コード例 #1
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def draw_text_middle(surface, text, size, color):
    font = pygame.font.SysFont("media\TETRIS.TTF", size, bold=True)
    label = font.render(text, 1, color)

    surface.blit(label,
                 (top_left_x + play_width / 2 - (label.get_width() / 2),
                  top_left_y + play_height / 2 - label.get_height() / 2))
コード例 #2
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def do_blit_test(surface, flag):
    _fill_surface(surface)
    pattern = _make_object()
    y = 0
    while y < 600:
        surface.blit(pattern, (200, y), special_flags=flag)
        y += 50
コード例 #3
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def drawShields(surface, shields):
    x = 10
    y = 27
    im = pygame.image.load(path.join(imageDir, 'shield.png')).convert()
    im.set_colorkey(purple)
    for shield in range(shields):
        shieldRect = im.get_rect(left=x, top=y)
        surface.blit(im, shieldRect)
        x += shieldRect.width + 3
コード例 #4
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ファイル: tiled.py プロジェクト: Depado/yasrpg
    def over_char_render(self, surface):
        tw = self.tiledmap.tilewidth
        th = self.tiledmap.tileheight
        gt = self.tiledmap.get_tile_image

        for y in range(0, self.tiledmap.height):
            for x in range(0, self.tiledmap.width):
                tile = gt(x, y, 3)
                if tile: surface.blit(tile, (x*tw, y*th))
コード例 #5
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def drawText(surface, text, fontName, fontSize, x, y, boxSize=()):
    font = pygame.font.Font(fontName, fontSize)
    textSurface = font.render(text, True, white)
    if boxSize:
        fitRect = textSurface.get_rect(midtop=(x, y))
        textRect = pygame.Rect(fitRect.x, fitRect.y, boxSize[0], boxSize[1])
    else:
        textRect = textSurface.get_rect(midtop=(x, y))
    surface.blit(textSurface, textRect)
コード例 #6
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ファイル: tilemap.py プロジェクト: arthurlch/PYMaze
 def render(self, surface):
     """ render visible layers """
     ti = self.tmxdata.get_tile_image_by_gid
     for layer in self.tmxdata.visible_layers:
         if isinstance(layer, pytmx.TiledTileLayer):
             for x, y, gid, in layer:
                 tile = ti(gid)
                 if tile:
                     surface.blit(tile, (x * self.tmxdata.tilewidth,
                                         y * self.tmxdata.tileheight))
コード例 #7
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ファイル: tiled.py プロジェクト: Depado/yasrpg
    def under_char_render(self, surface):
        tw = self.tiledmap.tilewidth
        th = self.tiledmap.tileheight
        gt = self.tiledmap.get_tile_image

        for y in range(0, self.tiledmap.height):
            for x in range(0, self.tiledmap.width):
                tile = gt(x, y, 2)
                if tile: 
                    surface.blit(tile, (x*tw, y*th))
                    self.boxcollider.append(Rect(x*tw, y*th, tw, th))
コード例 #8
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def test_chop(surface):
    """Simple tests of transform.chop"""
    obj = _make_object()
    obj1 = transform.chop(obj, (10, 10, 10, 10))
    obj2 = transform.chop(obj, (10, 10, 20, 20))
    obj3 = transform.chop(obj, (0, 0, 100, 100))
    obj4 = transform.chop(obj, (5, 5, 50, 50))

    surface.blit(obj, (20, 20))
    surface.blit(obj1, (80, 20))
    surface.blit(obj2, (160, 20))
    surface.blit(obj3, (240, 20))
    surface.blit(obj4, (320, 20))
コード例 #9
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def test_chop(surface):
    """Simple tests of transform.chop"""
    obj = _make_object()
    obj1 = transform.chop(obj, (10, 10, 10, 10))
    obj2 = transform.chop(obj, (10, 10, 20, 20))
    obj3 = transform.chop(obj, (0, 0, 100, 100))
    obj4 = transform.chop(obj, (5, 5, 50, 50))

    surface.blit(obj, (20, 20))
    surface.blit(obj1, (80, 20))
    surface.blit(obj2, (160, 20))
    surface.blit(obj3, (240, 20))
    surface.blit(obj4, (320, 20))
コード例 #10
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    def drawSelf(self, surface, coords=[0, 0], width=16, color=(50, 50, 50)):
        # Detects if there is any change in variable. if so, then change the internal variable, so that it's not done every frame.
        for node in self.connectedNodes:
            if self.connectedNodes[node][4] != width or self.connectedNodes[node][5] != color:
                self.changeColorWidth(node, color, width)
        for connectedNodes in list(self.connectedNodes.values()):
            # connectedNodes is the values inside the actual connectedNodes
            addition = ( -math.cos(connectedNodes[1] * math.pi/180) * 16 , math.sin(connectedNodes[1] * math.pi/180) * 16 )
            newCoords = [ a + b + c + d if b < 0 else a + c for a, b, c, d in zip(self.coords, connectedNodes[0], coords, addition) ]
            surface.blit(connectedNodes[3], newCoords )

