Esempio n. 1
0
scaleXA = pygame.image.load("scale.png").convert()
scaleXB = pygame.image.load("scale2.png").convert()
scaleX = scaleXA
shadow = pygame.image.load("shadowdepth1.png").convert_alpha()
pygame.display.update()

engtimer = pygame.time.Clock()
while True:
    scalesurf.blit(scaleX, (0, -75))
    rectx = anglescan.verticalanglescan(scaleX,
                                        scalesurf,
                                        75,
                                        75,
                                        0.6,
                                        0.6,
                                        2,
                                        1,
                                        1,
                                        0,
                                        backprop=0,
                                        siderepeat=0)
    pygame.transform.scale(scalesurf, (800, 600), screensurf)
    #screensurf.blit(scaledest, (0, 0))
    screensurf.blit(shadow, (0, 0))
    pygame.display.update()
    pygame.event.pump()
    key = pygame.key.get_pressed()
    if key[pygame.K_ESCAPE]:
        sys.exit()
    if key[pygame.K_LEFT]:
        scaleX = anglescan.hscroll(7, scaleX)
Esempio n. 2
0
        sys.exit()
    if key[pygame.K_SPACE]:
        #scaleXA=anglescan.vscroll(5, scaleXA)
        scaleXA = anglescan.rotoscroll(scaleXA, rotdeg, 10)
    #scaleXA=anglescan.rotoscroll(scaleXA, rotdeg, 5)
    #scalesurf.blit(bg, (0, -75))
    #arguments in order: texture, blit surface, effect height, effect y position,
    # width scale, height scale, rescale skip (numbers greater than 1 are faster but are increasingly distorted.),
    # scale factor of horizon (height and surface width are multiplied by this to create starting width and height)
    rectx = anglescan.verticalanglescan(scaleX,
                                        scalesurf,
                                        60 // 2,
                                        90 // 2,
                                        wscale,
                                        hscale,
                                        1,
                                        originscale,
                                        1,
                                        0,
                                        backprop=20,
                                        lpane=lpane,
                                        rpane=rpane,
                                        siderepeat=1)
    screensurf.blit(pygame.transform.scale(scalesurf, (800, 600)), (0, 0))
    rectx.w *= 4
    rectx.h *= 8
    rectx.x *= 4
    rectx.y *= 8
    pygame.display.update(rectx)
    pygame.event.pump()

    if key[pygame.K_LEFT]:
Esempio n. 3
0
screensurf = pygame.display.set_mode((800, 600))
scalesurf = pygame.Surface((150, 150), flags=pygame.SRCALPHA)
screensurf.blit(bg, (0, 0))

pygame.display.update()

engtimer = pygame.time.Clock()
while True:
    #scalesurf.blit(scaleX, (0, -75))
    rectx = anglescan.verticalanglescan(scaleXROT,
                                        scalesurf,
                                        70,
                                        125,
                                        1.0,
                                        1.0,
                                        2,
                                        1,
                                        1,
                                        0,
                                        backprop=25,
                                        siderepeat=1)
    rectx = anglescan.horizontalanglescan(scaleX,
                                          scalesurf,
                                          35,
                                          165,
                                          1.3,
                                          1.3,
                                          1,
                                          1,
                                          1,
                                          0,
Esempio n. 4
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scaleXB = pygame.image.load("scale2.png")
scaleX = scaleXA
polar = 1
bg = pygame.image.load("bg.png")

pygame.display.init()
screensurf = pygame.display.set_mode((800, 600))
scalesurf = pygame.Surface((200, 150), pygame.SRCALPHA)
screensurf.blit(bg, (0, 0))

pygame.display.update()

engtimer = pygame.time.Clock()
while True:
    #scalesurf.blit(scaleX, (0, -75))
    rectx = anglescan.verticalanglescan(scaleX, scalesurf, 75, 75, 1.5, 0.6, 2,
                                        1, 1, 0)
    screensurf.blit(pygame.transform.scale(scalesurf, (800, 600)), (0, 0))
    rectx.w *= 4
    rectx.h *= 4
    rectx.x *= 4
    rectx.y *= 4
    pygame.display.update()
    pygame.event.pump()
    key = pygame.key.get_pressed()
    if key[pygame.K_ESCAPE]:
        sys.exit()
    if key[pygame.K_LEFT]:
        scaleX = anglescan.hscroll(3, scaleX)
    elif key[pygame.K_RIGHT]:
        scaleX = anglescan.hscroll(-3, scaleX)
    if key[pygame.K_UP]:
Esempio n. 5
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pygame.display.init()
screensurf = pygame.display.set_mode((800, 600))
scalesurf = pygame.Surface((200, 150))
screensurf.blit(bg, (0, 0))

