Python pygame.init() Examples

The following are 30 code examples of pygame.init(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module pygame , or try the search function .
Example #1
Source File: polygon.py    From kvae with MIT License 9 votes vote down vote up
def __init__(self, dt=0.2, res=(32, 32), init_pos=(3, 3), init_std=0, wall=None):
        pygame.init()

        self.dt = dt
        self.res = res
        if os.environ.get('SDL_VIDEODRIVER', '') == 'dummy':
            pygame.display.set_mode(res, 0, 24)
            self.screen = pygame.Surface(res, pygame.SRCCOLORKEY, 24)
            pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, res[0], res[1]), 0)
        else:
            self.screen = pygame.display.set_mode(res, 0, 24)
        self.gravity = (0.0, 0.0)
        self.initial_position = init_pos
        self.initial_std = init_std
        self.space = pymunk.Space()
        self.space.gravity = self.gravity
        self.draw_options = pymunk.pygame_util.DrawOptions(self.screen)
        self.clock = pygame.time.Clock()
        self.wall = wall
        self.static_lines = None

        self.dd = 2 
Example #2
Source File: box.py    From kvae with MIT License 7 votes vote down vote up
def __init__(self, dt=0.2, res=(32, 32), init_pos=(3, 3), init_std=0, wall=None, gravity=(0.0, 0.0)):
        pygame.init()

        self.dt = dt
        self.res = res
        if os.environ.get('SDL_VIDEODRIVER', '') == 'dummy':
            pygame.display.set_mode(res, 0, 24)
            self.screen = pygame.Surface(res, pygame.SRCCOLORKEY, 24)
            pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, res[0], res[1]), 0)
        else:
            self.screen = pygame.display.set_mode(res, 0, 24)
        self.gravity = gravity
        self.initial_position = init_pos
        self.initial_std = init_std
        self.space = pymunk.Space()
        self.space.gravity = self.gravity
        self.draw_options = pymunk.pygame_util.DrawOptions(self.screen)
        self.clock = pygame.time.Clock()
        self.wall = wall
        self.static_lines = None

        self.dd = 2 
Example #3
Source File: move.py    From pygame with MIT License 6 votes vote down vote up
def __init__(self):
        pygame.init()
        screen = pygame.display.set_mode(SCR_RECT.size)
        pygame.display.set_caption("左右移動")
        
        # 画像のロード
        Python.left_image = load_image("python.png", -1)                     # 左向き
        Python.right_image = pygame.transform.flip(Python.left_image, 1, 0)  # 右向き
        
        # オブジェクとグループと蛇の作成
        self.all = pygame.sprite.RenderUpdates()
        Python.containers = self.all
        Python()
        
        # メインループ
        clock = pygame.time.Clock()
        while True:
            clock.tick(60)
            self.update()
            self.draw(screen)
            pygame.display.update()
            self.key_handler() 
Example #4
Source File: oracle_agent.py    From streetlearn with Apache License 2.0 6 votes vote down vote up
def main(argv):
  config = {'width': FLAGS.width,
            'height': FLAGS.height,
            'field_of_view': FLAGS.field_of_view,
            'graph_width': FLAGS.width,
            'graph_height': FLAGS.height,
            'graph_zoom': FLAGS.graph_zoom,
            'goal_timeout': FLAGS.frame_cap,
            'frame_cap': FLAGS.frame_cap,
            'full_graph': (FLAGS.start_pano == ''),
            'start_pano': FLAGS.start_pano,
            'min_graph_depth': FLAGS.graph_depth,
            'max_graph_depth': FLAGS.graph_depth,
            'proportion_of_panos_with_coins':
                FLAGS.proportion_of_panos_with_coins,
            'action_spec': 'streetlearn_fast_rotate',
            'observations': ['view_image', 'graph_image', 'yaw', 'pitch']}
  config = default_config.ApplyDefaults(config)
  game = courier_game.CourierGame(config)
  env = streetlearn.StreetLearn(FLAGS.dataset_path, config, game)
  env.reset()
  pygame.init()
  screen = pygame.display.set_mode((FLAGS.width, FLAGS.height * 2))
  loop(env, screen) 
Example #5
Source File: scan_agent.py    From streetlearn with Apache License 2.0 6 votes vote down vote up
def main(argv):
  config = {'width': FLAGS.width,
            'height': FLAGS.height,
            'field_of_view': FLAGS.field_of_view,
            'graph_width': FLAGS.width,
            'graph_height': FLAGS.height,
            'graph_zoom': 1,
            'full_graph': True,
            'proportion_of_panos_with_coins': 0.0,
            'action_spec': 'streetlearn_fast_rotate',
            'observations': ['view_image', 'graph_image', 'yaw']}
  with open(FLAGS.list_pano_ids_yaws, 'r') as f:
    lines = f.readlines()
    pano_ids_yaws = [(line.split('\t')[0], float(line.split('\t')[1]))
                     for line in lines]
  config = default_config.ApplyDefaults(config)
  game = coin_game.CoinGame(config)
  env = streetlearn.StreetLearn(FLAGS.dataset_path, config, game)
  env.reset()
  pygame.init()
  screen = pygame.display.set_mode((FLAGS.width, FLAGS.height * 2))
  loop(env, screen, pano_ids_yaws) 
Example #6
Source File: fig24_05.py    From PythonClassBook with GNU General Public License v3.0 6 votes vote down vote up
def main():

   # check command line arguments
   if len( sys.argv ) != 2:
      sys.exit( "Incorrect number of arguments." )
   else:
      file = sys.argv[ 1 ]
      
   # initialize pygame
   pygame.init()

   # initialize GUI
   movie, playImageSize = createGUI( file )

   # wait until player wants to close program
   while 1:
      event = pygame.event.wait()

      # close window
      if event.type == QUIT or \
         ( event.type == KEYDOWN and event.key == K_ESCAPE ):
         break

      # click play button and play movie
      pressed = pygame.mouse.get_pressed()[ 0 ]
      position = pygame.mouse.get_pos()

      # button pressed
      if pressed:

         if playImageSize.collidepoint( position ):
            movie.play() 
Example #7
Source File: Game8.py    From Games with MIT License 6 votes vote down vote up
def main():
	pygame.init()
	pygame.mixer.init()
	pygame.mixer.music.load('resource/audios/1.mp3')
	pygame.mixer.music.play(-1, 0.0)
	pygame.mixer.music.set_volume(0.25)
	screen = pygame.display.set_mode((WIDTH, HEIGHT))
	pygame.display.set_caption("塔防游戏-公众号: Charles的皮卡丘")
	clock = pygame.time.Clock()
	# 调用游戏开始界面
	start_interface = START.START(WIDTH, HEIGHT)
	is_play = start_interface.update(screen)
	if not is_play:
		return
	# 调用游戏界面
	while True:
		choice_interface = CHOICE.CHOICE(WIDTH, HEIGHT)
		map_choice, difficulty_choice = choice_interface.update(screen)
		game_interface = GAMING.GAMING(WIDTH, HEIGHT)
		game_interface.start(screen, map_path='./maps/%s.map' % map_choice, difficulty_path='./difficulty/%s.json' % difficulty_choice)
		end_interface = END.END(WIDTH, HEIGHT)
		end_interface.update(screen) 
Example #8
Source File: Game5.py    From Games with MIT License 6 votes vote down vote up
def main(cfg):
	# 游戏初始化
	pygame.init()
	pygame.mixer.init()
	screen = pygame.display.set_mode((cfg.WIDTH, cfg.HEIGHT))
	pygame.display.set_caption(cfg.TITLE)
	# 加载游戏素材
	sounds = {}
	for key, value in cfg.AUDIO_PATHS.items():
		sounds[key] = pygame.mixer.Sound(value)
		sounds[key].set_volume(1)
	# 开始界面
	is_dual_mode = gameStartInterface(screen, cfg)
	# 关卡数
	levelfilepaths = [os.path.join(cfg.LEVELFILEDIR, filename) for filename in sorted(os.listdir(cfg.LEVELFILEDIR))]
	# 主循环
	for idx, levelfilepath in enumerate(levelfilepaths):
		switchLevelIterface(screen, cfg, idx+1)
		game_level = GameLevel(idx+1, levelfilepath, sounds, is_dual_mode, cfg)
		is_win = game_level.start(screen)
		if not is_win: break
	is_quit_game = gameEndIterface(screen, cfg, is_win)
	return is_quit_game 
Example #9
Source File: atari_game.py    From dynamic-training-with-apache-mxnet-on-aws with Apache License 2.0 6 votes vote down vote up
def ale_load_from_rom(rom_path, display_screen):
    rng = get_numpy_rng()
    try:
        from ale_python_interface import ALEInterface
    except ImportError as e:
        raise ImportError('Unable to import the python package of Arcade Learning Environment. ' \
                           'ALE may not have been installed correctly. Refer to ' \
                           '`https://github.com/mgbellemare/Arcade-Learning-Environment` for some' \
                           'installation guidance')

    ale = ALEInterface()
    ale.setInt(b'random_seed', rng.randint(1000))
    if display_screen:
        import sys
        if sys.platform == 'darwin':
            import pygame
            pygame.init()
            ale.setBool(b'sound', False) # Sound doesn't work on OSX
        ale.setBool(b'display_screen', True)
    else:
        ale.setBool(b'display_screen', False)
    ale.setFloat(b'repeat_action_probability', 0)
    ale.loadROM(str.encode(rom_path))
    return ale 
Example #10
Source File: pyrpg01.py    From pygame with MIT License 6 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyRPG 01 プレイヤーの描画")
    
    playerImg = load_image("player1.png", -1)  # プレイヤー
    
    while True:
        screen.fill((0,0,255))
        screen.blit(playerImg, (0,0))  # プレイヤーを描画
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_ESCAPE:
                sys.exit() 
Example #11
Source File: 1945.py    From pygame with MIT License 6 votes vote down vote up
def __init__(self):
        pygame.init()
        screen = pygame.display.set_mode(SCR_RECT.size)
        pygame.display.set_caption("1945")
        # 素材のロード
        self.load_images()
        self.load_sounds()
        # ゲームの初期化
        self.init_game()
        clock = pygame.time.Clock()
        while True:
            clock.tick(60)
            screen.fill((255,0,0))
            self.update()
            self.draw(screen)
            pygame.display.update()
            self.key_handler() 
Example #12
Source File: test_pyopengl.py    From twitchslam with MIT License 6 votes vote down vote up
def main():
    pygame.init()
    display = (800,600)
    pygame.display.set_mode(display, DOUBLEBUF|OPENGL)

    gluPerspective(45, (display[0]/display[1]), 0.1, 50.0)

    glTranslatef(0.0,0.0, -5)

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        glRotatef(1, 3, 1, 1)
        glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
        Cube()
        pygame.display.flip()
        pygame.time.wait(10) 
Example #13
Source File: chara_anime.py    From pygame with MIT License 6 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"キャラクターアニメーション")

    all = pygame.sprite.RenderUpdates()
    Character.containers = all
    
    player = Character("player4.png", 0, 0)
    king = Character("king4.png", 32, 0)
    soldier = Character("soldier4.png", 64, 0)
    
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        screen.fill((0,0,255))
        all.update()
        all.draw(screen)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit() 
Example #14
Source File: 六个类合一.py    From Python24 with MIT License 6 votes vote down vote up
def __init__(self):
        # 实例化pygame
        pygame.init()

