Пример #1
0
    def draw(self):
        viewport = display.get_surface()
        if self.menu_state == "ok":
            self.menu_state = "dim_out_1"
        if self.menu_state == "dim_out_1":
            if not self.dimmer:
                self.dimmer = pygame.Surface(display.get_surface().get_size())
                self.dimmer.fill((0, 0, 0))
            self.dimmer.set_alpha(self.dim)
            self.dim += 1
            viewport.blit(self.dimmer, (0, 0))
            if self.dim > 30:
                self.menu_state = "dim_in_zoom"
                self.dimmer = None
        if self.menu_state in ("dim_in_zoom", "wait"):
            if not self.dimmer:
                self.dimmer = pygame.Surface(display.get_surface().get_size())
            scaled = transform.scale(self.screen, self.zoom_size)
            viewport.blit(scaled,
                          ((-scaled.get_width() + VWIDTH)/2,
                           (-scaled.get_height() + VHEIGHT)/2))

            self.draw_score(viewport)
            self.draw_highscores(viewport)
            self.scores.add_score(self.points)

            if self.menu_state == "dim_in_zoom":
                self.dimmer.set_alpha(self.dim)
                self.dim -= 1
                self.zoom_size[0] -= 10
                self.zoom_size[1] -= 10

            viewport.blit(self.dimmer, (0, 0))
            if self.dim < 4:
                self.menu_state = "wait"
Пример #2
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    def draw(self):
        viewport = display.get_surface()
        if self.menu_state == "ok":
            self.menu_state = "dim_out_1"
        if self.menu_state == "dim_out_1":
            if not self.dimmer:
                self.dimmer = pygame.Surface(display.get_surface().get_size())
                self.dimmer.fill((0, 0, 0))
            self.dimmer.set_alpha(self.dim)
            self.dim += 1
            viewport.blit(self.dimmer, (0, 0))
            if self.dim > 30:
                self.menu_state = "dim_in_zoom"
                self.dimmer = None
        if self.menu_state in ("dim_in_zoom", "wait"):
            if not self.dimmer:
                self.dimmer = pygame.Surface(display.get_surface().get_size())
            scaled = transform.scale(self.screen, self.zoom_size)
            viewport.blit(scaled, ((-scaled.get_width() + VWIDTH) / 2,
                                   (-scaled.get_height() + VHEIGHT) / 2))

            self.draw_score(viewport)
            self.draw_highscores(viewport)
            self.scores.add_score(self.points)

            if self.menu_state == "dim_in_zoom":
                self.dimmer.set_alpha(self.dim)
                self.dim -= 1
                self.zoom_size[0] -= 10
                self.zoom_size[1] -= 10

            viewport.blit(self.dimmer, (0, 0))
            if self.dim < 4:
                self.menu_state = "wait"
Пример #3
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    def __init__(self):
        self.gameSurf = display.get_surface().copy()
        self.drawWindow = display.get_surface()

        backgroundColor = (31, 97, 141, 150)
        title = SysFont('lucidaconsole', 35)
        subtitle = SysFont('lucidaconsole', 25)

        #distance between title and subtitle text
        textMargin = 10
        #distance between edge of text and full opacity background
        textBackgroundMargin = 10

        self.titleSurf = title.render("Cheat mode", True, Color('black'))
        self.subtitleSurf = subtitle.render("Click to exit", True,
                                            Color('black'))

        self.textBackgroundSurf = surface.Surface(
            (self.subtitleSurf.get_width() + 2 * textBackgroundMargin + 75,
             self.titleSurf.get_height() + self.subtitleSurf.get_height() +
             textMargin + 2 * textBackgroundMargin + 25), constants.SRCALPHA)

        self.textBackgroundSurf.fill(backgroundColor)

