def __init__(self, master, pos, img, states=["default"]): """ Blits an image. """ self.master = master self.master.add_widget(self) self.cursor = self.master.cursor self.id = id(self) self.pos = [pos[0]+self.master.rect.x, pos[1]+self.master.rect.y] self.img = img self.dimg = img self.rect = self.img.get_rect() self.rect.x = self.pos[0] self.rect.y = self.pos[1] self.states = states self.flashing = False if self.img.get_width()<=29: self.flashy = load_image("./data/image/menu/flashing_button1.png", \ True).convert() else: self.flashy = load_image("./data/image/menu/flashing_button.png", \ True).convert() self.alpha = 0 self.flashy.set_alpha(0) self.frec = self.flashy.get_rect(center=self.rect.center) self.o = 1
def __init__(self, x, y): self.enemy_down = helpers.load_image('enemy_down.png', -1) self.enemy_up = helpers.load_image('enemy_down.png', -1) self.enemy_left = helpers.load_image('enemy_down.png', -1) self.enemy_right = helpers.load_image('enemy_down.png', -1) self.image = self.enemy_down if self.image == self.enemy_down: self.image1 = 1 self.rect = self.image.get_rect(topleft=(x + 8, y + 8)) self.health = 5 self.name = 'silver' self.attack_area = 0 self.attack_area_rect = 0 self.damage = 15 self.player_speed = options.player_speed self.speed = 3 self.direction = random.randint(1, 4) self.move_type = 'random'
def load_data(): content_image = load_image('images/galata.jpg') content_image = rescale(content_image, 0.7, mode='reflect') style_image = load_image('images/starry-night.jpg') style_image = np.resize(style_image, (content_image.shape)) data = [content_image, style_image] return data
def __init__(self, dataFolder, levelFile): self._dataFolder = dataFolder self._pelletCount = 0 with open(levelFile) as f: self._level = simplejson.load(f) self._block, _ = helpers.load_image(self._get_image_name("block")) self._pellet, _ = helpers.load_image(self._get_image_name("pellet")) self._greenMan, _ = helpers.load_image(self._get_image_name("greenMan")) self._greenManClosed, _ = helpers.load_image(self._get_image_name("greenManClosed")) self._monster_01, _ = helpers.load_image(self._get_image_name("monster_01")) self._monster_scared_01, _ = helpers.load_image(self._get_image_name("monster_scared_01")) self._monster_evil_01, _ = helpers.load_image(self._get_image_name("monster_evil_01")) self._purpleMan, _ = helpers.load_image(self._get_image_name("purpleMan")) self._purpleManClosed, _ = helpers.load_image(self._get_image_name("purpleManClosed")) self._superPellet, _ = helpers.load_image(self._get_image_name("super_pellet")) self._images = { self.BLOCK: self._block, self.GREENMAN: self._greenMan, self.GREENMAN_CLOSED: self._greenManClosed, self.PELLET: self._pellet, self.MONSTER: self._monster_01, self.SCARED_MONSTER: self._monster_scared_01, self.EVIL_MONSTER: self._monster_evil_01, self.PURPLEMAN: self._purpleMan, self.PURPLEMAN_CLOSED: self._purpleManClosed, self.SUPER_PELLET: self._superPellet, } self._biteSound = pygame.mixer.Sound(self._get_sound_name("bite")) self._superSound = pygame.mixer.Sound(self._get_sound_name("super")) self._killSound = pygame.mixer.Sound(self._get_sound_name("kill"))
def load_sprites(): base_dir = os.path.dirname(os.path.realpath(__file__)) absolute_path = os.path.join(base_dir, 'sprites') sprites = os.listdir(absolute_path) for sprite in sprites: if sprite.endswith('png'): load_image('sprites/{}'.format(sprite))
