本文整理汇总了Python中pygame.Surface.set_at方法的典型用法代码示例。如果您正苦于以下问题:Python Surface.set_at方法的具体用法?Python Surface.set_at怎么用?Python Surface.set_at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类pygame.Surface
的用法示例。
在下文中一共展示了Surface.set_at方法的9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: test_bottom
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
def test_bottom(self):
"""
L{loadTerrainFromSurface} places a single C{GRASS} voxel for a
zero-valued pixel in the image data.
"""
surface = Surface((1, 1))
surface.set_at((0, 0), (0, 0, 0))
terrain = loadTerrainFromSurface(surface)
self.assertEquals(terrain.dict(), {(0, 0, 0): GRASS})
示例2: convert_to_grayscale
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
def convert_to_grayscale(surf):
"""Convert a Surface to grayscale, pixel by pixel. Quite slow."""
# pylint: disable=E1121
gray = Surface(surf.get_size(), 0, 8)
# pylint: enable=E1121
w, h = surf.get_size()
for x in xrange(w):
for y in xrange(h):
red, green, blue, alpha = surf.get_at((x, y))
average = (red + green + blue) // 3
gs_color = (average, average, average, alpha)
gray.set_at((x, y), gs_color)
return gray
示例3: test_height
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
def test_height(self):
"""
L{loadTerrainFromSurface} uses the red color component to determine how
many voxels to stack.
"""
surface = Surface((1, 1))
surface.set_at((0, 0), (3, 0, 0))
terrain = loadTerrainFromSurface(surface)
self.assertEquals(
terrain.dict(),
{(0, 0, 0): MOUNTAIN,
(0, 1, 0): MOUNTAIN,
(0, 2, 0): GRASS})
示例4: test_varyingZ
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
def test_varyingZ(self):
"""
L{loadTerrainFromSurface} varies the z coordinate of the loaded terrain
with the y coordinate of the image data.
"""
surface = Surface((1, 2))
surface.set_at((0, 0), (3, 0, 0))
surface.set_at((0, 1), (2, 0, 0))
terrain = loadTerrainFromSurface(surface)
self.assertEquals(
terrain.dict(),
{(0, 0, 0): MOUNTAIN, (0, 0, 1): MOUNTAIN,
(0, 1, 0): MOUNTAIN, (0, 1, 1): GRASS,
(0, 2, 0): GRASS})
示例5: test_loadImageTerrain
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
def test_loadImageTerrain(self):
"""
If the terrain option is specified as a file containing image-based
terrain data, terrain data is loaded from it.
"""
temp = FilePath(self.mktemp())
temp.makedirs()
terrain = temp.child("terrain.png")
surface = Surface((2, 1))
surface.set_at((0, 0), (1, 0, 0))
surface.set_at((1, 0), (3, 0, 0))
save(surface, terrain.path)
service = gam3plugin.makeService({
"port": 123, "log-directory": None, "terrain": terrain.path})
gam3 = service.getServiceNamed(GAM3_SERVICE_NAME)
self.assertEquals(
gam3.world.terrain.dict(),
{(1, 0, 0): MOUNTAIN, (0, 0, 0): GRASS,
(1, 1, 0): MOUNTAIN,
(1, 2, 0): GRASS})
示例6: Layer
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
class Layer(Rect,object):
def __init__(self,rect,alpha,delta):
Rect.__init__(self,rect)
self.surface = Surface(self.size,SRCALPHA)
self.alpha = alpha
self.delta = delta
def render(self):
scr.blit(self.surface,self)
array = surfarray.pixels_alpha(self.surface)
array[(self.alpha<array)&(array<self.alpha+self.delta)] = self.alpha
array[array>self.alpha] = array[array>self.alpha]-self.delta
def blit(self,*arg):
self.surface.blit(*arg)
def fill(self,*arg):
self.surface.fill(*arg)
def set_at(self,*arg):
self.surface.set_at(*arg)
示例7: scaleImageInFile
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
def scaleImageInFile(path):
print "loading", path
try:
sourceImage = pygame.image.load(path)
except:
print 'An error occurred loading image \"%s\"' % path
sys.exit(2)
# copy the source image into the target image, though we're about to overwrite it we want its format
targetImage = Surface((sourceImage.get_width() * 2, sourceImage.get_height() * 2), sourceImage.get_flags(), sourceImage)
for x in range(0, sourceImage.get_width()):
for y in range(0, sourceImage.get_height()):
# determine neighboring pixels
# TODO check diagonal edges
#a = sourceImage.get_at((x - 1, y - 1)) if y > 0 and x > 0 else sourceImage.get_at((x, y))
b = sourceImage.get_at((x, y - 1)) if y > 0 else sourceImage.get_at((x, y))
#c = sourceImage.get_at((x + 1, y - 1)) if y > 0 and (x + 1) < sourceImage.get_width() else sourceImage.get_at((x, y))
d = sourceImage.get_at((x - 1, y)) if x > 0 else sourceImage.get_at((x, y))
e = sourceImage.get_at((x, y))
f = sourceImage.get_at((x + 1, y)) if (x + 1) < sourceImage.get_width() else sourceImage.get_at((x, y))
#g = sourceImage.get_at((x - 1, y + 1)) if (y + 1) < sourceImage.get_height() and x > 0 else sourceImage.get_at((x, y))
