我们从Python开源项目中,提取了以下50个代码示例,用于说明如何使用pygame.init()。
def Kaboom(score): init() gameDisplay.blit(GameOver,(382,175)) pygame.draw.rect(gameDisplay, white, (200, 400, 550, 50)) text = smallfont.render("Press [RETURN] to continue and [Q] to quit", True, darkBlue) gameDisplay.blit(text, [370,400]) text = smallfont.render("Score : " + str(score), True, red) gameDisplay.blit(text, [450,420]) pygame.display.update() gameExit = True while gameExit: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: gameExit = False gameloop() if event.key == pygame.K_q: pygame.quit()
def display_test(): pygame.init() screen = pygame.display.set_mode((800,400)) pygame.display.set_caption('Pygame') pygame.mouse.set_visible(0) background = pygame.Surface(screen.get_size()) background = background.convert() background.fill((250,250,250)) pxarray = pygame.PixelArray(background) pxarray[:] = (i%250,i%25,i%150) del pxarray screen.blit(background, (0,0)) pygame.display.flip() time.sleep(3)
def pygame_demo_image(): # this function is for demoing a default output size,polygons,poly_sites,rivers,cities,roads,regions = setup() pygame.init() pygame.font.init() screen = pygame.display.set_mode(size,pygame.RESIZABLE) pygame.display.set_caption('Map') city_font = pygame.font.SysFont('arial', 20) region_font = pygame.font.SysFont('arial', 30) simple_render(polygons,poly_sites,rivers,cities,roads,regions,city_font,region_font,flag=True) pygame.image.save(screen,'test.png') pygame.quit()
def __init__(self, win_width = 640, win_height = 480): pygame.init() self.screen = pygame.display.set_mode((win_width, win_height)) pygame.display.set_caption("JoySix Cube Demo") self.clock = pygame.time.Clock() self.vertices = [ [-1,1,-1], [1,1,-1], [1,-1,-1], [-1,-1,-1], [-1,1,1], [1,1,1], [1,-1,1], [-1,-1,1] ] # Define the vertices that compose each of the 6 faces. These numbers are # indices to the vertices list defined above. self.faces = [(0,1,2,3),(1,5,6,2),(5,4,7,6),(4,0,3,7),(0,4,5,1),(3,2,6,7)] # Define colors for each face self.colors = [(255,0,255),(255,0,0),(0,255,0),(0,0,255),(0,255,255),(255,255,0)] self.angle = 0 self.joystick = joystick.Joystick()
def _vis_init(screen, mdp, draw_state, cur_state, agent=None, value=False): # Pygame setup. pygame.init() screen.fill((255, 255, 255)) pygame.display.update() done = False # Draw name of MDP: _draw_title_text(mdp, screen) if agent is not None: _draw_agent_text(agent, screen) if not value: # If we're not visualizing the value. _draw_state_text(cur_state, screen) agent_shape = draw_state(screen, mdp, cur_state, draw_statics=True) return agent_shape
def main(): pygame.init() screen = pygame.display.set_mode((500,500)) screen.fill((255, 0, 0)) s = pygame.Surface(screen.get_size(), pygame.SRCALPHA, 32) pygame.draw.line(s, (0,0,0), (250, 250), (250+200,250)) width = 1 for a_radius in range(width): radius = 200 pygame.gfxdraw.aacircle(s, 250, 250, radius-a_radius, (0, 0, 0)) screen.blit(s, (0, 0)) pygame.display.flip() try: while 1: event = pygame.event.wait() if event.type == pygame.QUIT: break if event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE or event.unicode == 'q': break pygame.display.flip() finally: pygame.quit()
def main(): pygame.init() pygame.mixer.quit() # remove ALSA underflow messages for Debian squeeze size = 600, 400 os.environ['SDL_VIDEO_CENTERED'] = '1' screen = pygame.display.set_mode(size, NOFRAME, 0) pygame.event.set_blocked(MOUSEMOTION) #keep our queue cleaner pygame.time.set_timer(USEREVENT, 500) while 1: event = pygame.event.wait() if event.type in (QUIT, KEYDOWN, MOUSEBUTTONDOWN): break elif event.type == USEREVENT: DisplayGradient(screen)
def load_sound(file): if not pygame.mixer: return dummysound() file = os.path.join(main_dir, 'data', file) try: sound = pygame.mixer.Sound(file) return sound except pygame.error: print ('Warning, unable to load, %s' % file) return dummysound() # each type of game object gets an init and an # update function. the update function is called # once per frame, and it is when each object should # change it's current position and state. the Player # object actually gets a "move" function instead of # update, since it is passed extra information about # the keyboard
