Python pygame.DOUBLEBUF Examples
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code examples of pygame.DOUBLEBUF().
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Example #1
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #2
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #3
Source File: integrations_all_in_one.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 6 votes |
def main_pygame(): pygame.init() size = 800, 600 pygame.display.set_mode(size, pygame.DOUBLEBUF | pygame.OPENGL) io = imgui.get_io() io.fonts.add_font_default() io.display_size = size renderer = PygameRenderer() while 1: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() renderer.process_event(event) imgui.new_frame() on_frame() # 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() pygame.display.flip()
Example #4
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 6 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #5
Source File: carla_env.py From gym-carla with MIT License | 6 votes |
def _init_renderer(self): """Initialize the birdeye view renderer. """ pygame.init() self.display = pygame.display.set_mode( (self.display_size * 3, self.display_size), pygame.HWSURFACE | pygame.DOUBLEBUF) pixels_per_meter = self.display_size / self.obs_range pixels_ahead_vehicle = (self.obs_range/2 - self.d_behind) * pixels_per_meter birdeye_params = { 'screen_size': [self.display_size, self.display_size], 'pixels_per_meter': pixels_per_meter, 'pixels_ahead_vehicle': pixels_ahead_vehicle } self.birdeye_render = BirdeyeRender(self.world, birdeye_params)
Example #6
Source File: screen_manager.py From coiltraine with MIT License | 6 votes |
def start_screen(self, resolution, aspect_ratio, scale=1): self._resolution = resolution self._aspect_ratio = aspect_ratio self._scale = scale size = (resolution[0] * aspect_ratio[0], resolution[1] * aspect_ratio[1]) self._screen = pygame.display.set_mode((size[0] * scale, size[1] * scale), pygame.DOUBLEBUF) # self._screen.set_alpha(None) pygame.display.set_caption("Human/Machine - Driving Software") self._camera_surfaces = [] for i in range(aspect_ratio[0] * aspect_ratio[1]): camera_surface = pygame.surface.Surface(resolution, 0, 24).convert() self._camera_surfaces.append(camera_surface)
Example #7
Source File: dash.py From gamedev with MIT License | 5 votes |
def __init__(self): # initialize game settings # os.environ['SDL_VIDEO_CENTERED'] = '1' # os.environ['SDL_VIDEO_WINDOW_POS'] = '0,0' pygame.init() # pygame.mixer.init() flags = pygame.DOUBLEBUF | pygame.HWSURFACE # | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) pygame.display.set_caption("My Game") self.clock = pygame.time.Clock() self.load_data() font = pygame.font.match_font("Ubuntu Mono") self.menu = GameMenu(self, "Dash!", ["Play", "Options", "Quit"], font=font, font_size=30, padding=20)
Example #8
Source File: render.py From macad-gym with MIT License | 5 votes |
def multi_view_render(images, unit_dimension, actor_configs): """Render images based on pygame > 1.9.4 Args: images (dict): unit_dimension (list): window size, e.g., [84, 84] actor_configs (dict): configs of actors Returns: N/A. """ global i pygame.init() surface_seq = () poses, window_dim = get_surface_poses( len(images), unit_dimension, images.keys()) # Get all surfaces. for actor_id, im in images.items(): if not actor_configs[actor_id]["render"]: continue surface = pygame.surfarray.make_surface(im.swapaxes(0, 1) * 128 + 128) surface_seq += ((surface, (poses[actor_id][1], poses[actor_id][0])), ) display = pygame.display.set_mode((window_dim[0], window_dim[1]), pygame.HWSURFACE | pygame.DOUBLEBUF) display.blits(blit_sequence=surface_seq, doreturn=1) pygame.display.flip() # save to disk # pygame.image.save(display, # "/mnt/DATADRIVE1/pygame_surfs/" + str(i) + ".jpeg") i += 1
Example #9
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 #10
Source File: doomwrapper.py From humanRL_prior_games with MIT License | 5 votes |
def __init__(self, width, height): self.width = width self.height = height pygame.init() self.window = pygame.display.set_mode( (self.width, self.height), pygame.DOUBLEBUF, 24 ) pygame.display.set_caption("PLE ViZDoom")
Example #11
Source File: carla_manual_control.py From ros-bridge with MIT License | 5 votes |
def main(): """ main function """ rospy.init_node('carla_manual_control', anonymous=True) role_name = rospy.get_param("~role_name", "ego_vehicle") # resolution should be similar to spawned camera with role-name 'view' resolution = {"width": 800, "height": 600} pygame.init() pygame.font.init() pygame.display.set_caption("CARLA ROS manual control") world = None try: display = pygame.display.set_mode( (resolution['width'], resolution['height']), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(role_name, resolution['width'], resolution['height']) world = World(role_name, hud) controller = KeyboardControl(role_name, hud) clock = pygame.time.Clock() while not rospy.core.is_shutdown(): clock.tick_busy_loop(60) if controller.parse_events(clock): return hud.tick(clock) world.render(display) pygame.display.flip() finally: if world is not None: world.destroy() pygame.quit()