        self.titlePos = (self.drawWindow.get_width() / 2 -
                         self.titleSurf.get_width() / 2,
                         self.drawWindow.get_height() / 2 -
                         self.titleSurf.get_height() - textMargin / 2)
        self.subtitlePos = (self.drawWindow.get_width() / 2 -
                            self.subtitleSurf.get_width() / 2,
                            self.drawWindow.get_height() / 2 + textMargin / 2)
        self.textBackgroundPos = (self.drawWindow.get_width() / 2 -
                                  self.textBackgroundSurf.get_width() / 2,
                                  self.drawWindow.get_height() / 2 -
                                  self.textBackgroundSurf.get_height() / 2)
Пример #4
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def message_display(text, x, y, isCenter=False):
    largeText = pygame.font.Font('Fonts/8-bit Arcade In.ttf', 30)
    TextSurf, TextRect = text_objects(text, largeText)
    if isCenter:
        TextRect.center = (x, y)
    else:
        TextRect.x = x
        TextRect.y = y
    display.get_surface().blit(TextSurf, TextRect)
Пример #5
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def draw_game():
    window = display.get_surface()
    display.get_surface().fill(color)
    message_display("%d Lives" % lives[0], 20, 20)
    message_display("%d Lives" % lives[1], 680, 20)
    pygame.draw.rect(window, (255, 255, 255), playerOne)
    pygame.draw.rect(window, (255, 255, 255), playerTwo)
    pygame.draw.circle(window, (255, 255, 255), (int(ballX), int(ballY)), 2)
    if isGameOver:
        message_display(winner + " Wins", width / 2, 20, isCenter=True)
Пример #6
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 def after_turn(self):
     if self.f.winner():
         out = self.handler.onWin()
         s = smallfont.render(out, True, Color('#000000'), Color('#ffffff'))
         sw, sh = s.get_size()
         display.get_surface().blit(s, (((self.xsize * self.fieldsize) - sw) / 2, 0))
         display.update()
         while pygame.event.wait().type != QUIT:
             pass
         return True
     self.player = self.newplayer()
     self.handler.player = self.player
Пример #7
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 def after_turn(self):
     if self.f.winner():
         out = self.handler.onWin()
         s = smallfont.render(out, True, Color('#000000'), Color('#ffffff'))
         sw, sh = s.get_size()
         display.get_surface().blit(
             s, (((self.xsize * self.fieldsize) - sw) / 2, 0))
         display.update()
         while pygame.event.wait().type != QUIT:
             pass
         return True
     self.player = self.newplayer()
     self.handler.player = self.player
Пример #8
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 def update(self, keys):
     self.__setDir(keys)
     self.__handleDirection()
     self.__resetDir()
     self.Rectangle.x = self.position[0]
     self.Rectangle.y = self.position[1]
     draw.rect(display.get_surface(), (255, 0, 0), self.Rectangle)
     draw.circle(
         display.get_surface(), (255, 0, 0),
         (self.position[0], self.position[1] + int(self.size[1] / 2)),
         int(self.size[1] / 2))
     draw.circle(display.get_surface(), (255, 0, 0),
                 (self.position[0] + self.size[0],
                  self.position[1] + int(self.size[1] / 2)),
                 int(self.size[1] / 2))
Пример #9
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def pause(display):
    global main_score
    screen = display.get_surface()

    hsfont = font.Font(FONT, 100)
    ysfont = font.Font(FONT, 100)
    hs = hsfont.render("HIGH SCORE :-->" + str(highscore / 2), True,
                       HIGHSCORE_COLOR)

    y_score = ysfont.render("YOUR SCORE :-->" + str(main_score / 2), True,
                            Y_SCORE_COLOR)

    main_score = 0
    #score = 0

    pause_img = image.load('pause.png').convert_alpha()
    pause_img = transform.scale(pause_img, (1200, 700))

    screen.blit(pause_img, (
        0,
        0,
    ))
    screen.blit(hs, (200, 60))
    screen.blit(y_score, (200, 200))
    display.flip()

    while True:
        for i in event.get():
            if i.type == MOUSEBUTTONDOWN or i.type == KEYDOWN:
                return main()
Пример #10
0
def fit_image(img):
    "resize the image to fit the imgv window"
    screen = get_surface()
    gl.SCALE_UP = 0
    if gl.REAL_WIDTH > gl.REAL_HEIGHT:
        r = float(gl.REAL_WIDTH) / float(gl.REAL_HEIGHT)
        new_width = screen.get_width()
        new_height = int(new_width / r)
        scale_val = new_width, new_height
        img = scale(img, scale_val)
        gl.SHRUNK = 1
    elif gl.REAL_WIDTH < gl.REAL_HEIGHT:
        r = float(gl.REAL_HEIGHT) / float(gl.REAL_WIDTH)
        new_height = screen.get_height()
        new_width = int(new_height / r)
        scale_val = new_width, new_height
        img = scale(img, scale_val)
        gl.SHRUNK = 1
    elif gl.REAL_WIDTH == gl.REAL_HEIGHT:
        r = float(gl.REAL_WIDTH) / float(gl.REAL_HEIGHT)
        new_height = screen.get_height()
        new_width = screen.get_width()
        if new_height > new_width:
            scale_val = int(new_width / r), int(new_width / r)
        elif new_width > new_height:
            scale_val = int(new_height / r), int(new_height / r)
        else:
            scale_val = new_width, new_height
        img = scale(img, scale_val)
    else:
        new_height = new_width = screen.get_width()
        scale_val = new_width, new_height
        img = scale(img, scale_val)
    return img
Пример #11
0
Файл: res.py Проект: rkulla/imgv
def command_fullscreen():
    "Toggle between full screen and last screen resolution"
    screen = get_surface()
    wait_cursor()
    if not toggle_fullscreen():
        try:
            if gl.FULLSCREEN_SPECIAL:
                screen_res = screen.get_size()
            else:
                screen_res = screen.get_size()
                gl.MAX_SCREEN_FILES = gl.MAX_SF["%sx%s" % (
                    screen_res[0], screen_res[1])]

