本文整理汇总了Python中pygame.surface.Surface.blit方法的典型用法代码示例。如果您正苦于以下问题:Python Surface.blit方法的具体用法?Python Surface.blit怎么用?Python Surface.blit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.Surface
的用法示例。
在下文中一共展示了Surface.blit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: update
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def update(self, duration):
""" update all the contained linewidgets
TODO: check that it works with transparent bg
"""
if self.dirty == 0:
return
# make the box
size = self.rect.size
bgcol = self.bgcolor
if bgcol: # only display a bg img if bgcolor specified
img = Surface(size)
img.fill(bgcol)
img = img.convert()
else: # more or less transparent
img = Surface(size, SRCALPHA) # handles transparency
transparency = 50 # 0 = transparent, 255 = opaque
img.fill((0, 0, 0, transparency))
img = img.convert_alpha()
# blit each line
numelemts = min(len(self.texts), self.maxnumlines)
for i in range(numelemts):
wid = self.linewidgets[i]
wid.set_text(self.texts[-i - 1])
wid.update(duration)
img.blit(wid.image, wid.rect)
self.image = img
示例2: prepare_paragraph
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def prepare_paragraph(text, width, size="normal", colour=(0,0,0)):
font = FONTS[size]
lines = []
words = text.split()
if words:
lastline = None
line = words[0]
for i in range(1,len(words)):
lastline = line
line = line+" "+words[i]
w,h = font.size(line)
if w > width:
lines.append(lastline)
line = words[i]
else:
line = ""
lines.append(line)
parawidth = max(font.size(each)[0] for each in lines)
lineheight = font.get_height()
paraheight = lineheight*len(lines)
paragraph = Surface((parawidth,paraheight),pygame.SRCALPHA)
paragraph.fill((255,255,255,0))
for y,line in enumerate(lines):
text = prepare(line,size,colour)
paragraph.blit(text,(0,y*lineheight))
return paragraph
示例3: __init__
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def __init__(self, fruit, interp_step):
""" Prepare the fruit's spr: a square diamond
with a number in the center.
interp_step determines where to position the sprite,
based on the view's current sprite step.
"""
DirtySprite.__init__(self)
self.fruit = fruit
# make the square
sq_surf = Surface((cell_size / 1.414, cell_size / 1.414))
sq_surf.set_colorkey((255, 0, 255)) # magenta = color key
sq_surf.fill(FRUIT_COLORS[fruit.fruit_type])
# rotate for a diamond
dm_surf = rotate(sq_surf, 45)
blit_rect = Rect(0, 0, cell_size * 1.414, cell_size * 1.414)
# blit the diamond as the fruit's image
img = Surface((cell_size, cell_size))
img.set_colorkey((255, 0, 255)) # magenta = color key
img.fill((255, 0, 255))
img.blit(dm_surf, blit_rect)
# add text at the center
self.font = Font(None, font_size)
txtsurf = self.font.render(str(fruit.fruit_num), True, (0, 0, 0))
textpos = txtsurf.get_rect(center=(cell_size / 2, cell_size / 2))
img.blit(txtsurf, textpos)
# prepare rect to blit on screen
self.resync(interp_step)
self.image = img
示例4: order_reversed_spritesheet
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def order_reversed_spritesheet(self, flipped_sheet):
"""Reorganize the frames in a flipped sprite sheet so that
they are in the same order as the original sheet.
Args:
flipped_sheet: A PyGame Surface containing a flipped sprite
sheet.
Returns:
A PyGame Surface containing the sprite sheet with each frame
flipped and in the correct order.
