本文整理汇总了Python中pygame.Surface方法的典型用法代码示例。如果您正苦于以下问题:Python pygame.Surface方法的具体用法?Python pygame.Surface怎么用?Python pygame.Surface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
的用法示例。
在下文中一共展示了pygame.Surface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: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self, dt=0.2, res=(32, 32), init_pos=(3, 3), init_std=0, wall=None, gravity=(0.0, 0.0)):
pygame.init()
self.dt = dt
self.res = res
if os.environ.get('SDL_VIDEODRIVER', '') == 'dummy':
pygame.display.set_mode(res, 0, 24)
self.screen = pygame.Surface(res, pygame.SRCCOLORKEY, 24)
pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, res[0], res[1]), 0)
else:
self.screen = pygame.display.set_mode(res, 0, 24)
self.gravity = gravity
self.initial_position = init_pos
self.initial_std = init_std
self.space = pymunk.Space()
self.space.gravity = self.gravity
self.draw_options = pymunk.pygame_util.DrawOptions(self.screen)
self.clock = pygame.time.Clock()
self.wall = wall
self.static_lines = None
self.dd = 2
示例2: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self, dt=0.2, res=(32, 32), init_pos=(3, 3), init_std=0, wall=None):
pygame.init()
self.dt = dt
self.res = res
if os.environ.get('SDL_VIDEODRIVER', '') == 'dummy':
pygame.display.set_mode(res, 0, 24)
self.screen = pygame.Surface(res, pygame.SRCCOLORKEY, 24)
pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, res[0], res[1]), 0)
else:
self.screen = pygame.display.set_mode(res, 0, 24)
self.gravity = (0.0, 0.0)
self.initial_position = init_pos
self.initial_std = init_std
self.space = pymunk.Space()
self.space.gravity = self.gravity
self.draw_options = pymunk.pygame_util.DrawOptions(self.screen)
self.clock = pygame.time.Clock()
self.wall = wall
self.static_lines = None
self.dd = 2
示例3: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self, position=(400, 150)):
pygame.sprite.Sprite.__init__(self)
self.img_1 = pygame.Surface((285, 100))
self.img_1_front = pygame.Surface((281, 96))
self.img_1.fill((255, 255, 255))
self.img_1_front.fill((0, 0, 0))
self.img_1.blit(self.img_1_front, (2, 2))
self.img_2 = pygame.Surface((285, 100))
self.img_2_front = pygame.Surface((281, 96))
self.img_2.fill((255, 255, 255))
self.img_2_front.fill((24, 196, 40))
self.img_2.blit(self.img_2_front, (2, 2))
self.text = 'easy'
self.font = pygame.font.Font('./resource/fonts/m04.ttf', 42)
self.textRender = self.font.render(self.text, 1, (255, 255, 255))
self.img_1.blit(self.textRender, (60, 29))
self.img_2.blit(self.textRender, (60, 29))
self.image = self.img_1
self.rect = self.image.get_rect()
self.rect.center = position
示例4: loadLevel
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def loadLevel(self, game_level):
with open(os.path.join(self.levels_path, game_level), 'r') as f:
lines = f.readlines()
# 游戏地图
self.game_map = gameMap(max([len(line) for line in lines]) - 1, len(lines))
# 游戏surface
height = Config.get('block_size') * self.game_map.num_rows
width = Config.get('block_size') * self.game_map.num_cols
self.game_surface = pygame.Surface((width, height))
self.game_surface.fill(Config.get('bg_color'))
self.game_surface_blank = self.game_surface.copy()
for row, elems in enumerate(lines):
for col, elem in enumerate(elems):
if elem == 'p':
self.player = pusherSprite(col, row)
elif elem == '*':
self.game_map.addElement('wall', col, row)
elif elem == '#':
self.game_map.addElement('box', col, row)
elif elem == 'o':
self.game_map.addElement('target', col, row)
示例5: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self, imagepath, position, size=(11, 13), is_highest=False, bg_color=None, **kwargs):
pygame.sprite.Sprite.__init__(self)
# 导入图片
self.images = []
image = pygame.image.load(imagepath)