def __init__(self, darkness): self.noflashlight = helpers.load_image('Noflashlight1.png', -1) self.noflashlightrect = self.noflashlight.get_rect(topleft=((-1), (-1))) self.flashlight = helpers.load_image('flashlight.png', -1) self.flashlightrect = self.flashlight.get_rect(topleft=((-1), (-1))) self.darkness = darkness
def __init__(self, x, y): self.tank_down = helpers.load_image('tank_down.png', -1) self.tank_up = helpers.load_image('tank_up.png', -1) self.tank_left = helpers.load_image('tank_left.png', -1) self.tank_right = helpers.load_image('tank_right.png', -1) self.image = self.tank_down self.rect = self.image.get_rect(topleft=(x + 8, y + 8)) self.health = 100 self.name = 'tank' self.attack_area = 0 self.attack_area_rect = 0 self.bullets = [] self.damage = 100 self.player_speed = options.player_speed self.speed = 3 self.direction = random.randint(1, 4) self.move_type = 'random' x = file('data/options', 'rb') y = pickle.load(x) z = pickle.load(x) self.sounds = int(pickle.load(x)) self.shoot1 = helpers.load_sound('hgun.wav') self.weapon = 1
def __init__(self, win): self.win = win self.background = load_image(images.ENDING) self.selection_border = load_image(images.SELECTION_BORDER) self.replayarrow = load_image(images.REPLAYARROW) self.checkmark = load_image(images.CHECKMARK) self.selected_button_index = 0
def enableShield(self, player, powerupAmount): player.powerup = True player.damageFactor = powerupAmount image, rect = helpers.load_image('playerShielded.png', -1) player.image = image player.rect = rect time.sleep(10) image, rect = helpers.load_image('player.png', -1) player.image = image player.rect = rect player.powerup = False
def is_face_down(self, value): """is_face_down setter.""" self._is_face_down = value if self._is_face_down: self.image = helpers.load_image('cards/back.png') else: self.image = helpers.load_image('cards/' + self.variant + '/' + self.id + '.png') self.rect = self.image.get_rect()
def _load_images(self): """Load all images.""" logging.info('Loading images') self.images = { 'area_cleared': helpers.load_image('area_cleared.png'), 'area_uncleared': helpers.load_image('area_uncleared.png'), 'mine_marker': helpers.load_image('mine_marker.png'), 'mine_exploded': helpers.load_image('mine_exploded.png'), 'mine': helpers.load_image('mine.png') }
def draw_battlefield(self): battlefield = load_image('images/battlefield-sand.png', scale=self.scale) left, top = self.left_top_coords_of_box(8.25, 2.5) self.displaySurface.blit(battlefield, (left, top)) battlefield = load_image('images/battlefield-sand.png', scale=self.scale + 1) left, top = self.left_top_coords_of_box(0.5, 6) self.displaySurface.blit(battlefield, (left, top))
def _load_images(self): """Ustaw FishSprite.images, wczytując obrazki z dysku jeżeli to konieczne. """ if hasattr(FishSprite, 'images'): return FishSprite.images = [ load_image('fish/fish-1.gif'), load_image('fish/fish-2.gif'), load_image('fish/fish-3.gif'), load_image('fish/fish-4.gif')]
def __init__(self, x, y): self.x = x + 8 self.y = y + 8 self.player_down = helpers.load_image('player_down.png', -1) self.player_up = helpers.load_image('player_up.png', -1) self.player_right = helpers.load_image('player_right.png', -1) self.player_left = helpers.load_image('player_left.png', -1) self.image = self.player_down if self.image == self.player_down: self.image1 = 1 else: self.image1 = 2 self.rect = self.image.get_rect(topleft=(self.x, self.y)) self.speed = options.player_speed self.health = 100 self.weapons_slot = [] self.pistol = weapons.Pistol(0, 0) self.pistol_rof = 60.00 / self.pistol.shoot_rate * options.fps self.can_shoot_pistol = 0 self.rifle = weapons.Rifle(0, 