pygame.display.update()

ypos = 75
yposdef = ypos
yposjump = 95
jump = 0
engtimer = pygame.time.Clock()
while True:
    scalesurf.fill((185, 218, 226))
    rectx = anglescan.verticalanglescan(scaleX, scalesurf, int(ypos),
                                        int(ypos), 1.5, 0.6, 2, 1, 1, 0)
    screensurf.blit(pygame.transform.scale(scalesurf, (800, 600)), (0, 0))
    rectx.w *= 4
    rectx.h *= 4
    rectx.x *= 4
    rectx.y *= 4
    pygame.display.update()
    pygame.event.pump()
    key = pygame.key.get_pressed()
    if key[pygame.K_ESCAPE]:
        sys.exit()
    if key[pygame.K_SPACE]:
        jump = 1
    if jump == 1:
        print "up" + str(ypos)
        ypos += 4
Esempio n. 6
0
while True:
    #scalesurf.blit(scaleX, (0, -75))
    #scalesurf.blit(bg, (0, -75))
    #arguments in order: texture, blit surface, effect height (use negative values to flip projection), effect y position,
    # width scale, height scale, rescale skip (numbers greater than 1 are faster but are increasingly distorted.),
    # scale factor of horizon (height and surface width are multiplied by this to create starting width and height),
    # antialiasing (slower) [bool]
    # flip texture on negative height [bool]
    scalesurf.fill((172, 221, 225))
    #note on backprop: when using verticalanglescan, set siderepeat to either 1 or 2 for tileable textures.
    rectx = anglescan.verticalanglescan(scaleX,
                                        scalesurf,
                                        35 // 2,
                                        120 // 2,
                                        0.9,
                                        0.9,
                                        1,
                                        1,
                                        1,
                                        0,
                                        backprop=45 // 2,
                                        siderepeat=1)
    #rectx=anglescan.verticalanglescan(scaleX, scalesurf, -75, 75, 0.6, 0.6, 3, 1, 1, 0, 0, colorfill=0)
    #screensurf.blit(pygame.transform.scale(scalesurf, (800, 600)), (0, 0))

    pygame.transform.scale(scalesurf, (800, 600), screensurf)
    rectx.w *= 2
    rectx.h *= 8
    rectx.x *= 2
    rectx.y *= 8
    pygame.display.update()
    pygame.event.pump()
Esempio n. 7
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screensurf.blit(bg, (0, 0))

pygame.display.update()



engtimer=pygame.time.Clock()
while True:
	#scalesurf.blit(scaleX, (0, -75))
	#scalesurf.blit(bg, (0, -75))
	#arguments in order: texture, blit surface, effect height (use negative values to flip projection), effect y position,
	# width scale, height scale, rescale skip (numbers greater than 1 are faster but are increasingly distorted.),
	# scale factor of horizon (height and surface width are multiplied by this to create starting width and height),
	# antialiasing (slower) [bool]
	# flip texture on negative height [bool]
	rectx=anglescan.verticalanglescan(scaleX, scalesurf, 75, 75, 1.5, 0.6, 3, 1, 1, 0)
	rectx=anglescan.verticalanglescan(scaleX, scalesurf, -75, 75, 0.6, 0.6, 3, 1, 1, 0, 0, colorfill=0)
	#screensurf.blit(pygame.transform.scale(scalesurf, (800, 600)), (0, 0))
	pygame.transform.scale(scalesurf, (800, 600), screensurf)
	rectx.w *= 4
	rectx.h *= 4
	rectx.x *= 4
	rectx.y *= 4
	pygame.display.update()
	pygame.event.pump()
	key=pygame.key.get_pressed()
	if key[pygame.K_ESCAPE]:
		sys.exit()
	if key[pygame.K_LEFT]:
		scaleX=anglescan.hscroll(3, scaleX)
	elif key[pygame.K_RIGHT]: