        color=constants.BLACK):
    """Angle is the offset angle in degrees"""
    surface = Surface((2 * radius, 2 * radius))
    different = different_color(color)
    surface.fill(different)
    surface.set_colorkey(different, RLEACCEL)
    angle = radians(angle)
    alpha = 2 * pi / sides  # constant
    # building points
    points = list()
    for i in range(sides):
        ai = i * alpha + angle
        pix = cos(ai) * radius + radius
        piy = sin(ai) * radius + radius
        points.append((pix, piy))
    pygame.draw.polygon(surface, color, points, thickness)
    return surface.convert()
开发者ID:YannThorimbert,项目名称:Thorpy-1.5.2a,代码行数:24,代码来源:graphics.py

示例10: load_graphics

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
	def load_graphics(self):
				
		degrees = [-90, -65, -45, -20, 0, 20, 45, 65, 90]
		degree_images = []
		for degree in degrees:
			image = data.load_image('tman_arm_%d.png' % degree)
			degree_images.append(image)
			
		twisters = range(4)
		twister_images = []
		for twister in twisters:
			image = data.load_image('tman_twister_%d.png' % (twister + 1))
			twister_images.append(image)
			
		torso_image = data.load_image('tman_torso.png')
		size = torso_image.get_rect().width, torso_image.get_rect().height
		
		self.frames = {}
		for degree_image, degree in zip(degree_images, degrees):
			self.frames[degree] = {}
			for twister_image, twister in zip(twister_images, twisters):
				self.frames[degree][twister] = {}
				image = Surface(size)
				image = image.convert()
				image.fill(COLORKEY)
				image.set_colorkey(COLORKEY)
				image.blit(torso_image, (0,0))
				image.blit(twister_image, (0,0))
				image.blit(degree_image, (0,0))      
				self.frames[degree][twister]['right'] = image
				image = pygame.transform.flip(image, True, False)
				self.frames[degree][twister]['left'] = image
		
		self.degree = 0
		self.side = 'right'
		self.twister = 0
		self.image = self.frames[self.degree][self.twister][self.side]
		self.rect = self.image.get_rect()
开发者ID:ceronman,项目名称:twsitemall,代码行数:40,代码来源:tman.py

示例11: load_pygame

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
def load_pygame(filename):
    """
    load a tiled TMX map for use with pygame
    """

    from pygame import Surface
    import pygame, os

    tiledmap = load_tmx(filename)

    # cache will find duplicate tiles to reduce memory usage
    # mostly this is a problem in the blank areas of a tilemap
    cache = {}

    # just a precaution to make sure tileset images are added in the correct order
    for firstgid, t in sorted([(t.firstgid, t) for t in tiledmap.tilesets]):
        path = os.path.join(os.path.dirname(tiledmap.filename), t.source)

        image = pygame.image.load(path)

        w, h = image.get_rect().size

        tile_size = (t.tilewidth, t.tileheight)

        # some tileset images may be slightly larger than the tiles area
        # ie: may include a banner, copyright, etc.  this compensates for that
        for y in range(0, int(h / t.tileheight) * t.tileheight, t.tileheight):
            for x in range(0, int(w / t.tilewidth) * t.tilewidth, t.tilewidth):

                # somewhat handle transparency, though colorkey handling is not tested
                if t.trans is None:
                    tile = Surface(tile_size, pygame.SRCALPHA)
                else:
                    tile = Surface(tile_size)

                # blit the smaller portion onto a new image from the larger one
                tile.blit(image, (0, 0), ((x, y), tile_size))

                # make a unique id for this image, not sure if this is the best way, but it works
                key = pygame.image.tostring(tile, "RGBA")

                # make sure we don't have a duplicate tile
                try:
                    tile = cache[key]
                except KeyError:
                    if t.trans is None:
                        tile = tile.convert_alpha()
                    else:
                        tile = tile.convert()
                        tile.set_colorkey(t.trans)

                    # update the cache
                    cache[key] = tile

                tiledmap.images.append(tile)

