本文整理汇总了Python中pyglet.image.load函数的典型用法代码示例。如果您正苦于以下问题:Python load函数的具体用法?Python load怎么用?Python load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load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: __init__
def __init__(self):
self.image_opened = image.load(data_file('garbagecan-open.png'))
self.image_closed = image.load(data_file('garbagecan-closed.png'))
self.image_lid = image.load(data_file('garbagecan-lid.png'))
self.image_opened.anchor_x = self.image_opened.width/2
self.image_opened.anchor_y = self.image_opened.height/2
self.image_closed.anchor_x = self.image_opened.width/2
self.image_closed.anchor_y = self.image_opened.height/2
self.candidateLeaves = {}
self.opened = True
self.lid_active = False
self.can_active = False
self.fallen = False
self.can_highlighted = False
self.lid_highlighted = True
self.can_rect = Rect(0, 0, self.image_closed)
self.can_rect.center = (80, 90)
self.can_sprite = Sprite(self.image_opened)
self.can_sprite.set_position(self.can_rect.x, self.can_rect.y)
self.lid_rect = Rect(20, 40, self.image_lid)
window.game_window.push_handlers(self.on_mouse_release)
window.game_window.push_handlers(self.on_mouse_press)
window.game_window.push_handlers(self.on_mouse_drag)
window.game_window.push_handlers(self.on_mouse_motion)
events.AddListener(self)
示例2: __init__
def __init__(self):
super(GameLayer, self).__init__()
# Lista de sprites (X's e O's)
self.sprites = [None]*9
# Intância do jogo
self.game = None
# Variavel para verificar se o usuário está habilitado à jogador. A
# variável estará falsa somente no caso de alguém ganhar ou o jogo
# empatar, esperando a finalização dos efeitos para habilitar o jogo
# novamente
self.ableToPlay = True
# Lista de imagens do jogo, elas são definidas separadamente para não
# fiarem duplicadas em vários sprites.
self.imageEmpty = image.load('resources/cell.png')
self.imageX = image.load('resources/cell-x.png')
self.imageO = image.load('resources/cell-o.png')
# Imagem de fundo
self.background = cocos.sprite.Sprite('background.png', (150, 150))
self.add(self.background)
# Inicia um novo jogo
self.newGame()
示例3: load_texture
def load_texture(self):
if self.texture_file:
self.texture_file = join(dirname(__file__), self.texture_file)
self.original_texture = image.load(self.texture_file).texture
file = BytesIO()
self.original_texture.save(self.texture_file, file,
encoder=self.encoder)
file.seek(0)
self.saved_texture = image.load(self.texture_file, file).texture
示例4: __init__
def __init__(self, x, y):
spark_tex = image.load(os.path.join(os.path.dirname(__file__), 'images/flare3.png')).get_texture()
sparks = ParticleGroup(
controllers=[
Lifetime(2),
Movement(damping=0.93),
Fader(fade_out_start=0, fade_out_end=1.8),
],
renderer=BillboardRenderer(SpriteTexturizer(spark_tex.id)))
spark_emitter = StaticEmitter(
template=Particle(
position=(x,y),
color=(1,1,1)),
deviation=Particle(
position=(1,1,0),
velocity=(300,300,0),
age=1.5),
size=[(1,1,0), (2,2,0), (2,2,0), (2,2,0), (3,3,0), (4,4,0)])
spark_emitter.emit(50, sparks)
fire_tex = image.load(os.path.join(os.path.dirname(__file__), 'images/puff.png')).get_texture()
fire = ParticleGroup(
controllers=[
Lifetime(4),
Movement(damping=0.95),
Growth(10),
Fader(fade_in_start=0, start_alpha=0, fade_in_end=0.5, max_alpha=0.4,
fade_out_start=1.0, fade_out_end=1.0)
],
renderer=BillboardRenderer(SpriteTexturizer(fire_tex.id)))
fire_emitter = StaticEmitter(
template=Particle(
position=(x, y),
size=(10,10,0)),
deviation=Particle(
position=(2,2,0),
velocity=(70,70,0),
size=(5,5,0),
up=(0,0,pi*2),
rotation=(0,0,pi*0.06),
age=.3,),
color=[(0.5,0,0), (0.5,0.5,0.5), (0.4,0.1,0.1), (0.85,0.3,0)],
)
fire_emitter.emit(200, fire)
示例5: test_set_icon_sizes
def test_set_icon_sizes(self):
self.width, self.height = 200, 200
self.w = w = window.Window(self.width, self.height)
w.set_icon(image.load(icon_file1),
image.load(icon_file2),
image.load(icon_file3),
image.load(icon_file4),
image.load(icon_file5))
glClearColor(1, 1, 1, 1)
while not w.has_exit:
glClear(GL_COLOR_BUFFER_BIT)
w.flip()
w.dispatch_events()
w.close()
示例6: loadTexture
def loadTexture( self ):
textureSurface = image.load('data/multicolor512.png')
self.text0 = textureSurface.get_mipmapped_texture()
textureSurface = image.load('data/grass512.jpg')
self.text1 = textureSurface.get_mipmapped_texture()
textureSurface = image.load('data/sand512.png')
self.text2 = textureSurface.get_mipmapped_texture()
textureSurface = image.load('data/stone512.jpg')
self.text3 = textureSurface.get_mipmapped_texture()
textureSurface = image.load('data/water1024.jpg')
self.sea_tex = textureSurface.get_mipmapped_texture()
示例7: load_textures
def load_textures():
global texture
textureSurface = image.load('star.bmp')
texture=textureSurface.texture
glBindTexture(GL_TEXTURE_2D, texture.id)
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )
示例8: LoadTextures
def LoadTextures(self):
'''texture 0-5: faces, 6-11: hints, 12: blending screen, 13: char'''
i = self.loading
if i < len(self.textures): # for i in xrange(len(self.textures)):
if i < len(self.ary_norm): imgfile = TEXIMG_FACE % i # bmp24 256x256
elif i <= len(self.ary_norm) * 2: imgfile = TEXIMG_HINT
else: imgfile = TEXIMG_CHAR[i - len(self.ary_norm) * 2 - 1]
img = image.load(imgfile)
self.textures[i] = img.get_texture()
ix, iy = img.width, img.height
rawimage = img.get_image_data()
formatstr = 'RGBA'
pitch = rawimage.width * len(formatstr)
dat = rawimage.get_data(formatstr, pitch)
self.dat[i] = (dat, ix, iy)
if i > len(self.ary_norm): # skip face(0-5) and hint(6:white)
j = i - len(self.ary_norm)
d = []
it = iter(dat)
while it.__length_hint__():
r, g, b, a = [ord(it.next()) for k in xrange(4)]
if i < len(self.ary_norm) * 2 and r >= 128 and g >= 128 and b >= 128:
r, g, b = r if j & 1 else 0, g if j & 2 else 0, b if j & 4 else 0
elif i == len(self.ary_norm) * 2:
r, g, b, a = [int(self.instbgc[k] * 255) for k in xrange(4)]
else:
r, g, b, a = r, g, b, 255 * (r + g + b) / (255 * 3)
d.append('%c%c%c%c' % (r, g, b, a))
dat = ''.join(d)
glEnable(self.textures[i].target)
glBindTexture(self.textures[i].target, self.textures[i].id)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0,
GL_RGBA, GL_UNSIGNED_BYTE, dat)
self.loading = i + 1
示例9: load_texture
def load_texture(file):
raw = image.load(file)
width, height = raw.width, raw.height
texture = image.load(file).get_data('RGBA', width * 4) # 4bpp, RGBA format
buffer = [0] # Buffer to hold the returned texture id
glGenTextures(1, (GLuint * len(buffer))(*buffer))
glBindTexture(GL_TEXTURE_2D, buffer[0])
#Load textures with no filtering. Filtering generally makes the texture blur.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture)
return buffer[0]
示例10: load
def load(self):
self._pyglet_image = image.load(self._filename)
self._size_x = self._pyglet_image.width
self._size_y = self._pyglet_image.height
self._opengl_id = self._pyglet_image.get_texture().id
self._loaded = True
示例11: __init__
def __init__(self, pos, angle):
super( Pellet, self ).__init__(image.load(os.path.normpath(r'../assets/Graphics/Pellet.png')))
self.initialPosition = pos
self.position = (pos)
self.angle = angle
self.time_alive = 0
self.cshape = CircleShape(Vector2(self.get_rect().center[0], self.get_rect().center[1]), self.width/2)
示例12: __init__
def __init__(self):
