def Main_Window(self): self.display = pygame.display.set_mode((1280,700)) manager = ResManager() pygame.display.set_icon(manager.get_image('icon.png')) pygame.display.set_caption("Map Editor") self.display.fill((200,220,100)) pygame.display.flip() i = 0
def slots_for_base(self): manager = ResManager() texture = manager.get_image("interface_bg.png") for i in range(3): first_texture = texture.get_rect() first_texture.center=(500,90+160*i) self.display.blit(texture,first_texture) pygame.display.update()
def __init__(self, width=640, height=480, color=(255, 255, 255), fps=40, scene=None, manager=ResManager()): pygame.init() self.set_display(width, height) self.fps = fps self.__manager = manager self.scene = scene self.__display.fill(color) pygame.display.flip()
def Textures(self): manager = ResManager() self.textures = [] texture = manager.get_image("grass.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("sand.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("dirt.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("water.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("tree.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("rock.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("lava.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("farm.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("mine.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("base_blue.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) texture = manager.get_image("base_red.png") texture = pygame.transform.scale(texture,(50,50)) self.textures.append(texture) pygame.display.flip()
plambir.update(dt) # Рисуем screen2.blit(plambir.sprite, get_center(screen2.get_rect(), plambir.sprite.get_rect())) pygame.display.flip() # Здесь указывается максимальное количество кадров в секунду # возвращается время прошедшее за время ожидания. dt = clock.tick(40) pygame.init() window = pygame.display.set_mode(SIZE) # screen = pygame.display.set_mode(SIZE) manager = ResManager() pygame.display.set_icon(manager.get_image("icon.png")) pygame.display.set_caption("Citadels") citadels = manager.get_image("logo.jpg") citadels.convert_alpha() window.fill((255, 255, 255)) screen.fill((255, 255, 255)) # screen.blit(citadels, get_center(screen.get_rect(), citadels.get_rect())) # window.blit(screen, (0, 0)) # # plambir = Transparent(citadels, 1000) # plambir.start() # # loop(window, plambir)