    # correctly handle transformed tiles.  currently flipped tiles
    # work by creating a new gid for the flipped tile and changing the gid
    # in the layer to the new gid.
    for layer in tiledmap.tilelayers:
        for x, y, gid, trans in layer.flipped_tiles:
            fx = trans & FLIP_X == FLIP_X
            fy = trans & FLIP_Y == FLIP_Y

            tile = pygame.transform.flip(tiledmap.images[gid], fx, fy)
            tiledmap.images.append(tile)

            # change the original gid in the layer data to the new gid
            layer.data[y][x] = len(tiledmap.images) - 1

        del layer.flipped_tiles
    del cache

    return tiledmap
开发者ID:Robmaister,项目名称:RPI-Game-Jam-9-22-12,代码行数:76,代码来源:tmxloader3.py

示例12: sleep

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
		screen.blit(background, (0, 0))
		display.flip()
		sleep(0.1)

		if i >= 2 :
			_linux_set_time(dt.timetuple())
			urlopen("http://127.0.0.1/functions/cron.php?change=" + dr.strftime("%s")).read()
			break

# Initialisation

display.init()
font.init()
screen = display.set_mode([320, 240])
background = Surface(screen.get_size())
background = background.convert()

# Récupération de la config

conf_file = open("../conf/wake.json")
conf = jload(conf_file)

# Définition des polices
font_filename = font.match_font(conf["general"]["font"])
font = font.Font(font_filename, 135)
#font_time = font.Font(font_filename, 135)


# Definition et coloration des images

image_temp = image.load("images/misc/temp.png")
开发者ID:konfiot,项目名称:PRoq,代码行数:33,代码来源:screenmanager.py

示例13: basic_bckgr

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
def basic_bckgr(size, color=constants.BLACK):
    surface = Surface(size)
    surface.fill(color)
    return surface.convert()
开发者ID:YannThorimbert,项目名称:Thorpy-1.5.2a,代码行数:6,代码来源:graphics.py

示例14: simple_frame

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
def simple_frame(size, color=constants.BRAY):
    surface = Surface(size)
    surface.fill(color)
    return surface.convert()
开发者ID:YannThorimbert,项目名称:Thorpy-1.5.2a,代码行数:6,代码来源:graphics.py

示例15: Bar

# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import convert [as 别名]
class Bar(Sprite):
	def __init__(self, factor, height, *groups):
		Sprite.__init__(self, *groups)
		self.factor = factor
		self.height = height
		self.put(0, 0)
		self.create_image()
		
	def update(self, *args):
		self.create_image()
		self.update_color()
		self.update_size()
		self.create_bar()
		self.fill_image()
		
	def get_max_value(self):
		pass
		
	def get_value(self):
		pass
		
	def create_image(self):
		self.size = (self.get_max_value() * self.factor)
		self.image = Surface((self.size, self.height))
		self.image = self.image.convert()
		self.image.set_colorkey(COLORKEY)
		self.rect = self.image.get_rect()
		self.rect.left = self.x
		self.rect.bottom = self.y
		
	def update_color(self):
		color_value = int(255 * self.get_value() / self.get_max_value() )
		if 200 <= color_value <= 255:
			self.color = (0, color_value, 0)
		elif 90 <= color_value < 200:
			self.color = (255, color_value + 55, 0)
		else:
			self.color = (255-color_value, 0, 0)
		
		
	def update_size(self):
		self.size = int(self.size * self.get_value() / self.get_max_value() )
		
	def create_bar(self):
		self.bar = Surface((self.size, 10))
		self.bar.fill(self.color)
	
	def fill_image(self):
		self.image.fill(COLORKEY)
		rect = self.bar.get_rect()
		rect.bottom = self.image.get_rect().bottom
		self.image.blit(self.bar, rect)
		self.draw_border()
	
	def put(self, x, y):
		self.x = x
		self.y = y
		
	def draw_border(self):
		rect = self.image.get_rect()
		pygame.draw.rect(self.image, (0, 0, 0), rect, 1)
开发者ID:ceronman,项目名称:twsitemall,代码行数:63,代码来源:panel.py


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