0) self.rifle_rof = 60.00 / self.rifle.shoot_rate * options.fps self.can_shoot_rifle = 0 self.machine_gun = weapons.MachineGun(0, 0) self.machine_gun_rof = 60.00 / self.machine_gun.shoot_rate * options.fps self.can_shoot_machine_gun = 0 self.flame_thrower = weapons.FlameThrower(0, 0) self.flame_thrower_rof = 60.00 / self.flame_thrower.shoot_rate * options.fps self.can_shoot_flame_thrower = 0 self.bullets = [] self.blinking = 0 self.recover_time = 15 self.shoot1 = helpers.load_sound('hgun.wav') self.shoot2 = helpers.load_sound('hgun.wav') self.shoot3 = helpers.load_sound('mgun.wav') self.shoot4 = helpers.load_sound('rl1.wav') x = file('data/options', 'rb') y = pickle.load(x) z = pickle.load(x) self.sounds = int(pickle.load(x))
def get_test_captions(debug=0): test_captions=list() ctr=0 for filename in filenames_test: print('Analysing ',filename) if filename=='square_40.jpg': filename='square_4.jpg' image_path=path+filename image=load_image(image_path,size=img_size) image_batch=np.expand_dims(image,axis=0) transfer_values=image_model_transfer.predict(image_batch) captions_list=beam_search(transfer_values) image_captions=list() for caption in captions_list: s=sequence_to_sentence(caption['sequence']) conf=getAvgConfidence(caption) cap={'sentence':s,'score':conf} image_captions.append(cap) test_captions.append(copy.copy(image_captions)) ctr+=1 progress=100*ctr/len(filenames_test) print('processed ',ctr,'images\t%.2f%%'% progress) if debug: if ctr==3: return test_captions return test_captions
def __init__(self, image, height, speed, **kwargs): self.speed = speed if not isinstance(image, list): image = [image] self.image = [load_image(*i) for i in image] self.pos = [i.get_rect() for i in self.image]
def run_inference(inf_file): # Preprocessing of the image happens here img = load_image(inf_file) print("Image Loaded") img = make_square(img) img = augment(prep, img) print("Transformations done") img = img.transpose(-1, 0, 1).astype(np.float32) img = img.reshape(-1, CHANNELS, IMG_WIDTH, IMG_HEIGHT) # Inferencing starts here sess = onnxruntime.InferenceSession("./best_acc.onnx") print("The model expects input shape: ", sess.get_inputs()[0].shape) print("The shape of the Image is: ", img.shape) input_name = sess.get_inputs()[0].name result = sess.run(None, {input_name: img}) prob_array = result[0][0] print("Prob Array ", prob_array) prob = max(softmax(result[0][0])) print("Prob ", prob) species = tf.argmax(prob_array.ravel()[:10]).numpy() print("Class Label ", species) print("Spec ", CLASS_MAP[species][1]) string_label = CLASS_MAP[species][1].split(" ") return (string_label[0], string_label[1], str(prob), color_code(prob))
def main(): image = helpers.load_image("test.png") pixels = image.load() width, height = image.size result = closest_color(pixels, width, height, palettes.sixteen) helpers.finish(result, "closest")
def main(): image = helpers.load_image("test.png") pixels = image.load() width, height = image.size result = gauss(pixels, width, height, g_kernel) helpers.finish(result)
def __init__(self): self.clock = pygame.time.Clock() self.window = pygame.display.set_mode(settings.WINDOW_SIZE, pygame.DOUBLEBUF) self.window_rect = self.window.get_rect() self.started_playing_at = None pygame.display.set_caption('Minesweeper') pygame.display.set_icon(helpers.load_image('icon.png')) self._load_fonts() self._load_images() self._load_sounds() stats_manager.load_stats(settings.STATS_FILE_NAME, self.stats) if os.path.isfile(settings.SAVE_FILE_NAME): save_game_manager.load_game(settings.SAVE_FILE_NAME, self, self.save_data) self.field.post_set_state(images=self.images, fonts=self.fonts) self.state = settings.GameState.PLAYING self._toggle_duration_counter(True) else: self._start_new_game()
