本文整理汇总了Python中pygame.transform.smoothscale函数的典型用法代码示例。如果您正苦于以下问题:Python smoothscale函数的具体用法?Python smoothscale怎么用?Python smoothscale使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了smoothscale函数的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_subimage
def update_subimage(self, subimg):
self.subImg = image.load(util.enums.RES + subimg).convert_alpha()
if self.upgrade:
self.subImg = transform.smoothscale(self.subImg, (37, 32))
else:
self.subImg = transform.smoothscale(self.subImg, (37, 32))
self.draw_subimg()
示例2: update
def update(self):
# First, shrink it to match res of lolshield:
smoothscale(self.surface, (SerialShield.width, SerialShield.height), self.lol_surface)
# clear screen (to paint leds)
self.surface.fill(Color('black'))
# extract value data to send:
for x in range(SerialShield.width):
for y in range(SerialShield.height):
h, s, v, a, = self.lol_surface.get_at((x, y, ))
self.set_pixel(x, y, v >= 50)
示例3: test_varied_smoothscale
def test_varied_smoothscale(surface):
"""Scale with more varies factors"""
obj = _make_object()
transform.set_smoothscale_backend('GENERIC')
surface.blit(obj, (20, 20))
obj1 = transform.smoothscale(obj, (25, 55))
surface.blit(obj1, (80, 80))
obj1 = transform.smoothscale(obj, (14, 13))
surface.blit(obj1, (160, 160))
obj1 = transform.smoothscale(obj, (72, 68))
surface.blit(obj1, (320, 320))
示例4: game_loop
def game_loop(self):
maquina_estados = self.fsm_loop()
for estado in maquina_estados:
for e in pygame.event.get():
self.input(e)
if Game.situacao[5] == -1: self.end_game()
estado()
if self.fullscreen:
smoothscale(self.screen, self.f_size, self.scaled)
self.f_screen.blit(self.scaled, (self.px,0))
else:
self.f_screen.blit(self.screen, (0,0))
pygame.display.flip()
pygame.time.wait(20)
示例5: test_int_smoothscale
def test_int_smoothscale(surface):
"""Simple integer scaling tests"""
obj = _make_object()
transform.set_smoothscale_backend('GENERIC')
surface.blit(obj, (20, 20))
obj1 = transform.smoothscale(obj, (20, 20))
surface.blit(obj1, (60, 60))
obj1 = transform.smoothscale(obj, (40, 40))
surface.blit(obj1, (80, 80))
obj1 = transform.smoothscale(obj, (60, 60))
surface.blit(obj1, (160, 160))
obj1 = transform.smoothscale(obj, (120, 120))
surface.blit(obj1, (320, 320))
示例6: get_aa_round_rect
def get_aa_round_rect(size, radius, color):
surface = Surface(size, flags=SRCALPHA).convert_alpha()
rect = Rect((0, 0), size)
color = Color(*color)
alpha = color.a
color.a = 0
rectangle = Surface(size, SRCALPHA)
#here 5 is an arbitrary multiplier, we will just rescale later
circle = Surface([min(size) * 5, min(size) * 5], SRCALPHA)
draw.ellipse(circle, (0,0,0), circle.get_rect(), 0)
circle = transform.smoothscale(circle, (2*radius, 2*radius))
#now circle is just a small circle of radius
#blit topleft circle:
radius_rect = rectangle.blit(circle, (0, 0))
#now radius_rect = Rect((0, 0), circle.size), rect=Rect((0, 0), size)
#blit bottomright circle:
radius_rect.bottomright = rect.bottomright #radius_rect is growing
rectangle.blit(circle, radius_rect)
#blit topright circle:
radius_rect.topright = rect.topright
rectangle.blit(circle, radius_rect)
#blit bottomleft circle:
radius_rect.bottomleft = rect.bottomleft
rectangle.blit(circle, radius_rect)
#black-fill of the internal rect
rectangle.fill((0, 0, 0), rect.inflate(-radius_rect.w, 0))
rectangle.fill((0, 0, 0), rect.inflate(0, -radius_rect.h))
#fill with color using blend_rgba_max
rectangle.fill(color, special_flags=BLEND_RGBA_MAX)
#fill with alpha-withe using blend_rgba_min in order to make transparent
#the
rectangle.fill((255, 255, 255, alpha), special_flags=BLEND_RGBA_MIN)
surface.blit(rectangle, rect.topleft)
return surface
示例7: render
def render(self):
# ~ draw magnetradius
if self.magnetradius:
# ~ gfxdraw.aacircle(scr,self.centerx,self.centery,int(self.magnetradius),(150,130,110,int(self.magnetradius)))
m = image.load("img/magnetichalo.png")
m = transform.smoothscale(m, [int(self.magnetradius * 2)] * 2)
scr.blit(m, m.get_rect(center=self.center))
# ~ draw shieldbar
r = draw.rect(scr, (50, 50, 50), (10, 500, 380, 18), 1)
osdlayer.fill((100, 100, 200, self.shieldfxttl * 4 + 150), (10, 0, self.shield_ / self.shieldmax * 380, 18))