            # Draw arrow that signifies in which direction the car in the road is going to go.
            GMfun.drawArrow(surface, [ a + b + 8 + ( c / 2 ) for a, b, c in zip(coords, self.coords, connectedNodes[0]) ], 10, 60, 360 - connectedNodes[1], (120, 120, 120), 3)
コード例 #11
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ファイル: test_transforms.py プロジェクト: CTPUG/pygame_cffi
def test_flip_subsurface(surface):
    """Test transform.flip with a subsurface as the source"""
    obj = _make_object()

    surface.blit(obj, (20, 20))
    obj_sub = obj.subsurface((20, 20, 15, 25))
    surface.blit(obj_sub, (20, 190))
    obj1 = transform.flip(obj_sub, True, False)
    surface.blit(obj1, (60, 190))
    obj1 = transform.flip(obj_sub, False, True)
    surface.blit(obj1, (20, 390))
    obj1 = transform.flip(obj_sub, False, False)
    surface.blit(obj1, (60, 390))
コード例 #12
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ファイル: test_transforms.py プロジェクト: CTPUG/pygame_cffi
def test_chop_subsurface(surface):
    """Test transform.chop with a subsurface as the source"""
    obj = _make_object()
    surface.blit(obj, (20, 20))
    obj_sub = obj.subsurface((20, 20, 20, 15))
    obj1 = transform.chop(obj_sub, (10, 10, 10, 10))
    obj2 = transform.chop(obj_sub, (10, 10, 0, 0))
    # Chop out everything
    obj3 = transform.chop(obj_sub, (0, 0, 20, 15))
    surface.blit(obj_sub, (20, 190))
    surface.blit(obj1, (80, 190))
    surface.blit(obj2, (160, 190))
    surface.blit(obj3, (190, 190))
コード例 #13
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def test_chop_subsurface(surface):
    """Test transform.chop with a subsurface as the source"""
    obj = _make_object()
    surface.blit(obj, (20, 20))
    obj_sub = obj.subsurface((20, 20, 20, 15))
    obj1 = transform.chop(obj_sub, (10, 10, 10, 10))
    obj2 = transform.chop(obj_sub, (10, 10, 0, 0))
    # Chop out everything
    obj3 = transform.chop(obj_sub, (0, 0, 20, 15))
    surface.blit(obj_sub, (20, 190))
    surface.blit(obj1, (80, 190))
    surface.blit(obj2, (160, 190))
    surface.blit(obj3, (190, 190))
コード例 #14
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def test_flip_subsurface(surface):
    """Test transform.flip with a subsurface as the source"""
    obj = _make_object()

    surface.blit(obj, (20, 20))
    obj_sub = obj.subsurface((20, 20, 15, 25))
    surface.blit(obj_sub, (20, 190))
    obj1 = transform.flip(obj_sub, True, False)
    surface.blit(obj1, (60, 190))
    obj1 = transform.flip(obj_sub, False, True)
    surface.blit(obj1, (20, 390))
    obj1 = transform.flip(obj_sub, False, False)
    surface.blit(obj1, (60, 390))
コード例 #15
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ファイル: test_transforms.py プロジェクト: CTPUG/pygame_cffi
def test_rotozoom(surface):
    obj = _make_object()
    x = 20
    y = 20
    space = obj.get_height()
    for angle in range(1, 200, 14):
        for scale in range(5, 20, 3):
            obj1 = transform.rotozoom(obj, angle, scale / 10.0)
            surface.blit(obj1, (x, y))
            x += obj1.get_width() + 5
            space = max(space, obj1.get_height())
            if x > 650:
                y += space + 5
                x = 20
コード例 #16
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def test_rotozoom(surface):
    obj = _make_object()
    x = 20
    y = 20
    space = obj.get_height()
    for angle in range(1, 200, 14):
        for scale in range(5, 20, 3):
            obj1 = transform.rotozoom(obj, angle, scale / 10.0)
            surface.blit(obj1, (x, y))
            x += obj1.get_width() + 5
            space = max(space, obj1.get_height())
            if x > 650:
                y += space + 5
                x = 20
コード例 #17
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def draw_window(surface, grid, score=0, last_score=0, pscore=0):
    font = pygame.font.Font('media\gamefont.ttf', 80)
    label = font.render('Tetris', 1, (255, 255, 255))

