Python pygame.Surface() Examples
The following are 30
code examples of pygame.Surface().
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Example #1
Source File: polygon.py From kvae with MIT License | 9 votes |
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
Example #2
Source File: no_rendering_mode.py From scenario_runner with MIT License | 7 votes |
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)
Example #3
Source File: box.py From kvae with MIT License | 7 votes |
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
Example #4
Source File: Game12.py From Games with MIT License | 6 votes |
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)
Example #5
Source File: CHOICE.py From Games with MIT License | 6 votes |
def __init__(self, position=(400, 300)): 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, 30, 196)) self.img_2.blit(self.img_2_front, (2, 2)) self.text = 'medium' 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, (15, 29)) self.img_2.blit(self.textRender, (15, 29)) self.image = self.img_1 self.rect = self.image.get_rect() self.rect.center = position
Example #6
Source File: CHOICE.py From Games with MIT License | 6 votes |
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
Example #7
Source File: scene.py From Games with MIT License | 6 votes |
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'
Example #8
Source File: pyrpg27.py From pygame with MIT License | 5 votes |
def __init__(self): pygame.init() # フルスクリーン化 + Hardware Surface使用 self.screen = pygame.display.set_mode(SCR_RECT.size, DOUBLEBUF|HWSURFACE|FULLSCREEN) pygame.display.set_caption(u"PyRPG 27 戦闘画面") # サウンドをロード self.load_sounds("data", "sound.dat") # キャラクターチップをロード self.load_charachips("data", "charachip.dat") # マップチップをロード self.load_mapchips("data", "mapchip.dat") # パーティの作成 self.party = Party() player1 = Player("swordman_female", (3,5), DOWN, True, self.party) player2 = Player("elf_female2", (3,4), DOWN, False, self.party) player3 = Player("priestess", (3,3), DOWN, False, self.party) player4 = Player("magician_female", (3,2), DOWN, False, self.party) self.party.add(player1) self.party.add(player2) self.party.add(player3) self.party.add(player4) # マップの作成 self.map = Map("field", self.party) # メッセージエンジン self.msg_engine = MessageEngine() # メッセージウィンドウ self.msgwnd = MessageWindow(Rect(140,334,360,140), self.msg_engine) # コマンドウィンドウ self.cmdwnd = CommandWindow(Rect(16,16,216,160), self.msg_engine) # タイトル画面 self.title = Title(self.msg_engine) # 戦闘画面 self.battle = Battle(self.msgwnd, self.msg_engine) # メインループを起動 global game_state game_state = TITLE self.mainloop()
Example #9
Source File: core.py From gaige with MIT License | 5 votes |
def __init__(self, points, color = (0, 0, 0), linewidth = 4, sprite = None): Obstacle.__init__(self) minpt = ( min(map(lambda p: p[0], points)), min(map(lambda p: p[1], points)) ) maxpt = ( max(map(lambda p: p[0], points)), max(map(lambda p: p[1], points)) ) # create surface s = pygame.Surface((maxpt[0]+linewidth, maxpt[1]+linewidth), pygame.SRCALPHA, 32) s = s.convert_alpha() pygame.draw.lines(s, color, True, points, linewidth) self.surface = s self.rect = s.get_rect() #transpoints = [] #for p in points: # transpoints.append((p[0] + self.pos[0], p[1] + self.pos[1])) #self.points = transpoints self.points = points # compute lines lines = [] last = None for p in points: if last != None: lines.append((last, p)) last = p lines.append((points[len(points)-1], points[0])) self.lines = lines # Decorations self.decorations = [] self.sprites = pygame.sprite.RenderPlain() if sprite is not None: dec = Decoration(sprite, (0, 0)) pos = (0, 0) for x in xrange((self.rect.width*2)/dec.rect.width): for y in xrange((self.rect.height*2)/dec.rect.height): pos = (((x/2)*dec.rect.width)+corerandom.uniform(0, dec.rect.width/5.0), ((y/2)*dec.rect.height)+corerandom.uniform(0, dec.rect.height/5.0)) orient = corerandom.uniform(0, 360.0) if pointInsidePolygonPoints((pos[0]+dec.rect.width/2.0, pos[1]+dec.rect.height/2.0), points): d = Decoration(sprite, pos, orient) self.decorations.append(d) self.sprites.add(d) ### Draw me
