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Python display.flip函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中pygame.display.flip函数的典型用法代码示例。如果您正苦于以下问题:Python flip函数的具体用法?Python flip怎么用?Python flip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flip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: __draw

 def __draw(self):
    
    self.__gen.draw(self.__canvas)
    
    
    if self.__mouseDown:
       diffX = self.__mouseCurrPos[0] - self.__mouseDownPos[0] 
       diffY = self.__mouseCurrPos[1] - self.__mouseDownPos[1]
       
       if diffX > 0 and diffY > 0:
          sizeX = max([diffX, diffY])
          sizeY = sizeX
       elif diffX > 0:
          sizeX = max([abs(diffX), abs(diffY)])
          sizeY = -sizeX
       elif diffY > 0:
          sizeY = max([abs(diffX), abs(diffY)])
          sizeX = -sizeY
       else:
          sizeX = min([diffX, diffY])
          sizeY = sizeX
       
          
       self.__drawSize = (sizeX, sizeY)
       
       pygame.draw.rect(self.__canvas, self.__highlightColor,
                        Rect(self.__mouseDownPos, self.__drawSize), 1)
    
    
    display.flip()
    display.update()
开发者ID:elizabeth-matthews,项目名称:atlasChronicle,代码行数:31,代码来源:fractalHandler.py


示例2: render

 def render(self):
     screen.blit(self.IMAGE, (0, 0))
     PDI.flip()
     if not PX.music.get_busy():
         PX.music.load(SONG0)
         PX.music.set_volume(Globals.VOLUME)
         PX.music.play(0, 0.0)
开发者ID:rogerzxu,项目名称:OrganDonor,代码行数:7,代码来源:Game_state.py


示例3: draw

 def draw(self):
     self.background.draw()
     self.showText(self.title,
                   .5, min(.4, self.timeAlive / 4000.0))
     if self.timeAlive % 1000 < 650:
         self.showText(self.text, .5, .6)
     display.flip()
开发者ID:coleary9,项目名称:RockBrawl,代码行数:7,代码来源:title.py


示例4: display_loading_progress

def display_loading_progress(search_term, term_url_count, total_urls, urls_processed, term_count):

    percent_complete = (urls_processed/float(total_urls)) * 100
    percent_complete = int(percent_complete)
    msg = "{}%".format(percent_complete)

    loading_font_size = LOADING_FONT.get_ascent()
    text = LOADING_FONT.render(msg, 1, (random.randint(0,255), random.randint(0,255), random.randint(0,255)))
    x_coord = SCREEN_WIDTH - len(msg) * loading_font_size
    y_coord = 0

    screen.fill(RGB_BLACK, Rect(x_coord, y_coord, len(msg) * loading_font_size, loading_font_size + TEXT_PADDING))
    screen.blit(text, (x_coord, y_coord))

    if not DETAILED_PROGRESS:
        display.flip()
        return

    progress_font_size = LOADING_FONT_DETAILED.get_ascent()
    y_coord = SCREEN_HEIGHT - progress_font_size - TEXT_PADDING
    screen.fill(RGB_BLACK, Rect(0, y_coord, SCREEN_WIDTH, progress_font_size + TEXT_PADDING))

    msg = 'Total: {}/{} urls Search Term:"{}":{}/{} urls'.format(urls_processed, total_urls, search_term, term_count, term_url_count)
    text = LOADING_FONT_DETAILED.render(msg, 1, FONT_COLOR)
    screen.blit(text, (0, y_coord))
    display.flip()
开发者ID:fjohnson,项目名称:imageflipper,代码行数:26,代码来源:display.py


示例5: update

 def update(self, time):
     Globals.WORLD.background(Globals.SCREEN)
     Globals.WORLD.dr(Globals.SCREEN)
     Globals.WORLD.update(self.npc1)
     if self.Timer == 0:
         Globals.WORLD.addEntity(self.npc1)
     while self.Timer < 150:
         key = PG.event.get(PG.KEYDOWN)
         for event in key:
             if event.type == PG.KEYDOWN:
                 self.Timer = 181
         Globals.WORLD.background(Globals.SCREEN)
         Globals.WORLD.dr(Globals.SCREEN)
         Globals.WORLD.update(self.npc1)
         set_timer = self.Timer % 10
         if set_timer == 0:
             self.npc1.rect.centery += 4
             self.npc1.update_image(self.npc1.image_tracker*4,
                                    self.npc1.change_direction)
         self.Timer += 1
         PDI.flip()
     if self.Timer == 175:
         self.npc1.update_image(self.npc1.image_tracker*4+3, True)
         Globals.WORLD.addEntity(self.npc2)
     if self.Timer == 176:
         Dialogue = DB.Dialogue_box('cutscene1_dialogue.txt')
         while Dialogue.isOpen:
             Dialogue.update()
     self.Timer += 1
     if self.Timer == 183:
         Globals.WORLD.addEntity(self.npc2)
         self.npc1.rect.centery += 60
         self.npc1.update_image(self.npc1.image_tracker*4+3, True)
         self.endScene()
开发者ID:davidmvp,项目名称:cryptography,代码行数:34,代码来源:cutscene1.py


