本文整理汇总了Python中pyglet.image.load函数的典型用法代码示例。如果您正苦于以下问题:Python load函数的具体用法?Python load怎么用?Python load使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了load函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: __init__
def __init__(self):
self.image_opened = image.load(data_file('garbagecan-open.png'))
self.image_closed = image.load(data_file('garbagecan-closed.png'))
self.image_lid = image.load(data_file('garbagecan-lid.png'))
self.image_opened.anchor_x = self.image_opened.width/2
self.image_opened.anchor_y = self.image_opened.height/2
self.image_closed.anchor_x = self.image_opened.width/2
self.image_closed.anchor_y = self.image_opened.height/2
self.candidateLeaves = {}
self.opened = True
self.lid_active = False
self.can_active = False
self.fallen = False
self.can_highlighted = False
self.lid_highlighted = True
self.can_rect = Rect(0, 0, self.image_closed)
self.can_rect.center = (80, 90)
self.can_sprite = Sprite(self.image_opened)
self.can_sprite.set_position(self.can_rect.x, self.can_rect.y)
self.lid_rect = Rect(20, 40, self.image_lid)
window.game_window.push_handlers(self.on_mouse_release)
window.game_window.push_handlers(self.on_mouse_press)
window.game_window.push_handlers(self.on_mouse_drag)
window.game_window.push_handlers(self.on_mouse_motion)
events.AddListener(self)
开发者ID:pdevine,项目名称:suburbia,代码行数:33,代码来源:garbage.py
示例2: __init__
def __init__(self):
super(GameLayer, self).__init__()
# Lista de sprites (X's e O's)
self.sprites = [None]*9
# Intância do jogo
self.game = None
# Variavel para verificar se o usuário está habilitado à jogador. A
# variável estará falsa somente no caso de alguém ganhar ou o jogo
# empatar, esperando a finalização dos efeitos para habilitar o jogo
# novamente
self.ableToPlay = True
# Lista de imagens do jogo, elas são definidas separadamente para não
# fiarem duplicadas em vários sprites.
self.imageEmpty = image.load('resources/cell.png')
self.imageX = image.load('resources/cell-x.png')
self.imageO = image.load('resources/cell-o.png')
# Imagem de fundo
self.background = cocos.sprite.Sprite('background.png', (150, 150))
self.add(self.background)
# Inicia um novo jogo
self.newGame()
开发者ID:jamgaroo1,项目名称:python-games,代码行数:27,代码来源:tictactoe.py
示例3: load_texture
def load_texture(self):
if self.texture_file:
self.texture_file = join(dirname(__file__), self.texture_file)
self.original_texture = image.load(self.texture_file).texture
file = BytesIO()
self.original_texture.save(self.texture_file, file,
encoder=self.encoder)
file.seek(0)
self.saved_texture = image.load(self.texture_file, file).texture
开发者ID:bitcraft,项目名称:pyglet,代码行数:10,代码来源:base_save.py
示例4: __init__
def __init__(self, x, y):
spark_tex = image.load(os.path.join(os.path.dirname(__file__), 'images/flare3.png')).get_texture()
sparks = ParticleGroup(
controllers=[
Lifetime(2),
Movement(damping=0.93),
Fader(fade_out_start=0, fade_out_end=1.8),
],
renderer=BillboardRenderer(SpriteTexturizer(spark_tex.id)))
spark_emitter = StaticEmitter(
template=Particle(
position=(x,y),
color=(1,1,1)),
deviation=Particle(
position=(1,1,0),
velocity=(300,300,0),
age=1.5),
size=[(1,1,0), (2,2,0), (2,2,0), (2,2,0), (3,3,0), (4,4,0)])
spark_emitter.emit(50, sparks)
fire_tex = image.load(os.path.join(os.path.dirname(__file__), 'images/puff.png')).get_texture()
fire = ParticleGroup(
controllers=[
Lifetime(4),
Movement(damping=0.95),
Growth(10),
Fader(fade_in_start=0, start_alpha=0, fade_in_end=0.5, max_alpha=0.4,
fade_out_start=1.0, fade_out_end=1.0)
],
renderer=BillboardRenderer(SpriteTexturizer(fire_tex.id)))