Example #10
Source File: pyrpg24.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #11
Source File: pyrpg18.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #12
Source File: load_map.py From pygame with MIT License | 5 votes |
def __init__(self, filename): # スプライトグループの登録 self.all = pygame.sprite.RenderUpdates() self.blocks = pygame.sprite.Group() Python.containers = self.all Block.containers = self.all, self.blocks # プレイヤーの作成 self.python = Python((300,200), self.blocks) # マップをロードしてマップ内スプライトの作成 self.load(filename) # マップサーフェイスを作成 self.surface = pygame.Surface((self.col*self.GS, self.row*self.GS)).convert()
Example #13
Source File: invader06.py From pygame with MIT License | 5 votes |
def split_image(image, n): """横に長いイメージを同じ大きさのn枚のイメージに分割 分割したイメージを格納したリストを返す""" image_list = [] w = image.get_width() h = image.get_height() w1 = w / n for i in range(0, w, w1): surface = pygame.Surface((w1,h)) surface.blit(image, (0,0), (i,0,w1,h)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() image_list.append(surface) return image_list
Example #14
Source File: invader04.py From pygame with MIT License | 5 votes |
def split_image(image, n): """横に長いイメージを同じ大きさのn枚のイメージに分割 分割したイメージを格納したリストを返す""" image_list = [] w = image.get_width() h = image.get_height() w1 = w / n for i in range(0, w, w1): surface = pygame.Surface((w1,h)) surface.blit(image, (0,0), (i,0,w1,h)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() image_list.append(surface) return image_list
Example #15
Source File: dirty_rect.py From pygame with MIT License | 5 votes |
def main(): pygame.init() screen = pygame.display.set_mode(SCR_RECT.size) pygame.display.set_caption(u"スプライトグループの使い方2") # スプライトグループを作成してスプライトクラスに割り当て group = pygame.sprite.RenderUpdates() MySprite.containers = group # スプライトを作成 python1 = MySprite("python.png", 0, 0, 2, 2) python2 = MySprite("python.png", 10, 10, 5, 5) python3 = MySprite("python.png", 320, 240, -2, 3) clock = pygame.time.Clock() # 背景の作成と描画(背景は最初に1回だけ描画) background = pygame.Surface(SCR_RECT.size) background.fill((0,0,255)) screen.blit(background, (0,0)) pygame.display.update() while True: clock.tick(60) # 60fps # 背景の全体描画はしない! # screen上のSpriteを背景で消去 group.clear(screen, background) # スプライトグループを更新 group.update() # スプライトグループを描画 # RenderUpdateのdraw()は変化があった部分の矩形(dirty rect)を返す dirty_rects = group.draw(screen) # updateにdirty rectを渡すとその部分だけ更新するので効率よい pygame.display.update(dirty_rects) for event in pygame.event.get(): if event.type == QUIT: sys.exit()
Example #16
Source File: chara_anime.py From pygame with MIT License | 5 votes |
def split_image(image): """32x128のキャラクターイメージを32x32の4枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, 32): surface = pygame.Surface((32,32)) surface.blit(image, (0,0), (i,0,32,32)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #17
Source File: core.py From gaige with MIT License | 5 votes |
