本文整理汇总了Python中pygame.sprite.Sprite.image_source方法的典型用法代码示例。如果您正苦于以下问题:Python Sprite.image_source方法的具体用法?Python Sprite.image_source怎么用?Python Sprite.image_source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.sprite.Sprite
的用法示例。
在下文中一共展示了Sprite.image_source方法的1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: _load_tiled_tmx_map
# 需要导入模块: from pygame.sprite import Sprite [as 别名]
# 或者: from pygame.sprite.Sprite import image_source [as 别名]
def _load_tiled_tmx_map(tmx_map, gummworld_map, load_invisible=True):
"""Load an orthogonal TMX map file that was created by the Tiled Map Editor.
If load_invisible is False, layers where visible!=0 will be empty. Their
tiles will not be loaded.
Thanks to DR0ID for his nice tiledtmxloader module:
http://www.pygame.org/project-map+loader+for+%27tiled%27-1158-2951.html
And the creators of Tiled Map Editor:
http://www.mapeditor.org/
"""
# Taken pretty much verbatim from the (old) tiledtmxloader module.
from pygame.sprite import Sprite
resource = ResourceLoaderPygame()
resource.load(tmx_map)
tile_size = (tmx_map.tilewidth, tmx_map.tileheight)
map_size = (tmx_map.width, tmx_map.height)
for layeri,layer in enumerate(tmx_map.layers):
gummworld_layer = TiledLayer(gummworld_map, layer, layeri)
gummworld_map.layers.append(gummworld_layer)
if not layer.visible and not load_invisible:
continue
if layer.is_object_group:
for obj in layer.objects:
sprite = Sprite()
sprite.image = obj.image
sprite.rect = pygame.Rect(obj.x, obj.y, obj.width, obj.height)
sprite.type = obj.type
sprite.image_source = obj.image_source
sprite.name = obj.name
sprite.properties = obj.properties
gummworld_layer.add(sprite)
else:
for ypos in xrange(0, layer.height):
for xpos in xrange(0, layer.width):
x = (xpos + layer.x) * layer.tilewidth
y = (ypos + layer.y) * layer.tileheight
img_idx = layer.content2D[xpos][ypos]
if img_idx == 0:
continue
try:
offx,offy,tile_img = resource.indexed_tiles[img_idx]
screen_img = tile_img
except KeyError:
print 'KeyError',img_idx,(xpos,ypos)
continue
sprite = Sprite()
## Note: alpha conversion can actually kill performance.
## Do it only if there's a benefit.
# if convert_alpha:
# if screen_img.get_alpha():
# screen_img = screen_img.convert_alpha()
# else:
# screen_img = screen_img.convert()
# if layer.opacity > -1:
# screen_img.set_alpha(None)
# alpha_value = int(255. * float(layer.opacity))
# screen_img.set_alpha(alpha_value)
# screen_img = screen_img.convert_alpha()
sprite.image = screen_img
sprite.rect = screen_img.get_rect(topleft=(x + offx, y + offy))
sprite.name = xpos,ypos
gummworld_layer.add(sprite)