Python pygame.Color() Examples
The following are 30
code examples of pygame.Color().
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Example #1
Source File: PlotPyGame.py From Grid2Op with Mozilla Public License 2.0 | 7 votes |
def _draw_topos_one_sub(self, fig, sub_id, buses_z, elements, bus_vect): colors = [pygame.Color(255, 127, 14), pygame.Color(31, 119, 180)] # I plot the buses for bus_id, z_bus in enumerate(buses_z): pygame.draw.circle(self.screen, colors[bus_id], [int(z_bus.real), int(z_bus.imag)], int(self.bus_radius), 0) # i connect every element to the proper bus with the proper color for el_nm, dict_el in elements.items(): this_el_bus = bus_vect[dict_el["sub_pos"]] -1 if this_el_bus >= 0: pygame.draw.line(self.screen, colors[this_el_bus], [int(dict_el["z"].real), int(dict_el["z"].imag)], [int(buses_z[this_el_bus].real), int(buses_z[this_el_bus].imag)], 2) return []
Example #2
Source File: playSnake.py From You-are-Pythonista with GNU General Public License v3.0 | 6 votes |
def main(): global FPSCLOCK, DISPLAY, BASICFONT, BLACK, WHITE, RED, GREY # 初始化Pygame库 pygame.init() # 初始化一个游戏界面窗口 DISPLAY = pygame.display.set_mode((640, 480)) # 设置游戏窗口的标题 pygame.display.set_caption('人人都是Pythonista - Snake') # 定义一个变量来控制游戏速度 FPSCLOCK = pygame.time.Clock() # 初始化游戏界面内使用的字体 BASICFONT = pygame.font.SysFont("SIMYOU.TTF", 80) # 定义颜色变量 BLACK = pygame.Color(0, 0, 0) WHITE = pygame.Color(255, 255, 255) RED = pygame.Color(255, 0, 0) GREY = pygame.Color(150, 150, 150) playGame() # 开始游戏
Example #3
Source File: task.py From code-jam-5 with MIT License | 6 votes |
def _complete(self, successful: bool) -> None: """Called when task was completed.""" if successful: Sound.task_completed.play() else: Sound.task_failed.play() # Set that task was closed game_vars.open_task = None # Add/reduce heat depending on results game_vars.current_heat += ( self.heat_add_success if successful else self.heat_add_failure ) # Screen notification to informa on task result game_vars.notification = Notification( self.biome.text_task_success if successful else self.biome.text_task_fail, Color.green if successful else Color.red, ) self.is_done = True
Example #4
Source File: creeps.py From code-for-blog with The Unlicense | 6 votes |
def draw_walls(self): wallcolor = Color(140, 140, 140) for wall in self.walls: nrow, ncol = wall pos_x = self.field_rect.left + ncol * self.GRID_SIZE + self.GRID_SIZE / 2 pos_y = self.field_rect.top + nrow * self.GRID_SIZE + self.GRID_SIZE / 2 radius = 3 pygame.draw.polygon(self.screen, wallcolor, [ (pos_x - radius, pos_y), (pos_x, pos_y + radius), (pos_x + radius, pos_y), (pos_x, pos_y - radius)]) if (nrow + 1, ncol) in self.walls: pygame.draw.line(self.screen, wallcolor, (pos_x, pos_y), (pos_x, pos_y + self.GRID_SIZE), 3) if (nrow, ncol + 1) in self.walls: pygame.draw.line(self.screen, wallcolor, (pos_x, pos_y), (pos_x + self.GRID_SIZE, pos_y), 3)
Example #5
Source File: PlotPyGame.py From Grid2Op with Mozilla Public License 2.0 | 6 votes |
def _draw_topos_one_sub(self, fig, sub_id, buses_z, elements, bus_vect): colors = [pygame.Color(255, 127, 14), pygame.Color(31, 119, 180)] # I plot the buses for bus_id, z_bus in enumerate(buses_z): pygame.draw.circle(self.screen, colors[bus_id], [int(z_bus.real), int(z_bus.imag)], int(self.bus_radius), 0) # i connect every element to the proper bus with the proper color for el_nm, dict_el in elements.items(): this_el_bus = bus_vect[dict_el["sub_pos"]] -1 if this_el_bus >= 0: pygame.draw.line(self.screen, colors[this_el_bus], [int(dict_el["z"].real), int(dict_el["z"].imag)], [int(buses_z[this_el_bus].real), int(buses_z[this_el_bus].imag)], 2) return []
Example #6
Source File: viewfinder.py From viewfinder with Apache License 2.0 | 6 votes |