def __init__(self, xloc): pygame.sprite.Sprite.__init__(self) self.image, self.rect = helpers.load_image('pong_paddle.png') self.rect.centerx = xloc self.rect.centery = 400 self.speed = 5 self.yvel = 0
class FastWalkEnemy(BaseEnemy): enemy = load_image('data/enemies/enemy.png', width, int(height * 1.2)) def __init__(self, x, y, group): super().__init__(x, y, group) self.color = pygame.Color("yellow") self.width = width self.height = height * 1.2 self.speed = choice([-fast, fast]) self.range = range self.counter = 0 self.image = FastWalkEnemy.enemy self.rect = pygame.Rect(x, y, self.width, self.height) def update(self, dt, platforms, hero_group, hero): self.gravitation() self.collide(0, self.vel_y, platforms, hero_group, hero) if abs(self.counter) >= self.range: self.speed = -self.speed self.rect = self.rect.move(self.speed, 0) self.collide(self.speed, 0, platforms, hero_group, hero) self.counter += self.speed
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image('snake.png', -1) self.pellets = 0 self.speed = SPEED self.radius = 20 self.boost = None
def draw_main_screen(self): self.displaySurface.fill(WHITE) background = load_image('images/background-mountain.png', scale=self.scale) self.displaySurface.blit(background, (0, 0)) self.draw_battlefield() left, top = self.left_top_coords_of_box(0.5, 0.5) outlinePosition = (left, top, self.displaySurface.get_width() - int(self.boxsize), self.displaySurface.get_height() - int(self.boxsize)) pygame.draw.rect(self.displaySurface, BLACK, outlinePosition, self.linewidth) left, top = self.left_top_coords_of_box(0.5, 7) messagePosition = (left, top, self.boxsize * 9, int(self.boxsize * 2.5)) pygame.draw.rect(self.displaySurface, BLACK, messagePosition, self.linewidth) left, top = self.left_top_coords_of_box(9, 7) commandPosition = (left, top, int(self.boxsize * 5.5), int(self.boxsize * 2.5)) pygame.draw.rect(self.displaySurface, BLACK, commandPosition, self.linewidth) self.draw_pokemon() self.draw_pokemon_status() self.draw_menu() self.draw_exp_bar()
def main(): image = helpers.load_image("test.png") pixels = image.load() width, height = image.size result = sobel(pixels, width, height) helpers.finish(result)
def __init__(self, path, show_steps=False, save=False): self.image = Helpers.load_image(path) # build the prepocessing pipleine pipeline = Pipeline([ Helpers.convert_to_grayscale, lambda image: Helpers.blur(image, 5), Helpers.thresholdify, Helpers.ellipse_morph ]) processed_image = pipeline.process_pipeline(self.image) # get the contour, crop it out, find the corners and straighten contour = Helpers.largest_contour(processed_image) processed_image_cropped = Helpers.cut_out_rect(processed_image, contour) corners = Helpers.get_corners(processed_image_cropped) # apply the same cropping and warping to the original image image_cropped = Helpers.cut_out_rect(self.image, contour) straigtened_image = Helpers.warp_perspective(corners, image_cropped) if show_steps: Helpers.show(processed_image, 'Preprocessing') Helpers.show(processed_image_cropped, 'Processed image cropped') Helpers.show(image_cropped, 'Original image cropped') Helpers.show(straigtened_image, 'Final image') self.final = straigtened_image if save: Helpers.save_image( f'{Helpers.IMAGE_DIRECTORY}/extractor_finish.png', self.final) return None
