Example #1
0
 def display(self, window):
     window = pygame.surface([window.get_size()[i] / self.size[i] for i in range(2)])
     window.fill((0, 0, 0))
     for x in range(self.size[0]):
         for y in range(self.size[1]):
             if self[x, y]:
                 pygame.draw.rect(window, (255, 255, 255), pygame.Rect((x * window[1], y * window[1]), window))
    def __init__(self, image, width, height):
        super().__init__()
        self.image = pygame.surface([width, height])

        self.rect = self.image.get_rect()
        self.rect.x = width
        self.rect.y = height
Example #3
0
    def __init__(self, alto, largo):
        super().__init__()

        self.image = pygame.surface((largo, alto))
        self.image.fill((0,255,0))

        self.rect = self.image.get_rect()
def fade(width, height):
    fade = pygame.surface((width, height))
    fade.fill((0, 0, 0))
    for alpha in range(0, 300):
        fade.set_alpha(alpha)
        redrawwindow()
        win.bilt(fade, (0, 0))
        pygame.display.update()
        pygame.time.delay(5)
Example #5
0
 def __init__(self, x, y, vx, vy, size = 40, color = C_RED):
     self.x=x
     self.y=y
     self.vx=vx
     self.vy=vy
     self.size = size
     self.color = color
     self.image = pygame.surface((size,size))
     draw_tie(self.image,color,size)
     self.rect=pygame.Rect(x,y,size,size)
Example #6
0
def svg_image_load(src, pth=None):
    svgsrf = pygame.surface(64, 64)
    ctx = cairo.Context(svgsrf)
    fn = pth / src
    svgsrc = open(fn, 'r')
    svg = svgsrc.read()
    svgsrc.close()
    handle = rsvg.Handle(svg)
    handle.render(ctx)
    return ctx
Example #7
0
 def main():
     background = pygame.surface((640,480))
     background.fill((0,0,0))
     for i in range (1,320,3):
         pygame.draw.circle(background,(0xFF,0x00,0x00),(i,i),i,1)
         pygame.draw.circle(background,(0x00,0x00,0xFF),(640-,i),i,1)
         pygame.draw.circle(background,(0x00,0x00,0xFF),(i,480-i),i,1)
         pygame.draw.circle(background,(0xFF,0x00,0x00),(640-1,480-i),i,1)
         pygame.draw.circle(background,(0xFF,0xFF,0xFF),(320,240),i,1)
     pygame.image.save(background,"circles.bmp")
     print "look in current directory"
Example #8
0
 def load(self,size):
     self.surfaces = []
     if not self.filename:
         surface = pygame.surface()
         self.surfaces.append(surface)
     file_surface = pygame.image.load(self.filename)
     if not self.orig_rect:
         self.orig_rect = file_surface.get_rect()
     # w,h for tile image including possible overlay over tile to North
     w = size.x
     h = size.y * self.orig_rect.h / self.orig_rect.w
     if isinstance(self.stride,str) and self.stride[-1]=='x':
         stride = Pos(int(self.stride[:-1]) * self.orig_rect.w,0)
     if isinstance(self.stride,str) and self.stride[-1]=='y':
         stride = Pos(0,int(self.stride[:-1]) * self.orig_rect.h)
     elif isinstance(self.stride,Number):
         stride = Pos(self.stride,0)
     else:
         stride = stride
         assert isinstance(stride[1],Number)
     for rep in range(self.reps):
         surface = file_surface
         if self.first_subrect is not None:
             surface = surface.subsurface(self.first_subrect.move(stride*rep))
         surface = pygame.transform.scale(surface,(w,h))
         if self.colorkey is not None:
             colorkey = self.colorkey
             if colorkey == 'topleft':
                 colorkey = surface.get_at( (0,0) )
             elif colorkey == 'topright':
                 colorkey = surface.get_at( (w-1,0) )
             surface.set_colorkey(colorkey, RLEACCEL)
         surface = surface.convert()
         self.surfaces.append(surface)
     self.cur_dst_size = size
     self.transparent_surfaces = None
Example #9
0
 def cardsinHand(self):
     self.card1 = pygame.surface((120, 168))
     self.gameDisplay.blit(self.card1, (400, 600))
Example #10
0
 def __init__(self):
     super().__init__()
     self.image = pygame.surface((40,40))
     self.rect = self.image.get_rect()
Example #11
0
    def __init__(self, x, y):
        super().__init__()

