Python pygame.RESIZABLE Examples
The following are 27
code examples of pygame.RESIZABLE().
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Example #1
Source File: eduactiv8.py From eduActiv8 with GNU General Public License v3.0 | 6 votes |
def fullscreen_toggle(self, info): """toggle between fullscreen and windowed version with CTRL + F current activity will be reset""" self.redraw_needed = [True, True, True] if self.config.fullscreen is True: self.config.fullscreen = False self.size = self.wn_size[:] self.screen = pygame.display.set_mode(self.size, pygame.RESIZABLE) self.fs_rescale(info) else: self.config.fullscreen = True self.size = self.fs_size[:] self.screen = pygame.display.set_mode(self.size, pygame.FULLSCREEN) self.fs_rescale(info) pygame.display.flip()
Example #2
Source File: RUN_ME.py From SciSlice with MIT License | 6 votes |
def __init__(self, width, height): self.width = width self.height = height self.screen = pygame.display.set_mode((width, height), pygame.RESIZABLE) pygame.display.set_caption('Wireframe Display') self.background = (255,255,255) self.wireframes = {} self.displayEdges = True self.label_color = (0,0,0) self.color_increment = 50 self.color_cap = 220 - self.color_increment self.start = 0 self.end = 0 self.error_text = ''
Example #3
Source File: weather.py From PiWeatherRock with MIT License | 6 votes |
def sizing(self, size): """ Set various asplect of the app related to the screen size of the display and/or window. """ self.log.debug(f"Framebuffer Size: {size[0]} x {size[1]}") if self.config["fullscreen"]: self.screen = pygame.display.set_mode(size, pygame.FULLSCREEN) self.xmax = pygame.display.Info().current_w # - 35 Why not use full screen in "fullescreen"? self.ymax = pygame.display.Info().current_h # - 5 Why not use full screen in "fullescreen"? else: self.screen = pygame.display.set_mode(size, pygame.RESIZABLE) pygame.display.set_caption('PiWeatherRock') self.xmax = pygame.display.get_surface().get_width() - 35 self.ymax = pygame.display.get_surface().get_height() - 5 if self.xmax <= 1024: self.icon_size = '64' else: self.icon_size = '256'
Example #4
Source File: builderWindow.py From universalSmashSystem with GNU General Public License v3.0 | 6 votes |
def __init__(self,_parent,_root): BuilderPanel.__init__(self, _parent, _root) self.config(bg="pink") #Create Pygame Panel os.environ['SDL_WINDOWID'] = str(self.winfo_id()) if sys.platform == "win32": os.environ['SDL_VIDEODRIVER'] = 'windib' else: os.environ['SDL_VIDEODRIVER'] = 'x11' pygame.display.init() pygame.mixer.init() _root.update() self.screen = pygame.display.set_mode((self.winfo_width(), self.winfo_height()),pygame.RESIZABLE) self.center = (0,0) self.scale = 1.0 self.gameLoop()
Example #5
Source File: builderWindow.py From universalSmashSystem with GNU General Public License v3.0 | 5 votes |
def gameLoop(self): global fighter #TODO figure out that window snap thing that's messing up a lot self.screen = pygame.display.set_mode((self.winfo_width(), self.winfo_height()),pygame.RESIZABLE) if fighter: self.centerFighter() self.screen.fill(pygame.Color("pink")) if fighter: fighter.mask = None #These don't work inside of the builder fighter.draw(self.screen, fighter.sprite.rect.topleft, self.scale) for hbox in fighter.active_hitboxes: hbox.draw(self.screen,hbox.rect.topleft,self.scale) pygame.display.flip() #self.after(5, self.gameLoop) #Loop every 5ms
Example #6
Source File: gl_display_context.py From MCEdit-Unified with ISC License | 5 votes |
def displayMode(): return pygame.OPENGL | pygame.RESIZABLE | pygame.DOUBLEBUF
Example #7
Source File: quest.py From pyscroll with GNU Lesser General Public License v3.0 | 5 votes |
def init_screen(width, height): screen = pygame.display.set_mode((width, height), pygame.RESIZABLE) return screen # make loading maps a little easier
Example #8
Source File: demo.py From pyscroll with GNU Lesser General Public License v3.0 | 5 votes |
def init_screen(width, height): return pygame.display.set_mode((width, height), pygame.RESIZABLE)
Example #9
Source File: PyKinectBodyGame.py From PyKinect2 with MIT License | 5 votes |
