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.quit()。
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 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 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.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_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_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 menu_info(): rect_pointeur = pygame.Rect(pygame.mouse.get_pos(),(1,1)) rect_retour = pygame.Rect((50,25), (180,35)) for event in pygame.event.get(): if event.type == pygame.QUIT : abientot() pygame.quit() quit() if event.type == pygame.MOUSEBUTTONDOWN: if rect_pointeur.colliderect(rect_retour): return 1 fenetre.fill(blanc) fenetre.blit(calibri_font.render("< Retour", True, blue), (50, 30)) fenetre.blit(InfoMenu, (0,80)) if rect_pointeur.colliderect(rect_retour): fenetre.blit(calibri_font.render("< Retour", True, blue2), (50, 30)) pygame.display.flip() #Fonction lancée lorsque le joueur quitte et affichant un remerciement
def main(): screen, dims = init_display() bodies, camera, scroll = [], Camera(dims), Scroll() settings_window, clock, done, frame_count = create_menu("Settings", bodies, camera, dims, [constants.G, constants.COR]), pg.time.Clock(), False, 0 while not done: clock.tick(constants.clock_speed) frame_count += 1 camera.apply_velocity() G, COR, misc_settings = update_windows(settings_window) done, dims, screen = handle_events(settings_window, camera, scroll, done, dims, screen, bodies, G, COR) handle_bodies(G, COR, *misc_settings, scroll, bodies, camera, dims, frame_count, settings_window) refresh_display(settings_window, screen, bodies, camera) scroll.update_value() pg.quit() if settings_window.alive: settings_window.destroy()
def pause(self): fontObj = pygame.font.Font('assets/Roboto-Bold.ttf', 32) textSurfaceObj = fontObj.render('Paused', True, GREEN) textRectObj = textSurfaceObj.get_rect() textRectObj.center = (175, 185) fontObj2 = pygame.font.Font('assets/Roboto-Bold.ttf', 16) textSurfaceObj2 = fontObj2.render('Press p to continue', True, GREEN) textRectObj2 = textSurfaceObj2.get_rect() textRectObj2.center = (175, 235) self.screen.blit(textSurfaceObj, textRectObj) self.screen.blit(textSurfaceObj2, textRectObj2) pygame.display.update() running = True while running: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYUP and event.key == K_p: running = False
def GameOver(self): fontObj = pygame.font.Font('assets/Roboto-Bold.ttf', 32) textSurfaceObj = fontObj.render('Game over', True, GREEN) textRectObj = textSurfaceObj.get_rect() textRectObj.center = (175, 185) fontObj2 = pygame.font.Font('assets/Roboto-Bold.ttf', 16) textSurfaceObj2 = fontObj2.render('Press a key to continue', True, GREEN) textRectObj2 = textSurfaceObj2.get_rect() textRectObj2.center = (175, 235) self.screen.blit(textSurfaceObj, textRectObj) self.screen.blit(textSurfaceObj2, textRectObj2) pygame.display.update() running = True while running: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN: running = False
def newGame(self): fontObj = pygame.font.Font('assets/Roboto-Bold.ttf', 32) textSurfaceObj = fontObj.render('Tetris', True, GREEN) textRectObj = textSurfaceObj.get_rect() textRectObj.center = (175, 185) fontObj2 = pygame.font.Font('assets/Roboto-Bold.ttf', 16) textSurfaceObj2 = fontObj2.render('Press a key to continue', True, GREEN) textRectObj2 = textSurfaceObj2.get_rect() textRectObj2.center = (175, 235) self.screen.fill(BLACK) self.screen.blit(textSurfaceObj, textRectObj) self.screen.blit(textSurfaceObj2, textRectObj2) pygame.display.update() running = True while running: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN: running = False
def HS(self, txt="no"): if txt != "no": fontObj = pygame.font.Font('assets/Roboto-Bold.ttf', 32) textSurfaceObj = fontObj.render('HighScore : '+txt, True, GREEN) textRectObj = textSurfaceObj.get_rect() textRectObj.center = (175, 185) fontObj2 = pygame.font.Font('assets/Roboto-Bold.ttf', 16) textSurfaceObj2 = fontObj2.render('Press a key to continue', True, GREEN) textRectObj2 = textSurfaceObj2.get_rect() textRectObj2.center = (175, 235) self.screen.fill(BLACK) self.screen.blit(textSurfaceObj, textRectObj) self.screen.blit(textSurfaceObj2, textRectObj2) pygame.display.update() running = True while running: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == KEYDOWN: running = False