def main(): pygame.init() pygame.font.init() font = pygame.font.Font(None, 24) bg = pygame.display.set_mode((800, 600), 0, 24) bg.fill((255,255,255)) bg.blit(font.render("Click to advance", 1, (0, 0, 0)), (0, 0)) pygame.display.update() for cursor in [no, arrow]: TestCursor(cursor) going = True while going: pygame.event.pump() for e in pygame.event.get(): if e.type == pygame.MOUSEBUTTONDOWN: going = False pygame.quit()
def test_init__keyword_args(self): # Fails on a Mac; probably older SDL_mixer ## Probably don't need to be so exhaustive. Besides being slow the repeated ## init/quit calls may be causing problems on the Mac. ## configs = ( {'frequency' : f, 'size' : s, 'channels': c } ## for f in FREQUENCIES ## for s in SIZES ## for c in CHANNELS ) #### configs = [{'frequency' : 44100, 'size' : 16, 'channels' : 1}] configs = [{'frequency' : 22050, 'size' : -16, 'channels' : 2}] for kw_conf in configs: mixer.init(**kw_conf) mixer_conf = mixer.get_init() self.assertEquals( # Not all "sizes" are supported on all systems. (mixer_conf[0], abs(mixer_conf[1]), mixer_conf[2]), (kw_conf['frequency'], abs(kw_conf['size']), kw_conf['channels']) ) mixer.quit()
def todo_test_pre_init__keyword_args(self): # Fails on Mac; probably older SDL_mixer ## Probably don't need to be so exhaustive. Besides being slow the repeated ## init/quit calls may be causing problems on the Mac. ## configs = ( {'frequency' : f, 'size' : s, 'channels': c } ## for f in FREQUENCIES ## for s in SIZES ## for c in CHANNELS ) configs = [{'frequency' : 44100, 'size' : 16, 'channels' : 1}] for kw_conf in configs: mixer.pre_init(**kw_conf) mixer.init() mixer_conf = mixer.get_init() self.assertEquals( # Not all "sizes" are supported on all systems. (mixer_conf[0], abs(mixer_conf[1]), mixer_conf[2]), (kw_conf['frequency'], abs(kw_conf['size']), kw_conf['channels']) ) mixer.quit()
def test_array_interface(self): mixer.init(22050, -16, 1) try: snd = mixer.Sound(as_bytes('\x00\x7f') * 20) d = snd.__array_interface__ self.assertTrue(isinstance(d, dict)) if pygame.get_sdl_byteorder() == pygame.LIL_ENDIAN: typestr = '<i2' else: typestr = '>i2' self.assertEqual(d['typestr'], typestr) self.assertEqual(d['shape'], (20,)) self.assertEqual(d['strides'], (2,)) self.assertEqual(d['data'], (snd._samples_address, False)) finally: mixer.quit()
def todo_test_pre_init(self): # __doc__ (as of 2008-08-02) for pygame.mixer.pre_init: # pygame.mixer.pre_init(frequency=0, size=0, channels=0, # buffersize=0): return None # # preset the mixer init arguments # # Any nonzero arguments change the default values used when the real # pygame.mixer.init() is called. The best way to set custom mixer # playback values is to call pygame.mixer.pre_init() before calling # the top level pygame.init(). # self.fail()
def todo_test_init(self): # __doc__ (as of 2008-08-02) for pygame.cdrom.CD.init: # CD.init(): return None # initialize a cdrom drive for use # # Initialize the cdrom drive for use. The drive must be initialized # for most CD methods to work. Even if the rest of pygame has been # initialized. # # There may be a brief pause while the drive is initialized. Avoid # CD.init() if the program should not stop for a second or two. # self.fail()
def todo_test_play(self): # __doc__ (as of 2008-08-02) for pygame.cdrom.CD.play: # CD.init(): return None # initialize a cdrom drive for use # # Playback audio from an audio cdrom in the drive. Besides the track # number argument, you can also pass a starting and ending time for # playback. The start and end time are in seconds, and can limit the # section of an audio track played. # # If you pass a start time but no end, the audio will play to the end # of the track. If you pass a start time and 'None' for the end time, # the audio will play to the end of the entire disc. # # See the CD.get_numtracks() and CD.get_track_audio() to find tracks to playback. # Note, track 0 is the first track on the CD. Track numbers start at zero. self.fail()