def DrawLabel(label, x, y, color, font, transparency, bold=False, border=False, left_justify=False): color = pygame.Color(*[int(i + transparency * (j - i)) for i, j in zip(color, backdrop_color)]) offset = DimensionsToPixels([x, y]) ts = bold_font.render(label, True, color) if bold else font.render(label, True, color) if y > iphone_dims[1] - ts.get_height(): offset[1] -= (ts.get_height() + 2) else: offset[1] += 2 if left_justify: offset[0] = min(iphone_dims[0], offset[0]) else: offset[0] = max(0, offset[0] - ts.get_width()) GetSurface().blit(ts, offset) if border: pygame.draw.rect(GetSurface(), color, [offset[0]-2, offset[1]-2, ts.get_width() + 4, ts.get_height() + 4], 1)
Example #7
Source File: css.py From universalSmashSystem with GNU General Public License v3.0 | 6 votes |
def recolorIcon(self,_reset=False): if _reset: self.icon.recolor(self.icon.image, self.icon_color, pygame.Color('#cccccc')) self.icon_color = pygame.Color('#cccccc') else: display_color = self.wheel.fighterAt(0).palette_display new_color = display_color[self.current_color % len(display_color)] #If the icon matches the background, make it default to the icon color if new_color == pygame.Color(self.fill_color): new_color = pygame.Color('#cccccc') self.icon.recolor(self.icon.image, self.icon_color, new_color) self.icon_color = new_color
Example #8
Source File: period.py From code-jam-5 with MIT License | 6 votes |
def draw_age(self) -> None: """Draw how long the earth lived.""" if self.start_time is not None: # If paused - dont count the age if game_vars.is_paused: if not self.pause_time: self.pause_time = time.time() self.pause_time_sum = time.time() - self.pause_time else: self.pause_time = None font = pg.font.Font(None, 50) text = realtime_to_ingame_formatted(self.elapsed, self.start_date) age_indicator = font.render(text, True, pg.Color("black")) self.screen.blit( age_indicator, (int(WIDTH // 2) - int(age_indicator.get_width() // 2), 0), )
Example #9
Source File: keyboard.py From Retropie-CRT-Edition with GNU General Public License v3.0 | 6 votes |
def render_text(self, p_sText, p_bShadow = True): C_SHADOW = pygame.Color( 19, 14, 56) C_TEXT = pygame.Color(202,199,219) p_sText = str(p_sText) img = self.m_oFontText.render(p_sText, False, C_TEXT) rect = img.get_rect() sf = pygame.Surface((rect.width, rect.height), pygame.SRCALPHA) if p_bShadow: shadow = self.m_oFontText.render(p_sText, False, C_SHADOW) shadow_rect = img.get_rect() shadow_rect.x += 1 shadow_rect.y += 1 sf.blit(shadow, shadow_rect) sf.blit(img, rect) return sf
Example #10
Source File: ptext.py From ct-Raspi-Radiowecker with GNU General Public License v3.0 | 6 votes |
def _fitsize(text, size, **kwargs): options = _FitsizeOptions(**kwargs) key = text, size, options.key() if key in _fit_cache: return _fit_cache[key] width, height = size def fits(fontsize): opts = options.copy() spans = _wrap(text, fontsize=fontsize, width=width, **opts.towrapoptions()) wmax, hmax = 0, 0 for tpiece, tagspec, x, jpara, jline, linewidth in spans: tagspec.updateoptions(opts) font = getfont(fontsize=fontsize, **opts.togetfontoptions()) y = font.get_sized_height() * (opts.pspace * jpara + opts.lineheight * jline) w, h = font.size(tpiece) wmax = max(wmax, x + w) hmax = max(hmax, y + h) return wmax <= width and hmax <= height fontsize = _binarysearch(fits) _fit_cache[key] = fontsize return fontsize # Returns the color as a color RGB or RGBA tuple (i.e. 3 or 4 integers in the range 0-255) # If color is None, fall back to the default. If default is also None, return None. # Both color and default can be a list, tuple, a color name, an HTML color format string, a hex # number string, or an integer pixel value. See pygame.Color constructor for specification.
Example #11
Source File: ct-alarm-radio.py From ct-Raspi-Radiowecker with GNU General Public License v3.0 | 6 votes |
def cache_idlescreen(self): self.idlescreen_cache = {} time_string = datetime.now().strftime( self.config.setting["timeformat"]) timefont_size = self.ui.calculate_font_size(30) fontcolor = pygame.color.Color(50, 50, 50, 255) self.idlescreen_cache["time_text"] = gui.Text( time_string, timefont_size, color=fontcolor, font=self.ui.basefont_file, shadowoffset=(0.5, 0.5)) self.idlescreen_cache["time_text"].Position = self.ui.calculate_position( (0, 0), self.idlescreen_cache["time_text"].Surface, "center", "center") empty_image = pygame.Surface( self.ui.display_size) def reset_idle(): self.is_idle = False self.idlescreen_cache["button"] = gui.Button( empty_image, self.ui.display_size, reset_idle) self.idlescreen_cache["button"].Position = (0, 0)
Example #12
Source File: ball_shape.py From PyPhysicsSandbox with MIT License | 6 votes |
def _draw(self, screen): if self._cosmetic: p = (self._x, self._y) else: p = to_pygame(self.body.position) pygame.draw.circle(screen, self.color, p, int(self._radius), 0) if self.draw_radius_line: if self._cosmetic: p2 = (self._x+self._radius, self._y) else: circle_edge = self.body.position + pymunk.Vec2d(self.shape.radius, 0).rotated(self.body.angle) p2 = to_pygame(circle_edge) pygame.draw.lines(screen, pygame.Color('black'), False, [p, p2], 1)
Example #13
Source File: render.py From gym-carla with MIT License | 6 votes |
def _render_hist_actors(self, surface, actor_polygons, actor_type, world_to_pixel, num): lp=len(actor_polygons) color = COLOR_SKY_BLUE_0 for i in range(max(0,lp-num),lp): for ID, poly in actor_polygons[i].items(): corners = [] for p in poly: corners.append(carla.Location(x=p[0],y=p[1])) corners.append(carla.Location(x=poly[0][0],y=poly[0][1])) corners = [world_to_pixel(p) for p in corners] color_value = max(0.8 - 0.8/lp*(i+1), 0) if ID == self.hero_id: # red color = pygame.Color(255, math.floor(color_value*255), math.floor(color_value*255)) else: if actor_type == 'vehicle': # green color = pygame.Color(math.floor(color_value*255), 255, math.floor(color_value*255)) elif actor_type == 'walker': # yellow color = pygame.Color(255, 255, math.floor(color_value*255)) pygame.draw.polygon(surface, color, corners)
Example #14
Source File: pygame_functions.py From Pygame_Functions with GNU General Public License v2.0 | 6 votes |
def __init__(self, text, xpos, ypos, width, case, maxLength, fontSize): pygame.sprite.Sprite.__init__(self) self.text = "" self.width = width self.initialText = text self.case = case self.maxLength = maxLength self.boxSize = int(fontSize * 1.7) self.image = pygame.Surface((width, self.boxSize)) self.image.fill((255, 255, 255)) pygame.draw.rect(self.image, (0, 0, 0), [0, 0, width - 1, self.boxSize - 1], 2) self.rect = self.image.get_rect() self.fontFace = pygame.font.match_font("Arial") self.fontColour = pygame.Color("black") self.initialColour = (180, 180, 180) self.font = pygame.font.Font(self.fontFace, fontSize) self.rect.topleft = [xpos, ypos] newSurface = self.font.render(self.initialText, True, self.initialColour) self.image.blit(newSurface, [10, 5])
Example #15
Source File: skin_manager.py From launcher with GNU General Public License v3.0 | 6 votes |
def SetColors(self): Colors = {} Colors["High"] = pygame.Color(51, 166, 255) Colors["Text"] = pygame.Color(83, 83, 83) Colors["ReadOnlyText"] = pygame.Color(130,130,130) Colors["Front"] = pygame.Color(131, 199, 219) Colors["URL"] = pygame.Color(51, 166, 255) Colors["Line"] = pygame.Color(169, 169, 169) Colors["TitleBg"] = pygame.Color(228, 228, 228) Colors["Active"] = pygame.Color(175, 90, 0) Colors["Disabled"] = pygame.Color(204, 204, 204) Colors["White"] = pygame.Color(255, 255, 255) Colors["Black"] = pygame.Color(0, 0, 0) if self.configExists(): if "Colors" in self._Config.sections(): colour_opts = self._Config.options("Colors") for i in Colors: if i in colour_opts: try: Colors[i] = self.ConvertToRGB( self._Config.get("Colors", i)) except Exception, e: print("error in ConvertToRGB %s" % str(e)) continue
Example #16
Source File: aux_functions.py From DRLwithTL with MIT License | 6 votes |
def blit_text(surface, text, pos, font, color=pygame.Color('black')): words = [word.split(' ') for word in text.splitlines()] # 2D array where each row is a list of words. space = font.size(' ')[0] # The width of a space. max_width, max_height = surface.get_size() x, y = pos for line in words: for word in line: word_surface = font.render(word, 0, color) word_width, word_height = word_surface.get_size() if x + word_width >= max_width: x = pos[0] # Reset the x. y += word_height # Start on new row. surface.blit(word_surface, (x, y)) x += word_width + space x = pos[0] # Reset the x. y += word_height # Start on new row.