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 handleEvents(self): for event in pygame.event.get(): if (event.type == pygame.QUIT) or \ (event.type == KEYUP and event.key == K_ESCAPE): pygame.quit() self.running = False return for sprite in self.all_sprites.sprites(): if hasattr(event, "pos"): focussed = sprite.rect.collidepoint(event.pos) if (focussed or sprite.focussed) and sprite.handleEvent(event, self.fpsClock): break self.screen.handleEvents(event, self.fpsClock) newScreen = self.screen.getNextScreen() if (newScreen): self.all_sprites.empty() newScreen.setup(self.all_sprites) self.screen = newScreen break
def terminate(): # Quit program nicely log('Stopping pygame',1) pygame.quit() log('OK') if WITH_REMOTE: log('Stopping remote',1) remote.stop() log('OK') log('Exiting') sys.exit() #----------------------------------------------------------------------- # Plotting functions #-----------------------------------------------------------------------
def textBoxInput(textbox): # starts grabbing key inputs, putting into textbox until enter pressed global keydict textbox.text = "" while True: updateDisplay() for event in pygame.event.get(): if event.type == pygame.KEYDOWN: if event.key == pygame.K_RETURN: textbox.clear() return textbox.text elif event.key == pygame.K_ESCAPE: pygame.quit() sys.exit() else: textbox.update(event) elif event.type == pygame.QUIT: pygame.quit() sys.exit()
def ask(self,question): word="" Text(self.game).draw_text2(self.default,question,green,wth//2,50) #example asking name pygame.display.flip() done = True while done: for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_a: word+=str(chr(event.key)) if event.key == pygame.K_b: word+=chr(event.key) if event.key == pygame.K_c: word+=chr(event.key) if event.key == pygame.K_d: word+=chr(event.key) if event.key == pygame.K_RETURN: done=False #events... return Text(self.game).draw_text2(self.default,word,green,wth//2,100)
def update(self): """Update called every frame""" #add check for colission here collideB = self.grid.collisionBottom(self.col, self.y) if collideB == False: self.y+=1 elif self.placed != True: self.placed = True #self.grid.add_block(collideB[1], self.col, self.blocktype_file) #print "Placed a " + str(self.type) + " at [" + str(collideB[1]) + "][" + str(self.col) + "]" if collideB[1] == 0: #print "GAME OVER!!" #pygame.quit() #sys.exit(0) return True self.screen.blit(self.block_sample, (self.x,self.y))
def main(): pygame.init() pygame.display.set_caption('Pong') pygame.mouse.set_visible(0) # make cursor invisible surface = pygame.display.set_mode((400, 300)) fps_clock = pygame.time.Clock() game = PongGame(window_size=(400, 300), speed=4) while True: #main game loop for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() # mouse movement commands #elif event.type == MOUSEMOTION: #game.bats['user'].move(event.pos) _, done = game.step(1, -1) if done: game.reset() game.draw(surface) pygame.display.update() fps_clock.tick(120)
def splash(): intro=True while intro: for event in pygame.event.get(): if event.type==pygame.QUIT: pygame.quit() quit() if event.type==pygame.KEYDOWN: if event.key == pygame.K_c: intro=False if event.key==pygame.K_q: pygame.quit() quit() display.fill(white) message("Wellcome!!!", black,300,300 ) message("Press 'c' to continue or 'q' to Quit",black,300,400) pygame.display.update() clock.tick(15)
def _render(self, mode='human', close=False): if mode == 'rgb_array': return self.last_image elif mode == 'human': try: import pygame except ImportError as e: raise error.DependencyNotInstalled("{}. (HINT: install pygame using `pip install pygame`".format(e)) if close: pygame.quit() else: if self.screen is None: pygame.init() self.screen = pygame.display.set_mode((self.video_width, self.video_height)) img = pygame.surfarray.make_surface(self.last_image.swapaxes(0, 1)) self.screen.blit(img, (0, 0)) pygame.display.update() else: raise error.UnsupportedMode("Unsupported render mode: " + mode)