    surface.blit(background_image, [-1, 0])
    surface.blit(label,
                 (top_left_x + play_width / 2 - (label.get_width() / 2), 15))

    for i in range(len(grid)):
        for j in range(len(grid[i])):
            pygame.draw.rect(surface, grid[i][j],
                             (top_left_x + j * block_size, top_left_y +
                              i * block_size, block_size, block_size), 0)

    pygame.draw.rect(surface, (255, 255, 255),
                     (top_left_x + 1, top_left_y, play_width, play_height), 4)

    font = pygame.font.Font('media\gamefont.ttf', 30)
    label = font.render("score:" + str(score), 1, (255, 255, 255))

    sx = top_left_x + play_width + 50
    sy = top_left_y + play_height / 2 - 100

    pygame.draw.rect(surface, (255, 255, 255), (sx + 1, sy - 28, 138, 188), 0)
    pygame.draw.rect(surface, (0, 0, 0), (sx + 5, sy - 25, 130, 182), 0)

    surface.blit(label, (sx + 10, sy + 130))

    font = pygame.font.Font('media\gamefont.ttf', 30)
    label = font.render("High Score:" + str(last_score), 1, (255, 255, 255))

    sx = top_left_x - 200
    sy = top_left_y + 200

    pygame.draw.rect(surface, (255, 255, 255), (sx - 20, sy + 125, 215, 74), 0)
    pygame.draw.rect(surface, (0, 0, 0), (sx - 17, sy + 128, 208, 68), 0)

    surface.blit(label, (sx - 15, sy + 130))

    font = pygame.font.Font('media\gamefont.ttf', 30)
    label = font.render("Previous Score:" + str(pscore), 1, (255, 255, 255))

    surface.blit(label, (sx - 15, sy + 160))

    draw_grid(surface, grid)
コード例 #18
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def draw_next_shape(shape, surface):
    font = pygame.font.Font('media\gamefont.ttf', 30)
    label = font.render("Next Shape", 1, (255, 255, 255))

    sx = top_left_x + play_width + 50
    sy = top_left_y + play_height / 2 - 100
    format = shape.shape[shape.rotation % len(shape.shape)]

    for i, line in enumerate(format):
        row = list(line)
        for j, column in enumerate(row):
            if column == '0':
                pygame.draw.rect(
                    surface, shape.color,
                    ((sx + j * block_size),
                     (sy + i * block_size), block_size, block_size), 0)

    surface.blit(label, (sx + 10, sy - 25))
コード例 #19
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def test_flip(surface):
   """Simple flip tests"""
   obj = _make_object()

   surface.blit(obj, (20, 20))
   obj1 = transform.flip(obj, True, False)
   surface.blit(obj1, (80, 80))
   obj1 = transform.flip(obj, False, True)
   surface.blit(obj1, (160, 160))
   obj1 = transform.flip(obj, True, True)
   surface.blit(obj1, (320, 320))
コード例 #20
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def test_flip(surface):
    """Simple flip tests"""
    obj = _make_object()

    surface.blit(obj, (20, 20))
    obj1 = transform.flip(obj, True, False)
    surface.blit(obj1, (80, 80))
    obj1 = transform.flip(obj, False, True)
    surface.blit(obj1, (160, 160))
    obj1 = transform.flip(obj, True, True)
    surface.blit(obj1, (320, 320))
コード例 #21
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ファイル: game_functions.py プロジェクト: Bumskee/SimMacet
def drawBetterLine(surface,
                   color,
                   x1: float,
                   y1: float,
                   x2: float,
                   y2: float,
                   width=1):
    # DOESNT WORK
    vector = pygame.math.Vector2(x2 - x1, y2 - y1)
    length = round(vector.length())
    lineSurf = pygame.Surface((round(length), width), pygame.SRCALPHA)
    lineSurf.fill(list(color) + [0])
    pygame.draw.rect(lineSurf, color, (0, 0, round(length), width))
    angle = 360 - (np.arctan2(vector[1], vector[0]) * 180 / math.pi)