Example #12
Source File: war.py From gamedev with MIT License | 5 votes |
def __init__(self): pygame.init() # pygame.mixer.init() flags = pygame.DOUBLEBUF | pygame.HWSURFACE # | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) pygame.display.set_caption(TITLE) self.clock = pygame.time.Clock() self.OFFSET = OFFSET self.load_data()
Example #13
Source File: part_test2.py From gamedev with MIT License | 5 votes |
def __init__(self): pygame.init() flags = pygame.DOUBLEBUF # | pygame.HWSURFACE | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) self.clock = pygame.time.Clock() self.new()
Example #14
Source File: part_test_ship.py From gamedev with MIT License | 5 votes |
def __init__(self): pygame.init() flags = pygame.DOUBLEBUF # | pygame.HWSURFACE | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) self.clock = pygame.time.Clock() self.new()
Example #15
Source File: manual_control.py From scenario_runner with MIT License | 5 votes |
def game_loop(args): pygame.init() pygame.font.init() world = None try: client = carla.Client(args.host, args.port) client.set_timeout(2.0) display = pygame.display.set_mode( (args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(args.width, args.height) world = WorldSR(client.get_world(), hud, args) controller = KeyboardControl(world, args.autopilot) clock = pygame.time.Clock() while True: clock.tick_busy_loop(60) if controller.parse_events(client, world, clock): return if not world.tick(clock): return world.render(display) pygame.display.flip() finally: if (world and world.recording_enabled): client.stop_recorder() if world is not None: world.destroy() pygame.quit() # ============================================================================== # -- main() -------------------------------------------------------------------- # ==============================================================================
Example #16
Source File: map_test.py From gamedev with MIT License | 5 votes |
def __init__(self): pygame.init() os.environ['SDL_VIDEODRIVER'] = 'fbcon' flags = pygame.DOUBLEBUF | pygame.HWSURFACE # | pygame.FULLSCREEN self.screen = pygame.display.set_mode((WIDTH, HEIGHT), flags) self.screen_rect = self.screen.get_rect() pygame.display.set_caption("Map Test") self.clock = pygame.time.Clock() self.load_data()
Example #17
Source File: display_test.py From fxxkpython with GNU General Public License v3.0 | 5 votes |
def todo_test_flip(self): # __doc__ (as of 2008-08-02) for pygame.display.flip: # pygame.display.flip(): return None # update the full display Surface to the screen # # This will update the contents of the entire display. If your display # mode is using the flags pygame.HWSURFACE and pygame.DOUBLEBUF, this # will wait for a vertical retrace and swap the surfaces. If you are # using a different type of display mode, it will simply update the # entire contents of the surface. # # When using an pygame.OPENGL display mode this will perform a gl buffer swap. self.fail()
Example #18
Source File: manual_control.py From macad-gym with MIT License | 5 votes |
def game_loop(args): pygame.init() pygame.font.init() world = None try: client = carla.Client(args.host, args.port) client.set_timeout(2.0) display = pygame.display.set_mode( (args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(args.width, args.height) world = World(client.get_world(), hud) controller = KeyboardControl(world, args.autopilot) clock = pygame.time.Clock() while True: clock.tick_busy_loop(60) if controller.parse_events(world, clock): return world.tick(clock) world.render(display) pygame.display.flip() finally: if world is not None: world.destroy() pygame.quit() # ============================================================================== # -- main() -------------------------------------------------------------------- # ==============================================================================
Example #19
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 #20
Source File: doomwrapper.py From mlclass with MIT License | 5 votes |
def __init__(self, width, height): self.width = width self.height = height pygame.init() self.window = pygame.display.set_mode( (self.width, self.height), pygame.DOUBLEBUF, 24 ) pygame.display.set_caption("PLE ViZDoom")
Example #21