Example #17
Source File: battle.py From universalSmashSystem with GNU General Public License v3.0 | 6 votes |
def __init__(self,_fighter): spriteManager.Sprite.__init__(self) self.fighter = _fighter self.percent = int(_fighter.damage) self.bg_sprite = _fighter.franchise_icon self.bg_sprite.recolor(self.bg_sprite.image,pygame.Color('#cccccc'),pygame.Color(settingsManager.getSetting('playerColor'+str(_fighter.player_num)))) self.bg_sprite.alpha(128) self.image = self.bg_sprite.image self.rect = self.bg_sprite.image.get_rect() #Until I can figure out the percentage sprites self.percent_sprites = spriteManager.SheetSprite(settingsManager.createPath('sprites/guisheet.png'), 64) self.kerning_values = [49,33,44,47,48,43,43,44,49,43,48] #This is the width of each sprite, for kerning purposes self.percent_sprite = spriteManager.Sprite() self.percent_sprite.image = pygame.Surface((196,64), pygame.SRCALPHA, 32).convert_alpha() self.redness = 0 self.updateDamage() self.percent_sprite.rect = self.percent_sprite.image.get_rect() self.percent_sprite.rect.center = self.rect.center
Example #18
Source File: pygame_functions.py From Pygame_Functions with GNU General Public License v2.0 | 6 votes |
def __init__(self, text, xpos, ypos, width, case, maxLength, fontSize): pygame.sprite.Sprite.__init__(self) self.text = "" self.width = width self.initialText = text self.case = case self.maxLength = maxLength self.boxSize = int(fontSize * 1.7) self.image = pygame.Surface((width, self.boxSize)) self.image.fill((255, 255, 255)) pygame.draw.rect(self.image, (0, 0, 0), [0, 0, width - 1, self.boxSize - 1], 2) self.rect = self.image.get_rect() self.fontFace = pygame.font.match_font("Arial") self.fontColour = pygame.Color("black") self.initialColour = (180, 180, 180) self.font = pygame.font.Font(self.fontFace, fontSize) self.rect.topleft = [xpos, ypos] newSurface = self.font.render(self.initialText, True, self.initialColour) self.image.blit(newSurface, [10, 5])
Example #19
Source File: Common.py From PyMenu with GNU General Public License v3.0 | 6 votes |
def blitMultilineText(surface, text, pos, font, color=pygame.Color('black')): words = [word.split(' ') for word in text.splitlines()] # 2D array where each row is a list of words. space = font.size(' ')[0] # The width of a space. max_width, max_height = surface.get_size() x, y = pos for line in words: for word in line: word_surface = font.render(word, 0, color) word_width, word_height = word_surface.get_size() if x + word_width >= max_width: x = pos[0] # Reset the x. y += word_height # Start on new row. surface.blit(word_surface, (x, y)) x += word_width + space x = pos[0] # Reset the x. y += word_height # Start on new row.