        self.image = pygame.surface([2, 2])
        self.imgage.fill(RED)
from neat import config
import pygame
import neat
import numpy as np
import time
import os
import random
from .car import Car
from .road import Road
from .world import World, world
from .DrawNeuralNetwork import NeuralNetwork
from .config_variables import *
pygame.font.init()


background = pygame.surface(WINDOW_WIDTH, WINDOW_HEIGHT)
background.fill(BLUE)

def draw_Window(cars,road, world,GENENRATION):
    road.draw(world)
    for car in cars:
        car.draw(world)
    
    Scoretext = STAT_FONT.render("Best Score: " + str(int( world.getscore())), 1, BLACK )
    world.window.blit(Scoretext, (world.win_width-Scoretext.get_width() - 10, 10))
    Generationtext = STAT_FONT.render("Generation: " + str(GENENRATION), 1, BLACK)
    world.win.blit(Generationtext,(world.win_width-Generationtext.get_width()-10,50))
    
    world.BestNeuralNetwork.draw(world)
    
    pygame.display.update()
Example #13
0
import pygame
from pygame.locals import *

UP = 0
RIGHT = 1
DOWN = 2
LEFT = 3

pygame.init()

screen = pygame.display.set_mode((600, 600))
pygame.display.set_caption('Snake')

snake = [(200, 200, 210, 200, 220, 200)]
snake_skin = pygame.surface((10,10))
snake_skin.fill(0,100,0)
my_direction = LEFT

while True:

    for event in pygame.event.get():
        if event.type == QUIT:
            pygame.quit()
     
     screen.fill((0,0,0))
         for pos in snake:
         screen.blit(snake_skin,pos)

    pygame.display.update()

Example #14
0
# pygame.transform  ----》缩放和移动图像
# pygame.locals  ---->> pygame中各种常量,包括事件类型、按键和视频模式等的名字

"""
检测模块是否正常
"""
# 由于硬件和游戏的兼容新或是请求的驱动没有安装,有些模块可能在某些平台无法使用,可用None来测试
if pygame.font is None:
    print('The font module is not available!')
    # 若没有,则退出应用环境
    pygame.quit()
    
"""
surface
"""
pygame.surface((width,height),flag=0,depth=0,masks=none)
# 返回一个新surface对象。是一个有确定大小尺寸的空图像,用来进行图像绘制与移动

"""
display
"""
# flip/update更新显示
# 一般来说,修改当前屏幕额时候要经过两步,首先需要对get_surface函数返回的surface对象进行修改,然后调用pygame.display.flip()更新显示以反映所做的修改。只更新屏幕一部分的时候调用update()函数,而不是flip()函数

# set_mode(resolution,flags,depth)
# 建立游戏窗口,返回surface对象
#第一个参数是元组,指定窗口尺寸,第三参数为色深,指定窗口的色彩位数,第二参数是标志位,含义如下:
# FULLSCREEN --->>  创建一个全屏窗口
# DOUBLEBUY  --->>  创建一个'双缓冲'窗口,建议在HWSURFACE或者OPENGL时使用
# HWSURFACE  --->>  创建一个硬件加速的窗口,必须和FULLSCREEN同时使用
# OPENGL     --->>  创建一个OPENGL渲染的窗口
Example #15
0
def get_image(sheet, x, y, width, height, colorkey, scale):
    image = pygame.surface((width,height))
    image.blit(sheet, (0,0), (x, y, width, height))
    image.set_corlorkey(colorkey)
    image = pygame.transform.scale(image, (int(width*scale),int(height*scale)))
    return image
Example #16
0
 def __init__(self, parentSurface, loc, size):
     self.parentSurface = parentSurface
     self.surface = pygame.surface(size, pygame.SRCALPHA)
Example #17
0
# pygame.surfarray  ----》管理点阵图像数据
# pygame.time  ----》管理时间和帧信息
# pygame.transform  ----》缩放和移动图像
# pygame.locals  ---->> pygame中各种常量,包括事件类型、按键和视频模式等的名字
"""
检测模块是否正常
"""
# 由于硬件和游戏的兼容新或是请求的驱动没有安装,有些模块可能在某些平台无法使用,可用None来测试
if pygame.font is None:
    print('The font module is not available!')
    # 若没有,则退出应用环境
    pygame.quit()
"""
surface
"""
pygame.surface((width, height), flag=0, depth=0, masks=none)
# 返回一个新surface对象。是一个有确定大小尺寸的空图像,用来进行图像绘制与移动
"""
display
"""
# flip/update更新显示
# 一般来说,修改当前屏幕额时候要经过两步,首先需要对get_surface函数返回的surface对象进行修改,然后调用pygame.display.flip()更新显示以反映所做的修改。只更新屏幕一部分的时候调用update()函数,而不是flip()函数