def main(): print('Press return to start the game') pygame.init() RUN = True screen = pygame.display.set_mode(SCREEN_SIZE) background = pygame.image.load(BG_PATH).convert_alpha() pygame.display.set_caption('PyPong') menu = MainMenu(screen) while RUN: for event in pygame.event.get(): if event.type == QUIT or \ (event.type == KEYDOWN and event.key == K_ESCAPE): RUN = False if event.type == KEYDOWN and event.key == K_RETURN: menu.start() pygame.draw.rect(screen, BLACK, SCREEN_ORI + SCREEN_SIZE) screen.blit(background, SCREEN_ORI) pygame.display.flip() pygame.quit()
def pause(): paused = True message_to_screen("PAUSED", red, -100, mfont) message_to_screen("Continue - [ESC]/C", white, 0, sfont) message_to_screen("Exit - Q", white, 50, sfont) pygame.display.update() while paused: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() if event.type == pygame.KEYDOWN: if event.key == pygame.K_c or event.key == pygame.K_ESCAPE: paused = False elif event.key == pygame.K_q: pygame.quit() quit() # gameDisplay.fill(background) clock.tick(5)
def handle_events(): for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit(0) if event.type == pygame.KEYDOWN: if event.key == pygame.K_UP: player_one.speed = 10 if event.key == pygame.K_RIGHT: player_one.angular_speed = 5 if event.key == pygame.K_LEFT: player_one.angular_speed = -5 if event.type == pygame.KEYUP: if event.key == pygame.K_UP: player_one.speed = 0 if event.key == pygame.K_RIGHT: player_one.angular_speed = 0 if event.key == pygame.K_LEFT: player_one.angular_speed = 0
def fireShell(xy, tankx, tanky, turPos, gun_power): fire = True startingShell = list(xy) # from tuple to list conversion # print ("FIRE!", xy) while fire: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() quit() # print startingShell[0], startingShell[1] pygame.draw.circle(gameDisplay, red, (startingShell[0], startingShell[1]), 5) startingShell[0] -= (12 - turPos)*2 # y = x**2 startingShell[1] += int((((startingShell[0] - xy[0])*0.015)**2) - (turPos + turPos/(12-turPos))) if startingShell[1] > display_height: fire = False pygame.display.update() clock.tick(60)
def button(text, x, y, width, height, inactive_color, active_color, action=None): cur = pygame.mouse.get_pos() # returns a tuple (is_left?, is_center?, is_right?) click = pygame.mouse.get_pressed() if x + width > cur[0] > x and y + height > cur[1] > y: pygame.draw.rect(gameDisplay, active_color, (x, y, width, height)) if click[0] == 1 and action != None: if action == "quit": pygame.quit() quit() if action == "controls": game_controls() if action == "play": gameLoop() if action == "main": game_intro() else: pygame.draw.rect(gameDisplay, inactive_color, (x, y, width, height)) text_to_button(text, black, x, y, width, height)
def run(self): while not self.done: # if user clicks close, then exit for event in pygame.event.get(): if event.type == pygame.QUIT: self.done = True grid = self.grid self.screen.fill(EMPTY_COLOR) for row in range(len(grid)): for col in range(len(grid[0])): color = grid[row][col] pygame.draw.rect(self.screen, color, [(MARGIN + WIDTH) * col + MARGIN, (MARGIN + HEIGHT) * row + MARGIN, WIDTH, HEIGHT]) # Limit to 30 frames per second self.clock.tick(30) pygame.display.flip() pygame.quit()
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.gfxdraw.aacircle(s, 250, 250, 200, (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 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 __init__(self, size=(512,288)): super().__init__(size, "white") self.quit = False self.frameCount = 0 self.evMgr = EventManager(self)
def onquit(self, ev): self.quit = True
def main(fname): """play video file fname""" pygame.init() try: pygame.display.set_mode(SR) vPlayer(fname) finally: pygame.quit() # Test all modules