for i in range(12):
self.images.append(pygame.transform.scale(image.subsurface((i*20, 0), (20, 24)), size))
if is_highest:
self.image = pygame.Surface((size[0]*8, size[1]))
else:
self.image = pygame.Surface((size[0]*5, size[1]))
self.rect = self.image.get_rect()
self.rect.left, self.rect.top = position
# 一些必要的变量
self.is_highest = is_highest
self.bg_color = bg_color
self.score = '00000'
示例6: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self):
def make_surface(tl):
w = 40
surface = pygame.Surface((w, 3 * w), pygame.SRCALPHA)
surface.fill(COLOR_ALUMINIUM_5 if tl != 'h' else COLOR_ORANGE_2)
if tl != 'h':
hw = int(w / 2)
off = COLOR_ALUMINIUM_4
red = COLOR_SCARLET_RED_0
yellow = COLOR_BUTTER_0
green = COLOR_CHAMELEON_0
pygame.draw.circle(surface, red if tl == tls.Red else off, (hw, hw), int(0.4 * w))
pygame.draw.circle(surface, yellow if tl == tls.Yellow else off, (hw, w + hw), int(0.4 * w))
pygame.draw.circle(surface, green if tl == tls.Green else off, (hw, 2 * w + hw), int(0.4 * w))
return pygame.transform.smoothscale(surface, (15, 45) if tl != 'h' else (19, 49))
self._original_surfaces = {
'h': make_surface('h'),
tls.Red: make_surface(tls.Red),
tls.Yellow: make_surface(tls.Yellow),
tls.Green: make_surface(tls.Green),
tls.Off: make_surface(tls.Off),
tls.Unknown: make_surface(tls.Unknown)
}
self.surfaces = dict(self._original_surfaces)
示例7: setup
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def setup(self, scene, ball):
"""Setup a level with a certain level number"""
scene.qubit_num = self.level
self.circuit_grid_model = CircuitGridModel(scene.qubit_num, CIRCUIT_DEPTH)
# the game crashes if the circuit is empty
# initialize circuit with identity gate at the end of each line to prevent crash
# identity gate are displayed by completely transparent PNG
for i in range(scene.qubit_num):
self.circuit_grid_model.set_node(i, CIRCUIT_DEPTH - 1, CircuitGridNode(node_types.IDEN))
self.circuit = self.circuit_grid_model.compute_circuit()
self.statevector_grid = StatevectorGrid(self.circuit, scene.qubit_num, 100)
self.right_statevector = VBox(WIDTH_UNIT * 90, WIDTH_UNIT * 0, self.statevector_grid)
self.circuit_grid = CircuitGrid(0, ball.screenheight, self.circuit_grid_model)
# computer paddle
self.left_paddle.image = pygame.Surface([WIDTH_UNIT, int(round(ball.screenheight / 2 ** scene.qubit_num))])
self.left_paddle.image.fill((255, 255, 255))
self.left_paddle.image.set_alpha(255)
self.left_paddle.rect = self.left_paddle.image.get_rect()
self.left_paddle.rect.x = 9 * WIDTH_UNIT
# player paddle for detection of collision. It is invisible on the screen
self.right_paddle.image = pygame.Surface([WIDTH_UNIT, int(round(ball.screenheight / 2 ** scene.qubit_num))])
self.right_paddle.image.fill((255, 0, 255))
self.right_paddle.image.set_alpha(0)
self.right_paddle.rect = self.right_paddle.image.get_rect()
self.right_paddle.rect.x = self.right_statevector.xpos
示例8: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self):
super().__init__()
# get ball screen dimensions
self.screenheight = round(WINDOW_HEIGHT * 0.7)
self.screenwidth = WINDOW_WIDTH
self.width_unit = WIDTH_UNIT
self.left_edge = self.width_unit
self.right_edge = self.screenwidth - self.left_edge
self.top_edge = self.width_unit * 0
self.bottom_edge = self.screenheight - self.top_edge
# define the ball sizes
self.height = self.width_unit
self.width = self.width_unit
# create a pygame Surface with ball size
self.image = pygame.Surface([self.height, self.width])
self.image.fill(WHITE)
self.rect = self.image.get_rect()
self.x = 0
self.y = 0
self.speed = 0
self.initial_speed_factor = 0.8
self.direction = 0
# initialize ball action type, measure and bounce flags
self.ball_action = NOTHING