Source File: scene.py From wasabi2d with GNU Lesser General Public License v3.0 | 5 votes |
def _make_context(self, width, height): """Create the ModernGL context.""" glconfig = { 'GL_CONTEXT_MAJOR_VERSION': 4, 'GL_CONTEXT_PROFILE_MASK': pygame.GL_CONTEXT_PROFILE_CORE, } for k, v in glconfig.items(): k = getattr(pygame, k) pygame.display.gl_set_attribute(k, v) dims = width, height flags = pygame.OPENGL | pygame.DOUBLEBUF if self.fullscreen: # SDL's detection for "legacy" fullscreen seems to fail on # Ubuntu 16.04 at least. Set an environment variable so that it # asks the Window Manager for full screen mode instead. # https://github.com/spurious/SDL-mirror/blob/c8b01e282dfd49ea8bbf1faec7fd65d869ea547f/src/video/x11/SDL_x11window.c#L1468 os.environ['SDL_VIDEO_X11_LEGACY_FULLSCREEN'] = "0" flags |= pygame.FULLSCREEN if not self._scaler: self._scaler = 'linear' dims = 0, 0 elif self._scaler: flags |= pygame.SCALED pygame.display.set_mode( dims, flags=flags, depth=24 ) ctx = moderngl.create_context(require=410) self._real_size = pygame.display.get_window_size() if self._real_size != (width, height): self.drawer = self._make_scaler(ctx, (width, height)) return ctx
Example #22
Source File: game_items.py From alien-invasion-game with MIT License | 5 votes |
def __init__(self, ai_settings: Settings, stats: GameStats, **kwargs: game_items_types): """Initialize with default items unless specified in kwargs.""" # Default initializations for game items. # Initialize screen. flags = pygame.HWSURFACE | pygame.DOUBLEBUF # | pygame.FULLSCREEN self.screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height), flags) pygame.display.set_caption("Alien Invasion Game") # Initialize ship. self.ship = Ship(ai_settings, self.screen) # Initialize aliens group. self.aliens = Group() # Initialize bullets group. self.bullets = Group() # Initialize buttons. self.play_button = Button(self.screen, "Play!") # TODO implement Restart and Cancel buttons. # self.restart_button = Button(self.screen, "Restart") # self.cancel_button = Button(self.screen, "Cancel", (255, 0, 0, 80)) # self.set_button_pos() # Initialize scorecard. self.sb = Scorecard(ai_settings, stats, self.screen) # Set the game items for those default values are given. for game_item in kwargs: if game_item in self.acceptable_game_items: self.__setattr__(game_item, kwargs[game_item])
Example #23
Source File: env_utils.py From tensorforce with Apache License 2.0 | 5 votes |
def get_display(window_size, mode=pygame.HWSURFACE | pygame.DOUBLEBUF): """Returns a display used to render images and text. :param window_size: a tuple (width: int, height: int) :param mode: pygame rendering mode. Default: pygame.HWSURFACE | pygame.DOUBLEBUF :return: a pygame.display instance. """ return pygame.display.set_mode(window_size, mode)
Example #24
Source File: carla_task.py From VerifAI with BSD 3-Clause "New" or "Revised" License | 5 votes |
def run_task(self, sample): try: pygame.init() pygame.font.init() self.hud = HUD(*self.display_dim) self.display = pygame.display.set_mode( self.display_dim, pygame.HWSURFACE | pygame.DOUBLEBUF ) # print("[carla_task] Setting up world.") if self.client.get_world().get_map().name == self.world_map: self.world = World(self.client.get_world(), self.hud, cam_transform=self.cam_transform) else: self.world = World(self.client.load_world(self.world_map), self.hud, cam_transform=self.cam_transform) # print("[carla_task] World setup complete.") self.use_sample(sample) self.world.restart() self.timestep = 0 while self.timestep < self.n_sim_steps: self.step_world() self.timestep += 1 traj = self.trajectory_definition() finally: self.world.destroy() pygame.quit() return traj
Example #25
Source File: doomwrapper.py From PyGame-Learning-Environment with MIT License | 5 votes |
def __init__(self, width, height): self.width = width self.height = height pygame.init() self.window = pygame.display.set_mode( (self.width, self.height), pygame.DOUBLEBUF, 24 ) pygame.display.set_caption("PLE ViZDoom")
Example #26
Source File: human_agent.py From scenario_runner with MIT License | 5 votes |
def __init__(self, parent): self.quit = False self._parent = parent self._width = 800 self._height = 600 self._throttle_delta = 0.05 self._steering_delta = 0.01 self._surface = None pygame.init() pygame.font.init() self._clock = pygame.time.Clock() self._display = pygame.display.set_mode((self._width, self._height), pygame.HWSURFACE | pygame.DOUBLEBUF) pygame.display.set_caption("Human Agent")
Example #27
Source File: no_rendering_mode.py From scenario_runner with MIT License | 5 votes |