def maskFromSurface(surface, threshold = 127): mask = pygame.Mask(surface.get_size()) key = surface.get_colorkey() if key: for y in range(surface.get_height()): for x in range(surface.get_width()): if surface.get_at((x+0.1,y+0.1)) != key: mask.set_at((x,y),1) else: for y in range(surface.get_height()): for x in range (surface.get_width()): if surface.get_at((x,y))[3] > threshold: mask.set_at((x,y),1) return mask #pygame.init() #pygame.display.set_mode((10,10))
def test_resolution(self): was_init = ft.was_init() if not was_init: ft.init() try: ft.set_default_resolution() resolution = ft.get_default_resolution() self.assertEqual(resolution, 72) new_resolution = resolution + 10 ft.set_default_resolution(new_resolution) self.assertEqual(ft.get_default_resolution(), new_resolution) ft.init(resolution=resolution+20) self.assertEqual(ft.get_default_resolution(), new_resolution) finally: ft.set_default_resolution() if was_init: ft.quit()
def not_init_assertions(self): self.assert_(not pygame.display.get_init(), "display shouldn't be initialized" ) if 'pygame.mixer' in sys.modules: self.assert_(not pygame.mixer.get_init(), "mixer shouldn't be initialized" ) if 'pygame.font' in sys.modules: self.assert_(not pygame.font.get_init(), "init shouldn't be initialized" ) ## !!! TODO : Remove when scrap works for OS X import platform if platform.system().startswith('Darwin'): return try: self.assertRaises(pygame.error, pygame.scrap.get) except NotImplementedError: # Scrap is optional. pass # pygame.cdrom # pygame.joystick
def test_quit__and_init(self): # __doc__ (as of 2008-06-25) for pygame.base.quit: # pygame.quit(): return None # uninitialize all pygame modules # Make sure everything is not init self.not_init_assertions() # Initiate it pygame.init() # Check self.init_assertions() # Quit pygame.quit() # All modules have quit self.not_init_assertions()
def test_get_palette(self): pygame.init() try: palette = [Color(i, i, i) for i in range(256)] pygame.display.set_mode((100, 50)) surf = pygame.Surface((2, 2), 0, 8) surf.set_palette(palette) palette2 = surf.get_palette() r,g,b = palette2[0] self.failUnlessEqual(len(palette2), len(palette)) for c2, c in zip(palette2, palette): self.failUnlessEqual(c2, c) for c in palette2: self.failUnless(isinstance(c, pygame.Color)) finally: pygame.quit()
def test_set_palette_at(self): pygame.init() try: pygame.display.set_mode((100, 50)) surf = pygame.Surface((2, 2), 0, 8) original = surf.get_palette_at(10) replacement = Color(1, 1, 1, 255) if replacement == original: replacement = Color(2, 2, 2, 255) surf.set_palette_at(10, replacement) self.failUnlessEqual(surf.get_palette_at(10), replacement) next = tuple(original) surf.set_palette_at(10, next) self.failUnlessEqual(surf.get_palette_at(10), next) next = tuple(original)[0:3] surf.set_palette_at(10, next) self.failUnlessEqual(surf.get_palette_at(10), next) self.failUnlessRaises(IndexError, surf.set_palette_at, 256, replacement) self.failUnlessRaises(IndexError, surf.set_palette_at, -1, replacement) finally: pygame.quit()
def test_convert(self): """Ensure method convert() preserves the surface's class When Surface is subclassed, the inherited convert() method will return instances of the subclass. Non Surface fields are omitted, however. This includes instance attributes. """ pygame.display.init() try: ms1 = self.MySurface((32, 32), 0, 24) ms2 = ms1.convert(24) self.assertTrue(ms2 is not ms1) self.assertTrue(isinstance(ms2, self.MySurface)) self.assertTrue(ms1.an_attribute) self.assertRaises(AttributeError, getattr, ms2, "an_attribute") finally: pygame.display.quit()