        # 创建游戏窗口[宽,高] -> 窗口对象
        self.window = pygame.display.set_mode([WINDOW_WIDTH,WINDOW_HEIGHT])

        # 设置窗口的title
        pygame.display.set_caption("飞机大战")

        # 设置窗口的图标icon,加载一个图片对象
        logo_image = pygame.image.load("res/app.ico")
        pygame.display.set_icon(logo_image)

        # 创建一个地图对象,渲染背景图片
        self.game_map = GameMap()

        # 创建一个英雄飞机对象
        self.hero_plane = HeroPlane()

    # 运行游戏程序 
Example #15
Source File: pymap03.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyMap 03 マップチップパレット")
    
    # マップチップをロード
    load_mapchips("mapchip.dat")
    
    palette = MapchipPalette()
    map = Map("new.map", 64, 64, palette)
    cursor = Cursor(0, 0)
    
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        if palette.display_flag:  # パレットが表示中なら
            palette.update()
            palette.draw(screen)
        else:
            offset = calc_offset(cursor)
            # 更新
            cursor.update()
            map.update(offset)
            # 描画
            map.draw(screen, offset)
            cursor.draw(screen, offset)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN and event.key == K_SPACE:
                # パレットの表示/非表示を切り替え
                palette.display_flag = not palette.display_flag 
Example #16
Source File: invader01.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"Invader 01 自機を動かす")
    
    # スプライトグループを作成して登録
    all = pygame.sprite.RenderUpdates()
    Player.containers = all
    # スプライトの画像を登録
    Player.image = load_image("player.png")
    # 自機を作成
    Player()
    
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        screen.fill((0, 0, 0))
        all.update()
        all.draw(screen)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                pygame.quit()
                sys.exit() 
Example #17
Source File: input.py    From QPong with Apache License 2.0 5 votes vote down vote up
def __init__(self):
        self.running = True
        pygame.init()
        pygame.joystick.init()
        self.num_joysticks = pygame.joystick.get_count()
        if self.num_joysticks > 0:
            self.joystick = pygame.joystick.Joystick(0)
            self.joystick.init()

        self.gamepad_repeat_delay = 200
        self.gamepad_neutral = True
        self.gamepad_pressed_timer = 0
        self.gamepad_last_update = pygame.time.get_ticks() 
Example #18
Source File: invader03.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"Invader 03 エイリアン襲来")
    # サウンドのロード
    Player.shot_sound = load_sound("shot.wav")
    # スプライトグループを作成して登録
    all = pygame.sprite.RenderUpdates()
    Player.containers = all
    Shot.containers = all
    Alien.containers = all
    # スプライトの画像を登録
    Player.image = load_image("player.png")
    Shot.image = load_image("shot.png")
    Alien.images = split_image(load_image("alien.png"), 2)
    # 自機を作成
    Player()
    # エイリアンを作成
    for i in range(0, 50):
        x = 20 + (i % 10) * 40
        y = 20 + (i / 10) * 40
        Alien((x,y))
    
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        screen.fill((0, 0, 0))
        all.update()
        all.draw(screen)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                pygame.quit()
                sys.exit() 
Example #19
Source File: pymap01.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyMap 01 カーソルの移動")
    
    # イメージをロード
    Map.images.append(load_image("none.png"))   # 範囲外
    Map.images.append(load_image("water.png"))  # 海
    
    map = Map("new.map", 64, 64)  # 64x64(単位:マス)のマップ
    cursor = Cursor(0, 0)
    