fire_emitter = StaticEmitter(
template=Particle(
position=(x, y),
size=(10,10,0)),
deviation=Particle(
position=(2,2,0),
velocity=(70,70,0),
size=(5,5,0),
up=(0,0,pi*2),
rotation=(0,0,pi*0.06),
age=.3,),
color=[(0.5,0,0), (0.5,0.5,0.5), (0.4,0.1,0.1), (0.85,0.3,0)],
)
fire_emitter.emit(200, fire)
开发者ID:phantomxc,项目名称:KrackedForc,代码行数:50,代码来源:explosion.py
示例5: test_set_icon_sizes
def test_set_icon_sizes(self):
self.width, self.height = 200, 200
self.w = w = window.Window(self.width, self.height)
w.set_icon(image.load(icon_file1),
image.load(icon_file2),
image.load(icon_file3),
image.load(icon_file4),
image.load(icon_file5))
glClearColor(1, 1, 1, 1)
while not w.has_exit:
glClear(GL_COLOR_BUFFER_BIT)
w.flip()
w.dispatch_events()
w.close()
开发者ID:LaneLutgen,项目名称:CSCI338-BinPacking,代码行数:14,代码来源:WINDOW_SET_ICON_SIZES.py
示例6: loadTexture
def loadTexture( self ):
textureSurface = image.load('data/multicolor512.png')
self.text0 = textureSurface.get_mipmapped_texture()
textureSurface = image.load('data/grass512.jpg')
self.text1 = textureSurface.get_mipmapped_texture()
textureSurface = image.load('data/sand512.png')
self.text2 = textureSurface.get_mipmapped_texture()
textureSurface = image.load('data/stone512.jpg')
self.text3 = textureSurface.get_mipmapped_texture()
textureSurface = image.load('data/water1024.jpg')
self.sea_tex = textureSurface.get_mipmapped_texture()
开发者ID:Dejmas,项目名称:Terrain,代码行数:15,代码来源:terrain.py
示例7: load_textures
def load_textures():
global texture
textureSurface = image.load('star.bmp')
texture=textureSurface.texture
glBindTexture(GL_TEXTURE_2D, texture.id)
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )
开发者ID:msarch,项目名称:py,代码行数:7,代码来源:NeHe+09-Stars+Animation.py
示例8: LoadTextures
def LoadTextures(self):
'''texture 0-5: faces, 6-11: hints, 12: blending screen, 13: char'''
i = self.loading
if i < len(self.textures): # for i in xrange(len(self.textures)):
if i < len(self.ary_norm): imgfile = TEXIMG_FACE % i # bmp24 256x256
elif i <= len(self.ary_norm) * 2: imgfile = TEXIMG_HINT
else: imgfile = TEXIMG_CHAR[i - len(self.ary_norm) * 2 - 1]
img = image.load(imgfile)
self.textures[i] = img.get_texture()
ix, iy = img.width, img.height
rawimage = img.get_image_data()
formatstr = 'RGBA'
pitch = rawimage.width * len(formatstr)
dat = rawimage.get_data(formatstr, pitch)
self.dat[i] = (dat, ix, iy)
if i > len(self.ary_norm): # skip face(0-5) and hint(6:white)
j = i - len(self.ary_norm)
d = []
it = iter(dat)
while it.__length_hint__():
r, g, b, a = [ord(it.next()) for k in xrange(4)]
if i < len(self.ary_norm) * 2 and r >= 128 and g >= 128 and b >= 128:
r, g, b = r if j & 1 else 0, g if j & 2 else 0, b if j & 4 else 0
elif i == len(self.ary_norm) * 2:
r, g, b, a = [int(self.instbgc[k] * 255) for k in xrange(4)]
else:
r, g, b, a = r, g, b, 255 * (r + g + b) / (255 * 3)
d.append('%c%c%c%c' % (r, g, b, a))
dat = ''.join(d)
glEnable(self.textures[i].target)
glBindTexture(self.textures[i].target, self.textures[i].id)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0,
GL_RGBA, GL_UNSIGNED_BYTE, dat)
self.loading = i + 1
开发者ID:idobatter,项目名称:HatsuneMiku,代码行数:35,代码来源:rcube.py
示例9: load_texture
def load_texture(file):
raw = image.load(file)
width, height = raw.width, raw.height
texture = image.load(file).get_data('RGBA', width * 4) # 4bpp, RGBA format
buffer = [0] # Buffer to hold the returned texture id
glGenTextures(1, (GLuint * len(buffer))(*buffer))
glBindTexture(GL_TEXTURE_2D, buffer[0])
#Load textures with no filtering. Filtering generally makes the texture blur.
