本文整理汇总了Python中pygame.font.Font.render方法的典型用法代码示例。如果您正苦于以下问题:Python Font.render方法的具体用法?Python Font.render怎么用?Python Font.render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.font.Font
的用法示例。
在下文中一共展示了Font.render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: main
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def main():
"""Main program loop"""
pygame.init()
screen = pygame.display.set_mode(opt.window_size)
sys_font = Font(get_default_font(), opt.font_size)
clock = Clock()
manager = YarsManager()
running = True
while running:
#limit framerate and prepare FPS display text
clock.tick(opt.max_framerate)
fps = clock.get_fps()
fps_text = sys_font.render("FPS: {0:.1f}".format(fps), False, opt.white)
if event.get(pygame.QUIT):
sys.exit()
running = manager.handle_events(event.get(), key.get_pressed())
manager.update()
screen.fill(opt.black)
manager.draw(screen)
screen.blit(fps_text, fps_text.get_rect(top = 0, right = opt.width))
pygame.display.update()
sys.exit()
示例2: __init__
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def __init__(self, x, y, width, height, msg, size=16,
text_colour=base.BLACK, bg_colour=base.WHITE,
highlight_text=base.WHITE, highlight_bg=base.BLACK,
offset_x=0, offset_y=0, bold=False):
self.normal = pygame.Surface((width, height))
self.normal.fill(bg_colour)
font = Font(_FONT, size)
font.set_bold(bold)
font_width, font_height = font.size(msg)
font_x = (width - font_width) / 2
font_y = (height - font_height) / 2
self.normal.blit(font.render(msg, False, text_colour),
(font_x, font_y))
self.highlighted = pygame.Surface((width, height))
self.highlighted.fill(highlight_bg)
self.highlighted.blit(font.render(msg, False, highlight_text),
(font_x, font_y))
self.offset_x = offset_x
self.offset_y = offset_y
self.force_highlight = False
self.disabled = False
PicassoAsset.__init__(self, self.normal, x, y)
示例3: LcarsText
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
class LcarsText(LcarsWidget):
def __init__(self, colour, pos, message, size=1.0,
background=None, resolution=(480, 320)):
self.colour = colour
self.message = message
self.background = background
script_dir = dirname(__file__)
ipath = join(script_dir, '../../assets/swiss911.ttf')
self.font = Font(ipath, int(19.0 * size))
self.renderText(message)
# center the text if needed
if (pos[1] < 0):
# Screen specific magic number below! 240 = half width
pos = (pos[0], resolution[0]/2 - self.image.get_rect().width/2)
LcarsWidget.__init__(self, colour, pos, None)
def renderText(self, message):
if (self.background is None):
self.image = self.font.render(message, True, self.colour)
else:
self.image = self.font.render(message, True,
self.colour, self.background)
def setText(self, newText):
self.message = newText
self.renderText(newText)
def changeColour(self, colour):
self.colour = colour
self.renderText(self.message)
示例4: __init__
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def __init__(self, manager):
GameState.__init__(self, manager)
sys_font = Font(get_default_font(), options.font_size)
self.message1 = sys_font.render("Andrew's Bitchin' Yars' Revenge Clone",
True, options.white)
self.message2 = sys_font.render("Press shoot button (space) to start.",
True, options.white)
示例5: __init__
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
class Menu:
def __init__(self, x, y, fontsize, space, color_fg, color_bg, background, titles):
self.titles = titles
self.images = []
self.rects = []
self.himages = []
self.color_fg = color_fg
self.color_bg = color_bg
self.space = space
self.background = data.load_image(background)
self.index = 0
self.x = x
self.y = y
self.font = Font(data.filepath('fonts', 'vera.ttf'), fontsize)
self.font.set_bold(True)
self.fonth = Font(data.filepath('fonts', 'vera.ttf'), fontsize+5)
self.fonth.set_bold(True)
def init(self):
dy = 0
for title in self.titles:
image = self.font.render(title, True, self.color_bg)
himage = self.fonth.render(title, True, self.color_fg)
rect = image.get_rect()
rect.move_ip(self.x, self.y + dy)
dy += rect.height + self.space
self.images.append(image)
self.himages.append(himage)
self.rects.append(rect)
def run(self, screen):
def blit(screen):
screen.blit(self.background, (0,0))