# scr.blit(self.SHIELDTEXT,self.SHIELDRECT)
# ~ draw lazerstate
r = draw.rect(scr, (50, 50, 50), (10, 520, 380, 18), 1)
osdlayer.blit(self.lazertempfx, (10, 20), (0, 0, DoubleLazer.temper / DoubleLazer.tempmax * 380, 18))
# scr.blit(self.LAZERTEXT,self.LAZERRECT)
# ~ draw bonusbar
self.settingbonus_.render()
self.loader1_.render()
# ~ draw shieldcircle
if self.shieldfxttl:
self.shieldcolor.a = int(4 * self.shieldfxttl)
gfxdraw.filled_circle(scr, self.centerx, self.centery, self.w, self.shieldcolor)
self.shieldfxttl -= 1
if self.foo:
self.foo -= 1
scr.blit(self.img2, ship)
return
# ~ draw ship
scr.blit(self.img, ship)
示例8: render
def render(text, font, background, color, left, top, width, height) :
text_rendered = font.render(text, 1, color)
text_height = font.get_ascent()
text_rendered = text_rendered.subsurface(Rect(0, (text_rendered.get_height() - text_height) / 2 , text_rendered.get_width(), text_height))
rect_rendered = text_rendered.get_rect()
# final_rect = pygame.Rect(left, top, width, height).fit(rect_rendered)
final_rect = rect_rendered.fit(Rect(left, top, width, height))
background.blit(transform.smoothscale(text_rendered, (final_rect.width, final_rect.height)), Rect(left, top, final_rect.width, final_rect.height))
示例9: scale
def scale(self, size):
# Used for changing word size
pos = (self.rect.x, self.rect.y)
self.image = transform.smoothscale(self.image, (int(self.rect.width*size), int(self.rect.height*size)))
self.msf = transform.scale(self.msf, (int(self.rect.width*size), int(self.rect.height*size)))
self.rect = self.image.get_rect()
self.rect.x, self.rect.y = pos
self._update_mask()
示例10: test_y_smoothscale
def test_y_smoothscale(surface):
"""Scale y axis only"""
obj = _make_object()
transform.set_smoothscale_backend('GENERIC')
surface.blit(obj, (20, 20))
obj1 = transform.smoothscale(obj, (20, 25))
surface.blit(obj1, (80, 80))
obj2 = transform.smoothscale(obj, (20, 35))
surface.blit(obj2, (160, 160))
obj3 = transform.smoothscale(obj, (20, 55))
surface.blit(obj3, (240, 160))
obj4 = transform.smoothscale(obj, (20, 15))
surface.blit(obj4, (240, 240))
obj5 = transform.smoothscale(obj, (20, 100))
surface.blit(obj5, (320, 320))
示例11: __init__
def __init__(self, model):
self.id = 'Projectile'
self.size = (model.radius*2, model.radius*2)
self.base_image = load_image('planet.png')
self.image = smoothscale(self.base_image, self.size)
self.model = model
示例12: get_plant_thumbnail
def get_plant_thumbnail(plant, size):
#print "get_plant_thumbnail:", plant, size ###
thumb = plant._thumbnail
if not thumb:
#print "get_plant_thumbnail: generating thumbnail" ###
buffer = render_plant(plant, (600, 600))
thumb = transform.smoothscale(buffer, size)
plant._thumbnail = thumb
return thumb
示例13: get_border
def get_border(self):
'''if self.model.lockdown_frames > 180:
return smoothscale(self.border4, self.size)
elif self.model.lockdown_frames > 120:
return smoothscale(self.border3, self.size)
elif self.model.lockdown_frames > 60:
return smoothscale(self.border2, self.size)
else:
return smoothscale(self.border1, self.size)'''
return smoothscale(self.border4, self.size)
示例14: test_subsurface_smoothscale
def test_subsurface_smoothscale(surface):
"""Test scaling a small subsurface"""
obj = _make_object()
transform.set_smoothscale_backend('GENERIC')
obj_sub = obj.subsurface((20, 20, 20, 25))
surface.blit(obj, (20, 20))
surface.blit(obj_sub, (60, 20))
obj1 = transform.smoothscale(obj_sub, (obj_sub.get_width(), obj_sub.get_height()))
surface.blit(obj1, (120, 20))
obj1 = transform.smoothscale(obj_sub, (20, 20))
surface.blit(obj1, (60, 60))
obj1 = transform.smoothscale(obj_sub, (40, 40))
surface.blit(obj1, (80, 80))
obj1 = transform.smoothscale(obj_sub, (60, 60))
surface.blit(obj1, (160, 160))
obj1 = transform.smoothscale(obj_sub, (120, 120))
surface.blit(obj1, (220, 220))
示例15: __call__
def __call__(self, x, y, w, h):
if not x in self.cache:
self.cache[x] = {}
if not y in self.cache[x]:
self.cache[x][y] = {}
if not w in self.cache[x][y]:
self.cache[x][y][w] = {}
if not h in self.cache[x][y][w]:
self.cache[x][y][w][h] = transform.smoothscale(self.sprites(x, y), (w, h))
return self.cache[x][y][w][h]