def test_convert_alpha(self): """Ensure method convert_alpha() preserves the surface's class When Surface is subclassed, the inherited convert_alpha() method will return instances of the subclass. Non Surface fields are omitted, however. This includes instance attributes. """ pygame.display.init() try: pygame.display.set_mode((40, 40)) s = pygame.Surface((32, 32), pygame.SRCALPHA, 16) ms1 = self.MySurface((32, 32), pygame.SRCALPHA, 32) ms2 = ms1.convert_alpha(s) self.assertTrue(ms2 is not ms1) self.assertTrue(isinstance(ms2, self.MySurface)) self.assertTrue(ms1.an_attribute) self.assertRaises(AttributeError, getattr, ms2, "an_attribute") finally: pygame.display.quit()
def main(): print 'Welcome to Alphabet to Morse Code Translator v.01\n' msg = raw_input('Enter Message: ') verify(msg) print pygame.init() for char in msg: if char == ' ': print ' '*7, time.sleep(SEVEN_UNITS) else: print CODE[char.upper()], pygame.mixer.music.load(PATH + char.upper() + '_morse_code.ogg') pygame.mixer.music.play() time.sleep(THREE_UNITS)
def playmusic2(soundfile): """Stream music with mixer.music module using the event module to wait until the playback has finished. This method doesn't use a busy/poll loop, but has the disadvantage that you neet to initialize the video module to use the event module. Also, interrupting the playback with Ctrl-C does not work :-( Change the call to 'playmusic' in the 'main' function to 'playmusic2' to use this method. """ pygame.init() pygame.mixer.music.load(soundfile) pygame.mixer.music.set_endevent(pygame.constants.USEREVENT) pygame.event.set_allowed(pygame.constants.USEREVENT) pygame.mixer.music.play() pygame.event.wait()
def avatar_gen_img(self): font_size = int(self.size / 10 * 8) pic_size = self.size an, is_letter = self.avatar_name() font = self.zh_font_file_name if is_letter: font = self.en_font_file_name font_size = int(self.size / 10 * 11) font_file = os.path.abspath(os.path.join(self.font_dir, font)) pygame.init() f = pygame.font.Font(font_file, font_size) is_light=self.is_light_color(self.avatar_background_color()) rtext = f.render(an.upper(), True, (0,0,0) if is_light else (255, 255, 255)) # pygame.image.save(rtext, '%s.png' % an) mode = 'RGBA' astr = pygame.image.tostring(rtext, 'RGBA') circle = Image.new("RGBA", (self.size, self.size)) word = Image.frombytes(mode, f.size(an), astr) word_x = int((pic_size - word.size[0]) / 2) word_y = int(word_x * 0.9) if is_letter: word_y = int((pic_size - word.size[1]) / 2) draw = ImageDraw.Draw(circle) draw.ellipse((0, 0, self.size , self.size ), fill=self.avatar_background_color(), outline=self.avatar_background_color()) draw.point((100, 100), 'red') r, g, b, a = word.split() circle.paste(word, (word_x, word_y), a) sharpness = ImageEnhance.Sharpness(circle) # circle = sharpness.enhance(7.0) # im.show() # circle.show() # print(circle) return circle
def _run_pygame_cb(self, main_fn): assert pygame.display.get_surface() is None, "PygameCanvas.run_pygame can only be called once." # Preinitialize Pygame with the X window ID. assert pygame.display.get_init() == False, "Pygame must not be initialized before calling PygameCanvas.run_pygame." os.environ['SDL_WINDOWID'] = str(self._socket.get_id()) pygame.init() # Restore the default cursor. self._socket.props.window.set_cursor(None) # Initialize the Pygame window. r = self.get_allocation() pygame.display.set_mode((r.width, r.height), pygame.RESIZABLE) # Hook certain Pygame functions with GTK equivalents. self.translator.hook_pygame() # Run the Pygame main loop. main_fn() return False
def init(self): pygame.init() clock = pygame.time.Clock() screen = pygame.display.set_mode((250, 250)) rospy.init_node('highway_teleop') self.rate = rospy.Rate(rospy.get_param('~hz', 10)) self.acc = rospy.get_param('~acc', 5) self.yaw = rospy.get_param('~yaw', 0) self.robot_pub = rospy.Publisher('robot_0/cmd_vel', Twist, queue_size=1) print "Usage: \n \ up arrow: accelerate \n \ down arrow: decelerate \n \ left arrow: turn left \n \ right arrow: turn right"