for image, rect in zip(self.images, self.rects):
if image != self.images[self.index]:
screen.blit(image, rect)
screen.blit(self.himages[self.index], self.rects[self.index])
pygame.display.update()
done = False
blit(screen)
while not done:
for event in pygame.event.get():
if event.type == QUIT:
sys.quit()
if event.type == KEYDOWN:
if event.key == K_DOWN:
self.index = min(self.index+1, len(self.images)-1)
blit(screen)
if event.key == K_UP:
self.index = max(self.index-1, 0)
blit(screen)
if event.key == K_RETURN:
done = True
return self.index
示例6: TextBar
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
class TextBar(Sprite):
def __init__(self, text, rect, fontSize):
Sprite.__init__(self)
self.font = Font(None, fontSize)
self.rect = Rect(rect)
self.image = pygame.surface.Surface((rect[2],
rect[3]))
self.image = self.font.render(text, 0, TEXTCOLOR)
def setText(self, text):
self.image = self.font.render(text, 0, TEXTCOLOR)
示例7: __init__
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def __init__(self, x, y, width, height, msg, size=32,
text_colour=base.BLACK, bg_colour=base.WHITE,
highlight_text=base.WHITE, highlight_bg=base.BLACK):
font = Font(None, size)
self.normal = pygame.Surface((width, height))
self.normal.fill(bg_colour)
self.normal.blit(font.render(msg, False, text_colour), (0, 0))
self.highlighted = pygame.Surface((width, height))
self.highlighted.fill(highlight_bg)
self.highlighted.blit(font.render(msg, False, highlight_text), (0, 0))
PicassoAsset.__init__(self, self.normal, x, y)
示例8: main
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def main():
"""The main function of the game.
Initializes PyGame objects and then enters the game loop
"""
pygame.init()
screen = pygame.display.set_mode(window_size)
sys_font = Font(get_default_font(), font_size)
clock = Clock()
#now that pygame is initialized, initialize inherited classes properly
global enemy_wave, player
enemy_wave = EnemyGroup(evil_bullets)
player = Player(window_size, ship_filename, ship_speed)
while 1:
#limit framerate and prepare FPS display text
clock.tick(max_framerate)
fps = clock.get_fps()
fps_text = sys_font.render("FPS: {0:.1f}".format(fps), False, white)
score_text = sys_font.render("SCORE: {}".format(score), False, white)
lives_text = sys_font.render("MANS: {}".format(lives), False, white)
#check for QUIT event to prevent endless loopage
for event in pygame.event.get():
if event.type == pygame.QUIT: sys.exit()
#call the game's thinking functions
check_gameover()
keyboard()
evil_bullets.update()
good_bullets.update()
enemy_wave.update()
collisions()
#draw the stuff
screen.fill(black)
good_bullets.draw(screen)
evil_bullets.draw(screen)
enemy_wave.draw(screen)
screen.blit(player.image, player.rect)
screen.blit(score_text, score_text.get_rect(top = 0, left = 0))
screen.blit(lives_text, lives_text.get_rect(top = 0, centerx = width / 2))
screen.blit(fps_text, fps_text.get_rect(top = 0, right = width))
pygame.display.update()
示例9: MenuScreen
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
class MenuScreen(BaseScreen):
def init_entities_before(self, surface):
self.font = Font(None, 30)
self.textImg = self.font.render(
'Press SPACE to BEGIN !',
1,
(255,255,255)
)
surface.blit(self.textImg, (200,200))
def execute(self, surface):
if pygame.key.get_pressed()[SPACE] == 1:
raise ChangeScreenException(1, 'Launch the game!')
def erase_all_map(self):
pass
def draw(self, surface):
pass
def game_over(self, text, number=None):
BaseScreen.erase_all_map(self)
font = Font(None, 30)
textImg = font.render(text, 1, (255,255,255))
self.surface.blit(textImg, (200,100))
示例10: __init__
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def __init__(self, manager, score, lives, next_state):
GameState.__init__(self, manager)
sys_font = Font(get_default_font(), options.font_size)
self.score_text = sys_font.render(str(score), True, options.white)
self.lives_text = sys_font.render(str(lives), True, options.white)
self.next_state = next_state
示例11: TextInput
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
class TextInput(Sprite):
"""
>>> import pygame
>>> from color_picker import *
>>> pygame.font.init()
Set text
>>> text = "Hello World!"