示例6: main

def main(argv=sys.argv[1:]):

    pygame.init()
    screen = display.set_mode(DISPLAY_SIZE)

    ball = image.load('samples/4-2/ball.png')

    # 描画座標を保持する変数
    x, y = 0, 0

    while True:
        event_dispatch()
        screen.fill((0, 0, 0))

        # 右矢印キーの入力状態と左矢印キーの入力状態を見て 1, 0, -1 の値を生成する
        dx = get_key_state('right') - get_key_state('left')

        # 下矢印キーの入力状態と上矢印キーの入力状態を見て 1, 0, -1 の値を生成する
        dy = get_key_state('down') - get_key_state('up')

        # キー入力状態から座標を変化させる
        x += dx * 5
        y += dy * 5

        # 変化させた座標に描画する
        screen.blit(ball, (x, y))

        display.flip()
        time.delay(100)
开发者ID:Machi427,项目名称:python,代码行数:29,代码来源:pygame3.py


示例7: runtrial

 def runtrial(self):
     surface = display.get_surface()
     surface.fill((255,255,255))
     surface.blit(self.image,TOPLEFT)
     display.flip()
     self.sound.play()
     time.sleep(ST_LENGTH)
     surface.blit(self.fill,TOPLEFT)
     display.flip()
     time.sleep(TB_LENGTH)
     keypresses = []
     for e in event.get(KEYDOWN):
         keypresses += [e.dict['unicode']]
     if SPACE in keypresses:
         return None
     if unicode(KEYLEFT) in keypresses:
         if self.trgtimg:
             #print "user hit key \""+ KEYLEFT +"\" correctly"
             self.result[0] = True
         else:
             #print "user hit key \""+ KEYLEFT +"\" incorrectly"
             self.result[0] = False
     if unicode(KEYRIGHT) in keypresses:
         if self.trgtsnd:
             #print "user hit key \""+ KEYRIGHT +"\" correctly"
             self.result[1] = True
         else:
             #print "user hit key \""+ KEYRIGHT +"\" incorrectly"
             self.result[1] = False
     return True
开发者ID:sfavors3,项目名称:MindMixer,代码行数:30,代码来源:mindmixer.py


示例8: play_scene

 def play_scene(self):
     self.screen.blit(self.img, self.origin)
     while(self.end_cutscene is False):
         PD.flip()
         for event in PE.get():
             if event.type == PG.KEYDOWN and event.key == PG.K_q:
                 #skip cutscene
                 self.end_cutscene = True
                 return False  # end entire cutscene
             elif event.type == PG.KEYDOWN and event.key == PG.K_SPACE:
                 if(len(self.text) > 0 and len(self.textcoords) > 0):
                     self.screen.blit(self.img, self.origin)
                     #find better way to clear text, maybe layers?
                     txt = self.text.pop()
                     txtcoord = self.textcoords.pop()
                     self.screen.blit(self.font.render(txt, True,
                                                       self.text_color),
                                      txtcoord)
                 elif(len(self.over_img) > 0):
                     oimg = self.over_img.pop()
                     oimgcoord = self.over_imgcoords.pop()
                     self.screen.blit(oimg, oimgcoord)
                 else:
                     self.end_cutscene = True  # no more txt or imgs to add
                     return True  # go to next scene
开发者ID:fryingpan,项目名称:Assignment2,代码行数:25,代码来源:Cutscene.py


示例9: run

    def run(self):

        window = display.get_surface()

        for evt in event.get():
            if evt.type == pygame.QUIT:
                self.quit()
            elif evt.type == pygame.MOUSEMOTION:
                self.processMouseMotion(evt.pos)

            elif evt.type == pygame.KEYDOWN:
                self.processKeyDown(evt.key)

            elif evt.type == pygame.MOUSEBUTTONDOWN:
                self.processMouseButtonDown(evt.pos)

            elif evt.type == pygame.MOUSEBUTTONUP:
                self.processMouseButtonUp(evt.pos)

        window.fill(self.aColor)