"""
ordered_sheet = Surface((self.spritesheet.get_width(),
self.spritesheet.get_height()),
SRCALPHA)
ordered_sheet.convert_alpha()
for frame_index in xrange(0, self.get_num_of_frames()):
frame_x = self.get_width() * frame_index
old_frame_index = self.get_num_of_frames() - 1 - frame_index
old_region = self.get_frame_region(old_frame_index)
ordered_sheet.blit(flipped_sheet, (frame_x, 0), old_region)
return ordered_sheet
示例5: prepare_table
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def prepare_table(rows, alignment="lr", size="normal", colour=(0,0,0), padding=0):
f = FONTS[size]
numcolumns = len(rows[0])
numrows = len(rows)
def u(n):
return n if isinstance(n, unicode) else unicode(n)
shapes = [[f.size(u(col)) for col in row] for row in rows]
maxheight = max(max(shape[1] for shape in shaperow) for shaperow in shapes)
widths = [max(shaperow[i][0] for shaperow in shapes) for i in range(numcolumns)]
table = Surface((sum(widths) + padding * (numcolumns - 1),
maxheight * numrows + padding * (numrows - 1)),
pygame.SRCALPHA)
table.fill((255,255,255,0))
y = 0
for r, row in enumerate(rows):
x = 0
for c, col in enumerate(row):
w, h = shapes[r][c]
text = prepare(u(col), size=size, colour=colour)
align = alignment[c]
if align == "r":
adjustx = widths[c] - w
elif align == "c":
adjustx = (widths[c] - w) // 2
else:
adjustx = 0
table.blit(text, (x + adjustx, y))
x += widths[c] + padding
y += maxheight + padding
return table
示例6: __init__
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
class GameUI:
def __init__(self, mainchar):
self.bg = Surface((600, 1600))
self.statusbar = Surface((200, 600))
self.mainchar = mainchar
self.widget = []
self.create_bg()
def create_bg(self):
rbg = self.bg.get_rect()
bgimg = media.load_image('bg.png').convert()
rbgimg = bgimg.get_rect()
columns = int(rbg.width / rbgimg.width) + 1
rows = int(rbg.height / rbgimg.height) + 1
for y in xrange(rows):
for x in xrange(columns):
if x == 0 and y > 0:
rbgimg = rbgimg.move([-(columns -1 ) * rbgimg.width, rbgimg.height])
if x > 0:
rbgimg = rbgimg.move([rbgimg.width, 0])
self.bg.blit(bgimg, rbgimg)
def update(self):
r = pygame.rect.Rect(0, 0, 200, 100)
for w in self.widget:
w.update()
self.statusbar.blit(w.image, r)
r = r.move((0, 100))
示例7: menu
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
class menu(object):
def __init__(self, rect, width):
self.surface = Surface((width, rect.height))
self.surface.fill((100,100,250))
self.buttonDict = dict()
self.addButton(10, 10, 40, 40, "House")
self.updateAll()
def addButton(self, x, y, width, height, text):
self.buttonDict[(x, y, width, height)] = (button.button(width, height, text))
def getButton(self, x, y):
for myRect in self.buttonDict.keys():
if Rect(myRect[0], myRect[1], myRect[2], myRect[3]).collidepoint(x, y):
return self.buttonDict[(myRect[0], myRect[1], myRect[2], myRect[3])].text
return None
def updateAll(self):
for myRect, button in self.buttonDict.items():
self.surface.blit(button.surface, (myRect[0], myRect[1]))
def getSurface(self):
return self.surface
示例8: LoadingScene
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
class LoadingScene(AbstractScene):
"""
@type image: SurfaceType
@type rect: pygame.rect.RectType
"""
image = None
rect = None
def __init__(self, manager):
"""
@type manager: slg.application.manager.Manager
"""
super().__init__(manager)
self.group = GameSceneGroup(self)
image = pygame.image.load(os.path.join(GUI_DIR, 'loading_screen.jpg'))
self.image = Surface(self._manager.get_display().get_size())
self.rect = pygame.rect.Rect(self.image.get_rect())
image_size = image.get_size()
surface_size = self.image.get_size()
x = int((image_size[0] - surface_size[0]) / 2)
y = int((image_size[1] - surface_size[1]) / 2)
if x < 0 and y < 0:
image = pygame.transform.scale(image, surface_size)
x, y = 0, 0
elif x <= 0 <= y:
image = pygame.transform.scale(image, (surface_size[0], image_size[1]))
x = 0
elif y <= 0 <= x:
image = pygame.transform.scale(image, (image_size[0], surface_size[1]))
y = 0
styles = {'font': 'alger', 'font_size': 40, 'align': [TextWidget.CENTER, TextWidget.CENTER]}
text = TextWidget(**styles)
text.set_text("""Loading...
