本文整理汇总了Python中pygame.font.Font.size方法的典型用法代码示例。如果您正苦于以下问题:Python Font.size方法的具体用法?Python Font.size怎么用?Python Font.size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.size方法的4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: __init__
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import size [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2: find_font_size
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import size [as 别名]
def find_font_size(self):
size = 100
while size >= 1:
f = Font(FONT, size)
w, h = f.size('8')
if w < self.w and h < self.h:
return size
size = size -1
return size
示例3: draw
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import size [as 别名]
def draw(self):
if self.dirty():
self.count = self.territory_asset.territory.armies
font = Font(None, self.size)
dimension = font.size(str(self.count) * 2)
text_diagonal_length = math.sqrt(math.pow(dimension[0] / 2, 2) + math.pow(dimension[1], 2))
circle_radius = int(math.ceil(text_diagonal_length / 2))
#print circle_radius
#print dimension [0]
self.surface = pygame.Surface([44, 44], pygame.SRCALPHA, 32)
self.surface = self.surface.convert_alpha()
pygame.draw.circle(self.surface, base.BLACK,
(circle_radius, circle_radius),
circle_radius)
pygame.draw.circle(self.surface, base.LIGHT_BROWN,
(circle_radius, circle_radius),
circle_radius - 2)
font_surface = font.render(str(self.count), False,
self.colour).convert()
self.surface.blit(font_surface, (circle_radius - dimension[0] / 4, circle_radius - dimension[1] / 2))
return self.surface
示例4: rect_setup
# 需要导入模块: from pygame.font import Font [as 别名]
# 或者: from pygame.font.Font import size [as 别名]
def rect_setup(self, button_width, button_height):
''' works out menu button positions and font sizes, iterates down
from a large size so that it finds the largest size that fits the text
for all the buttons nicely. Preferably the button strings should vary
too much in length'''
surf_midpoint = (int(0.5 * self.surf_width), int( 0.5 * self.surf_height ))
text_size = Menu.INITIAL_TEXT_SIZE
font = Font(None, text_size)
rect_list = []
for i in range(self.num_buttons):
button_pos = (surf_midpoint[0] - button_width/2,
surf_midpoint[1] + (button_height * (i - self.num_buttons/2)) * Menu.BUTTON_SPACING)
rect = Rect(button_pos, (button_width, button_height))
rect_list.append(rect)
while (font.size(self.button_strings[i])[0] >= (button_width * Menu.FONT_MARGIN) or
font.size(self.button_strings[i])[1] >= (button_height * Menu.FONT_MARGIN)):
text_size -= 1
font = Font(None, text_size)
self.button_rects = rect_list
self.button_text = [font.render(s, 1, BLACK) for s in self.button_strings]
self.button_text_pos = [(self.button_rects[i].center[0] - self.button_text[i].get_size()[0]/2,
self.button_rects[i].center[1] - self.button_text[i].get_size()[1]/2)
for i in range(self.num_buttons)]