        # self.testObj.rect.x = self.mouseX
        # self.testObj.rect.y = self.mouseY
        # self.activeSprites.draw(window)

        self.activeState.update(self.Clock.get_time())
        self.activeState.activeSprites.draw(window)
        if len(self.activeState.pts) > 1:
            draw.lines(window, (255, 0, 255), False, self.activeState.pts, 3)

        self.Clock.tick(30)
        display.flip()
        self.run()
开发者ID:Berulacks,项目名称:ethosgame,代码行数:33,代码来源:game.py


示例10: draw

    def draw(self):
        Constants.SCREEN.fill((0, 0, 0))
        font = pygame.font.Font(None, 30)
        new_high = font.render("Congratulations! You have a new high score", 1,
                               (255, 255, 255))
        background = pygame.Surface(Constants.SCREEN.get_size())
        new_high_rect = new_high.get_rect()
        new_high_rect.centerx = background.get_rect().centerx
        new_high_rect.centery = 75
        Constants.SCREEN.blit(new_high, new_high_rect)
        font = pygame.font.Font(None, 30)
        presskey = font.render("Please type your name, then hit 'Enter'", 1,
                               (255, 255, 255))
        background = pygame.Surface(Constants.SCREEN.get_size())
        presskeyrect = presskey.get_rect()
        presskeyrect.centerx = background.get_rect().centerx
        presskeyrect.y = Constants.HEIGHT - 40
        Constants.SCREEN.blit(presskey, presskeyrect)
        #Print a red rectangle in the middle of the screen
        rect = pygame.draw.rect(Constants.SCREEN, (255, 0, 0),
                                (0, Constants.HEIGHT / 2,
                                 Constants.WIDTH, 30))

        if len(self.name) != 0:
            name_msg = font.render(string.join(self.name, ""), 1, (0, 0, 0))
            name_msg_rect = name_msg.get_rect()
            name_msg_rect.center = rect.center
            Constants.SCREEN.blit(name_msg, name_msg_rect)

        alphaSurface = pygame.Surface((Constants.WIDTH,Constants.HEIGHT)) # The custom-surface of the size of the screen.
        alphaSurface.fill((0,0,0))
        alphaSurface.set_alpha(Constants.ALPHA_SURFACE) # Set the incremented alpha-value to the custom surface.
        Constants.SCREEN.blit(alphaSurface,(0,0))

        display.flip()
开发者ID:mattgor123,项目名称:CS255-ActionRPM,代码行数:35,代码来源:NewHigh.py


示例11: run

    def run(self):
        while self.can_run:

            self.check_gamestate()
            #want delay for the ideal FPS
            lastframedelay = self.fps_clock.tick(GAME_GLOBALS.MAX_FPS)
            update_count = lastframedelay + self.cycles_left
            if update_count > (GAME_GLOBALS.MAX_FPS * GAME_GLOBALS.UPDATE_INT):
                update_count = GAME_GLOBALS.MAX_FPS * GAME_GLOBALS.UPDATE_INT

            #Do at least 1 update if for some reason
            #the computer is super fast
            event = pygame.event.get()
            self.check_exit(event)
            self.GAME_STATE.update(event)
            update_count -= GAME_GLOBALS.UPDATE_INT
            if update_count > GAME_GLOBALS.UPDATE_INT:
                while update_count > GAME_GLOBALS.UPDATE_INT:
                    update_count -= GAME_GLOBALS.UPDATE_INT
                    #Do update stuff
                    event = pygame.event.get()
                    self.check_exit(event)
                    self.GAME_STATE.update(event)
            self.cycles_left = update_count

            DISP.flip()

        if self.exitting:
            #TODO: save stuff?
            pygame.quit()
            sys.exit(0)
        else:
            #something kicked us out of the event loop but
            #the exitting flag is still false
            self.can_run = True
开发者ID:ckim89,项目名称:EVE,代码行数:35,代码来源:core.py