            if not gl.TOGGLE_FULLSCREEN_SET:  # go into fullscreen mode
                gl.BEFORE_WINSIZE = screen.get_size()
                screen = set_mode(screen_res, screen.get_flags(
                ) ^ FULLSCREEN, screen.get_bitsize())
            else:  # returning from fullscreen. Go back to last screen size:
                set_mode(gl.BEFORE_WINSIZE, screen.get_flags(
                ) ^ FULLSCREEN, screen.get_bitsize())
                screen = set_mode(
                    gl.BEFORE_WINSIZE, RESIZABLE)  # make resizeable
            my_toggle_fullscreen()
        except:
            print "Couldn't toggle fullscreen. Resolution probably not supported by your video card."
    return screen
Пример #12
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def get_center(screen, new_img):
    "find out where the center of the screen is"
    screen = get_surface()
    screen_center = screen.get_rect().center
    rect = new_img.get_rect()
    rect.center = screen_center
    return rect
Пример #13
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    def update(self, plitki=[]):
        if len(plitki) > 1:
            for pl in plitki:
                if self != pl:
                    if collide_rect(self, pl):
                        if self.rect.x < pl.rect.x:
                            self.rect.x -= 1
                            pl.rect.x += 1
                        elif self.rect.x > pl.rect.x:
                            self.rect.x += 1
                            pl.rect.x -= 1
                        if self.rect.y < pl.rect.y:
                            self.rect.y -= 1
                            pl.rect.y += 1
                        elif self.rect.y > pl.rect.y:
                            self.rect.y += 1
                            pl.rect.y -= 1
        surf = get_surface()
        if self.rect.x <= 0:
            self.rect.x += 1
        if self.rect.y <= 0:
            self.rect.y += 1
        if self.rect.x+self.rect.w >= surf.get_width():
            self.rect.x -= 1
        if self.rect.y+self.rect.h >= surf.get_height():
            self.rect.y -= 1

        if self.mouse_on_button():
            self.image.fill((255-self.color[0], 255-self.color[1], 255-self.color[2]))
            rect(self.image, (125, 125, 125), (0, 0, self.rect.width, self.rect.height), 1)
            self.image.blit(self.font.render(self.text, 1, self.color), (3, 3))
        else:
            self.image.fill(self.color)
            rect(self.image, (255, 255, 255), (0, 0, self.rect.width, self.rect.height), 1)
            self.image.blit(self.font.render(self.text, 1, (255-self.color[0], 255-self.color[1], 255-self.color[2])), (3, 3))
Пример #14
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 def __init__(self):
     scrsize = self.w, self.h = display.get_surface().get_size()
     Surface.__init__(self, scrsize)
     self.foo = 0
     self.l0 = []
     self.l1 = []
     self.l2 = []
Пример #15
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    def __init__(self, x, y, axis=True, grid=True):
        """ initialise a plot object, with an
        x-range from x[0] to x[1] and a
        y-range from y[0] to y[1].

        optional arguments axis and grid to set wether or not
        the axis / grid should be shown by default.
        the attributes are free to be get or set.

        plot( (lower x, upper x), (lower y, upper y), axis = True, grid = True ) -> plot

        to show the axis, grid and legend, use
        plot.show()

        to show functions and DE phase space, use
        plot.draw_func( f(x) )
        plot.draw_field( y'(x,y) )

