Example #1
0
def fetch_images(texture, width, height, spacing=0, margin=0, by_count=False):
    '''
	Returns an image list generated from a given texture and either the
	image size or the number of images in a sprite sheet.

	:param textue: texture to fetch images from
	:param width: width of images, or number of columns if by_count=True
	:param height: height of images, or number of rows if by_count=True
	:param spacing: space between each image in the texture
	:param margin: margin of empty space around the edge of texture
	:param by_count: set True to use width and height value to
		calculate frame size from width and height of spritesheet
	:rvalue: list of pygame._sdl2.video.Image objects
	'''
    tex_width, tex_height = texture.get_rect().size
    if type(texture) == Image:
        marginx = margin + image.srcrect.x
        marginy = margin + image.srcrect.y
    else:
        marginx = marginy = margin

    if by_count:
        width = tex_width // width
        height = tex_height // height

    r = pg.Rect(0, 0, width, height)
    tiles = []
    for y in range(margin, tex_height + margin - height + 1, height + spacing):
        for x in range(margin, tex_width + margin - width + 1,
                       width + spacing):
            r.x = x
            r.y = y
            im = Image(texture)
            im.srcrect = r.copy()
            tiles.append(im)
    return tiles
Example #2
0

class Something(pg.sprite.Sprite):
    def __init__(self, img):
        pg.sprite.Sprite.__init__(self)

        self.rect = img.get_rect()
        self.image = img

        self.rect.w *= 5
        self.rect.h *= 5

        img.origin = self.rect.w / 2, self.rect.h / 2


sprite = Something(Image(tex, (0, 0, tex.width / 2, tex.height / 2)))
sprite.rect.x = 250
sprite.rect.y = 50

# sprite2 = Something(Image(sprite.image))
sprite2 = Something(Image(tex))
sprite2.rect.x = 250
sprite2.rect.y = 250
sprite2.rect.w /= 2
sprite2.rect.h /= 2

group = pg.sprite.Group()
group.add(sprite2)
group.add(sprite)

import math
Example #3
0
renderer.draw_color = backgrounds[bg_index]

win2 = Window("2nd window", size=(256, 256), always_on_top=True)
win2.opacity = 0.5
win2.set_icon(load_img("bomb.gif"))
renderer2 = Renderer(win2)
tex2 = Texture.from_surface(renderer2, load_img("asprite.bmp"))
renderer2.clear()
tex2.draw()
renderer2.present()
del tex2

full = 0

tex = Image(tex)

surf = pg.Surface((64, 64))
streamtex = Texture(renderer, (64, 64), streaming=True)
tex_update_interval = 1000
next_tex_update = pg.time.get_ticks()

while running:
    for event in pg.event.get():
        if event.type == pg.QUIT:
            running = False
        elif getattr(event, "window", None) == win2:
            if (event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE
                    or event.type == pg.WINDOWEVENT
                    and event.event == pg.WINDOWEVENT_CLOSE):
                win2.destroy()
Example #4
0
renderer.draw_color = backgrounds[bg_index]

win2 = Window('2nd window', size=(256, 256), always_on_top=True)
win2.opacity = 0.5
win2.set_icon(load_img('bomb.gif'))
renderer2 = Renderer(win2)
tex2 = Texture.from_surface(renderer2, load_img('asprite.bmp'))
renderer2.clear()
tex2.draw()
renderer2.present()
del tex2

full = 0

tex = Image(tex, (0, 0, tex.width, tex.height))

while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif getattr(event, 'window', None) == win2:
            if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE or\
               event.type == pygame.WINDOWEVENT and event.event == pygame.WINDOWEVENT_CLOSE:
                win2.destroy()
        elif event.type == pygame.KEYDOWN:
            if event.key == pygame.K_ESCAPE:
                running = False
            elif event.key == pygame.K_LEFT:
                x -= 5
            elif event.key == pygame.K_RIGHT: