本文整理汇总了Python中pygame.surface.Surface.get_rect方法的典型用法代码示例。如果您正苦于以下问题:Python Surface.get_rect方法的具体用法?Python Surface.get_rect怎么用?Python Surface.get_rect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.get_rect方法的7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.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import get_rect [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2: LoadingScene
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import get_rect [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3: PointerPoint
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import get_rect [as 别名]
class PointerPoint(pygame.sprite.Sprite):
"""moves a clenched fist on the screen, following the mouse"""
def __init__(self):
pygame.sprite.Sprite.__init__(self) #call Sprite initializer
self.image = Surface((1, 1))
self.rect = self.image.get_rect()
def update(self):
"move the fist based on the mouse position"
pos = pygame.mouse.get_pos()
self.rect.midtop = pos
示例4: __init__
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import get_rect [as 别名]
def __init__(self,surface : Surface, dimension:Rect = None ):
if dimension == None:
dimension = surface.get_rect()
self.surface = surface
self.dimension = dimension
self.__IDCounter = 0
self.actors = []
self.bullets = []
self.power_ups = []
self.Timer = Timer()
self.Timer.subscribe(self.Simulate)
self.Timer.subscribe(self.Paint)
示例5: getEndGameSplash
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import get_rect [as 别名]
def getEndGameSplash(winnerName=None, winnerColor=None):
"""If winningName and winnerColor are both None,
display a tie game screen.
"""
screen = Display.get_surface()
splashGroup = SpriteGroup()
if winnerName != None and winnerColor != None:
# Create winning bomberman image
fatalityRect = Rect((0, 0, 500, 500))
fatalityRect.centerx = screen.get_rect().centerx
fatalityRect.centery = screen.get_rect().centery
fatalityAnimation = WorldlessWidget(Surface((500, 500)), fatalityRect)
fatalImage = pygame.image.load("images/fatality.png").convert()
fatalImage.set_colorkey(LAVENDER)
bmanColor = Surface((fatalImage.get_width(), fatalImage.get_height()))
bmanColor.fill(winnerColor)
bmanColor.blit(fatalImage, bmanColor.get_rect())
winnerFrames = createFrames(bmanColor)
fatalityAnimation.startAnimation(winnerFrames, 0, 12)
splashGroup.add(fatalityAnimation)
# Create text for winning player
winnerText = TextBar(winnerName + " Wins!", (0, 0, 200, 50), 50)
imgWidth = winnerText.image.get_width()
winnerText.rect.left = (screen.get_size()[X] - imgWidth) / 2
splashGroup.add(winnerText)
else:
tieText = TextBar("TIE GAME!", (0, 20, 250, 50), 35)
imgWidth = tieText.image.get_width()
tieText.rect.left = (screen.get_size()[X] - imgWidth) / 2
splashGroup.add(tieText)
escMessage = TextBar("Press Escape to exit.", (0, 60, 250, 50), 25)
imgWidth = escMessage.image.get_width()
escMessage.rect.left = (screen.get_size()[X] - imgWidth) / 2
splashGroup.add(escMessage)
pressKeyText = TextBar(
"Press a key or button when ready. Next round will start when everyone is ready.", (0, 90, 250, 50), 25
)
imgWidth = pressKeyText.image.get_width()
pressKeyText.rect.left = (screen.get_size()[X] - imgWidth) / 2
splashGroup.add(pressKeyText)
return splashGroup
示例6: render
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import get_rect [as 别名]
def render(self):
"""
generate an image suitable to represnt this monster.
return Rect(pos[0] - radius, pos[1] - radius, radius * 2, radius * 2)
the image will be used in battle screens
"""
d = self.mDNA.d
color = (200,200,200)
scratch = Surface((150, 150))
s = Surface((150,150))
s.lock()
body_rect = body(s, d, (40,40))
#draw.rect(s, color, body_rect, 2)
if d["limbNum"] > 0:
# draw one limb to see how big it is
limb_rect = limb(scratch, d, (0, 0))
t = d["limbLocation"]
if t == 0:
x, y = body_rect.bottomleft
y -= body_rect.height / 4
else:
x, y = body_rect.midleft
dx = body_rect.width / d["limbNum"]
for i in range(0, d["limbNum"]):
limb_rect = limb(s, d, (x, y))
x += dx
t = d["headLocation"]
if t == 0:
x, y = body_rect.midleft
elif t == 1:
x, y = body_rect.topleft
y -= body_rect.height / 4
else:
x, y = body_rect.topleft
head_rect = head(s, d, (x, y))
x, y = head_rect.center
y = y + head_rect.height / 6
mouth_rect = mouth(s, d, (x, y))
t = d["eyeLocation"]
if t == 0:
x, y = head_rect.center
y -= head_rect.height / 4
else:
x, y = head_rect.topleft
for i in range(0, d["eyeNum"]):
eye = MonsterEye(d)
eye.rect.center = (x, y)
eye.render()
self.parts.append(eye)
x += (d["eyeSkill"] + 1) * 5
s.unlock()
# draw the parts onto the monster
[ s.blit(part.image, part.rect) for part in self.parts ]
self.image = s
self.rect = s.get_rect()
示例7: __init__
# 需要导入模块: from pygame.surface import Surface [as 别名]
# 或者: from pygame.surface.Surface import get_rect [as 别名]
class GameUI:
def __init__(self, mainchar):
self.bg = Surface((800, 600))
self.mainchar = mainchar
self.layer = self.create_layer()
self.top = self.create_top()
self.bottom = self.create_bottom()
self.scroll = 0
self.scroll_top = 0
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
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
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
def update(self, tick):
self.scroll += tick / 6
self.scroll_top += tick / 6
rlayer = self.layer.get_rect()
rlayer = rlayer.move((-self.scroll, -18))
columns = int(800 / rlayer.width) + 2
for x in xrange(columns):
self.bg.blit(self.layer, rlayer)
rlayer = rlayer.move((rlayer.width, 0))
if self.scroll > rlayer.width:
self.scroll -= rlayer.width
rtop = self.top.get_rect()
rbottom = self.bottom.get_rect()
rtop = rtop.move((-self.scroll_top, 6))
rbottom = rbottom.move((-self.scroll_top, self.bg.get_rect().height - rbottom.height - 6))
self.bg.blit(self.top, rtop)
self.bg.blit(self.bottom, rbottom)
if self.scroll_top > self.top_size:
self.scroll_top -= self.top_size