def __init__(self): self.clock = pygame.time.Clock() self.window = pygame.display.set_mode(settings.WINDOW_SIZE, pygame.DOUBLEBUF) self.window_rect = self.window.get_rect() pygame.display.set_caption('Tetris') pygame.display.set_icon(helpers.load_image('icon.png')) self.current_tetrimino = None self.next_tetrimino = None self.started_playing_at = None self._load_fonts() self._load_sounds() stats_manager.load_stats(settings.STATS_FILE_NAME, self.stats) if os.path.isfile(settings.SAVE_FILE_NAME): save_game_manager.load_game(settings.SAVE_FILE_NAME, self, self.save_data) self.is_fast_falling = False self._load_random_music() self._toggle_pause(True) else: self._start_new_game()
def __init__(self, position, possible_values): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image('coin.png') self.rect.topleft = position #getting a value randomically key_value = random.randint(0, len(possible_values) - 1) self.value = possible_values.pop(key_value)
def __init__(self, powerupImage, powerupType, spawnLocation): pygame.sprite.Sprite.__init__(self) self.image, self.rect = helpers.load_image(powerupImage, -1) # Speed to move in pixels per update self.parentEntity = None self.powerupType = powerupType self.spawnLocation = spawnLocation self.currentLoc = spawnLocation
def load_sprites(self, scale): spriteList = [x[2] for x in os.walk('trainers/Red/')][0] self.sprites = {} for spriteFile in spriteList: image = load_image('trainers/Red/' + spriteFile, scale=scale) self.sprites[spriteFile.replace('.png', '')] = image
def __init__(self, image=None): super(Enemy, self).__init__() self.speed = random.randint(5, 20) if image == None: self.image, self.rect = load_image("Boximus.png", -1) else: self.image = image self.rect = image.get_rect(center=(520, random.randint(100, 575)))
def __init__(self, x, y): self.image = helpers.load_image('flashlight_picture.png', -1) self.rect = self.image.get_rect(topleft=(x + 9, y + 10)) self.energy = 0 self.recover_enery_rate = 10 self.show = 1
def __init__(self, dificolty, w, h, pos=(2,2), direct=0): self.w = w self.h = h self.parts=[[pos, direct, 0]] self.direct = 0 self.grow = 2 self.pellets = 0 self.sleep = 10-dificolty*1.5 self.count = 200 self.x, self.y = 0, 0 self.head = helpers.load_image('snake_head.png', pink) self.tail = helpers.load_image('snake_tail.png', pink) self.strait = helpers.load_image('snake_strait.png', pink) self.turnS = helpers.load_image('snake_turn.png', pink)
def main(): # initializing pygame pygame.init() pygame.mixer.init() pygame.font.init() # setting up the game window resolution = config.get_resolution() win = pygame.display.set_mode(resolution) pygame.display.set_caption("Tudo que entra, também sai") pygame.display.set_icon(load_image(images.TOILET_ICON)) clock = pygame.time.Clock() # scenes dictionary, to ease the access router = { START_SCENE: StartScene(win), GAME_SCENE: None, GAME_OVER_SCENE: GameOverScene(win), HOW_TO_PLAY_SCENE: HowToPlayScene(win), CREDITS_SCENE: CreditsScene(win) } # current scene being rendered current_scene = router[config.get(config.STARTING_SCENE) or START_SCENE] prev_command = None command = None while 1: events = pygame.event.get() for event in events: if event.type == pygame.QUIT: sys.exit() elif config.is_debug() and event.type == pygame.MOUSEBUTTONDOWN: print(pygame.mouse.get_pos()) prev_command = command # renders a scene and receives a command from it if prev_command is not None: command = current_scene.render( events=events, more_args=prev_command.get('more_args')) else: command = current_scene.render(events=events) # when the previous command is not the game scene, it means we're starting a new game scene starting_at_game_scene = prev_command is None and command[ 'goto'] == GAME_SCENE moving_to_game_scene = prev_command is not None and prev_command[ 'goto'] != GAME_SCENE and command['goto'] == GAME_SCENE if starting_at_game_scene or moving_to_game_scene: router[GAME_SCENE] = GameScene(win) # the command contains a goto action indicating the next scene to be rendered current_scene = router[command['goto']] pygame.display.update() clock.tick(40)
def getSprites(self): block, rect = load_image('block.png') pellet, rect = load_image('pellet.png', -1) snake, rect = load_image('snake.png', -1) gwall, rect = load_image('gwall.png') ghost, rect = load_image('ghost.png', -1) ghost2, rect = load_image('ghost2.png', -1) ghost3, rect = load_image('ghost3.png', -1) ghost4, rect = load_image('ghost4.png', -1) return [pellet, block, snake, gwall, ghost, ghost2, ghost3, ghost4]
def getLayout(self): return [[9, 9, 9 ,9, 9, 9, 9, 9],\ [9, 9, 9, 9, 9, 9, 9, 9],\ [9, 1, 1, 1, 1, 1, 1, 9],\ [9, 0, 0, 0, 0, 0, 0, 9],\ [9, 0, 1, 1, 0, 1, 1, 9],\ [9, 0, 2, 0, 0, 0, 0, 9],\ [9, 0, 1, 1, 0, 1, 0, 9],\ [9, 0, 0, 0, 0, 1, 0, 9] def getSprites(self): block, rect = load_image('') pellet, rect = load_image('pellet.png',-1) snake, rect = load_image('snake.png',-1) return [pellet,block,snake]
def __init__(self): pygame.sprite.Sprite.__init__(self) self.image, self.rect = load_image("rocket.png") screen = pygame.display.get_surface() self.area = screen.get_rect() self.rect.topleft = 40, 310 self.move = 9 self.angle = -90 self.dir = -5 self.original = self.image
def __init__(self, position, possible_values): pygame.sprite.Sprite.__init__(self) #getting a value randomically key_value = random.randint(0, len(possible_values) - 1) fish = possible_values.pop(key_value) self.value = fish[0] self.image, self.rect = load_image(fish[1]) self.rect.topleft = position
def __init__(self, pos, goal, creeps, pemit, player): pygame.sprite.Sprite.__init__(self) self.goal = goal self.creeps = creeps self.image = load_image("./data/image/objects/mchammer.png") self.rect = self.image.get_rect() self.rect.centerx = pos[0] self.rect.centery = pos[1] self.speed = 1 self.particle_emitter = pemit self.player = player
def frames_in_direction(direction): frames = [] for frame in range(1, self.number_of_frames+1): # Wczytaj klatkę z dysku. frame = load_image('penguin/penguin-%d-%s-%d.gif' % (id, direction, frame)) # Nanieś na klatkę identyfikator gracza. add_name_to_penguin(str(self.penguin.number), frame, self.penguin.color) # Dodaj klatkę do listy. frames.append(frame) return frames
def __init__(self, image_names, path='../Images/Buttons', pos=(0, 0), function=None, parent=None, text='Simple Button', w=0, h=0): self.image_normal = helpers.load_image(image_names[0], alpha_channel=True, dir_name=path) # изображение кнопки в базовом состоянии self.image_on_over = helpers.load_image(image_names[1], alpha_channel=True, dir_name=path) # изображение кнопки в базовом состоянии self.image_on_click = helpers.load_image(image_names[2], alpha_channel=True, dir_name=path) # изображение кнопки в базовом состоянии self.images = [self.image_normal, self.image_on_over, self.image_on_click] # список с кнопками if w != 0 and h != 0: # изменение размера картинки, если заданы ширина и высота for i in range(0, 3): self.images[i] = pygame.transform.scale(self.images[i], (w, h)) elif w != 0 and h == 0: # если задан один размер, то второй