def __init__(self): pygame.init() # Used to manage how fast the screen updates self._clock = pygame.time.Clock() # Set the width and height of the screen [width, height] self._infoObject = pygame.display.Info() self._screen = pygame.display.set_mode((self._infoObject.current_w >> 1, self._infoObject.current_h >> 1), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) pygame.display.set_caption("Kinect for Windows v2 Body Game") # Loop until the user clicks the close button. self._done = False # Used to manage how fast the screen updates self._clock = pygame.time.Clock() # Kinect runtime object, we want only color and body frames self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Color | PyKinectV2.FrameSourceTypes_Body) # back buffer surface for getting Kinect color frames, 32bit color, width and height equal to the Kinect color frame size self._frame_surface = pygame.Surface((self._kinect.color_frame_desc.Width, self._kinect.color_frame_desc.Height), 0, 32) # here we will store skeleton data self._bodies = None
Example #10
Source File: PyKinectInfraRed.py From PyKinect2 with MIT License | 5 votes |
def run(self): # -------- Main Program Loop ----------- while not self._done: # --- Main event loop for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close self._done = True # Flag that we are done so we exit this loop elif event.type == pygame.VIDEORESIZE: # window resized self._screen = pygame.display.set_mode(event.dict['size'], pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) # --- Getting frames and drawing if self._kinect.has_new_infrared_frame(): frame = self._kinect.get_last_infrared_frame() self.draw_infrared_frame(frame, self._frame_surface) frame = None self._screen.blit(self._frame_surface, (0,0)) pygame.display.update() # --- Go ahead and update the screen with what we've drawn. pygame.display.flip() # --- Limit to 60 frames per second self._clock.tick(60) # Close our Kinect sensor, close the window and quit. self._kinect.close() pygame.quit()
Example #11
Source File: PyKinectInfraRed.py From PyKinect2 with MIT License | 5 votes |
def __init__(self): pygame.init() # Used to manage how fast the screen updates self._clock = pygame.time.Clock() # Loop until the user clicks the close button. self._done = False # Used to manage how fast the screen updates self._clock = pygame.time.Clock() # Kinect runtime object, we want only color and body frames self._kinect = PyKinectRuntime.PyKinectRuntime(PyKinectV2.FrameSourceTypes_Infrared) # back buffer surface for getting Kinect infrared frames, 8bit grey, width and height equal to the Kinect color frame size self._frame_surface = pygame.Surface((self._kinect.infrared_frame_desc.Width, self._kinect.infrared_frame_desc.Height), 0, 24) # here we will store skeleton data self._bodies = None # Set the width and height of the screen [width, height] self._infoObject = pygame.display.Info() self._screen = pygame.display.set_mode((self._kinect.infrared_frame_desc.Width, self._kinect.infrared_frame_desc.Height), pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) pygame.display.set_caption("Kinect for Windows v2 Infrared")
Example #12
Source File: RUN_ME.py From SciSlice with MIT License | 5 votes |
def run(self): ''' Create a pygame screen until it is closed. ''' pygame.init() self.myfont = pygame.font.SysFont('monospace', 15) #automatically translates image to center of window x, y = self.screen.get_size() self.translateAll('x', (x/2-self.wireframes[c.MODEL].findcenter()[0])) self.translateAll('y', (y/2-self.wireframes[c.MODEL].findcenter()[1])) self.scaleAll(4) while True: self.r = 0 self.b = 0 self.g = 0 for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() elif event.type == pygame.KEYDOWN: if event.key in key_to_function: key_to_function[event.key](self) elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 4: self.scaleAll(1.25) elif event.button == 5: self.scaleAll(0.8) elif event.type == pygame.MOUSEMOTION: if event.buttons[0]: shiftX, shiftY = event.rel self.translateAll('x', shiftX) self.translateAll('y', -shiftY) elif event.buttons[2]: rotY, rotX = event.rel self.rotateAll('X', rotX/270) self.rotateAll('Y', rotY/270) elif event.type == pygame.VIDEORESIZE: os.environ['SDL_VIDEO_WINDOW_POS'] = '' # Clears the default window location self.width, self.height = event.dict['size'] self.screen = pygame.display.set_mode(event.dict['size'], pygame.RESIZABLE) self.display() pygame.display.flip()
Example #13
Source File: window.py From pibooth with MIT License | 5 votes |