# set_mode(resolution,flags,depth)
# 建立游戏窗口,返回surface对象
#第一个参数是元组,指定窗口尺寸,第三参数为色深,指定窗口的色彩位数,第二参数是标志位,含义如下:
# FULLSCREEN --->>  创建一个全屏窗口
# DOUBLEBUY  --->>  创建一个'双缓冲'窗口,建议在HWSURFACE或者OPENGL时使用
# HWSURFACE  --->>  创建一个硬件加速的窗口,必须和FULLSCREEN同时使用
# OPENGL     --->>  创建一个OPENGL渲染的窗口
# RESIZABLE  --->>  创建一个可以改变大小的窗口
Example #18
0
 def make_hole_alpha(self):
     hole = pg.surface(self.screen_rect.size).convert_alpha()
     hole.fill((255,255,200))
     pg.draw.ellipse(hole, (0,0,0,0), self.ellipse_rect)
     return hole
Example #19
0
 def draw(self, screen):
     screen.blit( pygame.surface((800,600)), self.rect, self.rect )
Example #20
0
-*- coding:utf-8 -*-

import pygame 
pygame.init()
screen = pygame.display.set_mode((640,480))
all_colors = pygame.surface((4096,4096),depth = 24)
for r in xrange(256):
	print r+1,"out of 256"
	x = (r&15)*256
	y = (r>>4)*256
	for g in xrange(256):
		for b in xrange(256):
			all_colors.set_at((x+g,y+b),(r,g,b))
			pygame.image.save(all_colors,"")
Example #21
0
    def add_to_spiral(self, word: str) -> None:
        # Render the raw text
        surface, srect = self.words_font.render(word, fgcolor=self.words_color)

        raw_text_height = srect.height + 2

        # Determine the orientation
        orientation = ((len(self._spiral)) % 4) * 90
        # Angles are the wrong way :'(
        o = orientation
        if orientation == 90:
            o = 270
        elif orientation == 270:
            o = 90
        surface = pygame.transform.rotate(surface, o)

        # Ensure the spiral gets larger
        req_dim = 0
        if len(self._spiral) >= 2:
            if orientation == 0 or orientation == 180:
                # Need to be width of last + width of 2nd last + leeway
                required_size = self._spiral[-1].get_rect(
                ).width + self._spiral_smallgap + self._spiral[-2].get_rect(
                ).width + self._spiral_smallgap + self._spiral_leeway
                req_dim = 0
            elif orientation == 90 or orientation == 270:
                # Need to be height of last + height of 2nd last + leeway
                required_size = self._spiral[-1].get_rect(
                ).height + self._spiral_smallgap + self._spiral[-2].get_rect(
                ).height + self._spiral_smallgap + self._spiral_leeway
                req_dim = 1

            # Scale the surface to ensure the right size text
            aspect_ratio = surface.get_rect().width / surface.get_rect().height
            if req_dim == 0:
                # width
                surface = pygame.transform.smoothscale(
                    surface,
                    (required_size, int(required_size / aspect_ratio)))
            else:
                #height
                surface = pygame.transform.smoothscale(
                    surface,
                    (int(required_size * aspect_ratio), required_size))