        """

        self.lo_x, self.hi_x = x
        self.lo_y, self.hi_y = y

        self.screen = display.get_surface()

        self.axis_font = pgfont.SysFont('Cambria', 15, True)

        self.axis = axis
        self.grid = grid
        self.dragging = False
Пример #16
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    def run(self):

        window = display.get_surface()

        for evt in event.get():
            if evt.type == pygame.QUIT:
                self.quit()
            elif evt.type == pygame.MOUSEMOTION:
                self.processMouseMotion(evt.pos)

            elif evt.type == pygame.KEYDOWN:
                self.processKeyDown(evt.key)

            elif evt.type == pygame.MOUSEBUTTONDOWN:
                self.processMouseButtonDown(evt.pos)

            elif evt.type == pygame.MOUSEBUTTONUP:
                self.processMouseButtonUp(evt.pos)

        window.fill(self.aColor)

        # self.testObj.rect.x = self.mouseX
        # self.testObj.rect.y = self.mouseY
        # self.activeSprites.draw(window)

        self.activeState.update(self.Clock.get_time())
        self.activeState.activeSprites.draw(window)
        if len(self.activeState.pts) > 1:
            draw.lines(window, (255, 0, 255), False, self.activeState.pts, 3)

        self.Clock.tick(30)
        display.flip()
        self.run()
Пример #17
0
    def draw(self):
        # Desktop draws directly on screen

        # Supposing method update was called before this, all widgets have redrawn their
        # private surfaces so they are ready to be drawn on the screen.
        for widget in self.widgets:
            widget.draw(display.get_surface())
Пример #18
0
 def render(self):
     super(WindowLayer, self).render()
     screen = display.get_surface()
     gfxdraw.box(screen, (self.x + 1, self.y + 1, self.x2 - 1, self.y2 - 1),
                 self.bgcolor)
     gfxdraw.rectangle(screen, (self.x, self.y, self.x2, self.y2),
                       self.fgcolor)
Пример #19
0
def build(settings):  
	pygame.init()
	fullscreen = True
	  
	if fullscreen:
		depth = 0
		flags = FULLSCREEN | HWSURFACE | DOUBLEBUF
	else:
		depth = 16
		flags = SWSURFACE | DOUBLEBUF
	  
	modes = display.list_modes(depth, flags)
	if fullscreen:
		if modes == -1:  # Welcome to exceptionlessland
			raise SystemExit("Failed to initialize display")
		else:
			mode = max(modes)
	else:
		mode = (settings.screen_width,settings.screen_height)
	  
	display.set_mode(mode, flags)
	#print(modes)
	#print(mode[0])
	#print(mode[1])
	return (display.get_surface(),mode[0],mode[1])
Пример #20
0
    def draw(self):
        #Desktop draws directly on screen

        #Supposing method update was called before this, all widgets have redrawn their
        #private surfaces so they are ready to be drawn on the screen.
        for widget in self.widgets:
            widget.draw(display.get_surface())
Пример #21
0
def draw_image(surface=None, image_file=None):
    '''
    Draw the provided image on the global display

    Args:
        surface (pygame.display): On which display to draw.
        image_file (str or buffer): File path on disk or binary buffer

    Returns:
        bool: True or False indicating sucess and that the display should be updated
    '''
    update_display = False

    surface = display.get_surface() if None in [surface] else surface

    if None in [surface, image_file]:
        _get_logger().warning("Missing required argument. No-op.")

    else:
        _get_logger().info("Trying to scale the image...")
        # pylint: disable=bare-except
        try:
            picture = scale_image(img=image_file, size=surface.get_size())

            # clear the previous displayed image
            surface.fill(pygame.Color('black'))
            imagepos = picture.get_rect()
            imagepos.centerx = surface.get_rect().centerx
            imagepos.centery = surface.get_rect().centery
            surface.blit(picture, imagepos)
            update_display = True
        except:
            update_display = False
    return update_display
Пример #22
0
 def __init__(self):
     self.screen = display.get_surface()
     self.w, self.h = self.screen.get_size()
     self.horizon = [self.w / 2.0, self.h / 2.0, 500.0]
     self.camera = [self.w / 2.0, self.h / 2.0, -100.0]
     self.light_source = self.camera[:]
     self.zoom = self.set_zoom()
Пример #23
0
 def __init__(self):
     