изменяется пропорционально for i in range(0, 3): rect = self.images[i].get_rect() h = int(rect.h * (w / rect.w)) self.images[i] = pygame.transform.scale(self.images[i], (w, h)) elif w == 0 and h != 0: for i in range(0, 3): rect = self.images[i].get_rect() w = int(rect.w * (h / rect.h)) self.images[i] = pygame.transform.scale(self.images[i], (w, h)) self.current_image = self.images[0] # текущая картинка self.rect = self.current_image.get_rect() self.rect.x = pos[0] self.rect.y = pos[1] self.text = Text_Button.Text(text) # текст кнопки self.text_surf = self.text.font.render(text, True, (0, 0, 0)) # поверхность текста self.rect_text = self.text_surf.get_rect() # рект текста # смещение текста на центр картинки кнопки, self.rect_text.x = self.rect.x + self.rect.w / 2 - self.rect_text.w / 2 # к координате кнопки прибавляется половина длины картинки и отнимается половина длины текста self.rect_text.y = self.rect.y + self.rect.h / 2 - self.rect_text.h / 2 self.function = function # функция кнопки self.parent = parent # родитель кнопки, по умолчанию отсутствует
def __init__(self, pos, wind_power=50): self.image = helpers.load_image('Bez_imeni.png', 1, IMAGE_PATH) self.pos = Vector(pos) self.speed = Vector((0, 5)) self.transform() # self.angle = 6 self.snow_list = [] self.status = MOVE_DOWN wind1 = StrongWind(0.01, 0, 1, 0) wind2 = ConstantWind(-1*wind_power/1000, 0, random.randint(2000, 3000), 7000) self.winds = [wind1, wind2] w, h = 20, 20 self.area = pygame.Rect(0, 0, w, h)
def __init__(self, pic): pygame.sprite.Sprite.__init__(self) self.screen = pygame.display.get_surface() self.image, self.rect = helpers.load_image(pic, -1) new_size = random.randint(5, self.rect.width) self.image = pygame.transform.scale(self.image, (new_size, new_size)) self.rect = self.image.get_rect() self.x = random.randint(0, self.screen.get_width()) self.y = random.randint(0, self.screen.get_height()-self.rect.height) self.rect.topleft = (self.x, self.y) self.speedy = self.speedx = random.uniform(0.1, 0.3) self.curr_ticks = pygame.time.get_ticks()
def setup(): for i in xrange(20): continue #ROOT.children.append(RectNode(_random_color(), _random_rect())) sprite = pygame.sprite.DirtySprite(SpriteNode.spritegroup) sprite.image, sprite.rect = load_image("icon.png") node = SpriteNode(sprite) x, y = (random.randint(0, WIDTH), random.randint(0, HEIGHT)) sprite.rect.center = x, y ROOT.children.append(node) for c in ROOT.children: print c.sprite.rect setup_ui() setup_pet()
def __init__(self, title="Penguin"): self.title = title # Inicjalizacja, ustawienie rozdzielczości i tytułu. pygame.init() self.screen = pygame.display.set_mode((self.width, self.height)) pygame.display.set_caption(self.title) # Ustawienie powtarzania klawiszy. pygame.key.set_repeat(200, 30) # Wczytaj obrazek na górną belkę. self.status_bar_image = load_image('header.jpg') self.text = None # Zacznij odświeżać ekran z domyślną częstotliwością. refresh_it(self)
def __init__(self, player, coord_x, coord_y, rect=None): """Ctor""" pygame.sprite.Sprite.__init__(self) self.player = player self.coord_x = coord_x self.coord_y = coord_y if player == 1: img = 'one.png' elif player == 2: img = 'two.png' else: img = 'empty.png' self.image, self.rect = load_image(img, -1) if rect != None: self.rect = rect
def __init__(self, pic): pygame.sprite.Sprite.__init__(self) self.image, self.rect = helpers.load_image(pic, None) self.screen = pygame.display.get_surface() self.area = self.screen.get_rect() self.rect.topleft = (0, 0)