        # Find spiral position based on last text position
        cur_x, cur_y = self._spiral_curpos

        # Calculate the current position
        if orientation == 0:
            # Last one was orientation 270
            # So just move up by the height of this text
            cur_y -= surface.get_rect().height - self._spiral_smallgap
        elif orientation == 90:
            # Last one was orientation 0
            # So just move right by the width of the last text
            cur_x += self._spiral[-1].get_rect().width + self._spiral_smallgap
        elif orientation == 180:
            # Last one was orientation 90
            # So move left by the width of the new text minus the width of the last text
            cur_x -= (
                surface.get_rect().width -
                self._spiral[-1].get_rect().width) - self._spiral_smallgap
            # So move down by the height of the last text
            cur_y += self._spiral[-1].get_rect().height + self._spiral_smallgap
            pass
        elif orientation == 270:
            # Last one was orientation 180
            # So move left by the width of this text
            cur_x -= surface.get_rect().width - self._spiral_smallgap
            # So move up by the height of this text minus the height of the last text
            cur_y -= (
                surface.get_rect().height -
                self._spiral[-1].get_rect().height) - self._spiral_smallgap

        # Special case to start with (to ensure centering)
        if len(self._spiral) == 0:
            cur_x -= surface.get_rect().width / 2
            cur_y -= surface.get_rect().height - 40

        # Add the drawn surface to the spiral list
        self._spiral_curpos = cur_x, cur_y

        self._spiral.append(surface)

        # Calculate the new size of the whole spiral
        (total_x, total_y, total_width, total_height) = self._spiral_rect
        if orientation == 0:
            total_x = cur_x
            total_y = cur_y
            total_width = surface.get_rect().width
            total_height = max([total_height, surface.get_rect().height])
        elif orientation == 90:
            total_width += surface.get_rect().width
            total_height = surface.get_rect().height
        elif orientation == 180:
            total_x = cur_x
            total_width = surface.get_rect().width
            total_height += surface.get_rect().height
        elif orientation == 270:
            total_x = cur_x
            total_y = cur_y
            total_width += surface.get_rect().width
            total_height = surface.get_rect().height

        self._spiral_rect = (total_x, total_y, total_width, total_height)
        print("CURPOS: " + str(self._spiral_curpos))
        # Resize the spiral surface if needed
        print("RECT: " + str(self._spiral_rect))

        if total_x < 0 or total_y < 0 or total_x + total_width > self._spiral_surface.get_rect(
        ).width or total_y + total_height > self._spiral_surface.get_rect(
        ).height:
            new_surface = pygame.surface((self._spiral_surface.get_width(),
                                          self._spiral_surface.get_height()))
            new_surface.fill((200, 200, 200))
            scaled_down = pygame.transform.smoothscale(self._spiral_surface,
                                                       (300, 300))
            self._spiral_surface = new_surface()

        # if total_x <= self._spiral_surface.get_rect().width / 8 or total_y <= self._spiral_surface.get_rect().height / 8 or total_x + total_width >= 7 * (self._spiral_surface.get_rect().width / 8) or total_y + total_height >= 7 * (self._spiral_surface.get_rect().height / 8):
        #     new_surface = pygame.Surface((total_width * 2, total_height * 2))
        #     new_surface.fill((0, 0, 0))
        #     # r = new_surface.blit(self._spiral_surface, (new_surface.get_rect().width/2 - total_width/2, new_surface.get_rect().height/2 - total_height/2))
        #     # print("AFFECTED: " + str(r))
        #     self._spiral_surface = new_surface
        #     print(f"NEW SURFACE: ({self._spiral_surface.get_rect().width}, {self._spiral_surface.get_rect().height})")

        self._spiral_surface.blit(surface, self._spiral_curpos)
Example #22
0
Python 3.4.1 (v3.4.1:c0e311e010fc, May 18 2014, 10:45:13) [MSC v.1600 64 bit (AMD64)] on win32
Type "copyright", "credits" or "license()" for more information.
>>> import pygame
>>> window = pygame.display.set_mode((400, 400))
>>> pygame.display.set_caption("Hello pygame")
>>> 
>>> screen = pygame.surface((400, 400))
Traceback (most recent call last):
  File "<pyshell#4>", line 1, in <module>
    screen = pygame.surface((400, 400))
TypeError: 'module' object is not callable
>>> screen = pygame.Surface((400, 400))
>>> 
>>> done = True
>>> while done:
	for e in pygame.event.get():
		if e.type == pygame.QUIT:
			done = False
	window.blit(screen, (0, 0))
	pygame.display.flip()