Please wait""")
self.image.blit(image, (-x, -y))
text.draw(self.image)
def handle_events(self, events):
self.group.handle_events(events)
for e in events:
if e.type == KEYDOWN:
self.handle_keypress(e.key, pygame.key.get_mods())
def handle_keypress(self, key, modificated):
if key == K_SPACE and self._manager.state < GAME_STATE_LOADING:
ChangeState(int(not bool(self._manager.state))).post()
if key == K_m and modificated and pygame.KMOD_CTRL:
Selector(self._manager.get_display(), self.group)
ChangeState(GAME_STATE_PAUSED).post()
def draw(self):
display_surface = self._manager.get_display()
display_surface.blit(self.image, (0, 0))
self.group.update(display_surface)
self.group.draw(display_surface)
示例9: create_layer
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def create_layer(self):
bgimg = media.load_image('bg.png').convert()
rbgimg = bgimg.get_rect()
rows = int(600 / rbgimg.height) + 2
layer = Surface((rbgimg.width, 600))
for y in xrange(rows):
layer.blit(bgimg, rbgimg)
rbgimg = rbgimg.move([0, rbgimg.height])
return layer
示例10: create_bottom
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def create_bottom(self):
bgimg = media.load_image('tile_wall.png').convert()
bgimg = pygame.transform.flip(bgimg, False, True)
rbgimg = bgimg.get_rect()
cols = int(1000 / rbgimg.width)
top = Surface((1000, rbgimg.height))
for x in xrange(cols):
top.blit(bgimg, rbgimg)
rbgimg = rbgimg.move([rbgimg.width, 0])
return top
示例11: create_top
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def create_top(self):
bgimg = media.load_image('tile_wall.png').convert()
rbgimg = bgimg.get_rect()
self.top_size = rbgimg.width
cols = int(1000 / rbgimg.width)
top = Surface((1000, rbgimg.height))
for x in xrange(cols):
top.blit(bgimg, rbgimg)
rbgimg = rbgimg.move([rbgimg.width, 0])
return top
示例12: add_border
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def add_border(self):
"""Draw a border around the thumbnail image Surface."""
new_surf = Surface((THUMB_SIZE + (BORDER_WIDTH * 2),
THUMB_SIZE + (BORDER_WIDTH * 2)))
new_surf.blit(self.image, (BORDER_WIDTH, BORDER_WIDTH))
border_rect = Rect(get_line_center(BORDER_WIDTH),
get_line_center(BORDER_WIDTH),
THUMB_SIZE + BORDER_WIDTH + 1,
THUMB_SIZE + BORDER_WIDTH + 1)
pygame.draw.rect(new_surf, THUMB_BORDER_COLOR, border_rect,
BORDER_WIDTH)
self.image = new_surf
示例13: padimage
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def padimage(self, image):
"""
Do a little processing of the input image to make it purdyer.
Pad the image with transparent pixels so the edges get antialised
when rotated and scaled. Looks real nice.
"""
new = Surface(image.get_rect().inflate(2, 2).size, pygame.SRCALPHA)
color = image.get_at((0,0))
color[3] = 0
new.fill(color)
new.blit(image, (1,1))
return new
示例14: prepare_passage
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def prepare_passage(text, width, size="normal", colour=(0,0,0)):
sections = text.split("\n")
paras = [prepare_paragraph(t,width,size=size,colour=colour)
for t in sections]
fullwidth = max(p.get_width() for p in paras)
fullheight = sum(p.get_height() for p in paras)
passage = Surface((fullwidth,fullheight),pygame.SRCALPHA)
passage.fill((255,255,255,0))
y = 0
for p in paras:
passage.blit(p,(0,y))
y += p.get_height()
return passage
示例15: draw
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import blit [as 别名]
def draw(self, pressed):
from pygame.surface import Surface
from pygame.draw import rect
from pygame.display import flip
self.surface.fill(self.surface_color)
if pressed:
self.current_position += pressed
self.current_position %= self.number_buttons
menu_surface = Surface((self.menu_width, self.menu_height))
menu_surface.fill(self.surface_color)
rect(menu_surface, self.selection_color, self.info_list[self.current_position].point_rect)
for i in range(self.number_buttons):
menu_surface.blit(self.info_list[i].text_surface, self.info_list[i].text_rect)
self.surface.blit(menu_surface, self.shift)
flip()