def __init__(self, location, layer = 2): pygame.sprite.DirtySprite.__init__(self) self._layer = layer self.image, self.rect = helpers.load_image('wall.png',-1) self.rect.center = location
def __init__(self, west=True): super().__init__() self.image, self.rect = load_image("airhorn2.png", -1) if west: self.image = pygame.transform.flip(self.image, True, False) self.rect.move_ip(800, 0)
def __init__(self): super().__init__() self.image, self.rect = load_image("derf.jpg", None) self.image = pygame.transform.scale(self.image, (int(500*0.80), int(707*0.80))) self.rect.move_ip(200, 0) self.cycles = 0
def __init__(self): pygame.sprite.DirtySprite.__init__(self) self.image, self.rect = helpers.load_image('mallet.png',-1) self.dirty = 2 self._layer = 99
def _init_grounds(self): """Wczytaj obrazki podłoża, zbierając je w słowniku self.ground, gdzie klucz odpowiada znakowi użytemu na mapce poziomu. """ self.ground = { ' ': load_image('ground/snow.gif'), '~': load_image('ground/water.gif'), '#': load_image('ground/wall.gif'), '[': load_image('ground/wall-horizontal-left.gif'), '=': load_image('ground/wall-horizontal-middle.gif'), ']': load_image('ground/wall-horizontal-right.gif'), '?': load_image('ground/wall-vertical-top.gif'), '|': load_image('ground/wall-vertical-middle.gif'), '.': load_image('ground/wall-vertical-bottom.gif'), '<': load_image('ground/ice-horizontal-left.gif'), '-': load_image('ground/ice-horizontal-middle.gif'), '>': load_image('ground/ice-horizontal-right.gif'), '^': load_image('ground/ice-vertical-top.gif'), '/': load_image('ground/ice-vertical-middle.gif'), ',': load_image('ground/ice-vertical-bottom.gif')}
def load_images(cls): World.image = helpers.load_image('startile.png')
def getSprites(self): block, rect = load_image('blocos.png') pellet, rect = load_image('pellet.png',-1) snake, rect = load_image('livro.png',-1) letterA, rect = load_image('A.png',-1) letterB, rect = load_image('B.png',-1) letterC, rect = load_image('C.png',-1) letterCD, rect = load_image('CD.png',-1) letterD, rect = load_image('D.png',-1) letterE, rect = load_image('E.png',-1) letterF, rect = load_image('F.png',-1) letterG, rect = load_image('G.png',-1) letterH, rect = load_image('H.png',-1) letterI, rect = load_image('I.png',-1) letterJ, rect = load_image('J.png',-1) letterK, rect = load_image('K.png',-1) letterL, rect = load_image('L.png',-1) letterM, rect = load_image('M.png',-1) letterN, rect = load_image('N.png',-1) letterO, rect = load_image('O.png',-1) letterP, rect = load_image('P.png',-1) letterQ, rect = load_image('Q.png',-1) letterR, rect = load_image('R.png',-1) letterS, rect = load_image('S.png',-1) letterT, rect = load_image('T.png',-1) letterU, rect = load_image('U.png',-1) letterV, rect = load_image('V.png',-1) letterX, rect = load_image('X.png',-1) letterY, rect = load_image('Y.png',-1) letterW, rect = load_image('W.png',-1) letterZ, rect = load_image('Z.png',-1) letterAT, rect = load_image('AT.png',-1) return [pellet,block,snake,letterA,letterB,letterC,letterCD,letterD,letterE,letterF,letterG,letterH,letterI,letterJ,letterK,letterL,letterM,letterN,letterO,letterP,letterQ,letterR,letterS,letterT,letterU,letterV,letterX,letterY,letterW,letterZ,letterAT]
def getPicture(self): figura, rect = load_image('figuras/diamante.png',-1) picture = basicSprite.Sprite([640,300],figura,'IMG') return picture
def getSprites(self): block, rect = load_image('')
def __init__(self, file_name, passable): pygame.sprite.Sprite.__init__(self) self.image, self.rect = helpers.load_image(file_name) self.passable = passable