def __init__(self, points, color = (0, 0, 0), linewidth = 4, sprite = None): Obstacle.__init__(self) minpt = ( min(map(lambda p: p[0], points)), min(map(lambda p: p[1], points)) ) maxpt = ( max(map(lambda p: p[0], points)), max(map(lambda p: p[1], points)) ) # create surface s = pygame.Surface((maxpt[0]+linewidth, maxpt[1]+linewidth), pygame.SRCALPHA, 32) s = s.convert_alpha() pygame.draw.lines(s, color, True, points, linewidth) self.surface = s self.rect = s.get_rect() #transpoints = [] #for p in points: # transpoints.append((p[0] + self.pos[0], p[1] + self.pos[1])) #self.points = transpoints self.points = points # compute lines lines = [] last = None for p in points: if last != None: lines.append((last, p)) last = p lines.append((points[len(points)-1], points[0])) self.lines = lines # Decorations self.decorations = [] self.sprites = pygame.sprite.RenderPlain() if sprite is not None: dec = Decoration(sprite, (0, 0)) pos = (0, 0) for x in xrange((self.rect.width*2)/dec.rect.width): for y in xrange((self.rect.height*2)/dec.rect.height): pos = (((x/2)*dec.rect.width)+corerandom.uniform(0, dec.rect.width/5.0), ((y/2)*dec.rect.height)+corerandom.uniform(0, dec.rect.height/5.0)) orient = corerandom.uniform(0, 360.0) if pointInsidePolygonPoints((pos[0]+dec.rect.width/2.0, pos[1]+dec.rect.height/2.0), points): d = Decoration(sprite, pos, orient) self.decorations.append(d) self.sprites.add(d) ### Draw me
Example #18
Source File: pyrpg20.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #19
Source File: pyrpg27.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #20
Source File: pyrpg19.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #21
Source File: pyrpg26.py From pygame with MIT License | 5 votes |
def __init__(self): pygame.init() # フルスクリーン化 + Hardware Surface使用 self.screen = pygame.display.set_mode(SCR_RECT.size, DOUBLEBUF|HWSURFACE|FULLSCREEN) pygame.display.set_caption(u"PyRPG 26 ゲーム状態の導入") # サウンドをロード self.load_sounds("data", "sound.dat") # キャラクターチップをロード self.load_charachips("data", "charachip.dat") # マップチップをロード self.load_mapchips("data", "mapchip.dat") # パーティの作成 self.party = Party() player1 = Player("swordman_female", (3,5), DOWN, True, self.party) player2 = Player("elf_female2", (3,4), DOWN, False, self.party) player3 = Player("priestess", (3,3), DOWN, False, self.party) player4 = Player("magician_female", (3,2), DOWN, False, self.party) self.party.add(player1) self.party.add(player2) self.party.add(player3) self.party.add(player4) # マップの作成 self.map = Map("field", self.party) # メッセージエンジン self.msg_engine = MessageEngine() # メッセージウィンドウ self.msgwnd = MessageWindow(Rect(140,334,360,140), self.msg_engine) # コマンドウィンドウ self.cmdwnd = CommandWindow(Rect(16,16,216,160), self.msg_engine) # タイトル画面 self.title = Title(self.msg_engine) # メインループを起動 self.game_state = TITLE self.mainloop()
Example #22
Source File: pyrpg26.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #23
Source File: pyrpg08.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #24
Source File: pyrpg23.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #25
Source File: pyrpg17.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #26
Source File: pyrpg07.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #27
Source File: pyrpg06.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #28
Source File: pyrpg09.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #29
Source File: pyrpg10.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList
Example #30
Source File: pyrpg22.py From pygame with MIT License | 5 votes |
def split_image(image): """128x128のキャラクターイメージを32x32の16枚のイメージに分割 分割したイメージを格納したリストを返す""" imageList = [] for i in range(0, 128, GS): for j in range(0, 128, GS): surface = pygame.Surface((GS,GS)) surface.blit(image, (0,0), (j,i,GS,GS)) surface.set_colorkey(surface.get_at((0,0)), RLEACCEL) surface.convert() imageList.append(surface) return imageList