Example #20
Source File: pathfinder_visualize.py From code-for-blog with The Unlicense | 5 votes |
def draw_messages(screen, rect, message1, message2): draw_rimmed_box(screen, rect, (50, 20, 0), 4, Color('white')) my_font = pygame.font.SysFont('arial', 18) message1_sf = my_font.render(message1, True, Color('white')) message2_sf = my_font.render(message2, True, Color('white')) screen.blit(message1_sf, rect.move(10, 0)) screen.blit(message2_sf, rect.move(10, message1_sf.get_height()))
Example #21
Source File: background.py From pibooth with MIT License | 5 votes |
def _write_text(self, text, rect=None, align='center'): """Write a text in the given rectangle. """ if not rect: rect = self._rect.inflate(-self._text_border, -self._text_border) if self._outlines: # Build rectangle around text area for debuging purpose outlines = pygame.Surface(rect.size, pygame.SRCALPHA, 32) pygame.draw.rect(outlines, pygame.Color(255, 0, 0), outlines.get_rect(), 2) self._texts.append((outlines, rect)) self._texts.extend(multiline_text_to_surfaces(text, self._text_color, rect, align))
Example #22
Source File: base_shape.py From PyPhysicsSandbox with MIT License | 5 votes |
def __init__(self, cosmetic=False): self._cosmetic = cosmetic if cosmetic: self.body = None self.shape = [] else: self.body.custom_gravity = space.gravity self.body.custom_damping = space.damping self.body.constant_velocity = None self.elasticity = 0.90 self.friction = 0.6 self._color = pygame.Color('black') self._wrap_x = False self._wrap_y = False self._active = True self._visible = True self._debug = False self.custom_velocity_func = False BaseShape.next_collision_type += 1 self._collision_type = BaseShape.next_collision_type if type(self.shape) is list: for shape in self.shape: shape.collision_type = BaseShape.next_collision_type else: self.shape.collision_type = BaseShape.next_collision_type add_observer(self.observer)
Example #23
Source File: base_shape.py From PyPhysicsSandbox with MIT License | 5 votes |
def color(self, value): if type(value) == pygame.Color: self._color = value else: print("Color value must be a Color instance")
Example #24
Source File: __init__.py From PyPhysicsSandbox with MIT License | 5 votes |
def color(c): """Sets the default color to use for shapes created after this call. The function may be called at any point to change the color for new shapes. To see available color names go to https://sites.google.com/site/meticulosslacker/pygame-thecolors and hover the mouse pointer over a color of interest. :param c: the color name as a string :type c: str """ global default_color default_color = Color(c)
Example #25
Source File: builderWindow.py From universalSmashSystem with GNU General Public License v3.0 | 5 votes |
def changeActionDropdown(self,*_args): global action if self.current_action.get() == 'Fighter Properties': self.group.pack_forget() self.group_list = ["Fighter","Attributes"] for i in range(0,8): self.group_list.append("Color "+str(i)) self.refreshDropdowns() self.current_group.set('Fighter') else: self.root.action_string.set(self.current_action.get()) self.refreshDropdowns() self.current_group.set('Properties')
Example #26
Source File: pygame_functions.py From Pygame_Functions with GNU General Public License v2.0 | 5 votes |
def parseColour(colour): if type(colour) == str: # check to see if valid colour return pygame.Color(colour) else: colourRGB = pygame.Color("white") colourRGB.r = colour[0] colourRGB.g = colour[1] colourRGB.b = colour[2] return colourRGB
Example #27
Source File: builderWindow.py From universalSmashSystem with GNU General Public License v3.0 | 5 votes |
def gameLoop(self): global fighter #TODO figure out that window snap thing that's messing up a lot self.screen = pygame.display.set_mode((self.winfo_width(), self.winfo_height()),pygame.RESIZABLE) if fighter: self.centerFighter() self.screen.fill(pygame.Color("pink")) if fighter: fighter.mask = None #These don't work inside of the builder fighter.draw(self.screen, fighter.sprite.rect.topleft, self.scale) for hbox in fighter.active_hitboxes: hbox.draw(self.screen,hbox.rect.topleft,self.scale) pygame.display.flip() #self.after(5, self.gameLoop) #Loop every 5ms
Example #28
Source File: panel.py From universalSmashSystem with GNU General Public License v3.0 | 5 votes |
def __init__(self, _surface, _parent=None, _width=20, _height=1, corner=(0, 0), _font="unifont-9.0.02", _size=16): self.surface = _surface self.parent = _parent self.corner = _corner if _parent is not None: _parent.children.append(self) bgcolor = _parent.bgcolor-pygame.Color(16, 16, 16) else: bgcolor = pygame.Color(255, 255, 255) pygcurse.PygcurseSurface.__init__(self, _width, _height, font=pygame.font.Font(settingsManager.createPath(_font+".ttf"),_size), fgcolor=pygame.Color(0, 0, 0), bgcolor=bgcolor) self.children = [] self.focused = None
Example #29
Source File: base_shape.py From PyPhysicsSandbox with MIT License | 5 votes |
def inside(self, p): mask = pygame.Surface((win_width, win_height)) color = self.color self.color = pygame.Color('white') self._draw(mask) self.color = color mask.lock() pixel = mask.get_at(p) mask.unlock() return pixel == pygame.Color('white')
Example #30
Source File: pygame_functions.py From Pygame_Functions with GNU General Public License v2.0 | 5 votes |
def __init__(self): self.colour = pygame.Color("black")