     screen_w, screen_h = display.get_surface().get_size()
     self.health_bar = Bar(
             Rect(10, screen_h - 20, 300, 10), 100, (200, 0, 0))
     self.name_plates = NamePlates()
     self.player_name = ""
Пример #24
0
 def runtrial(self):
     surface = display.get_surface()
     surface.fill((255,255,255))
     surface.blit(self.image,TOPLEFT)
     display.flip()
     self.sound.play()
     time.sleep(ST_LENGTH)
     surface.blit(self.fill,TOPLEFT)
     display.flip()
     time.sleep(TB_LENGTH)
     keypresses = []
     for e in event.get(KEYDOWN):
         keypresses += [e.dict['unicode']]
     if SPACE in keypresses:
         return None
     if unicode(KEYLEFT) in keypresses:
         if self.trgtimg:
             #print "user hit key \""+ KEYLEFT +"\" correctly"
             self.result[0] = True
         else:
             #print "user hit key \""+ KEYLEFT +"\" incorrectly"
             self.result[0] = False
     if unicode(KEYRIGHT) in keypresses:
         if self.trgtsnd:
             #print "user hit key \""+ KEYRIGHT +"\" correctly"
             self.result[1] = True
         else:
             #print "user hit key \""+ KEYRIGHT +"\" incorrectly"
             self.result[1] = False
     return True
def pause(display):
    global main_score
    screen = display.get_surface()

    hsfont = font.Font(FONT, 100)
    ysfont = font.Font(FONT,100)
    hs = hsfont.render("HIGH SCORE :-->" + str(highscore/2), True, HIGHSCORE_COLOR)
    
    y_score = ysfont.render("YOUR SCORE :-->"+str(main_score/2), True, Y_SCORE_COLOR)
    
    main_score = 0
    #score = 0

  
    pause_img=image.load('pause.png').convert_alpha()
    pause_img=transform.scale(pause_img, (1200, 700)) 
 
    screen.blit(pause_img, (0, 0,))
    screen.blit(hs, (200, 60))
    screen.blit(y_score, (200, 200))
    display.flip()

    while True:
        for i in event.get():
            if i.type == MOUSEBUTTONDOWN or i.type == KEYDOWN:
                    return main()
    def next_frame(self, action):
        pump()
        reward = 0.1
        terminal = False
        # Check input action
        if action == 1:
            self.current_velocity_y = self.upward_speed
            self.is_flapped = True

        # Update score
        bird_center_x = self.bird_x + self.bird_width / 2
        for pipe in self.pipes:
            pipe_center_x = pipe["x_upper"] + self.pipe_width / 2
            if pipe_center_x < bird_center_x < pipe_center_x + 5:
                self.score += 1
                reward = 1
                break

        # Update index and iteration
        if (self.iter + 1) % 3 == 0:
            self.bird_index = next(self.bird_index_generator)
            self.iter = 0
        self.base_x = -((-self.base_x + 100) % self.base_shift)

        # Update bird's position
        if self.current_velocity_y < self.max_velocity_y and not self.is_flapped:
            self.current_velocity_y += self.downward_speed
        if self.is_flapped:
            self.is_flapped = False
        self.bird_y += min(self.current_velocity_y, self.bird_y - self.current_velocity_y - self.bird_height)
        if self.bird_y < 0:
            self.bird_y = 0

        # Update pipes' position
        for pipe in self.pipes:
            pipe["x_upper"] += self.pipe_velocity_x
            pipe["x_lower"] += self.pipe_velocity_x
        # Update pipes
        if 0 < self.pipes[0]["x_lower"] < 5:
            self.pipes.append(self.generate_pipe())
        if self.pipes[0]["x_lower"] < -self.pipe_width:
            del self.pipes[0]
        if self.is_collided():
            terminal = True
            reward = -1
            self.__init__()

        # Draw everything
        if self.screen is not None:
            self.screen.blit(self.background_image, (0, 0))
            self.screen.blit(self.base_image, (self.base_x, self.base_y))
            self.screen.blit(self.bird_images[self.bird_index], (self.bird_x, self.bird_y))
            for pipe in self.pipes:
                self.screen.blit(self.pipe_images[0], (pipe["x_upper"], pipe["y_upper"]))
                self.screen.blit(self.pipe_images[1], (pipe["x_lower"], pipe["y_lower"]))
        image = array3d(display.get_surface())
        display.update()
        self.fps_clock.tick(self.fps)
        return image, reward, terminal
Пример #27
0
    def __init__(self, game, player, zoom):
        self.game = game
        self._player = player
        self.zoom = zoom
        
