Python pygame.draw() Examples
The following are 8
code examples of pygame.draw().
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Example #1
Source File: test_sprites.py From wasabi2d with GNU Lesser General Public License v3.0 | 6 votes |
def test_draw_labels(scene): """We can draw text labels.""" scene.background = '#ccccff' scene.layers[0].add_label( "Left\naligned.", pos=(10, 50), color='navy' ) scene.layers[0].add_label( "or right", font="eunomia_regular", fontsize=60, pos=(790, 200), align="right", color=(0.5, 0, 0), ) scene.layers[0].add_label( "Center über alles", fontsize=40, pos=(400, 500), align="center", color='black', )
Example #2
Source File: test_sprites.py From wasabi2d with GNU Lesser General Public License v3.0 | 5 votes |
def test_draw_sprite(scene): """We can draw a sprite to the scene.""" scene.layers[0].add_sprite('ship', pos=(400, 300))
Example #3
Source File: base_widget.py From python-examples with MIT License | 5 votes |
def _draw_base(self): """ Widgets should overload to draw default images found in self._images. This method will not be called when the user gives a custom image. """ pass
Example #4
Source File: base_widget.py From python-examples with MIT License | 5 votes |
def _draw_final(self): """ Widgets should overload to draw final things that should be drawn regardless of whether a custom image was used or not. """ pass
Example #5
Source File: base_widget.py From python-examples with MIT License | 5 votes |
def _draw_base(self): """ Widgets should overload to draw default images found in self._images. This method will not be called when the user gives a custom image. """ pass
Example #6
Source File: base_widget.py From python-examples with MIT License | 5 votes |
def _draw_final(self): """ Widgets should overload to draw final things that should be drawn regardless of whether a custom image was used or not. """ pass
Example #7
Source File: mygame.py From pysnake with GNU General Public License v3.0 | 4 votes |
def __init__(self, **kwargs): """初始化 可选参数: game_name 游戏名称 icon 图标文件名 screen_size 画面大小 display_mode 显示模式 loop_speed 主循环速度 font_name 字体文件名 font_size 字体大小 """ pygame.init() pygame.mixer.init() self.game_name = kwargs.get("game_name") or GAME_NAME pygame.display.set_caption(self.game_name) self.screen_size = kwargs.get("screen_size") or SCREEN_SIZE self.screen_width, self.screen_height = self.screen_size self.display_mode = kwargs.get("display_mode") or DISPLAY_MODE self.images = {} self.sounds = {} self.musics = {} self.icon = kwargs.get("icon") or None self.icon and pygame.display.set_icon(pygame.image.load(self.icon)) self.screen = pygame.display.set_mode(self.screen_size, self.display_mode) self.loop_speed = kwargs.get("loop_speed") or LOOP_SPEED self.font_name = kwargs.get("font_name") or FONT_NAME self.font_size = kwargs.get("font_size") or FONT_SIZE self.font = pygame.font.Font(self.font_name, self.font_size) self.clock = pygame.time.Clock() self.now = 0 self.background_color = kwargs.get("background") or BLACK self.set_background() self.key_bindings = {} # 按键与函数绑定字典 self.add_key_binding(KEY_PAUSE, self.pause) self.game_actions = {} # 游戏数据更新动作 self.draw_actions = [self.draw_background] # 画面更新动作列表 self.running = True self.draw = pygame.draw
Example #8
Source File: test_sprites.py From wasabi2d with GNU Lesser General Public License v3.0 | 4 votes |
def test_draw_many_sprites(scene): """Test that we can draw hundreds of large sprites. We want to test that we grow the available texture space when necessary, so we generate and pre-cache new sprites. """ scene.layers[1].add_sprite('ship', pos=(400, 300)) rng = random.Random(0) with patch.dict(images.__dict__, _cache={}): for i in range(100): s = Surface((64, 64), flags=pygame.SRCALPHA, depth=32) segments = rng.randint(6, 9) theta = np.linspace(0, 2 * np.pi, segments).reshape((-1, 1)) verts = np.hstack([ np.cos(theta), np.sin(theta), ]).astype('f4') radii = np.array([rng.uniform(10, 30) for _ in verts]) verts *= radii[:, np.newaxis] verts += (32, 32) color = np.array((rng.randint(128, 200),) * 3, dtype=np.uint8) pygame.draw.polygon( s, points=verts, color=color ) pygame.draw.polygon( s, points=verts, color=color // 2, width=2, ) k = f'rock{i}' images._cache[k, (), ()] = s scene.layers[0].add_sprite( k, pos=( rng.uniform(0, 800), rng.uniform(0, 600), ) ) assert len(scene.layers.atlas.packer.texs) > 1