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        offset = calc_offset(cursor)
        cursor.update()
        map.draw(screen, offset)
        cursor.draw(screen, offset)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                pygame.quit()
                sys.exit() 
Example #20
Source File: pyrpg17.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyRPG 17 バイナリマップのロード")
    # キャラクターチップをロード
    load_charachips("data", "charachip.dat")
    # マップチップをロード
    load_mapchips("data", "mapchip.dat")
    # マップとプレイヤー作成
    map = Map("field")
    player = Player("elf_female2", (1,1), DOWN)
    map.add_chara(player)
    # メッセージウィンドウ
    msgwnd = MessageWindow(Rect(140,334,360,140))
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        # メッセージウィンドウ表示中は更新を中止
        if not msgwnd.is_visible:
            map.update()
        msgwnd.update()
        offset = calc_offset(player)
        map.draw(screen, offset)
        msgwnd.draw(screen)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_ESCAPE:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_SPACE:
                if msgwnd.is_visible:
                    # メッセージウィンドウ表示中なら次ページへ
                    msgwnd.next()
                else:
                    # 表示中でないならはなす
                    chara = player.talk(map)
                    if chara != None:
                        msgwnd.set(chara.message)
                    else:
                        msgwnd.set(u"そのほうこうには だれもいない。") 
Example #21
Source File: pyrpg07.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyRPG 07 オブジェクト化")
    # マップチップをロード
    Map.images[0] = load_image("grass.png")  # 草地
    Map.images[1] = load_image("water.png")  # 水
    # マップとプレイヤー作成
    map = Map()
    player = Player("player", (1,1), DOWN)
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        player.update()
        map.draw(screen)
        player.draw(screen)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_ESCAPE:
                sys.exit()
            # プレイヤーの移動処理
            if event.type == KEYDOWN and event.key == K_DOWN:
                player.move(DOWN, map)
            if event.type == KEYDOWN and event.key == K_LEFT:
                player.move(LEFT, map)
            if event.type == KEYDOWN and event.key == K_RIGHT:
                player.move(RIGHT, map)
            if event.type == KEYDOWN and event.key == K_UP:
                player.move(UP, map) 
Example #22
Source File: pyrpg10.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyRPG 10 ピクセルベーススクロール")
    # マップチップをロード
    Map.images[0] = load_image("grass.png") # 草地
    Map.images[1] = load_image("water.png")  # 水
    Map.images[2] = load_image("forest.png") # 森
    Map.images[3] = load_image("hill.png")   # 丘
    Map.images[4] = load_image("mountain.png")  # 山
    # マップとプレイヤーを作成
    map = Map("test2")
    player = Player("player", (1,1), DOWN)
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        player.update(map)
        offset = calc_offset(player)
        map.draw(screen, offset)
        player.draw(screen, offset)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_ESCAPE:
                sys.exit() 
Example #23
Source File: pyrpg13.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyRPG 13 メッセージウィンドウの表示")
    # キャラクターイメージをロード
    Character.images["player"] = split_image(load_image("player.png"))
    Character.images["king"] = split_image(load_image("king.png"))
    Character.images["minister"] = split_image(load_image("minister.png"))
    Character.images["soldier"] = split_image(load_image("soldier.png"))
    # マップチップをロード
    Map.images[0] = load_image("grass.png") # 草地
    Map.images[1] = load_image("water.png")  # 水
    Map.images[2] = load_image("forest.png") # 森
    Map.images[3] = load_image("hill.png")   # 丘
    Map.images[4] = load_image("mountain.png")  # 山
    # マップとプレイヤー作成
    map = Map("test2")
    player = Player("player", (1,1), DOWN)
    map.add_chara(player)
    # ウィンドウ
    wnd = Window(Rect(140,334,360,140))
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        # ウィンドウ表示中は更新を中止
        if not wnd.is_visible:
            map.update()
        offset = calc_offset(player)
        map.draw(screen, offset)
        wnd.draw(screen)  # ウィンドウの描画
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_ESCAPE:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_SPACE:
                if wnd.is_visible:  # ウィンドウ表示中
                    wnd.hide()  # ウィンドウを隠す
                else:
                    wnd.show()  # ウィンドウを表示 
Example #24
Source File: pyrpg11.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyRPG 11 キャラクターを追加")
    # キャラクターイメージをロード
    Character.images["player"] = split_image(load_image("player.png"))
    Character.images["king"] = split_image(load_image("king.png"))
    Character.images["minister"] = split_image(load_image("minister.png"))
    Character.images["soldier"] = split_image(load_image("soldier.png"))
    # マップチップをロード
    Map.images[0] = load_image("grass.png") # 草地
    Map.images[1] = load_image("water.png")  # 水
    Map.images[2] = load_image("forest.png") # 森
    Map.images[3] = load_image("hill.png")   # 丘
    Map.images[4] = load_image("mountain.png")  # 山
    # マップとプレイヤーを作成
    map = Map("test2")
    player = Player("player", (1,1), DOWN)
    # キャラクター作成
    king = Character("king", (2,1), DOWN, STOP)
    minister = Character("minister", (3,1), DOWN, MOVE)
    soldier = Character("soldier", (4,1), DOWN, MOVE)
    # キャラクターをマップに追加
    map.add_chara(player)
    map.add_chara(king)
    map.add_chara(minister)
    map.add_chara(soldier)
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        map.update()
        offset = calc_offset(player)
        map.draw(screen, offset)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_ESCAPE:
                sys.exit() 
Example #25
Source File: rc_play.py    From reconchess with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
def __init__(self):
        self.fps = 30
        self.width = 640
        self.height = 640
        self.square_size = self.width // 8