def init(self): pygame.init() clock = pygame.time.Clock() screen = pygame.display.set_mode((250, 250)) rospy.init_node('teleop') self.rate = rospy.Rate(rospy.get_param('~hz', 20)) self.acc = rospy.get_param('~acc', 1) self.yaw = rospy.get_param('~yaw', 0.25) self.robot_pub = rospy.Publisher('control_command', controlCommand, queue_size=1) self.path_record_pub = rospy.Publisher('record_state', \ RecordState, queue_size=1) self.highway_game_start_pub = rospy.Publisher('highway_game_start', RecordState, queue_size=1) print "Usage: \n \ up arrow: accelerate \n \ down arrow: decelerate \n \ left arrow: turn left \n \ right arrow: turn right"
def __soundInit(self): """ Initialises the pygame module and loads the sound samples """ # Initialise pygame module pygame.mixer.pre_init(44100, -16, 12, 512) # TODO: Tweak values? pygame.init() # Load sounds from samples folder self.__samples.append(pygame.mixer.Sound('samples/Blop-01.wav')) self.__samples.append(pygame.mixer.Sound('samples/Glitch-02.wav')) self.__samples.append(pygame.mixer.Sound('samples/Vocal-03.wav')) self.__samples.append(pygame.mixer.Sound('samples/Noise-04.wav')) self.__samples.append(pygame.mixer.Sound('samples/SFX-05.wav')) self.__samples.append(pygame.mixer.Sound('samples/Strike-06.wav')) for sample in self.__samples: sample.set_volume(.95)
def initPygame(w, h, caption=_DEFAULT_CAPTION, center_mouse=False, icon=None, centered=False): """ Inicia Pygame :param w: Ancho de la ventana (px) :param h: Alto de la ventana (px) :param caption: Título de la ventana :param center_mouse: Indica si el mouse está centrado :param icon: Indica el ícono de la ventana :param centered: Indica si la ventana está centrada :return: None """ pygame.init() if centered: os.environ['SDL_VIDEO_CENTERED'] = '1' pygame.display.set_mode((w, h), OPENGLBLIT | DOUBLEBUF) pygame.display.set_caption(caption) if center_mouse: pygame.mouse.set_pos(w / 2, h / 2) if icon is not None: pygame.display.set_icon(icon) # noinspection PyBroadException,PyUnresolvedReferences
def run_game(): pygame.init() ai_settings = Settings() screen = pygame.display.set_mode((ai_settings.screen_width, ai_settings.screen_height)) pygame.display.set_caption("COMP140??--???????") play_button = Button(ai_settings, screen, "Play") stats = GameStats(ai_settings) sb = Scoreboard(ai_settings, screen, stats) ship = Ship(ai_settings, screen) bullets = Group() aliens = Group() gf.create_fleet(ai_settings, screen, ship, aliens) while True: gf.check_events(ai_settings, screen, stats, sb, play_button, ship, aliens, bullets) if stats.game_active: ship.update() gf.update_bullets(ai_settings, screen, stats, sb, ship, aliens, bullets) gf.update_aliens(ai_settings, stats, sb, screen, ship, aliens, bullets) gf.update_screen(ai_settings, screen, stats, sb, ship, aliens, bullets, play_button)
def __init__(self, captionStr, markImageName, sceneImageName, OBJFileName, isMatches=False): markImage = cv2.imread(markImageName) sceneImage = cv2.imread(sceneImageName) height, width = sceneImage.shape[:2] # Init pygame. pygame.init() pygame.display.set_mode((width,height), OPENGL | DOUBLEBUF) pygame.display.set_caption(captionStr) draw_background(sceneImageName) glP, glM = getGLPM(markImage, sceneImage, isMatches) set_projection_from_camera(glP) if isMatches: set_modelview_from_camera(glM, 0.5) else: set_modelview_from_camera(glM) load_and_draw_model(OBJFileName)
def __init__(self, size=(1024, 600)): pygame.init() self.screen = pygame.display.set_mode(size) self.background = pygame.image.load( DATA_FOLDER / "background.jpg").convert() self.player = Character("pikachu", image=DATA_FOLDER / "pikachu.png", x=(1024 - 100) / 2, y=(600 - 100) / 2) self.blocks = [] # create 3 balls 1...3 for i in range(1, 2): block = Block(DATA_FOLDER / "folder-icon.jpg", x=300, y=300) # player.update() # set random position on start self.blocks.append(block) #------------
