Python pygame.Surface() Examples
The following are 30
code examples of pygame.Surface().
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Example #1
Source File: polygon.py From kvae with MIT License | 8 votes |
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 |
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: no_rendering_mode.py From scenario_runner with MIT License | 7 votes |
def __init__(self): def make_surface(tl): w = 40 surface = pygame.Surface((w, 3 * w), pygame.SRCALPHA) surface.fill(COLOR_ALUMINIUM_5 if tl != 'h' else COLOR_ORANGE_2) if tl != 'h': hw = int(w / 2) off = COLOR_ALUMINIUM_4 red = COLOR_SCARLET_RED_0 yellow = COLOR_BUTTER_0 green = COLOR_CHAMELEON_0 pygame.draw.circle(surface, red if tl == tls.Red else off, (hw, hw), int(0.4 * w)) pygame.draw.circle(surface, yellow if tl == tls.Yellow else off, (hw, w + hw), int(0.4 * w)) pygame.draw.circle(surface, green if tl == tls.Green else off, (hw, 2 * w + hw), int(0.4 * w)) return pygame.transform.smoothscale(surface, (15, 45) if tl != 'h' else (19, 49)) self._original_surfaces = { 'h': make_surface('h'), tls.Red: make_surface(tls.Red), tls.Yellow: make_surface(tls.Yellow), tls.Green: make_surface(tls.Green), tls.Off: make_surface(tls.Off), tls.Unknown: make_surface(tls.Unknown) } self.surfaces = dict(self._original_surfaces)
Example #4
Source File: CHOICE.py From Games with MIT License | 6 votes |
def __init__(self, position=(400, 150)): pygame.sprite.Sprite.__init__(self) self.img_1 = pygame.Surface((285, 100)) self.img_1_front = pygame.Surface((281, 96)) self.img_1.fill((255, 255, 255)) self.img_1_front.fill((0, 0, 0)) self.img_1.blit(self.img_1_front, (2, 2)) self.img_2 = pygame.Surface((285, 100)) self.img_2_front = pygame.Surface((281, 96)) self.img_2.fill((255, 255, 255)) self.img_2_front.fill((24, 196, 40)) self.img_2.blit(self.img_2_front, (2, 2)) self.text = 'easy' self.font = pygame.font.Font('./resource/fonts/m04.ttf', 42) self.textRender = self.font.render(self.text, 1, (255, 255, 255)) self.img_1.blit(self.textRender, (60, 29)) self.img_2.blit(self.textRender, (60, 29)) self.image = self.img_1 self.rect = self.image.get_rect() self.rect.center = position
Example #5
Source File: CHOICE.py From Games with MIT License | 6 votes |
def __init__(self, position=(400, 300)): pygame.sprite.Sprite.__init__(self) self.img_1 = pygame.Surface((285, 100)) self.img_1_front = pygame.Surface((281, 96)) self.img_1.fill((255, 255, 255)) self.img_1_front.fill((0, 0, 0)) self.img_1.blit(self.img_1_front, (2, 2)) self.img_2 = pygame.Surface((285, 100)) self.img_2_front = pygame.Surface((281, 96)) self.img_2.fill((255, 255, 255)) self.img_2_front.fill((24, 30, 196)) self.img_2.blit(self.img_2_front, (2, 2)) self.text = 'medium' self.font = pygame.font.Font('./resource/fonts/m04.ttf', 42) self.textRender = self.font.render(self.text, 1, (255, 255, 255)) self.img_1.blit(self.textRender, (15, 29)) self.img_2.blit(self.textRender, (15, 29)) self.image = self.img_1 self.rect = self.image.get_rect() self.rect.center = position
Example #6
Source File: Game12.py From Games with MIT License | 6 votes |
def loadLevel(self, game_level): with open(os.path.join(self.levels_path, game_level), 'r') as f: lines = f.readlines() # 游戏地图 self.game_map = gameMap(max([len(line) for line in lines]) - 1, len(lines)) # 游戏surface height = Config.get('block_size') * self.game_map.num_rows width = Config.get('block_size') * self.game_map.num_cols self.game_surface = pygame.Surface((width, height)) self.game_surface.fill(Config.get('bg_color')) self.game_surface_blank = self.game_surface.copy() for row, elems in enumerate(lines): for col, elem in enumerate(elems): if elem == 'p': self.player = pusherSprite(col, row) elif elem == '*': self.game_map.addElement('wall', col, row) elif elem == '#': self.game_map.addElement('box', col, row) elif elem == 'o': self.game_map.addElement('target', col, row)
Example #7
Source File: scene.py From Games with MIT License | 6 votes |
def __init__(self, imagepath, position, size=(11, 13), is_highest=False, bg_color=None, **kwargs): pygame.sprite.Sprite.__init__(self) # 导入图片 self.images = [] image = pygame.image.load(imagepath) for i in range(12): self.images.append(pygame.transform.scale(image.subsurface((i*20, 0), (20, 24)), size)) if is_highest: self.image = pygame.Surface((size[0]*8, size[1])) else: self.image = pygame.Surface((size[0]*5, size[1])) self.rect = self.image.get_rect() self.rect.left, self.rect.top = position # 一些必要的变量 self.is_highest = is_highest self.bg_color = bg_color self.score = '00000'
Example #8
Source File: level.py From QPong with Apache License 2.0 | 5 votes |
def setup(self, scene, ball): """Setup a level with a certain level number""" scene.qubit_num = self.level self.circuit_grid_model = CircuitGridModel(scene.qubit_num, CIRCUIT_DEPTH) # the game crashes if the circuit is empty # initialize circuit with identity gate at the end of each line to prevent crash # identity gate are displayed by completely transparent PNG for i in range(scene.qubit_num): self.circuit_grid_model.set_node(i, CIRCUIT_DEPTH - 1, CircuitGridNode(node_types.IDEN)) self.circuit = self.circuit_grid_model.compute_circuit() self.statevector_grid = StatevectorGrid(self.circuit, scene.qubit_num, 100) self.right_statevector = VBox(WIDTH_UNIT * 90, WIDTH_UNIT * 0, self.statevector_grid) self.circuit_grid = CircuitGrid(0, ball.screenheight, self.circuit_grid_model) # computer paddle self.left_paddle.image = pygame.Surface([WIDTH_UNIT, int(round(ball.screenheight / 2 ** scene.qubit_num))]) self.left_paddle.image.fill((255, 255, 255)) self.left_paddle.image.set_alpha(255) self.left_paddle.rect = self.left_paddle.image.get_rect() self.left_paddle.rect.x = 9 * WIDTH_UNIT # player paddle for detection of collision. It is invisible on the screen self.right_paddle.image = pygame.Surface([WIDTH_UNIT, int(round(ball.screenheight / 2 ** scene.qubit_num))]) self.right_paddle.image.fill((255, 0, 255)) self.right_paddle.image.set_alpha(0) self.right_paddle.rect = self.right_paddle.image.get_rect() self.right_paddle.rect.x = self.right_statevector.xpos
Example #9
Source File: ball.py From QPong with Apache License 2.0 | 5 votes |
def __init__(self): super().__init__() # get ball screen dimensions self.screenheight = round(WINDOW_HEIGHT * 0.7) self.screenwidth = WINDOW_WIDTH self.width_unit = WIDTH_UNIT self.left_edge = self.width_unit self.right_edge = self.screenwidth - self.left_edge self.top_edge = self.width_unit * 0 self.bottom_edge = self.screenheight - self.top_edge # define the ball sizes self.height = self.width_unit self.width = self.width_unit # create a pygame Surface with ball size self.image = pygame.Surface([self.height, self.width]) self.image.fill(WHITE) self.rect = self.image.get_rect() self.x = 0 self.y = 0 self.speed = 0 self.initial_speed_factor = 0.8 self.direction = 0 # initialize ball action type, measure and bounce flags self.ball_action = NOTHING self.measure_flag = NO # initialize ball reset on the left self.reset_position = LEFT self.reset() self.sound = Sound() self.score = Score()
Example #10
Source File: statevector_grid.py From QPong with Apache License 2.0 | 5 votes |
def __init__(self, circuit, qubit_num, num_shots): pygame.sprite.Sprite.__init__(self) self.image = None self.rect = None self.ball = Ball() self.block_size = int(round(self.ball.screenheight / 2 ** qubit_num)) self.basis_states = comp_basis_states(circuit.width()) self.circuit = circuit self.paddle = pygame.Surface([WIDTH_UNIT, self.block_size]) self.paddle.fill(WHITE) self.paddle.convert() self.paddle_before_measurement(circuit, qubit_num, num_shots)
Example #11
Source File: statevector_grid.py From QPong with Apache License 2.0 | 5 votes |
def update(self): self.image = pygame.Surface([(self.circuit.width() + 1) * 3 * WIDTH_UNIT, self.ball.screenheight]) self.image.convert() self.image.fill(BLACK) self.rect = self.image.get_rect()
Example #12
Source File: circuit_grid.py From QPong with Apache License 2.0 | 5 votes |
def __init__(self, circuit_grid_model): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([GRID_WIDTH * (18 + 2), GRID_HEIGHT * (3 + 1)]) self.image.convert() self.image.fill(WHITE) self.rect = self.image.get_rect() pygame.draw.rect(self.image, BLACK, self.rect, LINE_WIDTH) for wire_num in range(circuit_grid_model.max_wires): pygame.draw.line(self.image, BLACK, (GRID_WIDTH * 0.5, (wire_num + 1) * GRID_HEIGHT), (self.rect.width - (GRID_WIDTH * 0.5), (wire_num + 1) * GRID_HEIGHT), LINE_WIDTH)
Example #13
Source File: zengame.py From ConvolutionalEmotion with MIT License | 5 votes |
def __init__(self,pos,image=pygame.Surface([24,24])): pygame.sprite.Sprite.__init__(self) if not isinstance(image, pygame.Surface): self.image = load_image(image) else: self.image = image self.rect = self.image.get_rect() self.position = pos self.rect.center = self.position
Example #14
Source File: evolve_interactive.py From neat-python with BSD 3-Clause "New" or "Revised" License | 5 votes |
def make_image_from_data(self, image_data): # For mono and grayscale, we need a palette because the evaluation function # only returns a single integer instead of an (R, G, B) tuple. if self.scheme == 'color': image = pygame.Surface((self.thumb_width, self.thumb_height)) else: image = pygame.Surface((self.thumb_width, self.thumb_height), depth=8) palette = tuple([(i, i, i) for i in range(256)]) image.set_palette(palette) for r, row in enumerate(image_data): for c, color in enumerate(row): image.set_at((r, c), color) return image
Example #15
Source File: box_gravity.py From kvae with MIT License | 5 votes |
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 #16
Source File: PAUSE.py From Games with MIT License | 5 votes |
def update(self, screen): clock = pygame.time.Clock() background = pygame.Surface(screen.get_size()) count = 0 flag = True while True: count += 1 clock.tick(60) self.components.clear(screen, background) self.components.update() if count % 10 == 0: count = 0 flag = not flag if flag: self.components.draw(screen) else: screen.blit(self.PI.image, self.PI.rect) pygame.display.flip() for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) pygame.quit() elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: mouse_pos = pygame.mouse.get_pos() if self.RB.rect.collidepoint(mouse_pos): return True
Example #17
Source File: END.py From Games with MIT License | 5 votes |
def update(self, screen): clock = pygame.time.Clock() background = pygame.Surface(screen.get_size()) count = 0 flag = True while True: count += 1 clock.tick(60) self.components.clear(screen, background) self.components.update() if count % 10 == 0: count = 0 flag = not flag if flag: self.components.draw(screen) else: screen.blit(self.EI.image, self.EI.rect) pygame.display.flip() for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit(0) pygame.quit() elif event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: mouse_pos = pygame.mouse.get_pos() if self.CB.rect.collidepoint(mouse_pos): return True
Example #18
Source File: CHOICE.py From Games with MIT License | 5 votes |
def __init__(self, position=(400, 475)): pygame.sprite.Sprite.__init__(self) self.ori_image = pygame.Surface((625, 200)) self.ori_image.fill((255, 255, 255)) self.ori_image_front = pygame.Surface((621, 196)) self.ori_image_front.fill((0, 0, 0)) self.ori_image.blit(self.ori_image_front, (2, 2)) self.rect = self.ori_image.get_rect() self.rect.center = position
Example #19
Source File: scenes.py From Games with MIT License | 5 votes |
def __init__(self, position, imagepath, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface((24, 24)) for i in range(2): for j in range(2): self.image.blit(pygame.image.load(imagepath), (12*i, 12*j)) self.rect = self.image.get_rect() self.rect.left, self.rect.top = position
Example #20
Source File: scenes.py From Games with MIT License | 5 votes |
def __init__(self, position, imagepath, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface((24, 24)) for i in range(2): for j in range(2): self.image.blit(pygame.image.load(imagepath), (12*i, 12*j)) self.rect = self.image.get_rect() self.rect.left, self.rect.top = position
Example #21
Source File: scenes.py From Games with MIT License | 5 votes |
def __init__(self, position, imagepath, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface((24, 24)) for i in range(2): for j in range(2): self.image.blit(pygame.image.load(imagepath), (12*i, 12*j)) self.rect = self.image.get_rect() self.rect.left, self.rect.top = position
Example #22
Source File: Game14.py From Games with MIT License | 5 votes |
def showText(screen, font, is_clearance, flag=False): clock = pygame.time.Clock() msg = 'Game Over!' if not is_clearance else 'Congratulations, you won!' positions = [[235, 233], [65, 303], [170, 333]] if not is_clearance else [[145, 233], [65, 303], [170, 333]] surface = pygame.Surface((400, 200)) surface.set_alpha(10) surface.fill((128, 128, 128)) screen.blit(surface, (100, 200)) texts = [font.render(msg, True, WHITE), font.render('Press ENTER to continue or play again.', True, WHITE), font.render('Press ESCAPE to quit.', True, WHITE)] while True: for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: if is_clearance: if not flag: return else: main(initialize()) else: main(initialize()) elif event.key == pygame.K_ESCAPE: sys.exit() pygame.quit() for idx, (text, position) in enumerate(zip(texts, positions)): screen.blit(text, position) pygame.display.flip() clock.tick(10)
Example #23
Source File: Sprites.py From Games with MIT License | 5 votes |
def __init__(self, x, y, width, height, color, bg_color, **kwargs): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(bg_color) self.image.set_colorkey(bg_color) pygame.draw.ellipse(self.image, color, [0, 0, width, height]) self.rect = self.image.get_rect() self.rect.left = x self.rect.top = y
Example #24
Source File: flappybird.py From flappy-bird-pygame with MIT License | 5 votes |
def image(self): """Get a Surface containing this bird's image. This will decide whether to return an image where the bird's visible wing is pointing upward or where it is pointing downward based on pygame.time.get_ticks(). This will animate the flapping bird, even though pygame doesn't support animated GIFs. """ if pygame.time.get_ticks() % 500 >= 250: return self._img_wingup else: return self._img_wingdown
Example #25
Source File: views.py From FreqShow with MIT License | 5 votes |
def __init__(self, model, controller): super(WaterfallSpectrogram, self).__init__(model, controller) self.color_func = gradient_func(freqshow.WATERFALL_GRAD) self.waterfall = pygame.Surface((model.width, model.height))
Example #26
Source File: road.py From Reinforcement-Learning-for-Self-Driving-Cars with Apache License 2.0 | 5 votes |
def draw_sky(self, frame): view = pygame.Surface((self.sky_width, self.sky_height)) # Resize sky if frame % 40 == 0: self.sky_image = pygame.transform.scale(self.sky_image, (self.sky_image.get_size()[0]+2, self.sky_image.get_size()[1]+1)) self.sky_image.blit(self.sky_image, ((-1, -2), (self.sky_width, self.sky_height))) view.blit(self.sky_image, ((0, 0), (self.sky_width, self.sky_height))) view.blit(self.hill_image, ((0, self.sky_height - 49), (self.sky_width, 49))) self.surface.blit(view, ((self.sky_x, self.sky_y), (self.sky_width, self.sky_height)))
Example #27
Source File: road.py From Reinforcement-Learning-for-Self-Driving-Cars with Apache License 2.0 | 5 votes |
def draw_cars(self, subject_car): view = pygame.Surface((1010, ROAD_HEIGHT), pygame.SRCALPHA, 32) view = view.convert_alpha() camera_lane = subject_car.lane cars = subject_car.get_subjective_vision() for car in cars: lane = car[0] y = car[1] relative_y = y - 42 if relative_y < 0: continue image = self.object_car_middle_image ratio = 231.0 / 328.0 if lane != camera_lane: if lane > camera_lane: image = self.object_car_right_image else: image = self.object_car_left_image pt_top_left = (lane - 1) * 100.0 / 7 + 455 pt_top_right = lane * 100.0 / 7 + 455 pt_bottom_left = -337.0 * camera_lane + 673.33 + (lane - 1) * 337.0 pt_bottom_right = -337.0 * camera_lane + 673.33 + lane * 337.0 target_y = ROAD_HEIGHT * relative_y / 28.0 target_bottom_left_x = pt_top_left + target_y / ROAD_HEIGHT * (pt_bottom_left - pt_top_left) target_bottom_right_x = pt_top_right + target_y / ROAD_HEIGHT * (pt_bottom_right - pt_top_right) image_width = int(target_bottom_right_x - target_bottom_left_x - 10) image_width = image_width if image_width > 0 else 0 image_height = int(image_width * ratio) target_top_left_x = int(target_bottom_left_x + 5) target_top_left_y = int(target_y - image_height) a = pygame.transform.scale(image, (image_width, image_height)) view.blit(a, (target_top_left_x, target_top_left_y)) self.surface.blit(view, ((self.origin_x, self.origin_y), (self.width, self.height)))
Example #28
Source File: road.py From Reinforcement-Learning-for-Self-Driving-Cars with Apache License 2.0 | 5 votes |
def draw_road(self, frame, lane=1): self.road_view = pygame.Surface((1010, ROAD_HEIGHT), pygame.SRCALPHA, 32) self.road_view = self.road_view.convert_alpha() pygame.draw.polygon(self.road_view, COLOR['black'], [ (-337.0 * lane + 673.33, ROAD_HEIGHT), (455, 0), (555, 0), (-336.67 * lane + 3032, ROAD_HEIGHT) ]) left = -337.0 * lane + 673.33 for i in range(8): if i == 0 or i == 7: gfxdraw.filled_polygon(self.road_view, ( (int(int(i * 100.0 / 7 + 455)), 0), (int(int(i * 100.0 / 7 + 455)) + 7, 0), (int(left) + 7, int(ROAD_HEIGHT)), (int(left), int(ROAD_HEIGHT)) ), COLOR['white']) else: draw_dashed_line_delay(self.road_view, COLOR['white'], (i * 100.0 / 7 + 455, 0), (left, ROAD_HEIGHT), width=5, dash_length=40, delay=frame % 3) left += 337.0 self.surface.blit(self.road_view, ((self.origin_x, self.origin_y), (self.width, self.height)))
Example #29
Source File: display.py From twitchslam with MIT License | 5 votes |
def __init__(self, W, H): pygame.init() self.screen = pygame.display.set_mode((W, H), DOUBLEBUF) self.surface = pygame.Surface(self.screen.get_size()).convert()
Example #30
Source File: environment.py From 2019-OSS-Summer-RL with MIT License | 5 votes |
def __init__(self, maze_name="Maze2D", maze_file_path=None, maze_size=(30, 30), screen_size=(600, 600), has_loops=False, num_portals=3, enable_render=True): pygame.init() pygame.display.set_caption(maze_name) self.clock = pygame.time.Clock() self.__game_over = False self.__enable_render = enable_render self.__maze = Maze(maze_cells=Maze.load_maze()) self.maze_size = self.__maze.maze_size if self.__enable_render is True: self.screen = pygame.display.set_mode(screen_size) self.__screen_size = tuple(map(sum, zip(screen_size, (-1, -1)))) self.__entrance = np.zeros(2, dtype=int) self.__goal = np.array(self.maze_size) - np.array((1, 1)) self.__robot = self.entrance if self.__enable_render is True: self.background = pygame.Surface(self.screen.get_size()).convert() self.background.fill((255, 255, 255)) self.maze_layer = pygame.Surface(self.screen.get_size()).convert_alpha() self.maze_layer.fill((0, 0, 0, 0,)) self.__draw_maze() self.__draw_portals() self.__draw_robot() self.__draw_entrance() self.__draw_goal()