    lineSurf = pygame.transform.rotate(lineSurf, angle)

    surface.blit(lineSurf,
                 [a + b if b < 0 else a for a, b in zip([x1, y1], vector)])
コード例 #22
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ファイル: test_transforms.py プロジェクト: CTPUG/pygame_cffi
def test_chop(surface):
    """Simple tests of transform.chop"""
    obj = _make_object()
    obj1 = transform.chop(obj, (10, 10, 10, 10))
    obj2 = transform.chop(obj, (10, 10, 20, 20))
    obj3 = transform.chop(obj, (0, 0, 100, 100))
    obj4 = transform.chop(obj, (5, 5, 50, 50))

    surface.blit(obj, (20, 20))
    surface.blit(obj1, (80, 20))
    surface.blit(obj2, (160, 20))
    surface.blit(obj3, (240, 20))
    surface.blit(obj4, (320, 20))

    obj_sub = obj.subsurface((20, 20, 20, 15))
    obj1 = transform.chop(obj_sub, (10, 10, 10, 10))
    obj2 = transform.chop(obj_sub, (10, 10, 0, 0))
    # Chop out everything
    obj3 = transform.chop(obj_sub, (0, 0, 20, 15))
    surface.blit(obj_sub, (20, 190))
    surface.blit(obj1, (80, 190))
    surface.blit(obj2, (160, 190))
    surface.blit(obj3, (190, 190))
コード例 #23
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def draw_menu_window(surface):
    sx = play_width / 2
    sy = play_height / 2
    surface.blit(background_image, [-1, 0])
    pygame.draw.rect(surface, (255, 255, 255), (sx + 167, sy - 3, 166, 116), 0)
    pygame.draw.rect(surface, (0, 0, 0), (sx + 172, sy + 2, 156, 106), 0)
コード例 #24
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def test_scale(surface):
   """Simple scale tests"""
   obj = _make_object()

   surface.blit(obj, (20, 20))
   obj1 = transform.scale(obj, (100, 100))
   surface.blit(obj1, (80, 80))
   obj2 = transform.scale(obj1, (60, 60))
   surface.blit(obj2, (160, 160))
   obj3 = transform.scale(obj, (60, 60))
   surface.blit(obj3, (240, 160))
   obj1 = transform.scale2x(obj)
   surface.blit(obj1, (240, 240))
   obj1 = transform.scale2x(obj2)
   surface.blit(obj1, (320, 320))
コード例 #25
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def test_chop(surface):
    """Simple tests of transform.chop"""
    obj = _make_object()
    obj1 = transform.chop(obj, (10, 10, 10, 10))
    obj2 = transform.chop(obj, (10, 10, 20, 20))
    obj3 = transform.chop(obj, (0, 0, 100, 100))
    obj4 = transform.chop(obj, (5, 5, 50, 50))

    surface.blit(obj, (20, 20))
    surface.blit(obj1, (80, 20))
    surface.blit(obj2, (160, 20))
    surface.blit(obj3, (240, 20))
    surface.blit(obj4, (320, 20))

    obj_sub = obj.subsurface((20, 20, 20, 15))
    obj1 = transform.chop(obj_sub, (10, 10, 10, 10))
    obj2 = transform.chop(obj_sub, (10, 10, 0, 0))
    # Chop out everything
    obj3 = transform.chop(obj_sub, (0, 0, 20, 15))
    surface.blit(obj_sub, (20, 190))
    surface.blit(obj1, (80, 190))
    surface.blit(obj2, (160, 190))
    surface.blit(obj3, (190, 190))
コード例 #26
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def test_rotate(surface):
   """Simple rotation tests"""
   obj = _make_object()

   surface.blit(obj, (20, 20))
   obj1 = transform.rotate(obj, 90)
   surface.blit(obj1, (80, 20))
   obj1 = transform.rotate(obj, 180)
   surface.blit(obj1, (160, 20))
   obj1 = transform.rotate(obj, 270)
   surface.blit(obj1, (240, 20))
   obj1 = transform.rotate(obj, -90)
   surface.blit(obj1, (320, 20))
   obj1 = transform.rotate(obj, -180)
   surface.blit(obj1, (480, 20))
   x = 20
   y = 100
   for angle in range(1, 200, 7):
      obj1 = transform.rotate(obj, angle)
      surface.blit(obj1, (x, y))
      x += obj1.get_width() + 5
      if x > 650:
         y += 2*obj.get_height() + 5
         x = 20
コード例 #27
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ファイル: webcam.py プロジェクト: bazub/HID6
pygame.display.set_caption('LogMeIn!')
screen= pygame.display.set_mode((660,480),0)