        self.definetiles()

        self.makescreen(display.get_surface().get_size())
 def __initPython(self, windowSize):
    self.__windowSize = windowSize
    
    self.__window = display.set_mode(self.__windowSize)
    display.set_caption("Atlas Chronicle Game Engine")
    self.__screen = display.get_surface()
    
    self.__canvas = Surface(self.__windowSize)
Пример #29
0
def paint_screen(color, *rect):
    screen = get_surface()
    if not rect:
        screen.fill(color)
        update()
    else:
        screen.fill(color, rect)
        update(rect)
Пример #30
0
 def render(self):
     window = display.get_surface()
     for group in self.groups.values():
         self.render_group.add(group.sprites())
     for sprite in self.render_group.sprites():
         self.render_group.change_layer(sprite, sprite.layer)
         sprite.pre_draw()
     return self.render_group.draw(window, self.background)
Пример #31
0
 def __init__(self,image):
     self.scr = display.get_surface()
     w,h = image.get_size()
     w //= 3
     self.images = [image.subsurface(x,0,w,h).copy() for x in range(0,w*3,w)]
     Rect.__init__(self,0,0,w,h)
     self.ACTIV = True
     self.status = False
     self.over = False
Пример #32
0
    def draw_all(self):
        """
        Draws the whole game.

        Arguments:
        - `self`:
        """
        disp = display.get_surface()
        self.draw(disp)
Пример #33
0
 def draw(self, username):
     screen = display.get_surface()
     for name in self.vehicles.keys():
         if name == username:
             text = self.fonts.render(name, 1, (0,255,0))
             screen.blit(text, self.vehicles[name])
         else:
             text = self.fonts.render(name, 1, (255,0,0))
             screen.blit(text, self.vehicles[name])
 def __initPython(self, windowSize):
    self.__windowSize = windowSize
    
    self.__window = display.set_mode(self.__windowSize)
    display.set_caption("Fractal Engine")
    self.__screen = display.get_surface()
    
    self.__canvas = Surface(self.__windowSize)
    self.__canvas.fill((100,100,100))
Пример #35
0
def initLoadScreen(group, textBar):
    global curGroup, screen, curTextBar, background
    screen = Display.get_surface()
    background = pygame.image.load(LOADIMG)
    screen.blit(background, background.get_rect())
    curGroup = group
    curTextBar = textBar
    curGroup.draw(screen)
    Display.flip()
Пример #36
0
 def __init__(self):
     RenderPlain.__init__(self)
     display_surf = display.get_surface()
     d_width = display_surf.get_width()
     d_heigth = display_surf.get_height()
     self.background = None
     self.rect = Rect(0, 0, d_width, d_heigth)
     self.buttons = []
     self.input = None
Пример #37
0
def initLoadScreen(group, textBar):
    global curGroup, screen, curTextBar, background
    screen = Display.get_surface()
    background = pygame.image.load(LOADIMG)
    screen.blit(background, background.get_rect())
    curGroup = group
    curTextBar = textBar
    curGroup.draw(screen)
    Display.flip()
Пример #38
0
    def draw_all(self):
        """
        Draws the whole game.

        Arguments:
        - `self`:
        """
        disp = display.get_surface()
        self.draw(disp)
Пример #39
0
 def __init__(self):
     super(GameScene, self).__init__()
     self.w, self.h = display.get_surface().get_size()
     self.allq = sprite.Group()
     self.spriteq = sprite.Group()
     self.textq = sprite.Group()
     self.bulletq = sprite.Group()
     self.visuals = self.spriteq, self.textq
     self.directions = [[x, y] for x in (-1, 0, 1) for y in (-1, 0, 1) if [x, y] != [0, 0]]
Пример #40
0
    def draw(self):
        screen = display.get_surface()

        draw.rect(screen, (50, 50, 50), self.rect, 0)

        width = self.ratio * self.rect.w
        bar_rect = Rect(self.rect.x + 2, self.rect.y + 2,
                width - 4, self.rect.h - 4)
        draw.rect(screen, self.color, bar_rect)
Пример #41
0
    def __init__(self,width,height,title=DEFAULT_TITLE,display_color=DEFAULT_COLOR,icon=DEFAULT_ICON_PATH):

        display.set_mode([width,height])
        display.set_caption(title)
        display.set_icon(image.load(icon))
        
        self.__display = display.get_surface()
        self.__color = display_color
        self.drawDisplay()
Пример #42
0
        def __init__(self):