h = sourceImage.get_at((x, y + 1)) if (y + 1) < sourceImage.get_height() else sourceImage.get_at((x, y))
#i = sourceImage.get_at((x + 1, y + 1)) if (y + 1) < sourceImage.get_height() and (x + 1) < sourceImage.get_width() else sourceImage.get_at((x, y))
if b != h and d != f:
e0 = d if d == b else e
e1 = f if b == f else e
e2 = d if d == h else e
e3 = f if h == f else e
else:
e0 = e
e1 = e
e2 = e
e3 = e
# figure out target coordinates for e0, e1, e2, e3
targetImage.set_at((x * 2, y * 2), e0)
targetImage.set_at((x * 2 + 1, y * 2), e1)
targetImage.set_at((x * 2, y * 2 + 1), e2)
targetImage.set_at((x * 2 + 1, y * 2 + 1), e3)
# write image back to file
filename, extension = os.path.splitext(path)
newPath = filename + '.scaled2x' + extension
pygame.image.save(targetImage, newPath)
# print happy message
print "Scaled up version is at", newPath
示例8: randint
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
mdy = randint(-2048,2048)
def spouses(x, y):
global mdx
global mdy
m = noise.snoise2((x+mdx),(y+mdy),1,1)
m = max(0, m)
return int(4*m) + 1
shownoise = '-shownoise' in [a.lower() for a in argv]
background = Surface(screen.get_size())
if shownoise:
background.lock()
for y in range(0, background.get_height()):
for x in range(0, background.get_width()):
background.set_at((x,y), grayvalue(noiseat(x,y)))
background.unlock()
else:
background.fill((255,255,255))
screen.blit(background, (0,0))
sprites = Group()
def personat(x,y):
return noiseat(x*8,y*8) <= 0.95
for x in range(0, background.get_width(), 8):
for y in range(0, background.get_height(), 8):
present = personat(x/8, y/8)
if shownoise and not present:
示例9: render
# 需要导入模块: from pygame import Surface [as 别名]
# 或者: from pygame.Surface import set_at [as 别名]
def render(self, text, antialias = True,
forecolor=(255, 255, 255, 255),
backcolor=(255, 255, 255, 0)):
size = self.size(text)
img = NSImage.alloc().initWithSize_(size)
img.lockFocus()
NSString.drawAtPoint_withAttributes_(text, (0.0, 0.0), {
NSFontAttributeName: self._font,
NSUnderlineStyleAttributeName: self._isUnderline and 1.0 or 0,
NSBackgroundColorAttributeName: _getColor(backcolor),# or None,
NSForegroundColorAttributeName: _getColor(forecolor),
})
rep = NSBitmapImageRep.alloc().initWithFocusedViewRect_(((0.0, 0.0), size))
img.unlockFocus()
if rep.samplesPerPixel() == 4:
s = Surface(size, SRCALPHA|SWSURFACE, 32, [-1<<24,0xff<<16,0xff<<8,0xff])
a = Numeric.reshape(Numeric.fromstring(rep.bitmapData(), typecode=Numeric.Int32), (size[1], size[0]))
blit_array(s, Numeric.swapaxes(a, 0, 1))
#print "surface size is ", size
filter_size = self.shadow_filter_size()
border = self.border_size()
result = []
result_size = (size[0] + border*2, size[1] + border*2)
#print "result size is ", result_size
for y in range(result_size[1]):
result.append([(0, 0, 0, 0)] * result_size[0])
# Filter the character appropriately.
s.lock()
for y in range(size[1]):
for x in range(size[0]):
color = s.get_at((x, y))
s.set_at((x, y), (255, 255, 255, color[3]))
if filter_size == 3:
factors = [[1, 2, 1],
[2, 4, 2],
[1, 2, 1]]
elif filter_size == 5:
factors = [[1, 4, 6, 4, 1],
[4, 16, 24, 16, 4],
[6, 24, 36, 24, 6],
[4, 16, 24, 16, 4],
[1, 4, 6, 4, 1]]
elif filter_size == 7:
factors = [[1, 6, 15, 20, 15, 6, 1],
[6, 36, 90, 120, 90, 36, 6],
[15, 90, 225, 300, 225, 90, 15],
[20, 120, 300, 400, 300, 120, 20],
[15, 90, 225, 300, 225, 90, 15],
[6, 36, 90, 120, 90, 36, 6],
[1, 6, 15, 20, 15, 6, 1]]
else:
print "factors for filter size", filter_size, "not defined!"
factors = 0
# Filter a shadow.
for ry in range(result_size[1]):
for rx in range(result_size[0]):
inpos = (rx - int(border), ry - int(border))
count = 0
colorsum = 0
u = 0
v = 0
for a in filter_range(filter_size):
v = 0
for b in filter_range(filter_size):
x, y = (inpos[0] + a, inpos[1] + b)
factor = factors[u][v]
if x >= 0 and y >= 0 and x < size[0] and y < size[1]:
colorsum += factor * s.get_at((x, y))[3]
count += factor
v += 1
u += 1
if count > 0:
result_color = (int(colorsum) + count/2) / count
else:
result_color = 0
result[ry][rx] = (0, 0, 0, min(255, result_color*1.4))
# Blend the glyph itself to the result.
for y in range(size[1]):
for x in range(size[0]):
color = s.get_at((x, y))
result[border + y][border + x] = \
alpha_blend(color, result[border + y][border + x])
result[border + y][border + x] = \
alpha_blend(color, result[border + y][border + x])
#result[border + y][border + x] = \
# alpha_blend(color, result[border + y][border + x])
s.unlock()
glyph_rgba = Numeric.array(result, typecode=Numeric.UnsignedInt8)
return glyph_rgba, result_size