self.measure_flag = NO
# initialize ball reset on the left
self.reset_position = LEFT
self.reset()
self.sound = Sound()
self.score = Score()
示例9: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self, circuit, qubit_num, num_shots):
pygame.sprite.Sprite.__init__(self)
self.image = None
self.rect = None
self.ball = Ball()
self.block_size = int(round(self.ball.screenheight / 2 ** qubit_num))
self.basis_states = comp_basis_states(circuit.width())
self.circuit = circuit
self.paddle = pygame.Surface([WIDTH_UNIT, self.block_size])
self.paddle.fill(WHITE)
self.paddle.convert()
self.paddle_before_measurement(circuit, qubit_num, num_shots)
示例10: update
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def update(self):
self.image = pygame.Surface([(self.circuit.width() + 1) * 3 * WIDTH_UNIT, self.ball.screenheight])
self.image.convert()
self.image.fill(BLACK)
self.rect = self.image.get_rect()
示例11: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self, circuit_grid_model):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.Surface([GRID_WIDTH * (18 + 2),
GRID_HEIGHT * (3 + 1)])
self.image.convert()
self.image.fill(WHITE)
self.rect = self.image.get_rect()
pygame.draw.rect(self.image, BLACK, self.rect, LINE_WIDTH)
for wire_num in range(circuit_grid_model.max_wires):
pygame.draw.line(self.image, BLACK,
(GRID_WIDTH * 0.5, (wire_num + 1) * GRID_HEIGHT),
(self.rect.width - (GRID_WIDTH * 0.5), (wire_num + 1) * GRID_HEIGHT),
LINE_WIDTH)
示例12: __init__
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def __init__(self,pos,image=pygame.Surface([24,24])):
pygame.sprite.Sprite.__init__(self)
if not isinstance(image, pygame.Surface):
self.image = load_image(image)
else:
self.image = image
self.rect = self.image.get_rect()
self.position = pos
self.rect.center = self.position
示例13: make_image_from_data
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def make_image_from_data(self, image_data):
# For mono and grayscale, we need a palette because the evaluation function
# only returns a single integer instead of an (R, G, B) tuple.
if self.scheme == 'color':
image = pygame.Surface((self.thumb_width, self.thumb_height))
else:
image = pygame.Surface((self.thumb_width, self.thumb_height), depth=8)
palette = tuple([(i, i, i) for i in range(256)])
image.set_palette(palette)
for r, row in enumerate(image_data):
for c, color in enumerate(row):
image.set_at((r, c), color)
return image
示例14: update
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def update(self, screen):
clock = pygame.time.Clock()
background = pygame.Surface(screen.get_size())
count = 0
flag = True
while True:
count += 1
clock.tick(60)
self.components.clear(screen, background)
self.components.update()
if count % 10 == 0:
count = 0
flag = not flag
if flag:
self.components.draw(screen)
else:
screen.blit(self.PI.image, self.PI.rect)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
pygame.quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_pos = pygame.mouse.get_pos()
if self.RB.rect.collidepoint(mouse_pos):
return True
示例15: update
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import Surface [as 别名]
def update(self, screen):
clock = pygame.time.Clock()
background = pygame.Surface(screen.get_size())
count = 0
flag = True
while True:
count += 1
clock.tick(60)
self.components.clear(screen, background)
self.components.update()
if count % 10 == 0:
count = 0
flag = not flag
if flag:
self.components.draw(screen)
else:
screen.blit(self.EI.image, self.EI.rect)
pygame.display.flip()
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit(0)
pygame.quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_pos = pygame.mouse.get_pos()
if self.CB.rect.collidepoint(mouse_pos):
return True