示例12: pause

def pause(display):
    global main_score
    screen = display.get_surface()

    hsfont = font.Font(FONT, 100)
    ysfont = font.Font(FONT,100)
    hs = hsfont.render("HIGH SCORE :-->" + str(highscore/2), True, HIGHSCORE_COLOR)
    
    y_score = ysfont.render("YOUR SCORE :-->"+str(main_score/2), True, Y_SCORE_COLOR)
    
    main_score = 0
    #score = 0

  
    pause_img=image.load('pause.png').convert_alpha()
    pause_img=transform.scale(pause_img, (1200, 700)) 
 
    screen.blit(pause_img, (0, 0,))
    screen.blit(hs, (200, 60))
    screen.blit(y_score, (200, 200))
    display.flip()

    while True:
        for i in event.get():
            if i.type == MOUSEBUTTONDOWN or i.type == KEYDOWN:
                    return main()
开发者ID:abhishek3022,项目名称:Touch-free-flappy-bird-game,代码行数:26,代码来源:main.py


示例13: __init__

    def __init__(self, size, tilesize=100, message_font=None, glyph_font=None, margin=50, circle=False, tile_cls=None):
        Board.__init__(self, size, tile_cls)

        font.init()
        message_font      = message_font or (None, 60)
        glyph_font        = glyph_font or (None, 70)
        self.message_font = font.Font(message_font[0], message_font[1])
        self.glyph_font   = font.Font(glyph_font[0], glyph_font[1])
        n                 = tilesize + 1
        self.margin       = margin
        self.scr          = display.set_mode((size[0]*n + margin*2, size[1]*n + margin*2))
        self.scr.fill(white)
        self.sfc = Surface(self.scr.get_size())
        self.sfc = self.sfc.convert()
        self.sfc.fill(white)

        self.scr.blit(self.sfc, (0,0))
        self.tilesize  = tilesize
        self.circle    = circle
        self.tile_locs = [[ (iround(margin+x+tilesize/2) , iround(margin+y+tilesize/2))
                              for x in range(0, size[0]*n, n)]
                              for y in range(0, size[1]*n, n)]
        for tile in self:
            self.mkgui_tile(tile.loc)

        self.scr.blit(self.sfc, (0,0))
        display.flip()
开发者ID:akulakov,项目名称:pygame-games,代码行数:27,代码来源:board.py


示例14: update

	def update(self):
		"""
		redraw
		"""
		self.screen.fill(config.bgcolor)
		w2s = self.viewport.world_to_screen
		# draw grid for debug
		# self.draw_grid()

		# draw bodies
		# for b in self.world.bodies:
		# 	polygon = []
		# 	fflag = 0
		# 	for node in b.shape.nodes:
		# 		p, flag = w2s(b.coor.apply(mat((node[0], node[1], 0)).T))
		# 		fflag = fflag or flag
		# 		polygon.append(p)
		# 	if fflag:
		# 		pg.draw.polygon(self.screen, b.shape.color, polygon)

		# draw points
		for point in self.world.points:
			p, flag = w2s(point.s.T)
			if flag:
				pg.draw.circle(self.screen, pg.Color("blue"), vint(p), 2)

		# draw joints
		jointColor = (0x22, 0xff, 0)
		for j in self.world.joints:
			p1, flag1 = w2s(j.t1.s.T)
			p2, flag2 = w2s(j.t2.s.T)
			if flag1 or flag2:
				pg.draw.aaline(self.screen, jointColor, vint(p1), vint(p2))

		pgdisplay.flip()
开发者ID:ZhanruiLiang,项目名称:AudioEffect,代码行数:35,代码来源:display.py


示例15: endScene

 def endScene(self):
     fpsClock = PT.Clock()
     DURATION = 2000.0
     start_time = PT.get_ticks()
     ratio = 0.0
     while ratio < 1.0:
         current_time = PT.get_ticks()
         ratio = (current_time - start_time)/DURATION
         if ratio > 1.0:
             ratio = 1.0
         value = int(255*ratio)
         fade_color = PC.Color(0, 0, 0, 0)
         fade_color.a = value
         # PD.rect(Globals.SCREEN, fade_color, (0,0,400,300))
         surf = PG.Surface((800, 600))
         surf.set_alpha(value)
         surf.fill((0, 0, 0))
         Globals.SCREEN.blit(surf, (0, 0))
         PD.flip()
         fpsClock.tick(60)
     levelTwoEvents[1] = False
     Player.events[4] = False
     self.stone_mound = item.Item(54*Setup.PIXEL_SIZE, 26*Setup.PIXEL_SIZE, stone_mound_image)
     Globals.WORLD.addEntity(self.stone_mound)
     Globals.STATE = LevelTwo()
开发者ID:kzhang12,项目名称:Video-Game-Design,代码行数:25,代码来源:LevelTwo.py