def toggle_fullscreen(self): """Set window to full screen or initial size. """ if self.is_fullscreen: self.is_fullscreen = False # Set before resize pygame.mouse.set_cursor(*self._cursor) self.surface = pygame.display.set_mode(self.__size, pygame.RESIZABLE) else: self.is_fullscreen = True # Set before resize # Make an invisible cursor (don't use pygame.mouse.set_visible(False) because # the mouse event will always return the window bottom-right coordinate) pygame.mouse.set_cursor((8, 8), (0, 0), (0, 0, 0, 0, 0, 0, 0, 0), (0, 0, 0, 0, 0, 0, 0, 0)) self.surface = pygame.display.set_mode(self.display_size, pygame.FULLSCREEN) self.update()
Example #14
Source File: window.py From pibooth with MIT License | 5 votes |
def resize(self, size): """Resize the window keeping aspect ratio. """ if not self.is_fullscreen: self.__size = size # Manual resizing self.surface = pygame.display.set_mode(self.__size, pygame.RESIZABLE) self.update()
Example #15
Source File: window.py From pibooth with MIT License | 5 votes |
def __init__(self, title, size=(800, 480), color=(0, 0, 0), text_color=(255, 255, 255), arrow_location=background.ARROW_BOTTOM, arrow_offset=0, debug=False): self.__size = size self.debug = debug self.bg_color = color self.text_color = text_color self.arrow_location = arrow_location self.arrow_offset = arrow_offset # Save the desktop mode, shall be done before `setmode` (SDL 1.2.10, and pygame 1.8.0) info = pygame.display.Info() pygame.display.set_caption(title) self.is_fullscreen = False self.display_size = (info.current_w, info.current_h) self.surface = pygame.display.set_mode(self.__size, pygame.RESIZABLE) self._buffered_images = {} self._current_background = None self._current_foreground = None self._print_number = 0 self._print_failure = False self._capture_number = (0, 4) # (current, max) self._pos_map = {self.CENTER: self._center_pos, self.RIGHT: self._right_pos, self.LEFT: self._left_pos} # Don't use pygame.mouse.get_cursor() because will be removed in pygame2 self._cursor = ((16, 16), (0, 0), (0, 0, 64, 0, 96, 0, 112, 0, 120, 0, 124, 0, 126, 0, 127, 0, 127, 128, 124, 0, 108, 0, 70, 0, 6, 0, 3, 0, 3, 0, 0, 0), (192, 0, 224, 0, 240, 0, 248, 0, 252, 0, 254, 0, 255, 0, 255, 128, 255, 192, 255, 224, 254, 0, 239, 0, 207, 0, 135, 128, 7, 128, 3, 0))
Example #16
Source File: window.py From moderngl-window with MIT License | 5 votes |
def __init__(self, **kwargs): super().__init__(**kwargs) pygame.display.init() pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MAJOR_VERSION, self.gl_version[0]) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MINOR_VERSION, self.gl_version[1]) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_PROFILE_MASK, pygame.GL_CONTEXT_PROFILE_CORE) pygame.display.gl_set_attribute(pygame.GL_CONTEXT_FORWARD_COMPATIBLE_FLAG, 1) pygame.display.gl_set_attribute(pygame.GL_DOUBLEBUFFER, 1) pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 24) if self.samples > 1: pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1) pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES, self.samples) self._depth = 24 self._flags = pygame.OPENGL | pygame.DOUBLEBUF if self.fullscreen: self._flags |= pygame.FULLSCREEN info = pygame.display.Info() desktop_size = info.current_w, info.current_h self._width, self._height = desktop_size self._buffer_width, self._buffer_height = self._width, self._height else: if self.resizable: self._flags |= pygame.RESIZABLE self._set_mode() self.title = self._title self.cursor = self._cursor self.init_mgl_context() self.set_default_viewport()
Example #17
Source File: tank.py From Jtyoui with MIT License | 5 votes |
def __init__(self): if not os.path.exists(Tank_IMAGE_POSITION): os.makedirs(Tank_IMAGE_POSITION) pygame.init() pygame.font.init() self.display = pygame.display self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32) self.display.set_caption('ε¦ε δΈη') self.my_tank = MyTank(MY_BIRTH_LEFT, MY_BIRTH_TOP, self.window) self.creat_enemy_number = 10 self.my_tank_lift = 3 self.creat_enemy(self.creat_enemy_number) self.creat_walls() self.font = pygame.font.SysFont('kai_ti', 18) self.number = 1
Example #18
Source File: Base.py From three.py with MIT License | 5 votes |
def setWindowSize(self, width, height): self.screenSize = (width, height) self.displayFlags = pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE self.screen = pygame.display.set_mode( self.screenSize, self.displayFlags ) # implement by extending class