def __init__(self, name, size, fullscreen=True): # Call init routines pygame.init() # Window name pygame.display.set_caption(name) # Hide mouse cursor pygame.mouse.set_visible(False) # Store screen and size self.size = size if fullscreen: self.screen = pygame.display.set_mode(size, pygame.FULLSCREEN) else: self.screen = pygame.display.set_mode(size) # windowed mode is for debug so we also show the cursor pygame.mouse.set_visible(True) # Clear screen self.clear() self.apply()
def __init__( self, grid, time, score, ai, grapher ): try: os.environ['SDL_VIDEO_WINDOW_POS'] = '10,50' except: pass self.grid = grid self.time = time self.score = score self.ai = ai self.grapher = grapher self.abort = False self.update = True self.infoMode = 0 self.genomeScreen = [ 0, -1 ] self.aiState = False #gui.init( ) self.screen = gui.display.set_mode( ( 820,720 ) ) self.fontBold = gui.font.Font( 'font/texgyrecursor-bold.otf', 60 ) self.fontRegular = gui.font.Font( 'font/texgyrecursor-regular.otf', 30 ) self.fontSmall = gui.font.Font( 'font/texgyrecursor-regular.otf', 15 ) self.updateStatic( True )
def init(self): self.__initScreen() load_event = threading.Event() messageThread = self.__loadMessage(load_event) try: self.acting = False self._button = Button() self.__initActions() self.__initPreviewer() self.__initCamera() self.compliments = Compliments() time.sleep(.1) self.init_complete = True except Exception as e: load_event.set() messageThread.join() print(e) self.outputScreen.drawText("Load Failure: {}".format(e.message), erase=True) self.init_complete = False load_event.set() messageThread.join()
def playsound(audio_file): """ Plays mp3 use process best for each operating system :param audio_file: String of location of mp3 file to be played """ if platform == "linux" or platform == "linux2": pygame.mixer.pre_init(22050, -16, 1, 2048) pygame.init() pygame.mixer.init() pygame.mixer.music.load(audio_file) pygame.mixer.music.play() while pygame.mixer.music.get_busy(): pygame.time.Clock().tick(10) else: sound = pyglet.media.load(audio_file, streaming=False) sound.play() time.sleep(sound.duration)
def main(): global DISPLAYSURF, font, menufont pygame.init() font = pygame.font.Font('etc/INVASION2000.ttf', 25) menufont = pygame.font.Font('etc/INVASION2000.ttf', 15) DISPLAYSURF = pygame.display.set_mode((WINDOWWIDTH, WINDOWHEIGHT)) pygame.display.set_caption('Ski Jump Henri 1.0') while True: # main game loop #header = for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() #elif event.type == KEYDOWN and event.key == pygame.K_DOWN: for h in hills: player_jump(h)
def __init__(self): pygame.init() pygame.key.set_repeat(250,25) self.width = cell_size*(2*cols+2) self.height = cell_size*rows self.rlim = cell_size*cols self.default_font = pygame.font.Font( pygame.font.get_default_font(), 12) self.screen = pygame.display.set_mode((self.width, self.height)) pygame.event.set_blocked(pygame.MOUSEMOTION) # We do not need # mouse movement # events, so we # block them. self.next_stone = tetris_shapes[rand(len(tetris_shapes))] self.init_game() pygame.mixer.init() pygame.mixer.music.load(file) pygame.mixer.music.play(loops=-1)
def __init__(self, targetImg, textureImg, textureCoords, mesh): self.h = targetImg.shape[0] self.w = targetImg.shape[1] pygame.init() pygame.display.set_mode((self.w, self.h), DOUBLEBUF|OPENGL) setOrtho(self.w, self.h) glEnable(GL_DEPTH_TEST) glEnable(GL_TEXTURE_2D) self.textureCoords = textureCoords self.textureCoords[0, :] /= textureImg.shape[1] self.textureCoords[1, :] /= textureImg.shape[0] self.faceTexture = addTexture(textureImg) self.renderTexture = addTexture(targetImg) self.mesh = mesh
def __init__(self, screen, resolution=(800,480), ui_placement_mode=False, fps=60, dev_mode=False, audio=(22050, -8, 1, 1024)): # init system pygame.mixer.init(audio[0], audio[1], audio[2], audio[3]) pygame.font.init() pygame.init() self.screenSurface = pygame.display.set_mode(resolution) #, pygame.FULLSCREEN) self.fpsClock = pygame.time.Clock() self.fps = fps pygame.display.set_caption("LCARS") if not dev_mode: pygame.mouse.set_visible(False) # set up screen elements self.all_sprites = pygame.sprite.LayeredDirty() self.all_sprites.UI_PLACEMENT_MODE = ui_placement_mode self.screen = screen self.screen.setup(self.all_sprites) self.running = True