示例16: main

def main(window, handle_events):
    ##    window = Window()
    ##    window.init()

    world = World()
    world.stage = 1

    p1 = Platform(600, 300, 400, 50)
    world.add_item(p1)
    p2 = Platform(500, 600, 800, 100)
    world.add_item(p2)

    """   vert order:
             0 3
             1 2
    """
    rest_length, stiffness, damping = 200, 10, 1
    spring = Spring(p1, p2, lambda vs: vs[1], lambda vs: vs[0], rest_length, stiffness, damping)
    world.add_spring(spring)

    spring = Spring(p1, p2, lambda vs: vs[2], lambda vs: vs[3], rest_length, stiffness, damping)
    world.add_spring(spring)

    spring = Spring(
        p1, p2, lambda vs: (vs[1] + vs[3]) / 2, lambda vs: (vs[1] + vs[3]) / 2, rest_length, 10 * stiffness, damping
    )
    world.add_spring(spring)

    font_path = os.path.join(data_dir(), "fonts", "vinque", "vinque.ttf")

    fnt = font.Font(font_path, 36)
    surface = fnt.render("The adventures of...", True, (255, 255, 255))
    word = Word(p2, surface, (200, 50))
    world.add_word(word)

    fnt = font.Font(font_path, 48)
    text = "Woger the wibbly wobbly wombat"
    words = [fnt.render(word, True, (255, 255, 255)) for word in text.split()]

    word_positions = ((200, 75), (500, 75), (175, 250), (350, 250), (550, 250))

    for surface, position in zip(words, word_positions):
        word = Word(p1, surface, position)
        world.add_word(word)

    fnt = font.Font(font_path, 24)
    surface = fnt.render("space to continue, use awwow keys in game to weach owanges", True, (0, 0, 0))
    word = Word(p2, surface, (40, 550))
    world.add_word(word)

    render = Render(window, world)

    while True:
        quit = handle_events(window, world)
        if quit:
            break

        world.update()
        render.draw_world()
        display.flip()
开发者ID:tartley,项目名称:woger-wombat,代码行数:60,代码来源:main.py


示例17: runloop

def runloop(window, world, render):


    clock = pygame.time.Clock()
    clock.tick()
    FPS = 30
    
    while True:
        clock.tick(FPS)
        #TODO: hacky hack.  This is not very accurate, will do for now.
        elapsed_time = 1./FPS

        if handle_events(window, world):
            # show score outro
            break
##            return True
        Sounds.sounds.update(elapsed_time)
        world.update()
        render.draw_world()
        display.flip()
        if world.end_game:
            break

    #show score
        
    window.sounds.play_music("intro", loop=1)
    quit = outro_main(window, handle_events, world.player_character.score)
    return quit
开发者ID:mjs,项目名称:ldnpydojo,代码行数:28,代码来源:main.py


示例18: main

 def main():
     display.init()
     maxX,maxY = display.list_modes()[0] 
     screen = display.set_mode( (maxX/3, maxY/3 ) )
     
     display.flip()
     
     pgw = PygameWidget( )
     p = Player( pgw, pipe_desc=Player.test_pipe_desc )
     p.play()
     
     clock = pygame.time.Clock()
     
     running = True
     while running:
         clock.tick( 60 )
         for evt in [pygame.event.wait()] + pygame.event.get():
             if evt.type == pygame.KEYDOWN:
                 if p._playing:
                     p.pause()
                 else:
                     p.play()
             elif evt.type == pygame.QUIT:
                 p.stop()
                 running = False
开发者ID:Lasanha,项目名称:Gambiarra,代码行数:25,代码来源:video.py


示例19: update

 def update():
     """
     Updates the display by swapping the back buffer and screen buffer.
     According to the pygame documentation, the flip should wait for a
     vertical retrace when both HWSURFACE and DOUBLEBUF are set on the
     surface.
     """
     display.flip()
开发者ID:craigthomas,项目名称:Chip8Python,代码行数:8,代码来源:screen.py


示例20: draw

    def draw(self):
        """Perform all graphical tasks for this frame."""
        self.background.draw()
        for i in range(0, len(self.choices)):
            self.drawItem(i)

        self.drawTitle()
        display.flip()
开发者ID:coleary9,项目名称:RockBrawl,代码行数:8,代码来源:menu.py



注:本文中的pygame.display.flip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。


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Python display.get_init函数代码示例发布时间:2022-05-25
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