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture)
return buffer[0]
开发者ID:Xyene,项目名称:Pycraft,代码行数:16,代码来源:texture.py
示例10: load
def load(self):
self._pyglet_image = image.load(self._filename)
self._size_x = self._pyglet_image.width
self._size_y = self._pyglet_image.height
self._opengl_id = self._pyglet_image.get_texture().id
self._loaded = True
开发者ID:freneticmonkey,项目名称:Epsilon,代码行数:7,代码来源:texture.py
示例11: __init__
def __init__(self, pos, angle):
super( Pellet, self ).__init__(image.load(os.path.normpath(r'../assets/Graphics/Pellet.png')))
self.initialPosition = pos
self.position = (pos)
self.angle = angle
self.time_alive = 0
self.cshape = CircleShape(Vector2(self.get_rect().center[0], self.get_rect().center[1]), self.width/2)
开发者ID:WizardWizardSomething,项目名称:wizardwar,代码行数:7,代码来源:pellet.py
示例12: __init__
def __init__(self):
# A Batch is a collection of vertex lists for batched rendering.
self.batch = pyglet.graphics.Batch()
# A TextureGroup manages an OpenGL texture.
self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture())
# A mapping from position to the texture of the block at that position.
# This defines all the blocks that are currently in the world.
self.world = {}
# Same mapping as `world` but only contains blocks that are shown.
self.shown = {}
# Mapping from position to a pyglet `VertextList` for all shown blocks.
self._shown = {}
# Mapping from sector to a list of positions inside that sector.
self.sectors = {}
# Simple function queue implementation. The queue is populated with
# _show_block() and _hide_block() calls
self.queue = deque()
self._initialize()
开发者ID:egeoz,项目名称:pycraft,代码行数:26,代码来源:fmain.py
示例13: __init__
def __init__(self, filename):
"""Read data from the file"""
self.contents = {}
mtl = None
for line in open(filename, "r"):
if line.startswith('#'):
continue
values = line.split()
if not values:
continue
if values[0] == 'newmtl':
if len(values) == 1:
values.append('NoNameMat')
mtl = self.contents[values[1]] = {}
elif mtl is None:
raise ValueError("mtl file doesn't start with newmtl stmt")
elif values[0] == 'map_Kd':
pos = filename.find('/') + 1
mtl['map_Kd'] = filename[0:pos] + values[1]
mtl['image'] = image.load(mtl['map_Kd'])
elif values[0] == 'Ns':
# Map from range 0-1000 to the range 0-128 of GL_SHININESS
mtl['Ns'] = float(values[1]) * .128
else:
mtl[values[0]] = map(float, values[1:])
开发者ID:raycode,项目名称:pybilliard,代码行数:25,代码来源:obj.py
示例14: __init__
def __init__(self):
super( Ship, self ).__init__(image.load(os.path.normpath(r'../assets/Graphics/BookCraft.png')))
self.drawModules()
self.position = (250,250)
self.heath = 100
self.bulletList = []
self.centerPoint = self.get_rect().center
self.midline = (self.centerPoint, self.get_rect().midtop)
self.cshape = CircleShape(Vector2(self.centerPoint[0],self.centerPoint[1]),self.width/2)
# Constants for craft movement
self.CRAFT_MAX_VELOCITY = 1000
self.CRAFT_ACCELERATION = 100
self.CRAFT_MAX_TURNRATE = 1
# Keep track of the current move speed of the ship. These are accessed
# directly by the scene controlling the ship
self.craftMovingUp = False
self.craftMovingDown = False
self.craftMovingRight = False
self.craftMovingLeft = False
self.craft_x_velocity = 0
self.craft_y_velocity = 0
开发者ID:WizardWizardSomething,项目名称:wizardwar,代码行数:25,代码来源:ship.py
示例15: __init__
def __init__(self):
super().__init__()
self.scale = 0.8
self.position = -50, -50
explosion_animation = image.Animation.from_image_sequence(
image.ImageGrid(image.load('explosion.png'), 1, 8), 0.1,
)
self.explosion = sprite.Sprite(
explosion_animation,
position=(320, 240),
scale=1.5,
)
self.explosion2 = sprite.Sprite(
explosion_animation,
position=(160, 120),
scale=1.7,
)
self.explosion3 = sprite.Sprite(
explosion_animation,
position=(32, 32),
)
self.add(self.explosion)
self.explosion.add(self.explosion2)
self.explosion2.add(self.explosion3)
开发者ID:fyabc,项目名称:MiniGames,代码行数:27,代码来源:try_sprite_box.py
示例16: __init__
def __init__(
self,
radius=1,
position=[0, 0, 0],
velocity=[0, 0, 0],
rotate=None,
visible=False,
slices=0,
stacks=0,
color=None,
texture=None,
):
self.radius = radius
self.position = position
self.velocity = velocity
self.rotate = rotate
self.visible = visible
self.slices = slices
self.stacks = stacks
self.color = color
self.texture = texture
self.quadric = gluNewQuadric()
if self.texture:
self.image = image.load(self.texture)
self.texture = self.image.get_texture()
gluQuadricTexture(self.quadric, GL_TRUE)
glEnable(self.texture.target)
glBindTexture(self.texture.target, self.texture.id)
glDisable(self.texture.target)
开发者ID:holocronweaver,项目名称:globe,代码行数:34,代码来源:globe.py
示例17: __init__
def __init__(self):