def __init__(self): self.air_temp = None self.humidity = None self.co2 = None self.o2 = None self.water_temp = None self.ph = None self.ec = None self.desired_temp = 25 self.desired_hum = 50 self.cmd_temp = 0 self.cmd_hum = 0 self.white = [255,255,255] self.black = [0,0,0] self.event_queue = None rospy.loginfo("Initializing touchscreen") pygame.init() # pygame.mouse.set_visible(False) self.screen = pygame.display.set_mode((WIDTH,HEIGHT),pygame.NOFRAME)
def init_pygame( self, native_width=480, native_height=272 ): self.background_colour = ( 255,255,255 ) pygame.init() display_info = pygame.display.Info() w = display_info.current_w h = display_info.current_h self.window_size=(w,h) if (w <= native_width) or (h <= native_height): self.window = pygame.display.set_mode( self.window_size, pygame.FULLSCREEN ) else: self.window = pygame.display.set_mode( (native_width, native_height) ) self.surface = pygame.display.get_surface() pygame.mouse.set_visible( False ) self.clock = pygame.time.Clock()
def __init__(self, *args): # 'default_color' is used by stella init, need to set before super self.default_color = 0 self._colors = PygameColors() super(PygameStella, self).__init__(*args) # Test if 'PixelArray' is part of pygame # pygame_cffi, may not have PixelArray if has_numpy: # Use a faster blit with a numpy array, if available. self.driver_draw_display = self._draw_using_numpy_array elif hasattr(pygame, 'PixelArray'): self.driver_draw_display = self._draw_using_pixel_array else: self.driver_draw_display = self._draw_using_set_at
def driver_open_display(self): pygame.init() if has_numpy: # Replayce the 'display_lines' with a numpy array. #self._display_lines = numpy.zeros((self.END_DRAW_Y - self.START_DRAW_Y + 1, self.FRAME_WIDTH), dtype=numpy.int) self._display_lines = numpy.array(self._display_lines) self._screen = pygame.display.set_mode(( stella.Stella.FRAME_WIDTH * stella.Stella.PIXEL_WIDTH, stella.Stella.FRAME_HEIGHT * stella.Stella.PIXEL_HEIGHT)) pygame.display.set_caption('Pytari') pygame.mouse.set_visible(0) self._background = pygame.Surface((stella.Stella.FRAME_WIDTH, stella.Stella.FRAME_HEIGHT+stella.Stella.HORIZONTAL_BLANK)) self._background = self._background.convert()
def init(): """ Initialize the black screen with tile, font and screen size """ global SCREEN #initialize pygame - call the constructor pygame.init() os.environ["SDL_VIDEO_CENTERED"] = "1" #set the font font = pygame.font.Font('freesansbold.ttf', 20) #caption pygame.display.set_caption("Memory game") #screen object to display #resolution = (0,0) tuple - immutable data structure SCREEN = pygame.display.set_mode((TILEWIDTH*BOARDWIDTH, TILEHEIGHT*BOARDHEIGHT)) ###################################INIT################################# ###################################DRAWBOARD#################################
def __init__(self): #pygame.init() self.screen = pygame.display.set_mode((S_WIDTH, S_HEIGHT)) pygame.display.set_caption("SLUGScan") pygame.font.init() self.bg = pygame.image.load(os.path.join("gui", "bg.jpg")).convert() self.title = pygame.image.load(os.path.join("gui", "slugs_logo.png")).convert_alpha() self.fontEvent = pygame.font.SysFont("DejaVu Sans", 48) self.fontEvent.set_bold(True) self.fontOut = pygame.font.SysFont("DejaVu Sans", 20) self.eventName = "" self.outputBuf = "" self.textEvent = self.fontEvent.render(self.eventName, 1, (61,61,61)) self.textOut = self.fontOut.render(self.outputBuf, 1, (61,61,61)) pygame.display.toggle_fullscreen() self.update()
def __init__(self): # Find the Arduino try: self.ser = find_arduino(serial_number=arduino_serial_number) except IOError as e: print(e) sys.exit() self.ser.flush() # Setup and begin pygame pygame.init() pygame.display.set_mode((400, 300)) self.send_inst = True self.steer()