Example #19
Source File: eduactiv8.py From eduActiv8 with GNU General Public License v3.0 | 5 votes |
def on_resize(self, size, info): if android is None: repost = False if size[0] < self.config.size_limits[0]: size[0] = self.config.size_limits[0] repost = True if size[0] > self.config.size_limits[2]: size[0] = self.config.size_limits[2] repost = True if size[1] < self.config.size_limits[1]: size[1] = self.config.size_limits[1] repost = True if size[1] > self.config.size_limits[3]: size[1] = self.config.size_limits[3] repost = True if size != self.fs_size or self.config.platform == "macos": self.wn_size = size[:] self.size = size[:] self.screen = pygame.display.set_mode(self.size, pygame.RESIZABLE) self.sizer.update_sizer(self.size[0], self.size[1]) self.fs_rescale(info) #self.create_subsurfaces() self.config.settings["screenw"] = self.size[0] self.config.settings["screenh"] = self.size[1] self.config.settings_changed = True self.config.save_settings(self.db) # TODO check if commenting out the following code affects Windows/MacOS """ if repost: pygame.event.post( pygame.event.Event(pygame.VIDEORESIZE, size=self.size[:], w=self.size[0], h=self.size[1])) """ if android is not None: self.size = self.android_screen_size[:] self.info.rescale_title_space()
Example #20
Source File: gui.py From ct-Raspi-Radiowecker with GNU General Public License v3.0 | 5 votes |
def display_init(self): # try to create a surface and check if it fails try: # fullscreen is the default if self.fullscreen: # create a hardware accelerated fullscreen surface self.display_surface = pygame.display.set_mode( self.display_size, pygame.FULLSCREEN) # alternatively try a windowed surface else: self.display_surface = pygame.display.set_mode(size=self.window_size, flags=pygame.RESIZABLE, display=1) except Exception as exc: print(exc) print("Display initialization failed. This program needs a running X-Server.") exit() self.loadImageCache() # get absolute size of the surface independend from what was # requested. self.display_size = self.display_surface.get_size() self.current_wallpaper_surface = pygame.image.load( self.wallpaper_path + "/wallpaper.jpg") self.current_wallpaper_surface = aspect_scale( self.current_wallpaper_surface, self.display_size).convert()
Example #21
Source File: pyrat.py From PyRat with GNU General Public License v3.0 | 5 votes |
def main(): # Start program debug("Starting pygame...") pygame.init() debug("Defining screen object...") if not(args.nodrawing): if not(args.save_images): infoObject = pygame.display.Info() image_icon = pygame.image.load("resources/various/pyrat.ico") pygame.display.set_icon(image_icon) pygame.display.set_caption("PyRat") if args.fullscreen: screen = pygame.display.set_mode((infoObject.current_w, infoObject.current_h), pygame.FULLSCREEN) args.window_width = infoObject.current_w args.window_height = infoObject.current_h else: screen = pygame.display.set_mode((args.window_width, args.window_height), pygame.RESIZABLE) else: screen = pygame.surface.Surface((args.window_width, args.window_height)) infoObject = "" else: screen = "" infoObject = "" # Run first game debug("Starting first game") result = run_game(screen, infoObject) # Run other games (if any) for i in range(args.tests - 1): debug("Starting match number " + str(i)) print("match " + str(i+2) + "/" + str(args.tests)) new = run_game(screen, infoObject) debug("Aggregating stats") result = {x: result.get(x, 0) + new.get(x, 0) for x in set(result).union(new)} debug("Writing stats and exiting") result = {k: v / args.tests for k, v in result.items()} # Print stats and exit print("{") for key,value in sorted(result.items()): print("\t\"" + str(key) + "\": " + str(value)) print("}") pygame.quit()
Example #22
Source File: PlotPyGame.py From Grid2Op with Mozilla Public License 2.0 | 5 votes |
def init_pygame(self): if self.__is_init is False: pygame.init() self.display_called = False self.screen = pygame.display.set_mode((self.video_width, self.video_height), pygame.RESIZABLE) self.font = pygame.font.Font(None, self.fontsize) self.__is_init = True
Example #23
Source File: PlotPyGame.py From Grid2Op with Mozilla Public License 2.0 | 5 votes |