# A Batch is a collection of vertex lists for batched rendering.
self.batch = pyglet.graphics.Batch()
# A TextureGroup manages an OpenGL texture.
self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture())
# A mapping from position to the texture of the block at that position.
# This defines all the blocks that are currently in the world.
self.world = {}
# Same mapping as `world` but only contains blocks that are shown.
self.shown = {}
# Mapping from position to a pyglet `VertextList` for all shown blocks.
self._shown = {}
# Mapping from sector to a list of positions inside that sector.
self.sectors = {}
# Simple function queue implementation. The queue is populated with
# _show_block() and _hide_block() calls
self.queue = deque()
#22222222222222
try:
with open(WORLD_FILE, 'r') as f:
json_representation = json.load(f)
json_world = json_representation['world']
for c in json_world:
self.add_block(tuple([int(d) for d in c.split(',')]), json_world[c], immediate=False)
except IOError:
self._initialize()
开发者ID:GerardoGR,项目名称:piecraft,代码行数:33,代码来源:main.py
示例18: init_textures
def init_textures(texture_file):
"""Initializes textures."""
global textures
image = load(texture_file)
texture_group = TextureGroup(image.get_texture())
width_ratio = 1.0 / (float(image.width) / settings.texture_size)
height_ratio = 1.0 / (float(image.height) / settings.texture_size)
for name, coords in texture_mappings.texture_map.iteritems():
master_x = coords[0] * width_ratio
master_y = coords[1] * height_ratio
x = coords[0] * settings.texture_size
y = coords[1] * settings.texture_size
#region = image.get_region(x, y, settings.texture_size, settings.texture_size).get_texture()
# The vertices for the 2d texture, as percentages of the overall texture
#textures[name]['coordinates'] = [x+width_ratio, y+height_ratio, x, y+height_ratio, x, y, x+width_ratio, y]
textures[name] = {}
textures[name]['coordinates'] = [1, 1, 0, 1, 0, 0, 1, 0]
textures[name]['coordinates_for'] = lambda x, y: [x, y, 0, y, 0, 0, x, 0]
textures[name]['master_coordinates'] = [master_x+width_ratio, master_y+height_ratio, master_x, master_y+height_ratio, master_x, master_y, master_x+width_ratio, master_y]
#textures[name]['texture'] = region
#textures[name]['group'] = TextureGroup(region)
textures['master'] = {}
textures['master']['group'] = texture_group
开发者ID:CIF-Rochester,项目名称:Basic-OpenGL-Seminar,代码行数:28,代码来源:texture.py
示例19: __init__
def __init__(self, app, camera, showTime):
self.__theApp = app
self.__camera = camera
splashImage = image.load( join('..','gfx','splash.png') )
self.__texture = splashImage.texture
self.__alpha = 0.0
self.__showTime = showTime
开发者ID:mmilewski,项目名称:pyWorm,代码行数:7,代码来源:splash.py
示例20: __init__
def __init__(self):
self.images = [
image.load(data_file('fire0.png')),
image.load(data_file('fire2.png')),
image.load(data_file('fire1.png')),
]
self.image = self.images[0]
pos = (randint(140, 350), randint(270, 400))
self.rect = Rect(pos[0], pos[1], self.image)
self.lives = 3
self.delay = 0.2
self.timer = self.delay
self.image_count = 0
开发者ID:pdevine,项目名称:suburbia,代码行数:16,代码来源:grill.py
注:本文中的pyglet.image.load函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论