>>> testRect = Rect((0,0),(20,20))
>>> theInput = TextInput(text, testRect)
>>> theInput.getText()
'Hello World!'
Add a character to a string
>>> theInput.appendChar(103)
>>> theInput.getText()
'Hello World!g'
Delete a character from a string
>>> theInput.deleteChar()
>>> theInput.getText()
'Hello World!'
"""
def __init__(self, text, rect, fontSize):
Sprite.__init__(self)
self.font = Font(None, fontSize)
self.text = text
self.rect = Rect(rect)
self.image = self.font.render(text, 0, TEXTCOLOR2)
def getText(self):
return self.text
def setText(self, text):
self.text = text
self.image = self.font.render(self.text, 0, TEXTCOLOR2)
def appendChar(self, char):
self.text = self.text + chr(char)
self.image = self.font.render(self.text, 0, TEXTCOLOR2)
def deleteChar(self):
self.text = self.text[0:-1]
self.image = self.font.render(self.text, 0, TEXTCOLOR2)
示例12: render_text
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def render_text(self, msg):
font = Font(_FONT, self.size)
font.set_bold(self.bold)
new_surface = pygame.Surface((self.width, self.height),
pygame.SRCALPHA, 32)
msg = msg.strip("\n")
lines = msg.split("\n")
longest = max(lines, key=lambda x: len(x))
#new_surface = pygame.Surface((self.width, self.height))
temp_surface = font.render(longest, False, self.colour)
msg_width = temp_surface.get_size()[0]
msg_height = font.get_height() * len(lines)
msg_x = (new_surface.get_width() - msg_width) / 2
msg_y = (new_surface.get_height() - msg_height) / 2
for index, line in enumerate(lines):
font_surface = font.render(line, False, self.colour)
new_surface.blit(font_surface, (msg_x,
msg_y + (font.get_height() * index)))
self.surface = new_surface
示例13: display_message
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def display_message(screen, msg, x_center_delta=0, y_center_delta=0):
center_x = (Helpers.const["size"]["display_width"] / 2) + x_center_delta
center_y = (Helpers.const["size"]["display_height"] / 2) + y_center_delta
msg_font = Font(None, 30)
screen_text = msg_font.render(msg, True, Helpers.const["color"]["white"])
text_rect = screen_text.get_rect()
text_rect.center = (center_x, center_y)
screen.blit(screen_text, text_rect)
pygame.display.update(text_rect)
return text_rect
示例14: LcarsText
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
class LcarsText(LcarsWidget):
def __init__(self, colour, pos, message, size=1.0, background=None):
self.colour = colour
self.background = background
self.font = Font("assets/swiss911.ttf", int(19.0 * size))
self.renderText(message)
# center the text if needed
if (pos[1] < 0):
pos = (pos[0], 400 - self.image.get_rect().width / 2)
LcarsWidget.__init__(self, colour, pos, None)
def renderText(self, message):
if (self.background == None):
self.image = self.font.render(message, True, self.colour)
else:
self.image = self.font.render(message, True, self.colour, self.background)
def setText(self, newText):
self.renderText(newText)
示例15: draw_mouse_info
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import render [as 别名]
def draw_mouse_info(self, message, drawing=False):
# Empty mouse canvas
self.mouse_info_canvas.fill(self.background_color)
# Create font and blit onto canvas
font = Font(None, 22)
mouse_info = font.render(message, 1, Colour.CHOCOLATE, Colour.BLACK)
self.mouse_info_canvas.blit(mouse_info, (self.mouse_info_x, self.mouse_info_y))
# If Mouse is dragging, notify
if drawing:
ti = Font(None, 30).render("DRAWING",1,Colour.CHOCOLATE, Colour.BLACK)
self.mouse_info_canvas.blit(ti, (self.mouse_info_x, self.mouse_info_y+20))