surface = pygame.surface.Surface((660,480),0,screen)

button1 = Rect (640,20,660,50)
cam = pygame.camera.Camera(0,(640,480))
cam.start()
#def handleMouseDown():
i=0
while 1:
    i=i+1
    im = cam.get_image(surface)
    if i in range (300,320):
        surf2=pygame.image.load("F:\\3.bmp")
        surface.blit(surf2,(220,50))
    if i in range (330,350):
        surf2=pygame.image.load("F:\\2.bmp")
        surface.blit(surf2,(220,50))
    if i in range (360,380):
        surf2=pygame.image.load("F:\\1.bmp")
        surface.blit(surf2,(220,50))
    if i==400:
        pygame.image.save(im, "F:\\a.bmp")
        #subprocess.call("F:\\random.bat")
        #print(123)
        sys.exit()    
    screen.blit(im,(0,0))
    #top
    pygame.draw.line(screen, (255, 0, 0), (220, 50), (460, 50))
    #left
コード例 #28
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        (t.hour % 12) * 5 + t.minute // 12) % 60, t.minute, t.second
    #draw face
    pygame.draw.circle(surface, pygame.Color('darkslategray'),
                       (H_WIDTH, H_HEIGHT), RADIUS)
    for digit, pos in clock60.items():
        radius = 20 if not digit % 3 and not digit % 5 else 8 if not digit % 5 else 2
        pygame.draw.circle(surface, pygame.Color('gainsboro'),
                           get_clock_pos(clock60, digit, 'digit'), radius, 7)
    #draw clock
    pygame.draw.line(surface, pygame.Color('orange'), (H_WIDTH, H_HEIGHT),
                     get_clock_pos(clock60, hour, 'hour'), 15)
    pygame.draw.line(surface, pygame.Color('green'), (H_WIDTH, H_HEIGHT),
                     get_clock_pos(clock60, minute, 'min'), 7)
    pygame.draw.line(surface, pygame.Color('magenta'), (H_WIDTH, H_HEIGHT),
                     get_clock_pos(clock60, second, 'sec'), 4)
    pygame.draw.circle(surface, pygame.Color('white'), (H_WIDTH, H_HEIGHT), 8)
    #digital clock
    time_render = font.render(f'{t:%H:%M:%S}',
                              True, pygame.Color('forestgreen'),
                              pygame.Color('blue'))
    surface.blit(time_render, (0, 0))
    # draw arc
    sec_angel = -math.radians(clock60[t.second]) + math.pi / 2
    pygame.draw.arc(surface, pygame.Color('magenta'),
                    (H_WIDTH - RADIUS_ARK, H_HEIGHT - RADIUS_ARK,
                     2 * RADIUS_ARK, 2 * RADIUS_ARK), math.pi / 2, sec_angel,
                    8)

    pygame.display.flip()
    clock.tick(20)
コード例 #29
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 def render(self, surface):
     surface.blit(self.background, (0, 0))
     for creature_type in self.creatures:
         for creature in self.creatures[creature_type]:
             creature.render(surface)
コード例 #30
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def test_rotate(surface):
    """Simple rotation tests"""
    obj = _make_object()

    surface.blit(obj, (20, 20))
    obj1 = transform.rotate(obj, 90)
    surface.blit(obj1, (80, 20))
    obj1 = transform.rotate(obj, 180)
    surface.blit(obj1, (160, 20))
    obj1 = transform.rotate(obj, 270)
    surface.blit(obj1, (240, 20))
    obj1 = transform.rotate(obj, -90)
    surface.blit(obj1, (320, 20))
    obj1 = transform.rotate(obj, -180)
    surface.blit(obj1, (480, 20))
    x = 20
    y = 100
    for angle in range(1, 200, 7):
        obj1 = transform.rotate(obj, angle)
        surface.blit(obj1, (x, y))
        x += obj1.get_width() + 5
        if x > 650:
            y += 2 * obj.get_height() + 5
            x = 20
コード例 #31
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def test_scale(surface):
    """Simple scale tests"""
    obj = _make_object()