            D.init()
            F.init()
            D.set_mode((0, 0), pygame.NOFRAME)
            self.main_surface = D.get_surface()
            background = I.load("DB.jpg").convert()
            self.main_surface.blit(background, (0, 0))
            D.flip()
            D.set_caption("DIVE")
Пример #43
0
 def __init__(self, label='', fgcolor=(255, 255, 255), font=None):
     if not font: font = Coche.font
     Rect.__init__(self, Coche.coche0.get_rect())
     self.scr = display.get_surface()
     self.status = False
     label = Coche.font.render(label, 1, fgcolor)
     Rlabel = label.get_rect()
     Rlabel.midleft = self.midright
     self.label = Surface(self.union(Rlabel).size, SRCALPHA)
     self.label.blit(label, Rlabel)
    def update(cls):
        fondo = display.get_surface()
        fondo.fill((0, 0, 0))
        if cls.on_selection:
            draw.rect(fondo, cls.selection.color, cls.selection.rect, 1)

        cls.blocks.update()
        cls.blocks.draw(fondo)

        display.update()
Пример #45
0
 def render(self):
     super(LineShapeLayer, self).render()
     screen = display.get_surface()
     color = (255, 255, 255)
     if self.parent:
         color = self.parent.color
     gfxdraw.line(screen, self.x + self.app.context.offset_x,
                  self.y + self.app.context.offset_y,
                  self.x2 + self.app.context.offset_x,
                  self.y2 + self.app.context.offset_y, color)
Пример #46
0
 def __init__(self,label='',fgcolor=(255,255,255),font=None):
     if not font: font = Coche.font
     Rect.__init__(self,Coche.coche0.get_rect())
     self.scr = display.get_surface()
     self.status = False
     label = Coche.font.render(label,1,fgcolor)
     Rlabel = label.get_rect()
     Rlabel.midleft = self.midright
     self.label = Surface(self.union(Rlabel).size,SRCALPHA)
     self.label.blit(label,Rlabel)
Пример #47
0
 def __init__(self, image):
     self.scr = display.get_surface()
     w, h = image.get_size()
     w //= 3
     self.images = [
         image.subsurface(x, 0, w, h).copy() for x in range(0, w * 3, w)
     ]
     Rect.__init__(self, 0, 0, w, h)
     self.ACTIV = True
     self.status = False
     self.over = False
Пример #48
0
def getLoadScreen():
    screen = Display.get_surface()
    splashGroup = SpriteGroup()

    # Create text for connecting player
    connectingText = TextBar ('Loading...', (0, 20, 250, 50), 35)
    imgWidth = connectingText.image.get_width()
    connectingText.rect.left = (screen.get_size()[X] - imgWidth) / 2
    splashGroup.add(connectingText)

    return splashGroup,connectingText
Пример #49
0
def getLoadScreen():
    screen = Display.get_surface()
    splashGroup = SpriteGroup()

    # Create text for connecting player
    connectingText = TextBar("Loading...", (0, 20, 250, 50), 35)
    imgWidth = connectingText.image.get_width()
    connectingText.rect.left = (screen.get_size()[X] - imgWidth) / 2
    splashGroup.add(connectingText)