        self.image_by_piece = {}
        for color in chess.COLORS:
            for piece_type in chess.PIECE_TYPES:
                piece = chess.Piece(piece_type, color)

                img_path = 'res/{}/{}.png'.format(chess.COLOR_NAMES[color], piece.symbol())
                full_path = pkg_resources.resource_filename('reconchess', img_path)

                img = pygame.image.load(full_path)
                img = pygame.transform.scale(img, (self.square_size, self.square_size))
                self.image_by_piece[piece] = img

        pygame.init()
        pygame.display.set_caption('Recon Chess')
        pygame.display.set_icon(
            pygame.transform.scale(self.image_by_piece[chess.Piece(chess.KING, chess.WHITE)], (32, 32)))

        self.clock = pygame.time.Clock()
        self.screen = pygame.display.set_mode((self.width, self.height))
        self.background = pygame.Surface((self.screen.get_size()))

        self.perspective = chess.WHITE

        self.callback_by_event = {} 
Example #26
Source File: group_test.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"スプライトグループの使い方")
    
    # スプライトを作成
    python1 = MySprite("python.png", 0, 0, 2, 2)
    python2 = MySprite("python.png", 10, 10, 5, 5)
    python3 = MySprite("python.png", 320, 240, -2, 3)
    
    # スプライトグループを作成してスプライトを追加
    group = pygame.sprite.RenderUpdates()
    group.add(python1)
    group.add(python2)
    group.add(python3)
    
    clock = pygame.time.Clock()
    
    while True:
        clock.tick(60)  # 60fps
        
        screen.fill((0,0,255))
        
        # スプライトグループを更新
        group.update()
        
        # スプライトグループを描画
        group.draw(screen)
        
        pygame.display.update()
        
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit() 
Example #27
Source File: box_gravity.py    From kvae with MIT License 5 votes vote down vote up
def __init__(self, dt=0.2, res=(32, 32), init_pos=(3, 3), init_std=0, wall=None, gravity=(0.0, 0.0)):
        pygame.init()

        self.dt = dt
        self.res = res
        if os.environ.get('SDL_VIDEODRIVER', '') == 'dummy':
            pygame.display.set_mode(res, 0, 24)
            self.screen = pygame.Surface(res, pygame.SRCCOLORKEY, 24)
            pygame.draw.rect(self.screen, (0, 0, 0), (0, 0, res[0], res[1]), 0)
        else:
            self.screen = pygame.display.set_mode(res, 0, 24)
        self.gravity = gravity
        self.initial_position = init_pos
        self.initial_std = init_std
        self.space = pymunk.Space()
        self.space.gravity = self.gravity
        self.draw_options = pymunk.pygame_util.DrawOptions(self.screen)
        self.clock = pygame.time.Clock()
        self.wall = wall
        self.static_lines = None

        self.dd = 2 
Example #28
Source File: game_main.py    From Python24 with MIT License 5 votes vote down vote up
def __init__(self):
        # 实例化pygame
        pygame.init()