def init_pygame(self): if self.__is_init is False: pygame.init() self.display_called = False self.screen = pygame.display.set_mode((self.video_width, self.video_height), pygame.RESIZABLE) self.font = pygame.font.Font(None, self.fontsize) self.__is_init = True
Example #24
Source File: tank.py From Jtyoui with MIT License | 5 votes |
def get_event(self): global SCREEN_WIDTH, SCREEN_HEIGHT event_list = pygame.event.get() for event in event_list: if event.type == pygame.VIDEORESIZE: SCREEN_WIDTH, SCREEN_HEIGHT = event.size self.window = self.display.set_mode([SCREEN_WIDTH, SCREEN_HEIGHT], pygame.RESIZABLE, 32) if event.type == pygame.QUIT: self.end_game() if event.type == pygame.KEYDOWN: if event.key == pygame.K_w: self.my_tank.direction = U elif event.key == pygame.K_s: self.my_tank.direction = D elif event.key == pygame.K_a: self.my_tank.direction = L elif event.key == pygame.K_d: self.my_tank.direction = R else: return None self.my_tank.move_stop = False elif event.type == pygame.MOUSEBUTTONDOWN: if len(TankGame.my_bullet_list) < 3: bullet = self.my_tank.fire() load_music('fire') TankGame.my_bullet_list.append(bullet) elif event.type == pygame.KEYUP: self.my_tank.move_stop = True
Example #25
Source File: gl_display_context.py From GDMC with ISC License | 4 votes |
def displayMode(): return pygame.OPENGL | pygame.RESIZABLE | pygame.DOUBLEBUF
Example #26
Source File: integrations_pygame.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 4 votes |
def main(): pygame.init() size = 800, 600 pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE) imgui.create_context() impl = PygameRenderer() io = imgui.get_io() io.display_size = size while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() impl.process_event(event) imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, selected_quit = imgui.menu_item( "Quit", 'Cmd+Q', False, True ) if clicked_quit: exit(1) imgui.end_menu() imgui.end_main_menu_bar() imgui.show_test_window() imgui.begin("Custom window", True) imgui.text("Bar") imgui.text_colored("Eggs", 0.2, 1., 0.) imgui.end() # note: cannot use screen.fill((1, 1, 1)) because pygame's screen # does not support fill() on OpenGL sufraces gl.glClearColor(1, 1, 1, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) imgui.render() impl.render(imgui.get_draw_data()) pygame.display.flip()
Example #27
Source File: PyKinectBodyGame.py From PyKinect2 with MIT License | 4 votes |
def run(self): # -------- Main Program Loop ----------- while not self._done: # --- Main event loop for event in pygame.event.get(): # User did something if event.type == pygame.QUIT: # If user clicked close self._done = True # Flag that we are done so we exit this loop elif event.type == pygame.VIDEORESIZE: # window resized self._screen = pygame.display.set_mode(event.dict['size'], pygame.HWSURFACE|pygame.DOUBLEBUF|pygame.RESIZABLE, 32) # --- Game logic should go here # --- Getting frames and drawing # --- Woohoo! We've got a color frame! Let's fill out back buffer surface with frame's data if self._kinect.has_new_color_frame(): frame = self._kinect.get_last_color_frame() self.draw_color_frame(frame, self._frame_surface) frame = None # --- Cool! We have a body frame, so can get skeletons if self._kinect.has_new_body_frame(): self._bodies = self._kinect.get_last_body_frame() # --- draw skeletons to _frame_surface if self._bodies is not None: for i in range(0, self._kinect.max_body_count): body = self._bodies.bodies[i] if not body.is_tracked: continue joints = body.joints # convert joint coordinates to color space joint_points = self._kinect.body_joints_to_color_space(joints) self.draw_body(joints, joint_points, SKELETON_COLORS[i]) # --- copy back buffer surface pixels to the screen, resize it if needed and keep aspect ratio # --- (screen size may be different from Kinect's color frame size) h_to_w = float(self._frame_surface.get_height()) / self._frame_surface.get_width() target_height = int(h_to_w * self._screen.get_width()) surface_to_draw = pygame.transform.scale(self._frame_surface, (self._screen.get_width(), target_height)); self._screen.blit(surface_to_draw, (0,0)) surface_to_draw = None pygame.display.update() # --- Go ahead and update the screen with what we've drawn. pygame.display.flip() # --- Limit to 60 frames per second self._clock.tick(60) # Close our Kinect sensor, close the window and quit. self._kinect.close() pygame.quit()