    return splashGroup, connectingText
Пример #50
0
def my_update_screen(new_img, rect, file):
    screen = get_surface()
    screen.fill(gl.IMGV_COLOR)
    screen.blit(new_img, rect)
    update()
    try:
        if gl.IMG_BORDER:
            img_border(new_img.get_width(), new_img.get_height(), rect)
        img_info(gl.files[file], file, new_img)
    except:
        pass
Пример #51
0
Файл: pan.py Проект: rkulla/imgv
def command_full_down(rect, last_rect, new_img, file):
    "scroll image to all the way downward to see the very top"
    screen = get_surface()
    gl.HAND_TOOL = 1
    if rect.top < 0:
        rect.top = 0
        screen.blit(new_img, rect)
        update(rect.union(last_rect))
        img_info(gl.files[file], file, new_img, gl.NS_GLOBAL[0])
    drag_hand_cursor()
    return rect
Пример #52
0
Файл: pan.py Проект: rkulla/imgv
def command_full_right(rect, last_rect, new_img, file):
    "scroll image to all the way to the right to see the very left side"
    screen = get_surface()
    gl.HAND_TOOL = 1
    if rect.left < 0:
        rect.left = 0
        screen.blit(new_img, rect)
        update(rect.union(last_rect))
        img_info(gl.files[file], file, new_img, gl.NS_GLOBAL[0])
    drag_hand_cursor()
    return rect
Пример #53
0
 def __init__(self, img, rect, t, ID=None):
     PG.sprite.DirtySprite.__init__(self)
     self.image = img
     self.rect = rect
     self.x = 0
     self.y = 0
     self.width = 0
     self.height = 0
     Globals.SCREEN = PDI.get_surface()
     self.type = t
     self.id = ID
Пример #54
0
 def __init__(self, img, rect, t, ID=None):
     PG.sprite.DirtySprite.__init__(self)
     self.image = img
     self.rect = rect
     self.x = 0
     self.y = 0
     self.width = 0
     self.height = 0
     Globals.SCREEN = PDI.get_surface()
     self.type = t
     self.id = ID
 def draw_display(self, rect):
     display = get_surface()
     for entity in self.entities.values():
         if rect.colliderect(entity.rect):
             display.blit(entity.img, (entity.pos[0] - rect.x, entity.pos[1] - rect.y))
     for item in self.items:
         if rect.colliderect(item.rect):
             display.blit(item.item.image, (item.pos[0] - rect.x, item.pos[1] - rect.y))
     for arr in self.projectiles:
         for p in arr:
             if rect.colliderect(p.rect):
                 display.blit(p.img, (p.pos[0] - rect.x, p.pos[1] - rect.y))
Пример #56
0
Файл: pan.py Проект: rkulla/imgv
def command_full_up(rect, last_rect, new_img, file):
    "scroll image all the way upward to see the very bottom"
    screen = get_surface()
    screen_height = screen.get_height()
    gl.HAND_TOOL = 1
    if rect.bottom > screen_height:
        rect.bottom = screen_height
        screen.blit(new_img, rect)
        update(rect.union(last_rect))
        img_info(gl.files[file], file, new_img, gl.NS_GLOBAL[0])
    drag_hand_cursor()
    return rect
    def __init__(self, gameWon):
        self.gameSurf = display.get_surface().copy()
        self.drawWindow = display.get_surface()
        self.transparentSurf = surface.Surface(
            display.get_surface().get_size(), constants.SRCALPHA)

        color = (0, 255, 0, 127) if gameWon else (255, 0, 0, 127)
        text = "You Won!" if gameWon else "You Lost..."
        backgroundColor = (0, 255, 0) if gameWon else (255, 0, 0)
        title = SysFont('lucidaconsole', 25)
        subtitle = SysFont('lucidaconsole', 15)

        #distance between title and subtitle text
        textMargin = 10
        #distance between edge of text and full opacity background
        textBackgroundMargin = 10

        self.transparentSurf.fill(color)
        self.titleSurf = title.render(text, True, Color('black'))
        self.subtitleSurf = subtitle.render("Click to play again", True,
                                            Color('black'))

        self.textBackgroundSurf = surface.Surface(
            (self.subtitleSurf.get_width() + 2 * textBackgroundMargin,
             self.titleSurf.get_height() + self.subtitleSurf.get_height() +
             textMargin + 2 * textBackgroundMargin))

        self.textBackgroundSurf.fill(backgroundColor)

        self.titlePos = (self.drawWindow.get_width() / 2 -
                         self.titleSurf.get_width() / 2,
                         self.drawWindow.get_height() / 2 -
                         self.titleSurf.get_height() - textMargin / 2)
        self.subtitlePos = (self.drawWindow.get_width() / 2 -
                            self.subtitleSurf.get_width() / 2,
                            self.drawWindow.get_height() / 2 + textMargin / 2)
        self.textBackgroundPos = (self.drawWindow.get_width() / 2 -
                                  self.textBackgroundSurf.get_width() / 2,
                                  self.drawWindow.get_height() / 2 -
                                  self.textBackgroundSurf.get_height() / 2)
Пример #58
0
def updateLoadScreen(message):
    global screen, curTextBar, curGroup, background
    if (screen == None):
        return
    screen = Display.get_surface()
    curGroup.clear(screen, background)

    # Updated text
    curTextBar.setText(message)
    curTextBar.rect.centerx = screen.get_rect().centerx

    curGroup.draw(screen)
    Display.flip()