    surface.blit(obj, (20, 20))
    obj1 = transform.scale(obj, (100, 100))
    surface.blit(obj1, (80, 80))
    obj2 = transform.scale(obj1, (60, 60))
    surface.blit(obj2, (160, 160))
    obj3 = transform.scale(obj, (60, 60))
    surface.blit(obj3, (240, 160))
    obj1 = transform.scale2x(obj)
    surface.blit(obj1, (240, 240))
    obj1 = transform.scale2x(obj2)
    surface.blit(obj1, (320, 320))
コード例 #32
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 def draw(self, surface, image):
     for i in range(0, self.length):
         surface.blit(image, (self.x[i], self.y[i]))
コード例 #33
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 def draw(self, surface, image):
     surface.blit(image, (self.x, self.y))
コード例 #34
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def drawRondas(surface, text, size, x, y):
    font = pygame.font.SysFont("serif", size)
    text_suirface = font.render(text, True, white)
    text_rect = text_suirface.get_rect()
    text_rect = (x, y)
    surface.blit(text_suirface, text_rect)
コード例 #35
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ファイル: test_smoothscale.py プロジェクト: drnlm/pygame_cffi
def test_y_smoothscale(surface):
    """Scale y axis only"""
    obj = _make_object()

    transform.set_smoothscale_backend('GENERIC')

    surface.blit(obj, (20, 20))
    obj1 = transform.smoothscale(obj, (20, 25))
    surface.blit(obj1, (80, 80))
    obj2 = transform.smoothscale(obj, (20, 35))
    surface.blit(obj2, (160, 160))
    obj3 = transform.smoothscale(obj, (20, 55))
    surface.blit(obj3, (240, 160))
    obj4 = transform.smoothscale(obj, (20, 15))
    surface.blit(obj4, (240, 240))
    obj5 = transform.smoothscale(obj, (20, 100))
    surface.blit(obj5, (320, 320))
コード例 #36
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ファイル: test_smoothscale.py プロジェクト: drnlm/pygame_cffi
def test_subsurface_smoothscale(surface):
    """Test scaling a small subsurface"""
    obj = _make_object()

    transform.set_smoothscale_backend('GENERIC')

    obj_sub = obj.subsurface((20, 20, 20, 25))

    surface.blit(obj, (20, 20))
    surface.blit(obj_sub, (60, 20))
    obj1 = transform.smoothscale(obj_sub,
                                 (obj_sub.get_width(), obj_sub.get_height()))
    surface.blit(obj1, (120, 20))
    obj1 = transform.smoothscale(obj_sub, (20, 20))
    surface.blit(obj1, (60, 60))
    obj1 = transform.smoothscale(obj_sub, (40, 40))
    surface.blit(obj1, (80, 80))
    obj1 = transform.smoothscale(obj_sub, (60, 60))
    surface.blit(obj1, (160, 160))
    obj1 = transform.smoothscale(obj_sub, (120, 120))
    surface.blit(obj1, (220, 220))
コード例 #37
0
ファイル: asteroids.py プロジェクト: KitB/instapy
 def draw(self, surface):
     t = self.font.render(self.text, True, self.colour)
     surface.blit(t, (self.x, self.y))
コード例 #38
-1
def test_int_smoothscale(surface):
    """Simple integer scaling tests"""
    obj = _make_object()

    transform.set_smoothscale_backend('GENERIC')

    surface.blit(obj, (20, 20))
    obj1 = transform.smoothscale(obj, (20, 20))
    surface.blit(obj1, (60, 60))
    obj1 = transform.smoothscale(obj, (40, 40))
    surface.blit(obj1, (80, 80))
    obj1 = transform.smoothscale(obj, (60, 60))
    surface.blit(obj1, (160, 160))
    obj1 = transform.smoothscale(obj, (120, 120))
    surface.blit(obj1, (320, 320))
コード例 #39
-1
ファイル: test_smoothscale.py プロジェクト: drnlm/pygame_cffi
def test_varied_smoothscale(surface):
    """Scale with more varies factors"""
    obj = _make_object()

    transform.set_smoothscale_backend('GENERIC')

    surface.blit(obj, (20, 20))
    obj1 = transform.smoothscale(obj, (25, 55))
    surface.blit(obj1, (80, 80))
    obj1 = transform.smoothscale(obj, (14, 13))
    surface.blit(obj1, (160, 160))
    obj1 = transform.smoothscale(obj, (72, 68))
    surface.blit(obj1, (320, 320))