def main(): pygame.init() pygame.camera.init() VideoCapturePlayer().main() pygame.quit()
def test_autoinit_and_autoquit(self): pygame.init() self.assertTrue(ft.was_init()) pygame.quit() self.assertFalse(ft.was_init()) # Ensure autoquit is replaced at init time pygame.init() self.assertTrue(ft.was_init()) pygame.quit() self.assertFalse(ft.was_init())
def test_cache_size(self): DEFAULT_CACHE_SIZE = 64 ft.init() self.assertEqual(ft.get_cache_size(), DEFAULT_CACHE_SIZE) ft.quit() self.assertEqual(ft.get_cache_size(), 0) new_cache_size = DEFAULT_CACHE_SIZE * 2 ft.init(cache_size=new_cache_size) self.assertEqual(ft.get_cache_size(), new_cache_size) ft.quit()
def testAutoInit(self): pygame.init() pygame.quit() self.assertEqual(init_called, 1) self.assertEqual(quit_called, 1)
def test_register_quit(self): # __doc__ (as of 2008-06-25) for pygame.base.register_quit: # register_quit(callable): return None # register a function to be called when pygame quits self.assert_(not quit_hook_ran) pygame.init() pygame.register_quit(quit_hook) pygame.quit() self.assert_(quit_hook_ran)
def todo_test_quit(self): # __doc__ (as of 2008-08-02) for pygame.display.quit: # pygame.display.quit(): return None # uninitialize the display module # # This will shut down the entire display module. This means any active # displays will be closed. This will also be handled automatically # when the program exits. # # It is harmless to call this more than once, repeated calls have no effect. self.fail()
def tearDown(self): pygame.quit()
def test_get_palette_at(self): # See also test_get_palette pygame.init() try: pygame.display.set_mode((100, 50)) surf = pygame.Surface((2, 2), 0, 8) color = pygame.Color(1, 2, 3, 255) surf.set_palette_at(0, color) color2 = surf.get_palette_at(0) self.failUnless(isinstance(color2, pygame.Color)) self.failUnlessEqual(color2, color) self.failUnlessRaises(IndexError, surf.get_palette_at, -1) self.failUnlessRaises(IndexError, surf.get_palette_at, 256) finally: pygame.quit()
def test_set_palette(self): palette = [pygame.Color(i, i, i) for i in range(256)] palette[10] = tuple(palette[10]) # 4 element tuple palette[11] = tuple(palette[11])[0:3] # 3 element tuple surf = pygame.Surface((2, 2), 0, 8) pygame.init() try: pygame.display.set_mode((100, 50)) surf.set_palette(palette) for i in range(256): self.failUnlessEqual(surf.map_rgb(palette[i]), i, "palette color %i" % (i,)) c = palette[i] surf.fill(c) self.failUnlessEqual(surf.get_at((0, 0)), c, "palette color %i" % (i,)) for i in range(10): palette[i] = pygame.Color(255 - i, 0, 0) surf.set_palette(palette[0:10]) for i in range(256): self.failUnlessEqual(surf.map_rgb(palette[i]), i, "palette color %i" % (i,)) c = palette[i] surf.fill(c) self.failUnlessEqual(surf.get_at((0, 0)), c, "palette color %i" % (i,)) self.failUnlessRaises(ValueError, surf.set_palette, [Color(1, 2, 3, 254)]) self.failUnlessRaises(ValueError, surf.set_palette, (1, 2, 3, 254)) finally: pygame.quit()
def test_unmap_rgb(self): # Special case, 8 bit-per-pixel surface (has a palette). surf = pygame.Surface((2, 2), 0, 8) c = (1, 1, 1) # Unlikely to be in a default palette. i = 67 pygame.init() try: pygame.display.set_mode((100, 50)) surf.set_palette_at(i, c) unmapped_c = surf.unmap_rgb(i) self.failUnlessEqual(unmapped_c, c) # Confirm it is a Color instance self.failUnless(isinstance(unmapped_c, pygame.Color)) finally: pygame.quit() # Remaining, non-pallete, cases. c = (128, 64, 12, 255) formats = [(0, 16), (0, 24), (0, 32), (SRCALPHA, 16), (SRCALPHA, 32)] for flags, bitsize in formats: surf = pygame.Surface((2, 2), flags, bitsize) unmapped_c = surf.unmap_rgb(surf.map_rgb(c)) surf.fill(c) comparison_c = surf.get_at((0, 0)) self.failUnlessEqual(unmapped_c, comparison_c, "%s != %s, flags: %i, bitsize: %i" % (unmapped_c, comparison_c, flags, bitsize)) # Confirm it is a Color instance self.failUnless(isinstance(unmapped_c, pygame.Color))
def tearDown(self): pygame_font.quit()
def test_get_init(self): self.failUnless(pygame_font.get_init()) pygame_font.quit() self.failIf(pygame_font.get_init())