# A Batch is a collection of vertex lists for batched rendering.
self.batch = pyglet.graphics.Batch()
# A TextureGroup manages an OpenGL texture.
self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture())
# A mapping from position to the texture of the block at that position.
# This defines all the blocks that are currently in the world.
self.world = {}
# Same mapping as `world` but only contains blocks that are shown.
self.shown = {}
# Mapping from position to a pyglet `VertextList` for all shown blocks.
self._shown = {}
# Mapping from sector to a list of positions inside that sector.
self.sectors = {}
# Simple function queue implementation. The queue is populated with
# _show_block() and _hide_block() calls
self.queue = deque()
self._initialize()
示例13: __init__
def __init__(self, filename):
"""Read data from the file"""
self.contents = {}
mtl = None
for line in open(filename, "r"):
if line.startswith('#'):
continue
values = line.split()
if not values:
continue
if values[0] == 'newmtl':
if len(values) == 1:
values.append('NoNameMat')
mtl = self.contents[values[1]] = {}
elif mtl is None:
raise ValueError("mtl file doesn't start with newmtl stmt")
elif values[0] == 'map_Kd':
pos = filename.find('/') + 1
mtl['map_Kd'] = filename[0:pos] + values[1]
mtl['image'] = image.load(mtl['map_Kd'])
elif values[0] == 'Ns':
# Map from range 0-1000 to the range 0-128 of GL_SHININESS
mtl['Ns'] = float(values[1]) * .128
else:
mtl[values[0]] = map(float, values[1:])
示例14: __init__
def __init__(self):
super( Ship, self ).__init__(image.load(os.path.normpath(r'../assets/Graphics/BookCraft.png')))
self.drawModules()
self.position = (250,250)
self.heath = 100
self.bulletList = []
self.centerPoint = self.get_rect().center
self.midline = (self.centerPoint, self.get_rect().midtop)
self.cshape = CircleShape(Vector2(self.centerPoint[0],self.centerPoint[1]),self.width/2)
# Constants for craft movement
self.CRAFT_MAX_VELOCITY = 1000
self.CRAFT_ACCELERATION = 100
self.CRAFT_MAX_TURNRATE = 1
# Keep track of the current move speed of the ship. These are accessed
# directly by the scene controlling the ship
self.craftMovingUp = False
self.craftMovingDown = False
self.craftMovingRight = False
self.craftMovingLeft = False
self.craft_x_velocity = 0
self.craft_y_velocity = 0
示例15: __init__
def __init__(self):
super().__init__()
self.scale = 0.8
self.position = -50, -50
explosion_animation = image.Animation.from_image_sequence(
image.ImageGrid(image.load('explosion.png'), 1, 8), 0.1,
)
self.explosion = sprite.Sprite(
explosion_animation,
position=(320, 240),
scale=1.5,
)
self.explosion2 = sprite.Sprite(
explosion_animation,
position=(160, 120),
scale=1.7,
)
self.explosion3 = sprite.Sprite(
explosion_animation,
position=(32, 32),
)
self.add(self.explosion)
self.explosion.add(self.explosion2)
self.explosion2.add(self.explosion3)