        # 创建游戏窗口[宽,高] -> 窗口对象
        self.window = pygame.display.set_mode([WINDOW_WIDTH,WINDOW_HEIGHT])

        # 设置窗口的title
        pygame.display.set_caption("飞机大战")

        # 设置窗口的图标icon,加载一个图片对象
        logo_image = pygame.image.load("res/app.ico")
        pygame.display.set_icon(logo_image)

        # 创建一个地图对象,渲染背景图片
        self.game_map = game_map.GameMap()

        # 创建一个英雄飞机对象
        self.hero_plane = hero_plane.HeroPlane()

        # 创建多架敌机
        self.enemy_list = [ enemy_plane.EnemyPlane() for i in range(6) ]

        # 加载背景音乐
        pygame.mixer.music.load("./res/bg2.ogg")
        pygame.mixer.music.play(-1)

        # 程序启动就开始加载碰撞音效
        self.boom_sound = pygame.mixer.Sound("./res/baozha.ogg")

        # 初始化分数文字
        self.score_text = game_score.GameScore(35)

    # 运行游戏程序, 一直死循环检测 
Example #29
Source File: manual_control.py    From scenario_runner with MIT License 5 votes vote down vote up
def game_loop(args):
    pygame.init()
    pygame.font.init()
    world = None

    try:
        client = carla.Client(args.host, args.port)
        client.set_timeout(2.0)

        display = pygame.display.set_mode(
            (args.width, args.height),
            pygame.HWSURFACE | pygame.DOUBLEBUF)

        hud = HUD(args.width, args.height)
        world = WorldSR(client.get_world(), hud, args)
        controller = KeyboardControl(world, args.autopilot)

        clock = pygame.time.Clock()
        while True:
            clock.tick_busy_loop(60)
            if controller.parse_events(client, world, clock):
                return
            if not world.tick(clock):
                return
            world.render(display)
            pygame.display.flip()

    finally:

        if (world and world.recording_enabled):
            client.stop_recorder()

        if world is not None:
            world.destroy()

        pygame.quit()


# ==============================================================================
# -- main() --------------------------------------------------------------------
# ============================================================================== 
Example #30
Source File: pyrpg08.py    From pygame with MIT License 5 votes vote down vote up
def main():
    pygame.init()
    screen = pygame.display.set_mode(SCR_RECT.size)
    pygame.display.set_caption(u"PyRPG 08 マップのロード")
    # マップチップをロード
    Map.images[0] = load_image("grass.png")  # 草地
    Map.images[1] = load_image("water.png")  # 水
    # マップとプレイヤー作成
    map = Map("test")
    player = Player("player", (1,1), DOWN)
    clock = pygame.time.Clock()
    while True:
        clock.tick(60)
        player.update()
        map.draw(screen)
        player.draw(screen)
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == QUIT:
                sys.exit()
            if event.type == KEYDOWN and event.key == K_ESCAPE:
                sys.exit()
            # プレイヤーの移動処理
            if event.type == KEYDOWN and event.key == K_DOWN:
                player.move(DOWN, map)
            if event.type == KEYDOWN and event.key == K_LEFT:
                player.move(LEFT, map)
            if event.type == KEYDOWN and event.key == K_RIGHT:
                player.move(RIGHT, map)
            if event.type == KEYDOWN and event.key == K_UP:
                player.move(UP, map)