def game_loop(args): try: # Init Pygame pygame.init() display = pygame.display.set_mode( (args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) pygame.display.set_caption(args.description) font = pygame.font.Font(pygame.font.get_default_font(), 20) text_surface = font.render('Rendering map...', True, COLOR_WHITE) display.blit(text_surface, text_surface.get_rect(center=(args.width / 2, args.height / 2))) pygame.display.flip() # Init modules input_module = ModuleInput(MODULE_INPUT) hud_module = ModuleHUD(MODULE_HUD, args.width, args.height) world_module = ModuleWorld(MODULE_WORLD, args, timeout=2.0) # Register Modules module_manager.register_module(world_module) module_manager.register_module(hud_module) module_manager.register_module(input_module) module_manager.start_modules() clock = pygame.time.Clock() while True: clock.tick_busy_loop(60) module_manager.tick(clock) module_manager.render(display) pygame.display.flip() except KeyboardInterrupt: print('\nCancelled by user. Bye!') finally: if world_module is not None: world_module.destroy()
Example #28
Source File: spawn_control.py From macad-gym with MIT License | 4 votes |
def game_loop(args): pygame.init() pygame.font.init() world = None all_done = False step = 0 try: client = carla.Client(args.host, args.port) client.set_timeout(2.0) display = pygame.display.set_mode((args.width, args.height), pygame.HWSURFACE | pygame.DOUBLEBUF) hud = HUD(args.width, args.height) world = World(client.get_world(), hud) # lights = TrafficLight(world._vehicle) # traffic_light_state = lights._test_for_traffic_light(world._vehicle) # print(traffic_light_state) controller = KeyboardControl(world, args.autopilot) # fast_scenario = FastScenario(world) # fast_scenario.execute() clock = pygame.time.Clock() while not all_done: step += 1 clock.tick_busy_loop(60) curr, done = world.update_measurements(step) if False not in done: all_done = True print("all scenario done!") if step % 21 == 0 or all_done: print(curr, file=open("spawn_measurement.txt", "a")) world.current_vechicle_waypoints_tracking() # print("computing reward ...") # print(done) if controller.parse_events(world, clock): return world.tick(clock) world.render(display, world.camera_index) pygame.display.flip() finally: if world is not None: world.destroy() pygame.quit() # ============================================================================== # -- main() -------------------------------------------------------------------- # ==============================================================================
Example #29
Source File: vehicle_manager.py From macad-gym with MIT License | 4 votes |
def apply_control(self, ctrl_args): """Apply control to current vehicle. Args: ctrl_args(list): send control infor, e.g., throttle. Returns: N/A. """ config = self._config if config['manual_control']: clock = pygame.time.Clock() # pygame self._display = pygame.display.set_mode( (800, 600), pygame.HWSURFACE | pygame.DOUBLEBUF) logging.debug('pygame started') controller = KeyboardControl(self._world, False) controller.actor_id = ctrl_args[5] # only in manual_control mode controller.parse_events(self, clock) self._on_render() elif config["auto_control"]: self._vehicle.set_autopilot() else: # TODO: Planner based on waypoints. # cur_location = self._vehicle.get_location() # dst_location = carla.Location( # x = self.end_pos[i][0], # y = self.end_pos[i][1], # z = self.end_pos[i][2]) # cur_map = self.world.get_map() # next_point_transform = # get_transform_from_nearest_way_point( # cur_map, cur_location, dst_location) # next_point_transform.location.z = 40 # self.actor_list[i].set_transform(next_point_transform) self._vehicle.apply_control( carla.VehicleControl( throttle=ctrl_args[0], steer=ctrl_args[1], brake=ctrl_args[2], hand_brake=ctrl_args[3], reverse=ctrl_args[4])) # TODO: use the render in cam_manager instead of this.
Example #30
Source File: main.py From python-examples with MIT License | 4 votes |
def display_cube(): WINDOW_WIDTH = 800 WINDOW_HEIGHT = 600 pygame.init() pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), pygame.DOUBLEBUF | pygame.OPENGL) OpenGL.GLU.gluPerspective(45, (WINDOW_WIDTH/WINDOW_HEIGHT), 0.1, 50.0) OpenGL.GL.glTranslatef(0.0, 0.0, -10) show_cube_1 = True show_cube_2 = True show_lines = True running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False elif event.key == pygame.K_1: show_cube_1 = not show_cube_1 elif event.key == pygame.K_2: show_cube_2 = not show_cube_2 elif event.key == pygame.K_0: show_lines = not show_lines OpenGL.GL.glRotate(1, 3, 10, 10) # (angle,x,y,z) OpenGL.GL.glClear(OpenGL.GL.GL_COLOR_BUFFER_BIT | OpenGL.GL.GL_DEPTH_BUFFER_BIT) if show_cube_1: cube(vertices1, edges) # large cube if show_cube_2: cube(vertices2, edges) # small cube if show_lines: lines(vertices1, vertices2) pygame.display.flip() pygame.time.wait(10) pygame.quit() # ---